Collisions

I want to post any number of absence hours and attendance hours in infotype 2001 and 2002 and dont want the system to issue collisions and stop me from doing that. How can i do that.
Thanks

Hi,
You can use time constraint 3. Also in Table V_554Y_B in the reaction indicator tab you maintain it as N wherin the system reaction will be You can create the new record but collisions are not displayed.
This is generally not a best practice though.
Regards
Raghu
Edited by: Raghu C on May 13, 2009 7:02 AM

Similar Messages

  • Collisions (Separating Axis Theorem)

    Hi,
    I'm working on a 2D game, it's top-down like GTA2, but I'm havinfgproblems with the collision detector. I know there are a lot of posts about collision already but they didn't help me much. I'm using the separating axis theorem (explained here: http://www.harveycartel.org/metanet/tutorials/tutorialA.html#section1) and most of the code is inspired by http://www.codeproject.com/cs/media/PolygonCollision.asp .
    Separating axis theorem:
    find all axis perpendicular to all the edges of both objects,
    project both objects on the axis,
    if there is an axis where the projections do not overlap, then the objects do not overlap.
    The problem is that I think my code should work. And guess what, it doesn't. I checked the code 30 times this weekend but maybe there is some tiny mistake I overlook each time..
    When I run the program with 6 objects I get this:
    1 2 3 4 5 6
    1: - 0 0 0 0 0
    2: 0 - 1 0 0 0
    3: 0 1 - 0 0 0
    4: 0 0 0 - 0 0
    5: 0 0 0 0 - 0
    6: 0 0 0 0 0 - (1=intersect, 0=doesn't intersect)
    but this is completely wrong. You can run the program yourself to see the exact locations of the objects.
    1 is the triangle at the top,
    2 and 3 are the triangles who share an edge
    4 is the one on the left intersecting with 3
    5 is the triangle on the right
    6 is the parallelogram
    But it really gets weird when I add a 7th object (the one in the comments):
    1 2 3 4 5 6 7
    1: - 0 0 0 0 0 0
    2: 0 - 0 0 0 0 0
    3: 0 0 - 0 0 0 0
    4: 0 0 0 - 0 0 0
    5: 0 0 0 0 - 0 0
    6: 0 0 0 0 0 - 0
    7: 0 0 0 0 0 0 -
    Now 2 and 3 don't intersect anymore! They didn't change I just added another object.
    I'm adding a short explanationof all the classes and the code itself. I know it's a lot of code but I added all the test classes so you can just run Test.Test
    I hope someone can help me with this.
    Thanks,
    El Bandano
    _<h5>package CollisionDetector:</h5>_
    <h6>CollisionDetector</h6>
    The class that is supposed to check for collisions. It will take 2 Props and return a CollisionResult
    <h6>CollisionResult</h6>
    A small class with 2 public fields. For now only the boolean Intersect matters.
    <h6>Interval</h6>
    Another small class that represents an interval of floats. It's pretty simple. Distance should return something negative if 2 intervals overlap.
    _<h5>package World</h5>_
    <h6>MovableProp</h6>
    An interface of an object. All objects should be convex.
    <h6>Vector2D</h6>
    A 2D-vector. It has an x and a y value (floats) and some simple methods. a 2D vector can represent a point or an edge/axis. For a point the x and y are the coordinates. For an axis you need a normalized vector (x^2+y^2=1) and the x and y are coordinates on a parrallell line through (0,0).
    _<h5>package Test</h5>_
    <h6>Test</h6>
    The main class. It makes some objects, prints a matrix showin which intersect eachother and shows a window with all objects.
    <h6>TestMovProp</h6>
    A basic implementation of MovableProp.
    <h6>TestPanel</h6>
    A panel that draws MovableProp.
    _<h5>package CollisionDetector:</h5>_
    <h6>CollisionDetector</h6>
    package CollsisionDetector;
    import World.MovableProp;
    import World.Vector2D;
    import java.util.ArrayList;
    public class CollisionDetector {
        public CollisionDetector(){
        public CollisionResult DetectCollision(MovableProp propA, MovableProp propB) {
            CollisionResult result = new CollisionResult();
            result.Intersect = true;
            result.WillIntersect = true;
            Vector2D[] edges = UniqueEdges(propA, propB);
            // loop through the edges
            // find an axis perpendicular to the edge
            // project the props on the axis
            // check wether they intersect on that axis
            for (Vector2D edge: edges){
                Vector2D axis = edge.getPerpendicular();
                Interval intA = projectPointsOnAxis(propA.getCoordinates(), axis);
                Interval intB = projectPointsOnAxis(propB.getCoordinates(), axis);
                if (intA.distance(intB) > 0)
                    result.Intersect = false;
            return result;
        public Interval projectPointsOnAxis(Vector2D[] points, Vector2D axis){
            Interval i = new Interval();
            for (Vector2D p: points)
                i.add(projectPointOnAxis(p, axis));
            return i;
        public float projectPointOnAxis(Vector2D point, Vector2D axis){
            // axis <-> y=a*x
            float a  = axis.y / axis.x;
            // line <-> y=(-a/1)*x+b
            float a2 = -axis.x / axis.y;
            // b = y-a2*x
            float b = point.y - a2*point.x;
            // y = a *x
            // y = a2*x + b
            // => a*x = a2*x + b
            float x = b/(a-a2);
            float y = a*x;
            // is there a better way to do this?
            return new Float(Math.sqrt(x*x + y*y)).floatValue();
         * Put all edges in 1 array, eliminate doubles (parallels).
        public Vector2D[] UniqueEdges(MovableProp propA,MovableProp propB){
            Vector2D[] aEdges = propA.getEdges();
            Vector2D[] bEdges = propB.getEdges();
            ArrayList<Vector2D> tmp = new ArrayList<Vector2D>();
            for (Vector2D v: aEdges){
                tmp.add(v);
            for (Vector2D v: bEdges){
               if (! tmp.contains(v))
                    tmp.add(v);
            return tmp.toArray(new Vector2D[tmp.size()]);
    }<h6>CollisionResult</h6>
    package CollsisionDetector;
    import World.Vector2D;
    public class CollisionResult {
        public boolean WillIntersect;
        public boolean Intersect;
        public Vector2D MinimumTranslationVector;
        public CollisionResult() {
    }<h6>Interval</h6>
    package CollsisionDetector;
    public class Interval {
        public float min;
        public float max;
        public Interval() {
            min = Float.MAX_VALUE;
            max = Float.MIN_VALUE;
        public void add(float f){
            // no 'else'! In an empty interval both will be true
            if (f>max)
                max = f;
            if (f<min)
                min = f;
        public float distance(Interval interval){
            if (this.min < interval.min) {
                return interval.min - this.min;
            } else {
                return this.min - interval.min;
    }_<h5>package World</h5>_
    <h6>MovableProp</h6>
    package World;
    public interface MovableProp {
        public int getNPoints();
        public Vector2D[] getEdges();
        public Vector2D[] getCoordinates();
    }<h6>Vector2D</h6>
    package World;
    public class Vector2D {
        public float x;
        public float y;
        public Vector2D(float x, float y) {
            this.x = x;
            this.y = y;
        public boolean equals(Object obj){
            if (!(obj instanceof Vector2D)){
                return false;
            }else
                return (this.x == ((Vector2D)obj).x && this.y == ((Vector2D)obj).y);
        public String toString() {
            return ("Vector2D  x=" + x + " ,  y=" + y);
        public void normalize(){
            if (x*x + y*y != 1){
                float x2 = x;
                x /= Math.sqrt(x2*x2+y*y);
                y /= Math.sqrt(x2*x2+y*y);
        public Vector2D getPerpendicular(){
            Vector2D per = new Vector2D(-y,x);
            per.normalize();
            return per;
    }_<h5>package Test</h5>_
    <h6>Test</h6>
    package Test;
    import CollsisionDetector.CollisionDetector;
    import World.MovableProp;
    import java.awt.Polygon;
    import java.util.ArrayList;
    import java.util.Vector;
    import javax.swing.JFrame;
    public class Test {
        public static void main(String args[]) {
            CollisionDetector detect = new CollisionDetector();
            float[] x = new float[3];
            float[] y = new float[3];
            ArrayList<MovableProp> list = new ArrayList<MovableProp>();
            x[0] = 200; x[1] = 300; x[2] = 500;
            y[0] = 400; y[1] = 200; y[2] = 300;
            list.add(new TestMovProp(x,y));
            x[0] = 300; x[1] = 500; x[2] = 600;
            y[0] = 400; y[1] = 400; y[2] = 500;
            list.add(new TestMovProp(x,y));
            x[0] = 200; x[1] = 300; x[2] = 600;
            y[0] = 600; y[1] = 400; y[2] = 500;
            list.add(new TestMovProp(x,y));
            x[0] = 100; x[1] = 200; x[2] = 300;
            y[0] = 800; y[1] = 500; y[2] = 700;
            list.add(new TestMovProp(x,y));
            x[0] = 600; x[1] = 600; x[2] = 700;
            y[0] = 400; y[1] = 700; y[2] = 500;
            list.add(new TestMovProp(x,y));
    //        x[0] = 100; x[1] = 001; x[2] = 900;
    //        y[0] = 001; y[1] = 900; y[2] = 500;
    //        list.add(new TestMovProp(x,y));
            x = new float[4];
            y = new float[4];
            x[0] = 450; x[1] = 550; x[2] = 500; x[3] = 400;
            y[0] = 200; y[1] = 250; y[2] = 650; y[3] = 600;
            list.add(new TestMovProp(x,y));
            int n = list.size();
            boolean[][] matrix = new boolean[n][n];
            for (int i=0; i<n; i++){
                for (int j=0; j<n; j++){
                    if (i!=j)
                    matrix[i][j] = detect.DetectCollision(list.get(i),list.get(j)).Intersect;
            System.out.print("  ");
            for (int i=0; i<n; i++){
                System.out.print("  " + (i+1));
            for (int i=0; i<n; i++){
                System.out.print("\n" + (i+1) + ":  ");
                for (int j=0; j<n; j++){
                    if (i==j)
                        System.out.print("-  ");
                    else if (matrix[i][j])
                        System.out.print("1  ");
                    else
                        System.out.print("0  ");
            System.out.println();
            JFrame window = new JFrame();
            window.setDefaultCloseOperation(window.EXIT_ON_CLOSE);
            window.pack();
            window.setVisible(true);
            window.setContentPane( new TestPanel(list));
            window.pack();
    }<h6>TestMovProp</h6>
    package Test;
    import World.MovableProp;
    import World.Vector2D;
    public class TestMovProp implements MovableProp{
        float[] X;
        float[] Y;
        Vector2D[] coor;
        public TestMovProp(float[] x, float[] y) {
            X=x; Y=y;
            coor = new Vector2D[getNPoints()];
            for(int i=0; i< getNPoints(); i++){
                coor[i] = new Vector2D(X, Y[i]);
    public Vector2D[] getCoordinates(){
    return coor;
    public int getNPoints() {
    return X.length;
    public Vector2D[] getEdges() {
    int n = getNPoints();
    Vector2D[] v = new Vector2D[n];
    for (int i=0; i<n-1; i++){
    v[i] = new Vector2D(X[i]-X[i+1], Y[i]-Y[i+1]);
    v[i].normalize();
    v[n-1] = new Vector2D(X[0]-X[n-1], Y[0]-Y[n-1]);
    v[n-1].normalize();
    return v;
    public String toString() {
    String s = "\n";
    for (Vector2D v: getCoordinates())
    s += ("\n" + v);
    return s;
    <h6>TestPanel</h6>package Test;
    import World.MovableProp;
    import World.Vector2D;
    import java.awt.Dimension;
    import java.awt.Graphics;
    import java.awt.Polygon;
    import java.util.ArrayList;
    import javax.swing.JPanel;
    public class TestPanel extends JPanel {
    public ArrayList<MovableProp> list;
    public TestPanel(ArrayList<MovableProp> list) {
    super();
    this.list = list;
    setPreferredSize(new Dimension(1000,850));
    public void paint(Graphics g) {
    super.paint(g);
    for (MovableProp prop:list){
    Vector2D[] coor = prop.getCoordinates();
    int n = prop.getNPoints();
    g.drawLine((int)coor[0].x, (int)coor[0].y, (int)coor[n-1].x, (int)coor[n-1].y);
    for (int i=0; i<n-1; i++){
    g.drawLine((int)coor[i].x, (int)coor[i].y, (int)coor[i+1].x, (int)coor[i+1].y);

    .java wrote:
    I have been search for what seems like hours, Nice try, but in less than 15 seconds I found a complete discussion on the subject.
    and I still have not managed to find anybody or anything that can clearly answer these three questions:
    1. What is SAT?
    2. How does it apply to 2D collision detection? (How would it be different with 3D collision detection?)
    3. How can this be implemented in Java using Shape objects?
    Note: I am easily confused by geometric terminology.This really looks like a question you should have an answer for in your notes from class, or in your book. If not perhaps you need to go ask your teacher what it is and explain why you don't have it in your notes or book.

  • Bouncing balls collision

    I am creating a program that has two balls which produce a sound when bouncing off the walls and each other. I am having trouble when they collide with each other, as my value for when they hit each other does not seem to be working. Here is my source code :
    import java.applet.Applet;
    import java.awt.Graphics;
    import java.awt.*;
    import java.applet.AudioClip;
    import java.awt.event. *;
    public class BallBouncing extends Applet implements Runnable {
            int x_pos = 20;
            int y_pos = 100;
            int x_speed = 1;
            int y_speed = 1;
            int x1_pos = 70;
            int y1_pos = 130;
            int x1_speed = 1;
            int y1_speed = 1;
            int appletsize_x = 300;
            int appletsize_y = 200;
            int radius = 20;
            int pos = (x_pos - x1_pos)*(x_pos - x1_pos) + (y_pos - y1_pos)*(y_pos - y1_pos);
            double pos1 = Math.sqrt(pos);       
            public AudioClip sound1, sound2;       
            Thread t;
            Button b1 = new Button("Reverse Direction");
            public void init() {
                b1.addActionListener(new B1());           
                add(b1);
            class B1 implements ActionListener {
            public void actionPerformed(ActionEvent e) {
            x_speed = +3;
            y_speed = -3;
            public void start() {
                            t = new Thread(this);
                            t.start();
            public void stop() {
            public void paint(Graphics g) {
                    g.setColor (Color.blue);
                    g.fillOval(x_pos - radius, y_pos - radius, 2 * radius, 2 * radius);
                    g.fillOval(x1_pos - radius, y1_pos - radius, 2 * radius, 2 * radius);
            public void run() {
                    sound1 = getAudioClip( getDocumentBase(), "Audio1.au" );
                    sound2 = getAudioClip( getDocumentBase(), "Audio2.au" );
                    while (true) {
                        try {
                            Thread.sleep(20);
                        } catch (InterruptedException e) {}
                        if (x_pos > appletsize_x - radius)
                            x_speed = -3;
                            sound2.play();
                        else if (x_pos < radius)
                            x_speed = +3;
                            sound2.play();
                        else if (y_pos > appletsize_y - radius)
                            y_speed = -3;
                            sound2.play();
                        else if (y_pos < radius)
                            y_speed = +3;
                            sound2.play();
                        else if (x1_pos > appletsize_x - radius)
                            x1_speed = -3;
                            sound2.play();
                        else if (x1_pos < radius)
                            x1_speed = +3;
                            sound2.play();
                        else if (y1_pos > appletsize_y - radius)
                            y1_speed = -3;
                            sound2.play();
                        else if (y1_pos < radius)
                            y1_speed = +3;
                            sound2.play();
                        else if (pos1 < 40)
                            x_speed = -3;
                            x1_speed = +3;
                            y_speed = -3;
                            y1_speed = +3;
                            sound1.play();
                            x_pos += x_speed;
                            y_pos += y_speed;
                            x1_pos += x1_speed;
                            y1_pos += y1_speed;
                            repaint();
    }Any help would be appreciated, thanks.

    Hi, here is a solution to your problem I hope. I have also included some extra features and brought your code up to a higher standard in terms of java conventions (however the {} on the next line is my convention, from C# :p).
    A few things:
    - For the balls deflecting at the proper angles then you will need to learn vector maths and I am afraid that my knowledge of that is rather sketchy (still 1st year uni student, more on that next year :p)
    - I used Graphics2D purely because I was lazy so I could write g2.draw(bounds); instead of using g.drawRect(x, y, height, width); - both methods give the same result
    - You will need to look up how to do drawing in applets to remove that flickering, I'm not sure if you do the same thing as normal swing/awt components (ie double buffering), as applets aren't my strong point.
    - I removed the button because it was unneccessary, it will take you 60 seconds to add it back in if you want.
    - You really REALLY should write a 'Ball' class and make some Ball objects instead of having separate variables for each ball. I will leave that up to you :)
    - I STRONGLY recommend the use of comments throughout any program you use, not because of convention but because it not only helps other developers to understand your code and what it does, but also to refresh your memory when you come back from a break and try to keep writing. (trust me, do not underestimate the power of comments!) . I have put a few in to show you what they should look like; they should be brief and concise, explain what a section of code does, and how it does it.
    - Enjoy!
    package sunforum_bounceball;
    import java.applet.*;
    import java.awt.*;
    public class BallBouncing extends Applet implements Runnable
         private static final long serialVersionUID = 1L;
         // ball 1
         private int x1_pos;
         private int y1_pos;
         private int x1_speed;
         private int y1_speed;
         private int b1_radius;
         // ball 2
         private int x2_pos;
         private int y2_pos;
         private int x2_speed;
         private int y2_speed;
         private int b2_radius;
         // other variables
         private Rectangle bounds;
         private Dimension appletSize;
         private boolean hasCollision;
         private boolean debugCollisionTesting;
         private AudioClip sound1, sound2;       
         private Thread t;
         public BallBouncing()
              // ball 1
              x1_pos = 100;
              y1_pos = 109;
              x1_speed = 2;
              y1_speed = 1;
              b1_radius = 40;
              // ball 2
              x2_pos = 100;
              y2_pos = 237;
              x2_speed = 1;
              y2_speed = 1;
              b2_radius = 20;
              hasCollision = false;
              // This is just for your help; turn this on to disable the balls changing direction when they collide.
              // This will enable you to check that when the balls are touching, we are detecting it.
              debugCollisionTesting = false;
              // Variables for the size of the applet and the bounding rectangle for the balls.
              appletSize = new Dimension(400, 400);
              bounds = new Rectangle(0, 0, 400, 400);
         public void start()
              t = new Thread(this);
              t.start();
         public void stop()
         public void paint(Graphics g)
              Graphics2D g2 = (Graphics2D)g;
              if (hasCollision)
              { g2.setColor(Color.RED); }
              else
              { g2.setColor(Color.BLUE); }
              g2.fillOval(x1_pos - b1_radius, y1_pos - b1_radius, 2 * b1_radius, 2 * b1_radius);
              g2.fillOval(x2_pos - b2_radius, y2_pos - b2_radius, 2 * b2_radius, 2 * b2_radius);
              g2.setColor(Color.BLACK);
              g2.draw(bounds);
         public void run()
              // +1 just so we can see the border of the collision area. Try taking out the +1's and see what happens.
              this.setSize(appletSize.width + 1, appletSize.height + 1);
              sound1 = getAudioClip( getDocumentBase(), "Audio1.au" );
              sound2 = getAudioClip( getDocumentBase(), "Audio2.au" );
              // Used to hold the distance between the balls.
              double p;
              while (true)
                   try
                   { Thread.sleep(20); }
                   catch (InterruptedException e)
                   // ball 1 x coordinate.
                   if (x1_pos > (bounds.x + bounds.width) - b1_radius || x1_pos < bounds.x + b1_radius)
                        x1_speed *= -1;
                        sound2.play();
                   // ball 1 y coordinate.
                   else if (y1_pos > (bounds.y + bounds.height) - b1_radius || y1_pos < bounds.y + b1_radius)
                        y1_speed *= -1;
                        sound2.play();
                   // ball 2 x coordinate.
                   if (x2_pos > (bounds.x + bounds.width) - b2_radius || x2_pos < bounds.x + b2_radius)
                        x2_speed *= -1;
                        sound2.play();
                   // ball 2 y coordinate.
                   else if (y2_pos > (bounds.y + bounds.height) - b2_radius || y2_pos < bounds.y + b2_radius)
                        y2_speed *= -1;
                        sound2.play();
                   // Checks the distance between the balls. If it is less than the sum of the radii, then they are colliding.
                   p = Math.sqrt(Math.pow((x1_pos - x2_pos), 2) + Math.pow((y1_pos - y2_pos), 2));
                   if (p < (b1_radius + b2_radius))
                        // To check there is a collision. Useful for debugging.
                        // System.out.println("Collision");
                        hasCollision = true;
                        // see declaration for details
                        if (!debugCollisionTesting)
                             x1_speed *= -1;
                             x2_speed *= -1;
                             y1_speed *= -1;
                             y2_speed *= -1;
                             sound1.play();
                   else
                   { hasCollision = false; }
                   // Move both balls.
                   x1_pos += x1_speed;
                   y1_pos += y1_speed;
                   x2_pos += x2_speed;
                   y2_pos += y2_speed;
                   // Repaint the scene
                   repaint();
    }Cheers
    Sutasman
    Edited by: Sutasman on Dec 6, 2009 1:17 AM

  • Time enry collisions and wage type issues

    Hi Experts,
    We do not have holiday's embedded in our schedules due to the flexibility in when employees are allowed to take the paid time off and also due to
    our "flex" work schedules being more than 8 hour work days but the holiday benefit is an 8 hour benefit.  This has caused us a lot of issues with
    time entry, however, we thought it had been corrected.  We are now running into the same issues.  Here is an example:
    First Issue:
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                Sun   Mon   Tues  Wed   Thur  Fri   Sat
    Schedule    0     10    10    10    10    0     0
    Tuesday the 1st is a holiday and the employee must enter Absence type 240 for 10 hours to fit his schedule.  Employee also work on the holiday and
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    Second Issue:
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                Sun   Mon   Tues  Wed   Thur  Fri   Sat
    Schedule    0     8     8     8     8     8     0
    Tuesday is the holiday and the employee enters Absence type 240 for 8 hours to fit her schedule.  She is also on Standy-By time for the holiday.  We
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    We can provide more examples when a consultant is assigned.  These options used to work and we do not know why they are no longer working.
    Advice me to resolve this ticket on time, its high priority ticket.

    Hi,
    I think your 1st problem comes from the misunderstanding of SAP work schedule logic.
    As you mentioned, you want to input ab type 240 to fit work schedule. But it's not necessary.
    For that day is a WORK day with holiday class 1. That means scheduled work can be overwrited by holiday. If the employee does not come to work in that day without any 2001 informations, he/she is NOT absence,because that day is a paid time off.
    And as for the attendance type, it's also no needed. Because if employee came to work in a public holiday, the working hours will automatically counted as OT hours but UNAPPORVED! To approve this OT, you need input 2007 attendance quota. In this example, the employee got 10 hours OT in puplic holiday which is recorded by SAP TM but unapporved. Then you should create a 2007 record with 10 hours attendance quota in the same day. By doing this, the TM evaluation will count those 10 hours as paid OT.
    I think the way above is what you called "flexibility in when employees are allowed to take the paid time off "
    Hope helpful
    Br,Kee

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    Depends on the device and version of code, but most likely you will get what you want from the CISCO-IF-EXTENSION-MIB.  Look at objects like cieIfInRuntsErrs, cieIfInGiantsErrs, and cieIfInFramingErrs.  You will also get some ethernet-specific errors from the ETHERLIKE-MIB.

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    Select the Formula which you created Formula(C1-C2)
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    Johnathan Burger,
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    Message was edited by: Pecosa
    Message was edited by: Pecosa

  • Events Triggered By Collision Detection In Shockwave 3D Environment Happen More Than Once?

    Okay, I've finally managed to get my Director 3D game to move an object to a new random position when collision detection occurs with that object! HOWEVER, sometimes it will work as expected and other times the object seems to move SEVERAL times before settling. Anyone have any idea why it isn't always just moving once and settling as I'd hoped it would...?
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    =====
    property Scene  -- reference to 3D cast member
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    property pCharacter -- reference to the yellow in the 3D world
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    property pTransformgreen02Flag -- reference to the flag which will trigger action to move green02 + increase score on collision
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      Tempobjres.resolution = 17   --set the sphere modelresource resolution to 17
      Tempobj = scene.newmodel("yellow", tempobjres)   --create a model from the sphere modelresource
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      Tempshader.texture = void   --set the texture of the shader to void
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      Tempobjres1.resolution = 17   --set the sphere modelresource resolution to 17
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      Tempshader1.diffuse = rgb(100,200,50)   --set the diffuse color (in this case, a light green)
      Tempshader1.texture = void   --set the texture of the shader to void
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      Tempobjres2.resolution = 17   --set the sphere modelresource resolution to 17
      Tempobj2 = scene.newmodel("green02", tempobjres2)   --create a model from the sphere modelresource
      Tempshader2 = scene.newshader("sphereshd2", #standard)   --create a new standard shader
      Tempshader2.diffuse = rgb(100,200,50)   --set the diffuse color (in this case, a light green)
      Tempshader2.texture = void   --set the texture of the shader to void
      Tempobj2.transform.position = vector(-25,-25,0)
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      Tempobj.addModifier(#collision)
      Tempobj.collision.enabled=true
      Tempobj1.addModifier(#collision)
      Tempobj1.collision.enabled=true
      Tempobj2.addModifier(#collision)
      Tempobj2.collision.enabled=true
      Tempobj.collision.resolve=true
      Tempobj1.collision.resolve=true
      Tempobj2.collision.resolve=true
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      Tempobj.collision.setCollisionCallBack(#beepsound, me)
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      Tempobj2.collision.setCollisionCallBack(#hitgreen02, me)
      pCharacter = Scene.model("yellow")
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      pTransformgreen02Flag = false
    end
    on createCollisionDetect
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      pCharacter.collision.resolve = TRUE
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    on keyDown
      Global Scene
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    end
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      beep --plays sound
    end
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      Global Scene
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    end
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    on hitgreen02 me, colData
      Global Scene
      pTransformgreen02Flag=true 
    end
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      Global Scene
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        green01x=randomx
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        green01y=randomy
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        green02x=randomx
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        green02y=randomy
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      end if
    end
    =====
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    You can get yourself a used copy of my book http://www.amazon.com/Director-Shockwave-Studio-Developers-Guide/dp/0072132655/ for $0.82 + shipping.  Chapter 14 contains 33 pages which deal specifically with the vagaries of the collision modifier.
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    Perhaps you will find this useful.

  • I'm trying to make an android game and I want that when a collision with another object change of sc

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    Khanh                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                               

    Hi,
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    Jim

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  • Camera Collision Detection - Is It Possible?

    Hi,
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    Thanks for the reply.  It is not exactly what I am looking for as the script is different than the style I am using.  This is the script I have got so far, I have also added an extra camera to view what is happening.
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    --  pGunBB.shaderList = p3Dmember.shader("invisShader")
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    --if (keyLastReleased=124) then pRightArrow = 0 -- 124 = right arrow key
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