There a lot of nice things for collision detection like threex.colliders or code snippets here on questions, but acutally the most stuff is old (some functions like multiplyVector3 are changed and other are removed. I have a Object3D (Character Model) and a World (3D Models: cars, trees, buildings etc.). I can move the Character with the arrow keys (moving it via translateX/Y in a render loop.
What I want is a collision detection between the character model and everything else (except ground and some else). So I need a collision detection between Object3D (Character) and WorldObjects[] (all Objects).
So, now there are a few ways to get the wanted result maybe, which is the best (fast & readable) way to perform this? And now the problem (maybe) if it works: When the Character collides with anything else, how can I stop that he can move in this direction but he can go back, right or left?
There a lot of nice things for collision detection like threex.colliders or code snippets here on questions, but acutally the most stuff is old (some functions like multiplyVector3 are changed and other are removed. I have a Object3D (Character Model) and a World (3D Models: cars, trees, buildings etc.). I can move the Character with the arrow keys (moving it via translateX/Y in a render loop.
What I want is a collision detection between the character model and everything else (except ground and some else). So I need a collision detection between Object3D (Character) and WorldObjects[] (all Objects).
So, now there are a few ways to get the wanted result maybe, which is the best (fast & readable) way to perform this? And now the problem (maybe) if it works: When the Character collides with anything else, how can I stop that he can move in this direction but he can go back, right or left?
Share Improve this question asked Feb 11, 2015 at 12:03 Display NameDisplay Name 1371 gold badge2 silver badges9 bronze badges1 Answer
Reset to default 20You can detect collisions by using bounding boxes of objects. Bounding boxes are of type THREE.Box3
and have useful methods as isIntersectionBox
, containsBox
or containsPoint
which will suit all your needs when you want to detect collisions.
Using them is as simple as this:
var firstObject = ...your first object...
var secondObject = ...your second object...
firstBB = new THREE.Box3().setFromObject(firstObject);
secondBB = new THREE.Box3().setFromObject(secondObject);
var collision = firstBB.intersectsBox(secondBB);
collision
will be true if the boxes are colliding/hitting each-other.
This gives you an impression on how you can use bounding boxes.
You can also check this example out. I think it will be very useful for you.
EDIT:
You should maybe also checkout the Physijs library which is a plugin to three.js.
There is someone with a similar question on Stackoverflow that you might want to keep track of.