I'm trying to navigate a camera through a scene where I've loaded an object as a mesh, and I'm attempting to detect collisions between the camera and the walls of the object.
I've been inspired by this threejs example: , and I've also looked into this example: - however, I haven't been successful in achieving collision detection.
You can find my example here
and the relevant JavaScript code is available here:
If anyone can offer guidance on how to properly implement collision detection, I would greatly appreciate it. Here's the crucial part of my code:
var objects = [];
var oLoader = new THREE.OBJLoader();
//oLoader.load('models/chair.obj', function(object, materials) {
oLoader.load('models/model-for-threejs.obj', function(object, materials) {
// var material = new THREE.MeshFaceMaterial(materials);
var material = new THREE.MeshLambertMaterial({ color: 0x000000 });
//var material = new THREE.MeshBasicMaterial({wireframe: true});
object.traverse( function(child) {
if (child instanceof THREE.Mesh) {
//objects.push(child); //MH - not sure if the object needs to be added here or not, but if I do, this really bogs down things down
}
});
object.position.x = 0;
object.position.y = 12;
object.position.z = 0;
scene.add(object);
objects.push(object);
});
}
var curPos = controls.getObject().position; //gives the position of my camera
raycaster.ray.origin.copy( curPos );
//raycaster.ray.origin.y -= 10;
raycaster.ray.origin.z +=10; //guessing here, but since I'm moving in 2d space (z / x), maybe I should be moving my ray ahead in z space?
var intersections = raycaster.intersectObjects( objects ); //
var isOnObject = intersections.length > 0;
if (isOnObject){ console.log('collide' }; //MH - nothing happening here