Detecting collisions in Three.js

I seem to be overlooking something quite fundamental, as I can't seem to find a solution in the documentation or any other working code examples. I am currently creating a basic museum using THREE.js libraries. While most of it is set up, I need to implement collision detection for the camera. Here's what I have so far:


var d = camera.position.distanceTo(plane_8.position);
if (d < 200) {
    camera.position = previousPosition;
    camera.rotation = previousRotation;
}

It seems simple enough and should work against at least one wall, but unfortunately, it doesn't. What could I possibly be missing? Below is the full code:


<html>
<head>
    <title>#10 - WebGL - Three.js</title>
    <style>canvas { width: 100%; height: 100% }</style>
</head>

<body>
    <script src="js/three.js"></script>
    <script src="js/THREEx.KeyboardState.js"></script>

    <script>  
        // Code goes here
    </script>
</body>

Answer №1

Currently in the process of creating collisions for my project. I've been experimenting with using raycasts to achieve this. In essence, my player (controlled by WSAD and mouse) emits raycasts to detect any objects it collides with.

Snippet of the code:

this.update = function(timestamp) {
    // Code implementation goes here
};

this.doHitTest = function() {
    // Code implementation for hit detection goes here
};

this.getDirection2 = function(v) {
    // Function for getting direction information goes here
};

Feel free to test out the code on jsbin or a similar platform for further validation.

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