Leveraging the power of cannon.js for detecting collisions within a three.js gaming environment

Trying to figure out a way to handle collisions between objects in my three.js project. Considering using cannon.js for its support of necessary primitives, but don't always need all the physics overhead, just collision detection in many cases. Don't want to reinvent the wheel with my own collision detection engine.

Is there a simple method to use cannon.js or another javascript physics library for object/object and object/terrain collision testing? Looking for information like penetration depth and collision normals if possible.

Considering physijs for tighter integration with my three.js code, but demos suggest potential performance issues. Any recommendations?

Thanks!

Answer №1

Chanderprall, the developer (I hope I got that right), created Physijs as a user-friendly physics plugin for THREE.js. Utilizing ammo.js, he also has an experimental branch with cannon.js (although it currently only supports primitive shapes). This alternative seems to function similarly to the regular version.

In my opinion, this library is best suited for applications requiring real-time physics, where objects have dynamic positions and movements. For simpler collision detection tasks without a full physics engine, consider using THREE.Raycaster. By utilizing the intersectObjects method, you can detect intersections between meshes based on their bounding boxes. With some clever coding, you could even modify this to determine how deeply one object penetrates another.

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