Collision Detection three.js/Camera collision












1















I was testing some coding techniques in three.js, in which I have basic knowledge of, but I had an issue when trying to move forward with a project. I am trying to figure out how to detect collision in first person(keypresses move the camera).



I have a player variable defined as:



var player = { height:1.8, speed:0.1, turnSpeed:Math.PI*0.01 };


and movement within a keypress event as:



if(keyboard[87]){ // W key
camera.position.x -= Math.sin(camera.rotation.y) * player.speed;
camera.position.z -= -Math.cos(camera.rotation.y) * player.speed;
}
if(keyboard[83]){ // S key
camera.position.x += Math.sin(camera.rotation.y) * player.speed;
camera.position.z += -Math.cos(camera.rotation.y) * player.speed;
}
if(keyboard[65]){ // A key
// Redirect motion by 90 degrees
camera.position.x += Math.sin(camera.rotation.y + Math.PI/2) * player.speed;
camera.position.z += -Math.cos(camera.rotation.y + Math.PI/2) * player.speed;
}
if(keyboard[68]){ // D key
camera.position.x += Math.sin(camera.rotation.y - Math.PI/2) * player.speed;
camera.position.z += -Math.cos(camera.rotation.y - Math.PI/2) * player.speed;
}


I then have a crate loaded as so(with a texture, bump, and normal map loaded):



crate = new THREE.Mesh(
new THREE.BoxGeometry(3,3,3),
new THREE.MeshPhongMaterial({
color: 0xffffff,
map: crateTexture,
bumpMap: crateBumpMap,
normalMap: crateNormalMap,
})
);


Everything in the program works fine, I just want to know how to detect collision of the camera with a wall. I don't want to have to go to set parameters like:



if(keyboard[68] && !(camera.position.x < crate.position.x + 1.5) && !(camera.position.x > crate.position.x - 1.5) && !(camera.position.z < crate.position.z -1.5) && !(camera.position.z > crate.position.z -1.5)) { // D key
camera.position.x += Math.sin(camera.rotation.y - Math.PI/2) * player.speed;
camera.position.z += -Math.cos(camera.rotation.y - Math.PI/2) * player.speed;
}


Could some give me a way of detecting collision between an object such as this crate(a boxGeometry) and even other shapes?



Edit: I believe I found a way of manually detecting collision with the camera and a boxGeometry, but so far only on one face and with one movement of direction. This code below detects the right face upon load, when moving forward.



if(camera.position.z > crate.position.z - 1.650 && camera.position.z < 
crate.position.z + 1.650 && camera.position.x > crate.position.x - 2 &&
camera.position.x < crate.position.x - 1.9 && camera.rotation.y > - Math.PI && camera.rotation.y < 0 ) canMoveForward = false;
if(!(camera.position.z > crate.position.z - 1.650 && camera.position.z <
crate.position.z + 1.650 && camera.position.x > crate.position.x - 2 &&
camera.position.x < crate.position.x - 1.9 && camera.rotation.y > - Math.PI && camera.rotation.y < 0 )) canMoveForward = true;


Then I implemented a detection system in the keypress event which allows a 'wall slide' mechanic, in which if I walk forward at an angle, it will keep me from going inside the crate but will move me dependent on my rotation. Here is that code:



if(keyboard[87] ){ // W key
if(camera.position.z > crate.position.z - 1.650 && camera.position.z < crate.position.z + 1.650 && camera.position.x > crate.position.x - 2 && camera.position.x < crate.position.x - 1.9 && camera.rotation.y > - Math.PI && camera.rotation.y < 0 ) {
camera.position.z -= -Math.cos(camera.rotation.y) * player.speed;
} else if(canMoveForward == true) {
camera.position.x -= Math.sin(camera.rotation.y) * player.speed;
camera.position.z -= -Math.cos(camera.rotation.y) * player.speed;
}
}


I think after testing, I may find some easier/more general way to implement if statements that detect this collision. But then there is the issue of which way I am moving, which has also become a problem. I have mapped out and how much rotation must be checked for on the single side I have inputted collision on.



I will gladly appreciate input if there is an easier/simpler way of detecting this type of collision. Here's my project so far so you can understand more of the situation.










share|improve this question





























    1















    I was testing some coding techniques in three.js, in which I have basic knowledge of, but I had an issue when trying to move forward with a project. I am trying to figure out how to detect collision in first person(keypresses move the camera).



    I have a player variable defined as:



    var player = { height:1.8, speed:0.1, turnSpeed:Math.PI*0.01 };


    and movement within a keypress event as:



    if(keyboard[87]){ // W key
    camera.position.x -= Math.sin(camera.rotation.y) * player.speed;
    camera.position.z -= -Math.cos(camera.rotation.y) * player.speed;
    }
    if(keyboard[83]){ // S key
    camera.position.x += Math.sin(camera.rotation.y) * player.speed;
    camera.position.z += -Math.cos(camera.rotation.y) * player.speed;
    }
    if(keyboard[65]){ // A key
    // Redirect motion by 90 degrees
    camera.position.x += Math.sin(camera.rotation.y + Math.PI/2) * player.speed;
    camera.position.z += -Math.cos(camera.rotation.y + Math.PI/2) * player.speed;
    }
    if(keyboard[68]){ // D key
    camera.position.x += Math.sin(camera.rotation.y - Math.PI/2) * player.speed;
    camera.position.z += -Math.cos(camera.rotation.y - Math.PI/2) * player.speed;
    }


    I then have a crate loaded as so(with a texture, bump, and normal map loaded):



    crate = new THREE.Mesh(
    new THREE.BoxGeometry(3,3,3),
    new THREE.MeshPhongMaterial({
    color: 0xffffff,
    map: crateTexture,
    bumpMap: crateBumpMap,
    normalMap: crateNormalMap,
    })
    );


    Everything in the program works fine, I just want to know how to detect collision of the camera with a wall. I don't want to have to go to set parameters like:



    if(keyboard[68] && !(camera.position.x < crate.position.x + 1.5) && !(camera.position.x > crate.position.x - 1.5) && !(camera.position.z < crate.position.z -1.5) && !(camera.position.z > crate.position.z -1.5)) { // D key
    camera.position.x += Math.sin(camera.rotation.y - Math.PI/2) * player.speed;
    camera.position.z += -Math.cos(camera.rotation.y - Math.PI/2) * player.speed;
    }


    Could some give me a way of detecting collision between an object such as this crate(a boxGeometry) and even other shapes?



    Edit: I believe I found a way of manually detecting collision with the camera and a boxGeometry, but so far only on one face and with one movement of direction. This code below detects the right face upon load, when moving forward.



    if(camera.position.z > crate.position.z - 1.650 && camera.position.z < 
    crate.position.z + 1.650 && camera.position.x > crate.position.x - 2 &&
    camera.position.x < crate.position.x - 1.9 && camera.rotation.y > - Math.PI && camera.rotation.y < 0 ) canMoveForward = false;
    if(!(camera.position.z > crate.position.z - 1.650 && camera.position.z <
    crate.position.z + 1.650 && camera.position.x > crate.position.x - 2 &&
    camera.position.x < crate.position.x - 1.9 && camera.rotation.y > - Math.PI && camera.rotation.y < 0 )) canMoveForward = true;


    Then I implemented a detection system in the keypress event which allows a 'wall slide' mechanic, in which if I walk forward at an angle, it will keep me from going inside the crate but will move me dependent on my rotation. Here is that code:



    if(keyboard[87] ){ // W key
    if(camera.position.z > crate.position.z - 1.650 && camera.position.z < crate.position.z + 1.650 && camera.position.x > crate.position.x - 2 && camera.position.x < crate.position.x - 1.9 && camera.rotation.y > - Math.PI && camera.rotation.y < 0 ) {
    camera.position.z -= -Math.cos(camera.rotation.y) * player.speed;
    } else if(canMoveForward == true) {
    camera.position.x -= Math.sin(camera.rotation.y) * player.speed;
    camera.position.z -= -Math.cos(camera.rotation.y) * player.speed;
    }
    }


    I think after testing, I may find some easier/more general way to implement if statements that detect this collision. But then there is the issue of which way I am moving, which has also become a problem. I have mapped out and how much rotation must be checked for on the single side I have inputted collision on.



    I will gladly appreciate input if there is an easier/simpler way of detecting this type of collision. Here's my project so far so you can understand more of the situation.










    share|improve this question



























      1












      1








      1


      1






      I was testing some coding techniques in three.js, in which I have basic knowledge of, but I had an issue when trying to move forward with a project. I am trying to figure out how to detect collision in first person(keypresses move the camera).



      I have a player variable defined as:



      var player = { height:1.8, speed:0.1, turnSpeed:Math.PI*0.01 };


      and movement within a keypress event as:



      if(keyboard[87]){ // W key
      camera.position.x -= Math.sin(camera.rotation.y) * player.speed;
      camera.position.z -= -Math.cos(camera.rotation.y) * player.speed;
      }
      if(keyboard[83]){ // S key
      camera.position.x += Math.sin(camera.rotation.y) * player.speed;
      camera.position.z += -Math.cos(camera.rotation.y) * player.speed;
      }
      if(keyboard[65]){ // A key
      // Redirect motion by 90 degrees
      camera.position.x += Math.sin(camera.rotation.y + Math.PI/2) * player.speed;
      camera.position.z += -Math.cos(camera.rotation.y + Math.PI/2) * player.speed;
      }
      if(keyboard[68]){ // D key
      camera.position.x += Math.sin(camera.rotation.y - Math.PI/2) * player.speed;
      camera.position.z += -Math.cos(camera.rotation.y - Math.PI/2) * player.speed;
      }


      I then have a crate loaded as so(with a texture, bump, and normal map loaded):



      crate = new THREE.Mesh(
      new THREE.BoxGeometry(3,3,3),
      new THREE.MeshPhongMaterial({
      color: 0xffffff,
      map: crateTexture,
      bumpMap: crateBumpMap,
      normalMap: crateNormalMap,
      })
      );


      Everything in the program works fine, I just want to know how to detect collision of the camera with a wall. I don't want to have to go to set parameters like:



      if(keyboard[68] && !(camera.position.x < crate.position.x + 1.5) && !(camera.position.x > crate.position.x - 1.5) && !(camera.position.z < crate.position.z -1.5) && !(camera.position.z > crate.position.z -1.5)) { // D key
      camera.position.x += Math.sin(camera.rotation.y - Math.PI/2) * player.speed;
      camera.position.z += -Math.cos(camera.rotation.y - Math.PI/2) * player.speed;
      }


      Could some give me a way of detecting collision between an object such as this crate(a boxGeometry) and even other shapes?



      Edit: I believe I found a way of manually detecting collision with the camera and a boxGeometry, but so far only on one face and with one movement of direction. This code below detects the right face upon load, when moving forward.



      if(camera.position.z > crate.position.z - 1.650 && camera.position.z < 
      crate.position.z + 1.650 && camera.position.x > crate.position.x - 2 &&
      camera.position.x < crate.position.x - 1.9 && camera.rotation.y > - Math.PI && camera.rotation.y < 0 ) canMoveForward = false;
      if(!(camera.position.z > crate.position.z - 1.650 && camera.position.z <
      crate.position.z + 1.650 && camera.position.x > crate.position.x - 2 &&
      camera.position.x < crate.position.x - 1.9 && camera.rotation.y > - Math.PI && camera.rotation.y < 0 )) canMoveForward = true;


      Then I implemented a detection system in the keypress event which allows a 'wall slide' mechanic, in which if I walk forward at an angle, it will keep me from going inside the crate but will move me dependent on my rotation. Here is that code:



      if(keyboard[87] ){ // W key
      if(camera.position.z > crate.position.z - 1.650 && camera.position.z < crate.position.z + 1.650 && camera.position.x > crate.position.x - 2 && camera.position.x < crate.position.x - 1.9 && camera.rotation.y > - Math.PI && camera.rotation.y < 0 ) {
      camera.position.z -= -Math.cos(camera.rotation.y) * player.speed;
      } else if(canMoveForward == true) {
      camera.position.x -= Math.sin(camera.rotation.y) * player.speed;
      camera.position.z -= -Math.cos(camera.rotation.y) * player.speed;
      }
      }


      I think after testing, I may find some easier/more general way to implement if statements that detect this collision. But then there is the issue of which way I am moving, which has also become a problem. I have mapped out and how much rotation must be checked for on the single side I have inputted collision on.



      I will gladly appreciate input if there is an easier/simpler way of detecting this type of collision. Here's my project so far so you can understand more of the situation.










      share|improve this question
















      I was testing some coding techniques in three.js, in which I have basic knowledge of, but I had an issue when trying to move forward with a project. I am trying to figure out how to detect collision in first person(keypresses move the camera).



      I have a player variable defined as:



      var player = { height:1.8, speed:0.1, turnSpeed:Math.PI*0.01 };


      and movement within a keypress event as:



      if(keyboard[87]){ // W key
      camera.position.x -= Math.sin(camera.rotation.y) * player.speed;
      camera.position.z -= -Math.cos(camera.rotation.y) * player.speed;
      }
      if(keyboard[83]){ // S key
      camera.position.x += Math.sin(camera.rotation.y) * player.speed;
      camera.position.z += -Math.cos(camera.rotation.y) * player.speed;
      }
      if(keyboard[65]){ // A key
      // Redirect motion by 90 degrees
      camera.position.x += Math.sin(camera.rotation.y + Math.PI/2) * player.speed;
      camera.position.z += -Math.cos(camera.rotation.y + Math.PI/2) * player.speed;
      }
      if(keyboard[68]){ // D key
      camera.position.x += Math.sin(camera.rotation.y - Math.PI/2) * player.speed;
      camera.position.z += -Math.cos(camera.rotation.y - Math.PI/2) * player.speed;
      }


      I then have a crate loaded as so(with a texture, bump, and normal map loaded):



      crate = new THREE.Mesh(
      new THREE.BoxGeometry(3,3,3),
      new THREE.MeshPhongMaterial({
      color: 0xffffff,
      map: crateTexture,
      bumpMap: crateBumpMap,
      normalMap: crateNormalMap,
      })
      );


      Everything in the program works fine, I just want to know how to detect collision of the camera with a wall. I don't want to have to go to set parameters like:



      if(keyboard[68] && !(camera.position.x < crate.position.x + 1.5) && !(camera.position.x > crate.position.x - 1.5) && !(camera.position.z < crate.position.z -1.5) && !(camera.position.z > crate.position.z -1.5)) { // D key
      camera.position.x += Math.sin(camera.rotation.y - Math.PI/2) * player.speed;
      camera.position.z += -Math.cos(camera.rotation.y - Math.PI/2) * player.speed;
      }


      Could some give me a way of detecting collision between an object such as this crate(a boxGeometry) and even other shapes?



      Edit: I believe I found a way of manually detecting collision with the camera and a boxGeometry, but so far only on one face and with one movement of direction. This code below detects the right face upon load, when moving forward.



      if(camera.position.z > crate.position.z - 1.650 && camera.position.z < 
      crate.position.z + 1.650 && camera.position.x > crate.position.x - 2 &&
      camera.position.x < crate.position.x - 1.9 && camera.rotation.y > - Math.PI && camera.rotation.y < 0 ) canMoveForward = false;
      if(!(camera.position.z > crate.position.z - 1.650 && camera.position.z <
      crate.position.z + 1.650 && camera.position.x > crate.position.x - 2 &&
      camera.position.x < crate.position.x - 1.9 && camera.rotation.y > - Math.PI && camera.rotation.y < 0 )) canMoveForward = true;


      Then I implemented a detection system in the keypress event which allows a 'wall slide' mechanic, in which if I walk forward at an angle, it will keep me from going inside the crate but will move me dependent on my rotation. Here is that code:



      if(keyboard[87] ){ // W key
      if(camera.position.z > crate.position.z - 1.650 && camera.position.z < crate.position.z + 1.650 && camera.position.x > crate.position.x - 2 && camera.position.x < crate.position.x - 1.9 && camera.rotation.y > - Math.PI && camera.rotation.y < 0 ) {
      camera.position.z -= -Math.cos(camera.rotation.y) * player.speed;
      } else if(canMoveForward == true) {
      camera.position.x -= Math.sin(camera.rotation.y) * player.speed;
      camera.position.z -= -Math.cos(camera.rotation.y) * player.speed;
      }
      }


      I think after testing, I may find some easier/more general way to implement if statements that detect this collision. But then there is the issue of which way I am moving, which has also become a problem. I have mapped out and how much rotation must be checked for on the single side I have inputted collision on.



      I will gladly appreciate input if there is an easier/simpler way of detecting this type of collision. Here's my project so far so you can understand more of the situation.







      three.js collision






      share|improve this question















      share|improve this question













      share|improve this question




      share|improve this question








      edited Dec 5 '18 at 3:48







      Malmadork

















      asked Nov 28 '18 at 22:21









      MalmadorkMalmadork

      187




      187
























          1 Answer
          1






          active

          oldest

          votes


















          0














          How to detect collision in three.js?



          If you go to the link the question was closed but they still cover the general ideas of 3d collisions.






          share|improve this answer
























          • I have seen this page. However, it does not answer my question because the answer would detect collision between two shapes using Rays, but I am asking to find collision between the camera and an object.

            – Malmadork
            Nov 29 '18 at 13:39











          • Outside of that I haven't seen anything about three.js having colliders. Have you tried looking for another library to use with three.js

            – Joseph
            Nov 29 '18 at 14:00











          • chandlerprall.github.com/Physijs Try looking here and see if this is closer to what you need

            – Joseph
            Nov 29 '18 at 16:52












          Your Answer






          StackExchange.ifUsing("editor", function () {
          StackExchange.using("externalEditor", function () {
          StackExchange.using("snippets", function () {
          StackExchange.snippets.init();
          });
          });
          }, "code-snippets");

          StackExchange.ready(function() {
          var channelOptions = {
          tags: "".split(" "),
          id: "1"
          };
          initTagRenderer("".split(" "), "".split(" "), channelOptions);

          StackExchange.using("externalEditor", function() {
          // Have to fire editor after snippets, if snippets enabled
          if (StackExchange.settings.snippets.snippetsEnabled) {
          StackExchange.using("snippets", function() {
          createEditor();
          });
          }
          else {
          createEditor();
          }
          });

          function createEditor() {
          StackExchange.prepareEditor({
          heartbeatType: 'answer',
          autoActivateHeartbeat: false,
          convertImagesToLinks: true,
          noModals: true,
          showLowRepImageUploadWarning: true,
          reputationToPostImages: 10,
          bindNavPrevention: true,
          postfix: "",
          imageUploader: {
          brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
          contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
          allowUrls: true
          },
          onDemand: true,
          discardSelector: ".discard-answer"
          ,immediatelyShowMarkdownHelp:true
          });


          }
          });














          draft saved

          draft discarded


















          StackExchange.ready(
          function () {
          StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f53528981%2fcollision-detection-three-js-camera-collision%23new-answer', 'question_page');
          }
          );

          Post as a guest















          Required, but never shown

























          1 Answer
          1






          active

          oldest

          votes








          1 Answer
          1






          active

          oldest

          votes









          active

          oldest

          votes






          active

          oldest

          votes









          0














          How to detect collision in three.js?



          If you go to the link the question was closed but they still cover the general ideas of 3d collisions.






          share|improve this answer
























          • I have seen this page. However, it does not answer my question because the answer would detect collision between two shapes using Rays, but I am asking to find collision between the camera and an object.

            – Malmadork
            Nov 29 '18 at 13:39











          • Outside of that I haven't seen anything about three.js having colliders. Have you tried looking for another library to use with three.js

            – Joseph
            Nov 29 '18 at 14:00











          • chandlerprall.github.com/Physijs Try looking here and see if this is closer to what you need

            – Joseph
            Nov 29 '18 at 16:52
















          0














          How to detect collision in three.js?



          If you go to the link the question was closed but they still cover the general ideas of 3d collisions.






          share|improve this answer
























          • I have seen this page. However, it does not answer my question because the answer would detect collision between two shapes using Rays, but I am asking to find collision between the camera and an object.

            – Malmadork
            Nov 29 '18 at 13:39











          • Outside of that I haven't seen anything about three.js having colliders. Have you tried looking for another library to use with three.js

            – Joseph
            Nov 29 '18 at 14:00











          • chandlerprall.github.com/Physijs Try looking here and see if this is closer to what you need

            – Joseph
            Nov 29 '18 at 16:52














          0












          0








          0







          How to detect collision in three.js?



          If you go to the link the question was closed but they still cover the general ideas of 3d collisions.






          share|improve this answer













          How to detect collision in three.js?



          If you go to the link the question was closed but they still cover the general ideas of 3d collisions.







          share|improve this answer












          share|improve this answer



          share|improve this answer










          answered Nov 29 '18 at 6:03









          JosephJoseph

          168




          168













          • I have seen this page. However, it does not answer my question because the answer would detect collision between two shapes using Rays, but I am asking to find collision between the camera and an object.

            – Malmadork
            Nov 29 '18 at 13:39











          • Outside of that I haven't seen anything about three.js having colliders. Have you tried looking for another library to use with three.js

            – Joseph
            Nov 29 '18 at 14:00











          • chandlerprall.github.com/Physijs Try looking here and see if this is closer to what you need

            – Joseph
            Nov 29 '18 at 16:52



















          • I have seen this page. However, it does not answer my question because the answer would detect collision between two shapes using Rays, but I am asking to find collision between the camera and an object.

            – Malmadork
            Nov 29 '18 at 13:39











          • Outside of that I haven't seen anything about three.js having colliders. Have you tried looking for another library to use with three.js

            – Joseph
            Nov 29 '18 at 14:00











          • chandlerprall.github.com/Physijs Try looking here and see if this is closer to what you need

            – Joseph
            Nov 29 '18 at 16:52

















          I have seen this page. However, it does not answer my question because the answer would detect collision between two shapes using Rays, but I am asking to find collision between the camera and an object.

          – Malmadork
          Nov 29 '18 at 13:39





          I have seen this page. However, it does not answer my question because the answer would detect collision between two shapes using Rays, but I am asking to find collision between the camera and an object.

          – Malmadork
          Nov 29 '18 at 13:39













          Outside of that I haven't seen anything about three.js having colliders. Have you tried looking for another library to use with three.js

          – Joseph
          Nov 29 '18 at 14:00





          Outside of that I haven't seen anything about three.js having colliders. Have you tried looking for another library to use with three.js

          – Joseph
          Nov 29 '18 at 14:00













          chandlerprall.github.com/Physijs Try looking here and see if this is closer to what you need

          – Joseph
          Nov 29 '18 at 16:52





          chandlerprall.github.com/Physijs Try looking here and see if this is closer to what you need

          – Joseph
          Nov 29 '18 at 16:52




















          draft saved

          draft discarded




















































          Thanks for contributing an answer to Stack Overflow!


          • Please be sure to answer the question. Provide details and share your research!

          But avoid



          • Asking for help, clarification, or responding to other answers.

          • Making statements based on opinion; back them up with references or personal experience.


          To learn more, see our tips on writing great answers.




          draft saved


          draft discarded














          StackExchange.ready(
          function () {
          StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f53528981%2fcollision-detection-three-js-camera-collision%23new-answer', 'question_page');
          }
          );

          Post as a guest















          Required, but never shown





















































          Required, but never shown














          Required, but never shown












          Required, but never shown







          Required, but never shown

































          Required, but never shown














          Required, but never shown












          Required, but never shown







          Required, but never shown







          Popular posts from this blog

          Contact image not getting when fetch all contact list from iPhone by CNContact

          count number of partitions of a set with n elements into k subsets

          A CLEAN and SIMPLE way to add appendices to Table of Contents and bookmarks