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

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          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












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          1 Answer
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          active

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          active

          oldest

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          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




















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