Graphics Reference
In-Depth Information
casting approach is a rather computationally expensive way to detect collisions, of-
ten a bounding box approach is used first, followed by the more accurate ray casting
method.
A couple of good resources on such an approach can be found here:
•
3D Theory - Collision Detection
at
http://www.euclideanspace.com/threed/
•
AABB to AABB detection in C++
at
http://www.miguelcasillas.com/?p=30
•
3D Collision detection and resolution using sweeping AABB bounding boxes
The physics engine we will use in the
Adding a physics engine
recipe also uses
a shapes-based approach to collision detection. Besides just a bounding box, it
provides a number of different shapes to detect collisions.
See also
• In the
Adding a physics engine
recipe, we detect collisions using the physics
engine. For another recipe that uses
THREE.RayCaster
, you can also look
at the
Dragging and dropping objects around a scene
recipe, which can also
be found in this chapter.