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/
animation/collisiondetect/
AABB to AABB detection in C++ at http://www.miguelcasillas.com/?p=30
3D Collision detection and resolution using sweeping AABB bounding boxes
at http://techny.tumblr.com/post/42125198333/3d-collision-detection-and-
resolution-using-sweeping
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.
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