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Three.js, PointerLock And Collision Detection

I'm working on a 3d virtual home project. everythings works fine except collision detection. I use PointerLockControls for my camera and movement. but i'm not sure how to detec collision in every possible directions. For simplicity i started with just forward and backward collision to a simple cube on (0,0,0):

rays = [
    new THREE.Vector3(0, 0, 1),
    new THREE.Vector3(0, 0, -1)
];

Then:

function detectCollision() {
var vector;
var projector = new THREE.Projector();

for (var i = 0; i < rays.length; i++) {
    var vector = rays[i].clone();
    projector.unprojectVector(vector, camera);

    var rayCaster = new THREE.Raycaster(controls.getObject().position, vector.sub(controls.getObject().position).normalize());
    var intersects = rayCaster.intersectObject(cube, true);

    if (intersects.length > 0 && intersects[0].distance < 50) {
        console.log(vector);
        console.log(i, intersects);
        $("#status").text("Collision detected @ " + rays[i].x + "," + rays[i].z +
            "<br \>" + intersects[0].distance);
    }
}

But when i get close enough to my cube, console shows me both rays hit the cube! so why? Is there any problem with my rays? vector(0,0,1) should be backward and (0,0,-1) should be forward, right? Please help me, before i get lost in 3d! Thanks.

like image 606
Mehdi Seifi Avatar asked Aug 31 '13 10:08

Mehdi Seifi


1 Answers

Finally i discovered!! the solution. i'm not good at math, but at the end i figure it out.
After i get direction from pointer-locker controls, depend on which key is pressed, i put the direction into a rotation matrix to get the actual direction vector(thanks for the clue Icemonster):

function detectCollision() {
unlockAllDirection();

var rotationMatrix;
var cameraDirection = controls.getDirection(new THREE.Vector3(0, 0, 0)).clone();

if (controls.moveForward()) {
    // Nothing to do!
}
else if (controls.moveBackward()) {
    rotationMatrix = new THREE.Matrix4();
    rotationMatrix.makeRotationY(180 * Math.PI / 180);
}
else if (controls.moveLeft()) {
    rotationMatrix = new THREE.Matrix4();
    rotationMatrix.makeRotationY(90 * Math.PI / 180);
}
else if (controls.moveRight()) {
    rotationMatrix = new THREE.Matrix4();
    rotationMatrix.makeRotationY((360-90) * Math.PI / 180);
}
else return;

if (rotationMatrix !== undefined){
    cameraDirection.applyMatrix4(rotationMatrix);
}
var rayCaster = new THREE.Raycaster(controls.getObject().position, cameraDirection);    
var intersects = rayCaster.intersectObject(hitMesh, true);  

$("#status").html("camera direction x: " + cameraDirection.x + " , z: " + cameraDirection.z);

if ((intersects.length > 0 && intersects[0].distance < 25)) {
    lockDirection();
    $("#status").append("<br />Collision detected @ " + intersects[0].distance);

    var geometry = new THREE.Geometry();
    geometry.vertices.push(intersects[0].point);
    geometry.vertices.push(controls.getObject().position);
    scene.remove(rayLine);
    rayLine = new THREE.Line(geometry, new THREE.LineBasicMaterial({color: 0xFF00FF, linewidth: 2}));
    scene.add(rayLine);
}
}

Also i made some changes to the PointerLockControls.js to stop moving when camera hit the collider object. I upload my sample here: CameraRayCasting.zip

Update
Finally i've found some time to finish my TouchControls project. It uses threejs v0.77.1 and supports touch and hit-testing.
check it out here: TouchControls

like image 140
Mehdi Seifi Avatar answered Oct 24 '22 20:10

Mehdi Seifi