i am using Physijs to determine static collision between my meshes. As i need to know what surfaces are intersecting.
i hacked a simple demo that seems to work.
currently i have to configure my scene to use gravity, which prevents me from position my meshes in any y position, as they start to fall or float.
is there is simple way to remove the gravity from the simulation, and just use the mesh collision detection?
--update--- i had to explicitly set the mass to each mesh to 0 rather than blank. With mass=0 gravity has no affect. great!
however meshes are not reporting a collision. any ideas where i am going wrong?
thanks
-lp
You cannot use Physijs for collision detection alone. It just comes fully equipped with real-time physics simulation, based on the ammo.js library. When you set the mass of the meshes to
0, it made them static. They were then unresponsive to external forces, such as collision responses (i.e. the change of velocity applied on the mesh after the collision was detected) or gravity. Also, two static meshes that overlap each other do not fire a collision event.Solution A: Use ammo.js directly
Ported from Bullet Physics, the library provides the necessary tools for generating physics simulations, or just detect collisions between defined shapes (which Physijs doesn't want us to see). Here's a snippet for detecting collision between 2 rigid spheres:
I transformed this C++ code into its JS equivalent. There might have been some missing syntax, so you can check the Ammo.js API binding changes for anything that doesn't work.
Solution B: Use THREE's ray caster
The ray caster is less accurate, but can be more precise with the addition of extra vertex count in your shapes. Here's some code to detect collision between 2 boxes:
Check out these links for more information (and maybe their source code):