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ThreeJS Collisions and Impostors


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Hello guys,

I just wanted to know what's the best way to check with 100% accuracy for collisions in ThreeJS ?

I'm new, but I'm not afraid of long formulas or bad documented code.


As I found nothing, I was wondering about implementing sphere-sphere collisions (easy), then sphere-face collisions (I can do sphere-plane collisions easily, don't know about sphere-face), and finally then face-face collisions (I can do plane-plane collisions easily, don't know about face-face).

A little optimisation would be to check only collisions with faces which normals are opposed.


But coding all of this takes time, so I was wondering if someone already made such a thing. (And I think so, else, it would be very disturbing)



Thanks for your answers !

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