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Can you intersectsMesh without checking all meshes


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I'm currently working on a game,
Playable here:
Code Here:

Right now I'm using intersectsMesh to check for collisions.

I have two questions.

1) Is there a better way to do this?

2) Can you check if an object intersects another without having to check them all?

Here is my current code for enemy collisions.

                for(var i=0;i<Obstacles.length;i++){                    var obs = Obstacles[i];                    //console.log(wall.name + " is " + this.mesh.intersectsMesh(wall));                    var col = this.check_collision(obs);                    if(col){break;}                }

Every time an enemy is updated/moves, I check it against ever object in the "Obstacles" array (which is an array with all meshes that are obstacles for enemies).
I use the Obstacles array, that I created, so that I don't have to check every mesh in the scene, but it still seems like there should be a better way, because this is a lot of checking over and over again.

I'm hoping there is a way to have it check if it's intersecting anything and then just check what that object is and if it's in the Obstacles array.


Early on I tried using Cannon.js for this, but I had issues.  Things like, if I apply physics to a wall, and that wall touched another wall, they would fly apart and hit other walls, and basically destroy the level.  Also having a bunch of meshes with physics really slowed down the performance.  But, maybe I'm just using it wrong.

Thanks in advance for any help.

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