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Chapter 39. 3D LINGO > COLLISION DETECTION

COLLISION DETECTION

Objects in 3D worlds tend to be like ghosts: they can move through other objects and even exist inside other objects. This is not typically how things work in the real world. In most cases, you will want to limit the movement of 3D objects so that they do not pass through other objects.

To do this, you need collision detection. There are four ways to do collision detection in 3D Director members. The first way is to use the collision modifier and the second way is to use modelsUnderRay. We'll examine both of these next. You could also use pure math to determine when two objects are too close to each other. A fourth way is to use the Havok physics engine, which we'll get to later on in this chapter.


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