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p5.collide2D.js
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p5.collide2D.js
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p5.prototype._collideDebug = false;
p5.prototype.collideDebug = function(debugMode) {
_collideDebug = debugMode;
};
/*~++~+~+~++~+~++~++~+~+~ 2D ~+~+~++~+~++~+~+~+~+~+~+~+~+~+~+*/
p5.prototype.collideRectRect = function(x, y, w, h, x2, y2, w2, h2) {
//2d
//add in a thing to detect rectMode CENTER
if (
x + w >= x2 && // r1 right edge past r2 left
x <= x2 + w2 && // r1 left edge past r2 right
y + h >= y2 && // r1 top edge past r2 bottom
y <= y2 + h2
) {
// r1 bottom edge past r2 top
return true;
}
return false;
};
p5.prototype.collideRectCircle = function(rx, ry, rw, rh, cx, cy, diameter) {
//2d
// temporary variables to set edges for testing
var testX = cx;
var testY = cy;
// which edge is closest?
if (cx < rx) {
testX = rx; // left edge
} else if (cx > rx + rw) {
testX = rx + rw;
} // right edge
if (cy < ry) {
testY = ry; // top edge
} else if (cy > ry + rh) {
testY = ry + rh;
} // bottom edge
// // get distance from closest edges
var distance = this.dist(cx, cy, testX, testY);
// if the distance is less than the radius, collision!
if (distance <= diameter / 2) {
return true;
}
return false;
};
p5.prototype.collideCircleCircle = function(x, y, d, x2, y2, d2) {
//2d
if (this.dist(x, y, x2, y2) <= d / 2 + d2 / 2) {
return true;
}
return false;
};
p5.prototype.collidePointCircle = function(x, y, cx, cy, d) {
//2d
if (this.dist(x, y, cx, cy) <= d / 2) {
return true;
}
return false;
};
p5.prototype.collidePointEllipse = function(x, y, cx, cy, dx, dy) {
//2d
var rx = dx / 2,
ry = dy / 2;
// Discarding the points outside the bounding box
if (x > cx + rx || x < cx - rx || y > cy + ry || y < cy - ry) {
return false;
}
// Compare the point to its equivalent on the ellipse
var xx = x - cx,
yy = y - cy;
var eyy = (ry * this.sqrt(this.abs(rx * rx - xx * xx))) / rx;
return yy <= eyy && yy >= -eyy;
};
p5.prototype.collidePointRect = function(pointX, pointY, x, y, xW, yW) {
//2d
if (
pointX >= x && // right of the left edge AND
pointX <= x + xW && // left of the right edge AND
pointY >= y && // below the top AND
pointY <= y + yW
) {
// above the bottom
return true;
}
return false;
};
p5.prototype.collidePointLine = function(px, py, x1, y1, x2, y2, buffer) {
// get distance from the point to the two ends of the line
var d1 = this.dist(px, py, x1, y1);
var d2 = this.dist(px, py, x2, y2);
// get the length of the line
var lineLen = this.dist(x1, y1, x2, y2);
// since floats are so minutely accurate, add a little buffer zone that will give collision
if (buffer === undefined) {
buffer = 0.1;
} // higher # = less accurate
// if the two distances are equal to the line's length, the point is on the line!
// note we use the buffer here to give a range, rather than one #
if (d1 + d2 >= lineLen - buffer && d1 + d2 <= lineLen + buffer) {
return true;
}
return false;
};
p5.prototype.collideLineCircle = function(x1, y1, x2, y2, cx, cy, diameter) {
// is either end INSIDE the circle?
// if so, return true immediately
var inside1 = this.collidePointCircle(x1, y1, cx, cy, diameter);
var inside2 = this.collidePointCircle(x2, y2, cx, cy, diameter);
if (inside1 || inside2) return true;
// get length of the line
var distX = x1 - x2;
var distY = y1 - y2;
var len = this.sqrt(distX * distX + distY * distY);
// get dot product of the line and circle
var dot = ((cx - x1) * (x2 - x1) + (cy - y1) * (y2 - y1)) / this.pow(len, 2);
// find the closest point on the line
var closestX = x1 + dot * (x2 - x1);
var closestY = y1 + dot * (y2 - y1);
// is this point actually on the line segment?
// if so keep going, but if not, return false
var onSegment = this.collidePointLine(closestX, closestY, x1, y1, x2, y2);
if (!onSegment) return false;
// draw a debug circle at the closest point on the line
if (this._collideDebug) {
this.ellipse(closestX, closestY, 10, 10);
}
// get distance to closest point
distX = closestX - cx;
distY = closestY - cy;
var distance = this.sqrt(distX * distX + distY * distY);
if (distance <= diameter / 2) {
return true;
}
return false;
};
p5.prototype.collideLineLine = function(
x1,
y1,
x2,
y2,
x3,
y3,
x4,
y4,
calcIntersection
) {
var intersection;
// calculate the distance to intersection point
var uA =
((x4 - x3) * (y1 - y3) - (y4 - y3) * (x1 - x3)) /
((y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1));
var uB =
((x2 - x1) * (y1 - y3) - (y2 - y1) * (x1 - x3)) /
((y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1));
// if uA and uB are between 0-1, lines are colliding
if (uA >= 0 && uA <= 1 && uB >= 0 && uB <= 1) {
if (this._collideDebug || calcIntersection) {
// calc the point where the lines meet
var intersectionX = x1 + uA * (x2 - x1);
var intersectionY = y1 + uA * (y2 - y1);
}
if (this._collideDebug) {
this.ellipse(intersectionX, intersectionY, 10, 10);
}
if (calcIntersection) {
intersection = {
x: intersectionX,
y: intersectionY
};
return intersection;
} else {
return true;
}
}
if (calcIntersection) {
intersection = {
x: false,
y: false
};
return intersection;
}
return false;
};
p5.prototype.collideLineRect = function(
x1,
y1,
x2,
y2,
rx,
ry,
rw,
rh,
calcIntersection
) {
// check if the line has hit any of the rectangle's sides. uses the collideLineLine function above
var left, right, top, bottom, intersection;
if (calcIntersection) {
left = this.collideLineLine(x1, y1, x2, y2, rx, ry, rx, ry + rh, true);
right = this.collideLineLine(
x1,
y1,
x2,
y2,
rx + rw,
ry,
rx + rw,
ry + rh,
true
);
top = this.collideLineLine(x1, y1, x2, y2, rx, ry, rx + rw, ry, true);
bottom = this.collideLineLine(
x1,
y1,
x2,
y2,
rx,
ry + rh,
rx + rw,
ry + rh,
true
);
intersection = {
left: left,
right: right,
top: top,
bottom: bottom
};
} else {
//return booleans
left = this.collideLineLine(x1, y1, x2, y2, rx, ry, rx, ry + rh);
right = this.collideLineLine(x1, y1, x2, y2, rx + rw, ry, rx + rw, ry + rh);
top = this.collideLineLine(x1, y1, x2, y2, rx, ry, rx + rw, ry);
bottom = this.collideLineLine(
x1,
y1,
x2,
y2,
rx,
ry + rh,
rx + rw,
ry + rh
);
}
// if ANY of the above are true, the line has hit the rectangle
if (left || right || top || bottom) {
if (calcIntersection) {
return intersection;
}
return true;
}
return false;
};
p5.prototype.collidePointPoly = function(px, py, vertices) {
var collision = false;
// go through each of the vertices, plus the next vertex in the list
var next = 0;
for (var current = 0; current < vertices.length; current++) {
// get next vertex in list if we've hit the end, wrap around to 0
next = current + 1;
if (next == vertices.length) next = 0;
// get the PVectors at our current position this makes our if statement a little cleaner
var vc = vertices[current]; // c for "current"
var vn = vertices[next]; // n for "next"
// compare position, flip 'collision' variable back and forth
if (
((vc.y > py && vn.y < py) || (vc.y < py && vn.y > py)) &&
px < ((vn.x - vc.x) * (py - vc.y)) / (vn.y - vc.y) + vc.x
) {
collision = !collision;
}
}
return collision;
};
// POLYGON/CIRCLE
p5.prototype.collideCirclePoly = function(
cx,
cy,
diameter,
vertices,
interior
) {
if (interior == undefined) {
interior = false;
}
// go through each of the vertices, plus the next vertex in the list
var next = 0;
for (var current = 0; current < vertices.length; current++) {
// get next vertex in list if we've hit the end, wrap around to 0
next = current + 1;
if (next == vertices.length) next = 0;
// get the PVectors at our current position this makes our if statement a little cleaner
var vc = vertices[current]; // c for "current"
var vn = vertices[next]; // n for "next"
// check for collision between the circle and a line formed between the two vertices
var collision = this.collideLineCircle(
vc.x,
vc.y,
vn.x,
vn.y,
cx,
cy,
diameter
);
if (collision) return true;
}
// test if the center of the circle is inside the polygon
if (interior == true) {
var centerInside = this.collidePointPoly(cx, cy, vertices);
if (centerInside) return true;
}
// otherwise, after all that, return false
return false;
};
p5.prototype.collideRectPoly = function(rx, ry, rw, rh, vertices, interior) {
if (interior == undefined) {
interior = false;
}
// go through each of the vertices, plus the next vertex in the list
var next = 0;
for (var current = 0; current < vertices.length; current++) {
// get next vertex in list if we've hit the end, wrap around to 0
next = current + 1;
if (next == vertices.length) next = 0;
// get the PVectors at our current position this makes our if statement a little cleaner
var vc = vertices[current]; // c for "current"
var vn = vertices[next]; // n for "next"
// check against all four sides of the rectangle
var collision = this.collideLineRect(
vc.x,
vc.y,
vn.x,
vn.y,
rx,
ry,
rw,
rh
);
if (collision) return true;
// optional: test if the rectangle is INSIDE the polygon note that this iterates all sides of the polygon again, so only use this if you need to
if (interior == true) {
var inside = this.collidePointPoly(rx, ry, vertices);
if (inside) return true;
}
}
return false;
};
p5.prototype.collideLinePoly = function(x1, y1, x2, y2, vertices) {
// go through each of the vertices, plus the next vertex in the list
var next = 0;
for (var current = 0; current < vertices.length; current++) {
// get next vertex in list if we've hit the end, wrap around to 0
next = current + 1;
if (next == vertices.length) next = 0;
// get the PVectors at our current position extract X/Y coordinates from each
var x3 = vertices[current].x;
var y3 = vertices[current].y;
var x4 = vertices[next].x;
var y4 = vertices[next].y;
// do a Line/Line comparison if true, return 'true' immediately and stop testing (faster)
var hit = this.collideLineLine(x1, y1, x2, y2, x3, y3, x4, y4);
if (hit) {
return true;
}
}
// never got a hit
return false;
};
p5.prototype.collidePolyPoly = function(p1, p2, interior) {
if (interior == undefined) {
interior = false;
}
// go through each of the vertices, plus the next vertex in the list
var next = 0;
for (var current = 0; current < p1.length; current++) {
// get next vertex in list, if we've hit the end, wrap around to 0
next = current + 1;
if (next == p1.length) next = 0;
// get the PVectors at our current position this makes our if statement a little cleaner
var vc = p1[current]; // c for "current"
var vn = p1[next]; // n for "next"
//use these two points (a line) to compare to the other polygon's vertices using polyLine()
var collision = this.collideLinePoly(vc.x, vc.y, vn.x, vn.y, p2);
if (collision) return true;
//check if the 2nd polygon is INSIDE the first
if (interior == true) {
collision = this.collidePointPoly(p2[0].x, p2[0].y, p1);
if (collision) return true;
}
}
return false;
};
p5.prototype.collidePointTriangle = function(px, py, x1, y1, x2, y2, x3, y3) {
// get the area of the triangle
var areaOrig = this.abs((x2 - x1) * (y3 - y1) - (x3 - x1) * (y2 - y1));
// get the area of 3 triangles made between the point and the corners of the triangle
var area1 = this.abs((x1 - px) * (y2 - py) - (x2 - px) * (y1 - py));
var area2 = this.abs((x2 - px) * (y3 - py) - (x3 - px) * (y2 - py));
var area3 = this.abs((x3 - px) * (y1 - py) - (x1 - px) * (y3 - py));
// if the sum of the three areas equals the original, we're inside the triangle!
if (area1 + area2 + area3 == areaOrig) {
return true;
}
return false;
};
p5.prototype.collidePointPoint = function(x, y, x2, y2, buffer) {
if (buffer == undefined) {
buffer = 0;
}
if (this.dist(x, y, x2, y2) <= buffer) {
return true;
}
return false;
};
p5.prototype.collidePointArc = function(
px,
py,
ax,
ay,
arcRadius,
arcHeading,
arcAngle,
buffer
) {
if (buffer == undefined) {
buffer = 0;
}
// point
var point = this.createVector(px, py);
// arc center point
var arcPos = this.createVector(ax, ay);
// arc radius vector
var radius = this.createVector(arcRadius, 0).rotate(arcHeading);
var pointToArc = point.copy().sub(arcPos);
if (point.dist(arcPos) <= arcRadius + buffer) {
var dot = radius.dot(pointToArc);
var angle = radius.angleBetween(pointToArc);
if (dot > 0 && angle <= arcAngle / 2 && angle >= -arcAngle / 2) {
return true;
}
}
return false;
};