-
Notifications
You must be signed in to change notification settings - Fork 0
/
p5.collide2d.js
518 lines (417 loc) · 16.7 KB
/
p5.collide2d.js
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
/*
Repo: https://github.com/bmoren/p5.collide2D/
Created by http://benmoren.com
Some functions and code modified version from http://www.jeffreythompson.org/collision-detection
Version v0.7.3 | June 22, 2020
CC BY-NC-SA 4.0
*/
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.vector version of collideRectRect
p5.prototype.collideRectRectVector = function(p1, sz, p2, sz2){
return p5.prototype.collideRectRect(p1.x, p1.y, sz.x, sz.y, p2.x, p2.y, sz2.x,sz2.y)
}
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.vector version of collideRectCircle
p5.prototype.collideRectCircleVector = function(r, sz, c, diameter){
return p5.prototype.collideRectCircle(r.x,r.y, sz.x,sz.y, c.x,c.y, diameter)
}
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.vector version of collideCircleCircle
p5.prototype.collideCircleCircleVector = function(p1,d, p2, d2){
return p5.prototype.collideCircleCircle(p1.x,p1.y, d, p2.x,p2.y, d2)
}
p5.prototype.collidePointCircle = function (x, y, cx, cy, d) {
//2d
if( this.dist(x,y,cx,cy) <= d/2 ){
return true;
}
return false;
};
// p5.vector version of collidePointCircle
p5.prototype.collidePointCircleVector = function(p, c, d){
return p5.prototype.collidePointCircle(p.x,p.y,c.x,c.y, d)
}
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.vector version of collidePointEllipse
p5.prototype.collidePointEllipseVector = function(p, c, d){
return p5.prototype.collidePointEllipse(p.x,p.y,c.x,c.y,d.x,d.y);
}
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.vector version of collidePointRect
p5.prototype.collidePointRectVector = function(point, p1, sz){
return p5.prototype.collidePointRect(point.x, point.y, p1.x, p1.y, sz.x, sz.y);
}
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.vector version of collidePointLine
p5.prototype.collidePointLineVector = function(point,p1,p2, buffer){
return p5.prototype.collidePointLine(point.x,point.y, p1.x,p1.y, p2.x,p2.y, buffer);
}
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.vector version of collideLineCircle
p5.prototype.collideLineCircleVector = function( p1, p2, c, diameter){
return p5.prototype.collideLineCircle( p1.x, p1.y, p2.x, p2.y, c.x, c.y, diameter);
}
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.vector version of collideLineLine
p5.prototype.collideLineLineVector = function(p1, p2, p3, p4, calcIntersection){
return p5.prototype.collideLineLine(p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, calcIntersection);
}
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.vector version of collideLineRect
p5.prototype.collideLineRectVector = function(p1, p2, r, rsz, calcIntersection){
return p5.prototype.collideLineRect(p1.x, p1.y, p2.x, p2.y, r.x, r.y, rsz.x, rsz.y, calcIntersection);
}
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;
}
// p5.vector version of collidePointPoly
p5.prototype.collidePointPolyVector = function(p1, vertices){
return p5.prototype.collidePointPoly(p1.x, p1.y, vertices);
}
// 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.vector version of collideCirclePoly
p5.prototype.collideCirclePolyVector = function(c, diameter, vertices, interior){
return p5.prototype.collideCirclePoly(c.x, c.y, diameter, vertices, interior);
}
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.vector version of collideRectPoly
p5.prototype.collideRectPolyVector = function(r, rsz, vertices, interior){
return p5.prototype.collideRectPoly(r.x, r.y, rsz.x, rsz.y, vertices, interior);
}
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.vector version of collideLinePoly
p5.prototype.collideLinePolyVector = function(p1, p2, vertice){
return p5.prototype.collideLinePoly(p1.x, p1.y, p2.x, p2.y, vertice);
}
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 either polygon is INSIDE the other
if(interior === true){
collision = this.collidePointPoly(p2[0].x, p2[0].y, p1);
if (collision) return true;
collision = this.collidePointPoly(p1[0].x, p1[0].y, p2);
if (collision) return true;
}
}
return false;
}
p5.prototype.collidePolyPolyVector = function(p1, p2, interior) {
return p5.prototype.collidePolyPoly(p1, p2, interior);
}
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.vector version of collidePointTriangle
p5.prototype.collidePointTriangleVector = function(p, p1, p2, p3){
return p5.prototype.collidePointTriangle(p.x, p.y, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y);
}
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.vector version of collidePointPoint
p5.prototype.collidePointPointVector = function(p1, p2, buffer){
return p5.prototype.collidePointPoint(p1.x,p1.y,p2.x,p2.y, buffer);
}
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;
}
// p5.vector version of collidePointArc
p5.prototype.collidePointArcVector = function(p1, a, arcRadius, arcHeading, arcAngle, buffer){
return p5.prototype.collidePointArc(p1.x, p1.y, a.x, a.y, arcRadius, arcHeading, arcAngle, buffer);
}