Detecting collision of rectangle with circle

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忘了有多久
忘了有多久 2020-12-04 18:54

Actually I am trying to detect thee collision of the Rectangle with the circle in the following piece of code:-

function checkCollision() {
     //checking o         


        
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  • 2020-12-04 19:02

    Detecting circle-rect collisions is not trivial (but not that complicated either).

    @kuroi neko's solution is correct and about as simple as the code is going to get.

    Luckily, you don't need to fully understand the math theory to use the hit-test function.

    If you do want more details about how the function works, here is a description using 4 steps to test if a circle and a rectangle are colliding:

    Demo: http://jsfiddle.net/m1erickson/n6U8D/

    First, define a circle and a rectangle

    var circle={x:100,y:290,r:10};
    var rect={x:100,y:100,w:40,h:100};
    

    Step#1: Find the vertical & horizontal (distX/distY) distances between the circle’s center and the rectangle’s center

        var distX = Math.abs(circle.x - rect.x-rect.w/2);
        var distY = Math.abs(circle.y - rect.y-rect.h/2);
    

    Step#2: If the distance is greater than halfCircle + halfRect, then they are too far apart to be colliding

        if (distX > (rect.w/2 + circle.r)) { return false; }
        if (distY > (rect.h/2 + circle.r)) { return false; }
    

    Step#3: If the distance is less than halfRect then they are definitely colliding

        if (distX <= (rect.w/2)) { return true; } 
        if (distY <= (rect.h/2)) { return true; }
    

    Step#4: Test for collision at rect corner.

    • Think of a line from the rect center to any rect corner
    • Now extend that line by the radius of the circle
    • If the circle’s center is on that line they are colliding at exactly that rect corner

    Using Pythagoras formula to compare the distance between circle and rect centers.

        var dx=distX-rect.w/2;
        var dy=distY-rect.h/2;
        return (dx*dx+dy*dy<=(circle.r*circle.r));
    

    Heres the full code:

    var circle={x:100,y:290,r:10};
    var rect={x:100,y:100,w:40,h:100};
    
    // return true if the rectangle and circle are colliding
    function RectCircleColliding(circle,rect){
        var distX = Math.abs(circle.x - rect.x-rect.w/2);
        var distY = Math.abs(circle.y - rect.y-rect.h/2);
    
        if (distX > (rect.w/2 + circle.r)) { return false; }
        if (distY > (rect.h/2 + circle.r)) { return false; }
    
        if (distX <= (rect.w/2)) { return true; } 
        if (distY <= (rect.h/2)) { return true; }
    
        var dx=distX-rect.w/2;
        var dy=distY-rect.h/2;
        return (dx*dx+dy*dy<=(circle.r*circle.r));
    }
    
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  • 2020-12-04 19:04

    I found I came across problems with the selected answer. Here's mine that, I think works well:

    function collisionCheckCircleRect(circle, rect)
    {
        var distx = Math.abs(circle.x - rect.x);
        var disty = Math.abs(circle.y - rect.y);
    
        if (distx > (rect.width/2 + circle.radius)) { return false; }
        if (disty > (rect.height/2 + circle.radius)) { return false; }
    
        if (distx <= (rect.width/2)) { return true; } 
        if (disty <= (rect.height/2)) { return true; }
    
        var hypot = (distx - rect.width/2)*(distx- rect.width/2) +
                             (disty - rect.height/2)*(disty - rect.height/2);
    
    //console.log(hypot <= (circle.radius*circle.radius))
        return (hypot <= (circle.radius*circle.radius));
    }
    
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  • 2020-12-04 19:19

    That's a way to do it:

    1) find the corner of the rectangle nearest to the circle center
    2) see how the circle is positioned relative to the corner

    The function takes a third parameter to allow the distinction between a "solid" rectangle and a simple outline (i.e. whether the case of a circle located entirely inside the rectangle should be considered a collision)

    function collides (rect, circle, collide_inside)
    {
        // compute a center-to-center vector
        var half = { x: rect.w/2, y: rect.h/2 };
        var center = {
            x: circle.x - (rect.x+half.x),
            y: circle.y - (rect.y+half.y)};
    
        // check circle position inside the rectangle quadrant
        var side = {
            x: Math.abs (center.x) - half.x,
            y: Math.abs (center.y) - half.y};
        if (side.x >  circle.r || side.y >  circle.r) // outside
            return false; 
        if (side.x < -circle.r && side.y < -circle.r) // inside
            return collide_inside;
        if (side.x < 0 || side.y < 0) // intersects side or corner
            return true;
    
        // circle is near the corner
        return side.x*side.x + side.y*side.y  < circle.r*circle.r;
    }
    
    var rect = { x:50, y:50, w:80, h:30 };
    var circle = { x:105, y:135, r:16 };
    
    if (collides (rect, circle)) { /* bang! */ }
    

    I have a second function that computes a collision normal vector, to allow animating an circle bouncing off rectangles. Together they serve as a base for this fiddle

    function bounces (rect, circle)
    {
        // compute a center-to-center vector
        var half = { x: rect.w/2, y: rect.h/2 };
        var center = {
            x: circle.x - (rect.x+half.x),
            y: circle.y - (rect.y+half.y)};
    
        // check circle position inside the rectangle quadrant
        var side = {
            x: Math.abs (center.x) - half.x,
            y: Math.abs (center.y) - half.y};
        if (side.x >  circle.r || side.y >  circle.r) // outside
            return { bounce: false }; 
        if (side.x < -circle.r && side.y < -circle.r) // inside
            return { bounce: false }; 
        if (side.x < 0 || side.y < 0) // intersects side or corner
        {
            var dx = 0, dy = 0;
            if (Math.abs (side.x) < circle.r && side.y < 0)
            {
                dx = center.x*side.x < 0 ? -1 : 1;
            }
            else if (Math.abs (side.y) < circle.r && side.x < 0)
            {
                dy = center.y*side.y < 0 ? -1 : 1;
            }
    
            return { bounce: true, x:dx, y:dy };
        }
        // circle is near the corner
        bounce = side.x*side.x + side.y*side.y  < circle.r*circle.r;
        if (!bounce) return { bounce:false }
        var norm = Math.sqrt (side.x*side.x+side.y*side.y);
        var dx = center.x < 0 ? -1 : 1;
        var dy = center.y < 0 ? -1 : 1;
        return { bounce:true, x: dx*side.x/norm, y: dy*side.y/norm };   
    }
    
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