checking for collision of a rotated shape in p5.js - javascript

I am trying to recreate the game duet but I can't figure out how to check collision on an that has been translated and rotated.
To rotate my players blue and red ball I translated the object to the center of the screen and then rotated it based on that point.
here is my code (I know its not the best code, this is just a prototype)
how can I check for collision with the white obstacles and the players circles?
What exactly happens to the X and Y coordinates when you translate/rotate the shape?

If you don't mind your polygon hit testing being based on a single point then it is fairly trivial. You can implement the point in polygon algorithm which basically consists of counting intersections between a horizontal line and the edges of the polygon.
const pts = []
function setup() {
createCanvas(windowWidth, windowHeight);
pts.push(
createVector(56, 89), createVector(108, 37), createVector(117, 118)
)
}
function draw() {
background('#fff29c');
if (pts.length > 1) {
stroke('#301551');
fill(pointInPoly(pts, createVector(mouseX, mouseY)) ? 'white' : 'grey');
beginShape();
pts.forEach(pt => vertex(pt.x, pt.y));
endShape(CLOSE);
} else if (pts.length == 1) {
stroke('#301551');
beginShape();
pts.forEach(pt => vertex(pt.x, pt.y));
vertex(mouseX, mouseY);
endShape(CLOSE);
}
stroke('white');
line(0, mouseY, mouseX, mouseY);
noStroke();
intersections.sort((v1, v2) => v1.x < v2.x ? -1 : (v1.x > v2.x ? 1 : 0))
for (let i = 0; i < intersections.length; i++) {
fill(i % 2 == 0 ? 'green': 'red');
circle(intersections[i].x, intersections[i].y, 5);
}
fill('#ed8a0a');
noStroke();
circle(mouseX, mouseY, 10);
}
let intersections = [];
function pointInPoly(verts, pt) {
intersections = [];
let c = false;
// for each edge of the polygon
for (let i = 0, j = verts.length - 1; i < verts.length; j = i++) {
// Compute the slope of the edge
let slope = (verts[j].y - verts[i].y) / (verts[j].x - verts[i].x);
// If the mouse is positioned within the vertical bounds of the edge
if (((verts[i].y > pt.y) != (verts[j].y > pt.y)) &&
// And it is far enough to the right that a horizontal line from the
// left edge of the screen to the mouse would cross the edge
(pt.x > (pt.y - verts[i].y) / slope + verts[i].x)) {
// To help visualize the algorithm.
intersections.push({ x: (pt.y - verts[i].y) / slope + verts[i].x, y: mouseY });
// Flip the flag
c = !c;
}
}
return c;
}
<script src="https://cdn.jsdelivr.net/npm/p5#1.4.1/lib/p5.min.js"></script>
If you want your hit testing to be based on a circle you could also perform collision detection between the circle and each polygon edge segment in addition to the point-in-polygon algorithm.
Here is a description of how to do this from a tutorial I wrote on detecting calculating circle collisions:
Given a line defined by two points on that line (p1 and p2), let the boundaryVector be a vector from the first point to the second. We will assume that the vector produced by rotating boundaryVector clockwise 90 degrees orients it towards the inside of the bounded area. In other words the points must be specified in a clockwise order around the boundary.
Given boundaryVector we can find the distance of the center of a circular body, give by pos, to the nearest point on the line, by taking the distance from p1 to pos, and multiplying it by the sine of the angle between boundaryVector and the vector from p1 to pos.
If the distance from the center of the circular body to the nearest point on the line is less than or equal to the radius of the circle, then a collision has occurred.
This assumes that the boundary is infinite, but you should be able to adopt this technique to properly handle finite line segments.

Related

Show data labels inside donut pie chart p5js

I'm building a p5js donut chart, but I'm struggling to show the data labels in the middle. I think I have managed to get the boundaries right for it, but how would match the angle that I'm in? Or is there a way of matching just through the colours?
https://i.stack.imgur.com/enTBo.png
I have started by trying to match the boundaries of the chart to the pointer, which I managed to do using mouseX and mouseY. Any suggestions, please?
if(mouseX >= width / 2 - width * 0.2 && mouseY >= height / 2 - width * 0.2
&& mouseX <= width / 2 + width * 0.2 && mouseY <= height / 2 + width * 0.2)
{
//console.log("YAY!!! I'm inside the pie chart!!!");
}
else
{
textSize(14);
text('Hover over to see the labels', width / 2, height / 2);
}
};
[1]: https://i.stack.imgur.com/enTBo.png
While you could theoretically use the get() function to check the color of the pixel under the mouse cursor and correlate that with one of the entries in your dataset, I think you would be much better off doing the math to determine which segment the mouse is currently over. And conveniently p5.js provides helper functions that make it very easy.
In the example you showed you are only checking if the mouse cursor is in a rectangular region. But in reality you want to check if the mouse cursor is within a circle. To do this you can use the dist(x1, y1, x2, y2) function. Once you've established that the mouse cursor is over your pie chart, you'll want to determine which segment it is over. This can be done by finding the angle between a line draw from the center of the chart to the right (or whichever direction is where you started drawing the wedges), and a line drawn from the center of the chart to the mouse cursor. This can be accomplished using the angleBetween() function of p5.Vector.
Here's a working example:
const colors = ['red', 'green', 'blue'];
const thickness = 40;
let segments = {
foo: 34,
bar: 55,
baz: 89
};
let radius = 80, centerX, centerY;
function setup() {
createCanvas(windowWidth, windowHeight);
noFill();
strokeWeight(thickness);
strokeCap(SQUARE);
ellipseMode(RADIUS);
textAlign(CENTER, CENTER);
textSize(20);
centerX = width / 2;
centerY = height / 2;
}
function draw() {
background(200);
let keys = Object.keys(segments);
let total = keys.map(k => segments[k]).reduce((v, s) => v + s, 0);
let start = 0;
// Check the mouse distance and angle
let mouseDist = dist(centerX, centerY, mouseX, mouseY);
// Find the angle between a vector pointing to the right, and the vector
// pointing from the center of the window to the current mouse position.
let mouseAngle =
createVector(1, 0).angleBetween(
createVector(mouseX - centerX, mouseY - centerY)
);
// Counter clockwise angles will be negative 0 to PI, switch them to be from
// PI to TWO_PI
if (mouseAngle < 0) {
mouseAngle += TWO_PI;
}
for (let i = 0; i < keys.length; i++) {
stroke(colors[i]);
let angle = segments[keys[i]] / total * TWO_PI;
arc(centerX, centerY, radius, radius, start, start + angle);
// Check mouse pos
if (mouseDist > radius - thickness / 2 &&
mouseDist < radius + thickness / 2) {
if (mouseAngle > start && mouseAngle < start + angle) {
// If the mouse is the correct distance from the center to be hovering over
// our "donut" and the angle to the mouse cursor is in the range for the
// current slice, display the slice information
push();
noStroke();
fill(colors[i]);
text(`${keys[i]}: ${segments[keys[i]]}`, centerX, centerY);
pop();
}
}
start += angle;
}
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/1.3.1/p5.js"></script>
I think I know the source of the problem was that #thenewbie experienced: it is the p5 library being used. I was using the p5.min.js and experiencing the same problem. Once I started using the full p5.js library, the issue was resolved and #Paul's script worked.
Here is a link I came across while researching this which put me onto the solution:
https://github.com/processing/p5.js/issues/3973
Thanks Paul for the clear explanations and code above.

SAT Polygon Circle Collision - resolve the intersection in the direction of velocity & determine side of collision

Summary
This question is in JavaScript, but an answer in any language, pseudo-code, or just the maths would be great!
I have been trying to implement the Separating-Axis-Theorem to accomplish the following:
Detecting an intersection between a convex polygon and a circle.
Finding out a translation that can be applied to the circle to resolve the intersection, so that the circle is barely touching the polygon but no longer inside.
Determining the axis of the collision (details at the end of the question).
I have successfully completed the first bullet point and you can see my javascript code at the end of the question. I am having difficulties with the other parts.
Resolving the intersection
There are plenty of examples online on how to resolve the intersection in the direction with the smallest/shortest overlap of the circle. You can see in my code at the end that I already have this calculated.
However this does not suit my needs. I must resolve the collision in the opposite direction of the circle's trajectory (assume I already have the circle's trajectory and would like to pass it into my function as a unit-vector or angle, whichever suits).
You can see the difference between the shortest resolution and the intended resolution in the below image:
How can I calculate the minimum translation vector for resolving the intersection inside my test_CIRCLE_POLY function, but that is to be applied in a specific direction, the opposite of the circle's trajectory?
My ideas/attempts:
My first idea was to add an additional axis to the axes that must be tested in the SAT algorithm, and this axis would be perpendicular to the circle's trajectory. I would then resolve based on the overlap when projecting onto this axis. This would sort of work, but would resolve way to far in most situations. It won't result in the minimum translation. So this won't be satisfactory.
My second idea was to continue to use magnitude of the shortest overlap, but change the direction to be the opposite of the circle's trajectory. This looks promising, but there are probably many edge-cases that I haven't accounted for. Maybe this is a nice place to start.
Determining side/axis of collision
I've figured out a way to determine which sides of the polygon the circle is colliding with. For each tested axis of the polygon, I would simply check for overlap. If there is overlap, that side is colliding.
This solution will not be acceptable once again, as I would like to figure out only one side depending on the circle's trajectory.
My intended solution would tell me, in the example image below, that axis A is the axis of collision, and not axis B. This is because once the intersection is resolved, axis A is the axis corresponding to the side of the polygon that is just barely touching the circle.
My ideas/attempts:
Currently I assume the axis of collision is that perpendicular to the MTV (minimum translation vector). This is currently incorrect, but should be the correct axis once I've updated the intersection resolution process in the first half of the question. So that part should be tackled first.
Alternatively I've considered creating a line from the circle's previous position and their current position + radius, and checking which sides intersect with this line. However, there's still ambiguity, because on occasion there will be more than one side intersecting with the line.
My code so far
function test_CIRCLE_POLY(circle, poly, circleTrajectory) {
// circleTrajectory is currently not being used
let axesToTest = [];
let shortestOverlap = +Infinity;
let shortestOverlapAxis;
// Figure out polygon axes that must be checked
for (let i = 0; i < poly.vertices.length; i++) {
let vertex1 = poly.vertices[i];
let vertex2 = poly.vertices[i + 1] || poly.vertices[0]; // neighbouring vertex
let axis = vertex1.sub(vertex2).perp_norm();
axesToTest.push(axis);
}
// Figure out circle axis that must be checked
let closestVertex;
let closestVertexDistSqr = +Infinity;
for (let vertex of poly.vertices) {
let distSqr = circle.center.sub(vertex).magSqr();
if (distSqr < closestVertexDistSqr) {
closestVertexDistSqr = distSqr;
closestVertex = vertex;
}
}
let axis = closestVertex.sub(circle.center).norm();
axesToTest.push(axis);
// Test for overlap
for (let axis of axesToTest) {
let circleProj = proj_CIRCLE(circle, axis);
let polyProj = proj_POLY(poly, axis);
let overlap = getLineOverlap(circleProj.min, circleProj.max, polyProj.min, polyProj.max);
if (overlap === 0) {
// guaranteed no intersection
return { intersecting: false };
}
if (Math.abs(overlap) < Math.abs(shortestOverlap)) {
shortestOverlap = overlap;
shortestOverlapAxis = axis;
}
}
return {
intersecting: true,
resolutionVector: shortestOverlapAxis.mul(-shortestOverlap),
// this resolution vector is not satisfactory, I need the shortest resolution with a given direction, which would be an angle passed into this function from the trajectory of the circle
collisionAxis: shortestOverlapAxis.perp(),
// this axis is incorrect, I need the axis to be based on the trajectory of the circle which I would pass into this function as an angle
};
}
function proj_POLY(poly, axis) {
let min = +Infinity;
let max = -Infinity;
for (let vertex of poly.vertices) {
let proj = vertex.projNorm_mag(axis);
min = Math.min(proj, min);
max = Math.max(proj, max);
}
return { min, max };
}
function proj_CIRCLE(circle, axis) {
let proj = circle.center.projNorm_mag(axis);
let min = proj - circle.radius;
let max = proj + circle.radius;
return { min, max };
}
// Check for overlap of two 1 dimensional lines
function getLineOverlap(min1, max1, min2, max2) {
let min = Math.max(min1, min2);
let max = Math.min(max1, max2);
// if negative, no overlap
let result = Math.max(max - min, 0);
// add positive/negative sign depending on direction of overlap
return result * ((min1 < min2) ? 1 : -1);
};
I am assuming the polygon is convex and that the circle is moving along a straight line (at least for a some possibly small interval of time) and is not following some curved trajectory. If it is following a curved trajectory, then things get harder. In the case of curved trajectories, the basic ideas could be kept, but the actual point of collision (the point of collision resolution for the circle) might be harder to calculate. Still, I am outlining an idea, which could be extended to that case too. Plus, it could be adopted as a main approach for collision detection between a circle and a convex polygon.
I have not considered all possible cases, which may include special or extreme situations, but at least it gives you a direction to explore.
Transform in your mind the collision between the circle and the polygon into a collision between the center of the circle (a point) and a version of the polygon thickened by the circle's radius r, i.e. (i) each edge of the polygon is offset (translated) outwards by radius r along a vector perpendicular to it and pointing outside of the polygon, (ii) the vertices become circular arcs of radius r, centered at the polygons vertices and connecting the endpoints of the appropriate neighboring offset edges (basically, put circles of radius r at the vertices of the polygon and take their convex hull).
Now, the current position of the circle's center is C = [ C[0], C[1] ] and it has been moving along a straight line with direction vector V = [ V[0], V[1] ] pointing along the direction of motion (or if you prefer, think of V as the velocity of the circle at the moment when you have detected the collision). Then, there is an axis (or let's say a ray - a directed half-line) defined by the vector equation X = C - t * V, where t >= 0 (this axis is pointing to the past trajectory). Basically, this is the half-line that passes through the center point C and is aligned with/parallel to the vector V. Now, the point of resolution, i.e. the point where you want to move your circle to is the point where the axis X = C - t * V intersects the boundary of the thickened polygon.
So you have to check (1) first axis intersection for edges and then (2) axis intersection with circular arcs pertaining to the vertices of the original polygon.
Assume the polygon is given by an array of vertices P = [ P[0], P[1], ..., P[N], P[0] ] oriented counterclockwise.
(1) For each edge P[i-1]P[i] of the original polygon, relevant to your collision (these could be the two neighboring edges meeting at the vertex based on which the collision is detected, or it could be actually all edges in the case of the circle moving with very high speed and you have detected the collision very late, so that the actual collision did not even happen there, I leave this up to you, because you know better the details of your situation) do the following. You have as input data:
C = [ C[0], C[1] ]
V = [ V[0], V[1] ]
P[i-1] = [ P[i-1][0], P[i-1][1] ]
P[i] = [ P[i][0], P[i][1] ]
Do:
Normal = [ P[i-1][1] - P[i][1], P[i][0] - P[i-1][0] ];
Normal = Normal / sqrt((P[i-1][1] - P[i][1])^2 + ( P[i][0] - P[i-1][0] )^2);
// you may have calculated these already
Q_0[0] = P[i-1][0] + r*Normal[0];
Q_0[1] = P[i-1][1] + r*Normal[1];
Q_1[0] = P[i][0]+ r*Normal[0];
Q_1[1] = P[i][1]+ r*Normal[1];
Solve for s, t the linear system of equations (the equation for intersecting ):
Q_0[0] + s*(Q_1[0] - Q_0[0]) = C[0] - t*V[0];
Q_0[1] + s*(Q_1[1] - Q_0[1]) = C[1] - t*V[1];
if 0<= s <= 1 and t >= 0, you are done, and your point of resolution is
R[0] = C[0] - t*V[0];
R[1] = C[1] - t*V[1];
else
(2) For the each vertex P[i] relevant to your collision, do the following:
solve for t the quadratic equation (there is an explicit formula)
norm(P[i] - C + t*V )^2 = r^2
or expanded:
(V[0]^2 + V[1]^2) * t^2 + 2 * ( (P[i][0] - C[0])*V[0] + (P[i][1] - C[1])*V[1] )*t + ( P[i][0] - C[0])^2 + (P[i][1] - C[1])^2 ) - r^2 = 0
or if you prefer in a more code-like way:
a = V[0]^2 + V[1]^2;
b = (P[i][0] - C[0])*V[0] + (P[i][1] - C[1])*V[1];
c = (P[i][0] - C[0])^2 + (P[i][1] - C[1])^2 - r^2;
D = b^2 - a*c;
if D < 0 there is no collision with the vertex
i.e. no intersection between the line X = C - t*V
and the circle of radius r centered at P[i]
else
D = sqrt(D);
t1 = ( - b - D) / a;
t2 = ( - b + D) / a;
where t2 >= t1
Then your point of resolution is
R[0] = C[0] - t2*V[0];
R[1] = C[1] - t2*V[1];
Circle polygon intercept
If the ball is moving and if you can ensure that the ball always starts outside the polygon then the solution is rather simple.
We will call the ball and its movement the ball line. It starts at the ball's current location and end at the position the ball will be at the next frame.
To solve you find the nearest intercept to the start of the ball line.
There are two types of intercept.
Line segment (ball line) with Line segment (polygon edge)
Line segment (ball line) with circle (circle at each (convex only) polygon corner)
The example code has a Lines2 object that contains the two relevant intercept functions. The intercepts are returned as a Vec2containing two unit distances. The intercept functions are for lines (infinite length) not line sgements. If there is no intercept then the return is undefined.
For the line intercepts Line2.unitInterceptsLine(line, result = new Vec2()) the unit values (in result) are the unit distance along each line from the start. negative values are behind the start.
To take in account of the ball radius each polygon edge is offset the ball radius along its normal. It is important that the polygon edges have a consistent direction. In the example the normal is to the right of the line and the polygon points are in a clockwise direction.
For the line segment / circle intercepts Line2.unitInterceptsCircle(center, radius, result = new Vec2()) the unit values (in result) are the unit distance along the line where it intercepts the circle. result.x will always contain the closest intercept (assuming you start outside the circle). If there is an intercept there ways always be two, even if they are at the same point.
Example
The example contains all that is needed
The objects of interest are ball and poly
ball defines the ball and its movement. There is also code to draw it for the example
poly holds the points of the polygon. Converts the points to offset lines depending on the ball radius. It is optimized to that it only calculates the lines if the ball radius changes.
The function poly.movingBallIntercept is the function that does all the work. It take a ball object and an optional results vector.
It returns the position as a Vec2 of the ball if it contacts the polygon.
It does this by finding the smallest unit distance to the offset lines, and point (as circle) and uses that unit distance to position the result.
Note that if the ball is inside the polygon the intercepts with the corners is reversed. The function Line2.unitInterceptsCircle does provide 2 unit distance where the line enters and exits the circle. However you need to know if you are inside or outside to know which one to use. The example assumes you are outside the polygon.
Instructions
Move the mouse to change the balls path.
Click to set the balls starting position.
Math.EPSILON = 1e-6;
Math.isSmall = val => Math.abs(val) < Math.EPSILON;
Math.isUnit = u => !(u < 0 || u > 1);
Math.TAU = Math.PI * 2;
/* export {Vec2, Line2} */ // this should be a module
var temp;
function Vec2(x = 0, y = (temp = x, x === 0 ? (x = 0 , 0) : (x = x.x, temp.y))) {
this.x = x;
this.y = y;
}
Vec2.prototype = {
init(x, y = (temp = x, x = x.x, temp.y)) { this.x = x; this.y = y; return this }, // assumes x is a Vec2 if y is undefined
copy() { return new Vec2(this) },
equal(v) { return (this.x - v.x) === 0 && (this.y - v.y) === 0 },
isUnits() { return Math.isUnit(this.x) && Math.isUnit(this.y) },
add(v, res = this) { res.x = this.x + v.x; res.y = this.y + v.y; return res },
sub(v, res = this) { res.x = this.x - v.x; res.y = this.y - v.y; return res },
scale(val, res = this) { res.x = this.x * val; res.y = this.y * val; return res },
invScale(val, res = this) { res.x = this.x / val; res.y = this.y / val; return res },
dot(v) { return this.x * v.x + this.y * v.y },
uDot(v, div) { return (this.x * v.x + this.y * v.y) / div },
cross(v) { return this.x * v.y - this.y * v.x },
uCross(v, div) { return (this.x * v.y - this.y * v.x) / div },
get length() { return this.lengthSqr ** 0.5 },
set length(l) { this.scale(l / this.length) },
get lengthSqr() { return this.x * this.x + this.y * this.y },
rot90CW(res = this) {
const y = this.x;
res.x = -this.y;
res.y = y;
return res;
},
};
const wV1 = new Vec2(), wV2 = new Vec2(), wV3 = new Vec2(); // pre allocated work vectors used by Line2 functions
function Line2(p1 = new Vec2(), p2 = (temp = p1, p1 = p1.p1 ? p1.p1 : p1, temp.p2 ? temp.p2 : new Vec2())) {
this.p1 = p1;
this.p2 = p2;
}
Line2.prototype = {
init(p1, p2 = (temp = p1, p1 = p1.p1, temp.p2)) { this.p1.init(p1); this.p2.init(p2) },
copy() { return new Line2(this) },
asVec(res = new Vec2()) { return this.p2.sub(this.p1, res) },
unitDistOn(u, res = new Vec2()) { return this.p2.sub(this.p1, res).scale(u).add(this.p1) },
translate(vec, res = this) {
this.p1.add(vec, res.p1);
this.p2.add(vec, res.p2);
return res;
},
translateNormal(amount, res = this) {
this.asVec(wV1).rot90CW().length = -amount;
this.translate(wV1, res);
return res;
},
unitInterceptsLine(line, res = new Vec2()) { // segments
this.asVec(wV1);
line.asVec(wV2);
const c = wV1.cross(wV2);
if (Math.isSmall(c)) { return }
wV3.init(this.p1).sub(line.p1);
res.init(wV1.uCross(wV3, c), wV2.uCross(wV3, c));
return res;
},
unitInterceptsCircle(point, radius, res = new Vec2()) {
this.asVec(wV1);
var b = -2 * this.p1.sub(point, wV2).dot(wV1);
const c = 2 * wV1.lengthSqr;
const d = (b * b - 2 * c * (wV2.lengthSqr - radius * radius)) ** 0.5
if (isNaN(d)) { return }
return res.init((b - d) / c, (b + d) / c);
},
};
/* END of file */ // Vec2 and Line2 module
/* import {vec2, Line2} from "whateverfilename.jsm" */ // Should import vec2 and line2
const POLY_SCALE = 0.5;
const ball = {
pos: new Vec2(-150,0),
delta: new Vec2(10, 10),
radius: 20,
drawPath(ctx) {
ctx.beginPath();
ctx.arc(this.pos.x, this.pos.y, this.radius, 0, Math.TAU);
ctx.stroke();
},
}
const poly = {
bRadius: 0,
lines: [],
set ballRadius(radius) {
const len = this.points.length
this.bRadius = ball.radius;
i = 0;
while (i < len) {
let line = this.lines[i];
if (line) { line.init(this.points[i], this.points[(i + 1) % len]) }
else { line = new Line2(new Vec2(this.points[i]), new Vec2(this.points[(i + 1) % len])) }
this.lines[i++] = line.translateNormal(radius);
}
this.lines.length = i;
},
points: [
new Vec2(-200, -150).scale(POLY_SCALE),
new Vec2(200, -100).scale(POLY_SCALE),
new Vec2(100, 0).scale(POLY_SCALE),
new Vec2(200, 100).scale(POLY_SCALE),
new Vec2(-200, 75).scale(POLY_SCALE),
new Vec2(-150, -50).scale(POLY_SCALE),
],
drawBallLines(ctx) {
if (this.lines.length) {
const r = this.bRadius;
ctx.beginPath();
for (const l of this.lines) {
ctx.moveTo(l.p1.x, l.p1.y);
ctx.lineTo(l.p2.x, l.p2.y);
}
for (const p of this.points) {
ctx.moveTo(p.x + r, p.y);
ctx.arc(p.x, p.y, r, 0, Math.TAU);
}
ctx.stroke()
}
},
drawPath(ctx) {
ctx.beginPath();
for (const p of this.points) { ctx.lineTo(p.x, p.y) }
ctx.closePath();
ctx.stroke();
},
movingBallIntercept(ball, res = new Vec2()) {
if (this.bRadius !== ball.radius) { this.ballRadius = ball.radius }
var i = 0, nearest = Infinity, nearestGeom, units = new Vec2();
const ballT = new Line2(ball.pos, ball.pos.add(ball.delta, new Vec2()));
for (const p of this.points) {
const res = ballT.unitInterceptsCircle(p, ball.radius, units);
if (res && units.x < nearest && Math.isUnit(units.x)) { // assumes ball started outside poly so only need first point
nearest = units.x;
nearestGeom = ballT;
}
}
for (const line of this.lines) {
const res = line.unitInterceptsLine(ballT, units);
if (res && units.x < nearest && units.isUnits()) { // first unit.x is for unit dist on line
nearest = units.x;
nearestGeom = ballT;
}
}
if (nearestGeom) { return ballT.unitDistOn(nearest, res) }
return;
},
}
const ctx = canvas.getContext("2d");
var w = canvas.width, cw = w / 2;
var h = canvas.height, ch = h / 2
requestAnimationFrame(mainLoop);
// line and point for displaying mouse interaction. point holds the result if any
const line = new Line2(ball.pos, ball.pos.add(ball.delta, new Vec2())), point = new Vec2();
function mainLoop() {
ctx.setTransform(1,0,0,1,0,0); // reset transform
if(w !== innerWidth || h !== innerHeight){
cw = (w = canvas.width = innerWidth) / 2;
ch = (h = canvas.height = innerHeight) / 2;
}else{
ctx.clearRect(0,0,w,h);
}
ctx.setTransform(1,0,0,1,cw,ch); // center to canvas
if (mouse.button) { ball.pos.init(mouse.x - cw, mouse.y - ch) }
line.p2.init(mouse.x - cw, mouse.y - ch);
line.p2.sub(line.p1, ball.delta);
ctx.lineWidth = 1;
ctx.strokeStyle = "#000"
poly.drawPath(ctx)
ctx.strokeStyle = "#F804"
poly.drawBallLines(ctx);
ctx.strokeStyle = "#F00"
ctx.beginPath();
ctx.arc(ball.pos.x, ball.pos.y, ball.radius, 0, Math.TAU);
ctx.moveTo(line.p1.x, line.p1.y);
ctx.lineTo(line.p2.x, line.p2.y);
ctx.stroke();
ctx.strokeStyle = "#00f"
ctx.lineWidth = 2;
ctx.beginPath();
if (poly.movingBallIntercept(ball, point)) {
ctx.arc(point.x, point.y, ball.radius, 0, Math.TAU);
} else {
ctx.arc(line.p2.x, line.p2.y, ball.radius, 0, Math.TAU);
}
ctx.stroke();
requestAnimationFrame(mainLoop);
}
const mouse = {x:0, y:0, button: false};
function mouseEvents(e) {
const bounds = canvas.getBoundingClientRect();
mouse.x = e.pageX - bounds.left - scrollX;
mouse.y = e.pageY - bounds.top - scrollY;
mouse.button = e.type === "mousedown" ? true : e.type === "mouseup" ? false : mouse.button;
}
["mousedown","mouseup","mousemove"].forEach(name => document.addEventListener(name,mouseEvents));
#canvas {
position: absolute;
top: 0px;
left: 0px;
}
<canvas id="canvas"></canvas>
Click to position ball. Move mouse to test trajectory
Vec2 and Line2
To make it easier a vector library will help. For the example I wrote a quick Vec2 and Line2 object (Note only functions used in the example have been tested, Note The object are designed for performance, inexperienced coders should avoid using these objects and opt for a more standard vector and line library)
It's probably not what you're looking for, but here's a way to do it (if you're not looking for perfect precision) :
You can try to approximate the position instead of calculating it.
The way you set up your code has a big advantage : You have the last position of the circle before the collision. Thanks to that, you can just "iterate" through the trajectory and try to find a position that is closest to the intersection position.
I'll assume you already have a function that tells you if a circle is intersecting with the polygon.
Code (C++) :
// What we need :
Vector startPos; // Last position of the circle before the collision
Vector currentPos; // Current, unwanted position
Vector dir; // Direction (a unit vector) of the circle's velocity
float distance = compute_distance(startPos, currentPos); // The distance from startPos to currentPos.
Polygon polygon; // The polygon
Circle circle; // The circle.
unsigned int iterations_count = 10; // The number of iterations that will be done. The higher this number, the more precise the resolution.
// The algorithm :
float currentDistance = distance / 2.f; // We start at the half of the distance.
Circle temp_copy; // A copy of the real circle to "play" with.
for (int i = 0; i < iterations_count; ++i) {
temp_copy.pos = startPos + currentDistance * dir;
if (checkForCollision(temp_copy, polygon)) {
currentDistance -= currentDistance / 2.f; // We go towards startPos by the half of the current distance.
}
else {
currentDistance += currentDistance / 2.f; // We go towards currentPos by the half of the current distance.
}
}
// currentDistance now contains the distance between startPos and the intersection point
// And this is where you should place your circle :
Vector intersectionPoint = startPos + currentDistance * dir;
I haven't tested this code so I hope there's no big mistake in there. It's also not optimized and there are a few problems with this approach (the intersection point could end up inside the polygon) so it still needs to be improved but I think you get the idea.
The other (big, depending on what you're doing) problem with this is that it's an approximation and not a perfect answer.
Hope this helps !
I'm not sure if I understood the scenario correctly, but an efficient straight forward use case would be, to only use a square bounding box of your circle first, calculating intersection of that square with your polygone is extremely fast, much much faster, than using the circle. Once you detect an intersection of that square and the polygone, you need to think or to write which precision is mostly suitable for your scenarion. If you need a better precision, than at this state, you can go on as this from here:
From the 90° angle of your sqare intersection, you draw a 45° degree line until it touches your circle, at this point, where it touches, you draw a new square, but this time, the square is embedded into the circle, let it run now, until this new square intersects the polygon, once it intersects, you have a guaranteed circle intersection. Depending on your needed precision, you can simply play around like this.
I'm not sure what your next problem is from here? If it has to be only the inverse of the circles trajectory, than it simply must be that reverse, I'm really not sure what I'm missing here.

Rotating line smoothly towards vector (2D)

I'm writing a simple computer animation, which is a line that rotates around a fixed point at the center of that line. The amount of rotation is based on a gradient noise algorithm (OpenSimplex noise). The line has an origin [x,y] and a nr of the animation frame. These three values plugged into OpenSimplex noise give a rotation value. This part is working perfectly.
The problem is I want to make the line appear to follow the mouse cursor, depending on how far the mouse cursor is from the line. The cursor has coordinates [mx, my] (which change for every frame of animation). I can easily rotate the line and point straight towards the cursor. But I'm having difficulties factoring in the distance. To clarify; the line is rotation on the gradient noise and the mouse cursor alters that rotation to make the line (at [x, y]) point at [mx, my].
Also, the line has an 180 degree identity, so the closest end should point towards the mouse.
Basically what I'm doing now is taking "rotation line" plus "rotation mouse". If it is between 90 and 270 deg the back of the line is closest to the cursor, otherwise the front (for simplicity this is not included in the example code below). So I then take the difference, factor in the distance and substract or add it to the rotation of the line. And this works fairly well except for some artifacts.
let r = OpenSimplexNoise(x, y, frame); // gives current original rotation
let frame = 68; // whichever frame
let x = 60; // some fixed coordinate of line
let y = 60; // some fixed coordinate of line
let mouseX = 10; // changes when the mouse moves
let mouseY = 10; // changes when the mouse moves
let mouseRadius = 200;
let width = 100;
let height = 1;
function distance (x, y, cx, cy) {
return Math.sqrt((x - cx) * (x - cx) + (y - cy) * (y - cy));
}
function angle (x1, y1, x2, y2) {
let dx = x1 - x2;
let dy = y1 - y2;
return 360 + (Math.atan2(dy, dx) * 180 / Math.PI);
}
if (distance(x, y, mouseX, mouseY) <= mouseRadius) {
let dist = distance(x, y, mouseX, mouseY);
let mouseR = angle(x, y, mouseX, mouseY) % 360;
let near = (mouseRadius - dist) / mouseRadius;
let far = 1 - near;
r = (r * far + near * mouseR) % 360;
}
// r now includes mouse
A live version:
https://jsfiddle.net/Ruudt/56pk2wd1/1/
The problem lies in the cases where the mouse passes from being left to right of perpendicular to the (original rotation) line. Here the calculation will nominate the other end as "closests", then calculate the distance and apply this to the rotation. This results in the line jumping from pointing slightly left of the cursor to right of the cursor (or vice versa).
Is there a way to fix this?
I've made an image to illustrate the situation.
The red line represents the line using only the rotation of the gradient noise
The black line is the line that also includes mouse position
the blue arc is the mouse rotation value (right end is origin)
line rotation:

Check if coordinates are within a sector

I'm trying to highlight pixels that fall within a sector of a circle. I'm writing a shader to do this, but I'm implementing the logic in JavaScript until I get it right.
Essentially, each pixel coordinate in a canvas is scaled to be between 0 and 1, and is passed into the following code along with the canvas context:
function isWithinSector(ctx, x, y) {
let startAngle = degToRad(135), endAngle = degToRad(205);
// Distance of pixel from the circle origin (0.5, 0.5).
let dx = scaledX - 0.5;
let dy = scaledY - 0.5;
let angle = Math.atan2(dy, dx);
if (angle >= startAngle && angle <= endAngle) {
ctx.fillStyle = "rgba(255, 255, 0, .5)";
ctx.fillRect(x, y, 1, 1);
}
}
This works fine for some angles, but not for others. Pixels highlighted between 135 and 205 degrees appear like this (i.e. only 135 to 180 degrees are highlighted):
Note that the highlighted pixels don't match my black arc (the source of truth). I've been trying all kinds of things from Google but I'm stuck.
I have a CodePen that shows the issue: https://codepen.io/chrisparton1991/pen/XRpqXb. Can anybody guide me on what I'm doing wrong in my algorithm?
Thanks!
You get the problem if the angle is greater than 180°, as the atan2 function will then return a negative angle that is 360° smaller. This can be corrected by
let angle = Math.atan2(dy, dx);
if (angle<0) angle += 2*Math.PI;
But this is still not sufficient if you want to highlight the sector from 350° to 10°, that is, the small sector containing the 0° ray. Then the following extended normalization procedure helps.
let angle = Math.atan2(dy, dx);
let before = angle-startAngle;
if(before < -Math.PI)
before += 2*Math.PI;
let after = angle-endAngle;
if(after < -Math.PI)
after += 2*Math.PI;
Note that your image is upside-down as the screen origin is top-right, where you put the coordinates (0,1).

html5 canvas elastic collision squares

I am re-asking this question since I did not make myself clear in what I wanted in my last question.
Does anyone know how to do elastic collision or handle collision in Canvas using rectangles? Or can point me in the right direction?
I created a canvas that has multiple square and would like each square to deflect when they touch.
Here is a quick fiddle that I put together showing to black buffer canvases http://jsfiddle.net/claireC/Y7MFq/10/
line 39 is where I started the collision detection and line 59 is where I tried to execute it. I will have more than 3 squares moving around and want them to deflect if/when they touch each other
var canvas = document.getElementById("canvas"),
context = canvas.getContext("2d");
context.fillStyle = "#FFA500";
context.fillRect(0, 0, canvas.width, canvas.height);
var renderToCanvas = function (width, height, renderFunction) {
var buffer = document.createElement('canvas');
buffer.width = width;
buffer.height = height;
renderFunction(buffer.getContext('2d'));
return buffer;
};
var drawing = renderToCanvas(100, 100, function (ctx) {
ctx.fillStyle = "#000";
ctx.fillRect(0, 0, canvas.width, canvas.height);
});
var drawing2 = renderToCanvas(100, 100, function (ctx) {
ctx.fillStyle = "blue";
ctx.fillRect(0, 0, canvas.width, canvas.height);
});
var x = 0,
y = 0,
x2 = 200,
y2 = 10,
vx = .80,
vy = .80,
vx2 = .80,
vy2 = .80;
function collides(rectA, rectB) {
return !(rectA.x + rectA.width < rectB.x2 ||
rectB.x2 + rectB.width < rectA.x ||
rectA.y + rectA.height < rectB.y2 ||
rectB.y2 + rectB.height < rectA.y);
};
function executeFrame() {
x+=vx;
y+=vy;
x2+=vx2;
y2+=vy2;
if( x < 0 || x > 579) vx = -vx;
if( y < 0 || y > 265) vy = -vy;
if( x2 < 0 || x2 > 579) vx2 = - vx2;
if( y2 < 0 || y2 > 233) vy2 = - vy2;
if(collides(drawing, drawing2)){
//move in different direction
};
context.fillStyle = "#FFA500";
context.fillRect(0, 0, canvas.width, canvas.height);
context.drawImage(drawing, x, y);
context.drawImage(drawing2, x2, y2);
requestAnimationFrame(executeFrame);
}
//start animation
executeFrame();
Rectangular collision detection
To do a rectangular collision detection can be more complicated than it perhaps looks.
It's not just about figuring out if the two rectangles intersects or overlaps, but we also need to know at what angle they collide and what direction they move in order to deflect them properly, ideally transfer "velocity" to each other (mass/energy) and so forth.
This method that I present here will do the following steps:
First do a simple intersect detection to find out if they collide at all.
If an intersection: calculate the angle between the two rectangle
Divide a set primary rectangle into four zones of a circle where zone 1 is right, zone 2 is bottom and so forth.
Depending on zone, check in what direction the rectangle is moving, if towards the other rectangle deflect it based on which zone was detected.
➔ Online demo
➔ Version with higher speed here
Detect intersection and calculate angle
The code for detecting the intersection and angle is as follows, where r1 and r2 are here objects with properties x, y, w and h.
function collides(r1, r2) {
/// classic intersection test
var hit = !(r1.x + r1.w < r2.x ||
r2.x + r2.w < r1.x ||
r1.y + r1.h < r2.y ||
r2.y + r2.h < r1.y);
/// if intersects, get angle between the two rects to determine hit zone
if (hit) {
/// calc angle
var dx = r2.x - r1.x;
var dy = r2.y - r1.y;
/// for simplicity convert radians to degree
var angle = Math.atan2(dy, dx) * 180 / Math.PI;
if (angle < 0) angle += 360;
return angle;
} else
return null;
}
This function will return an angle or null which we then use to determine deflection in our loop (that is: the angle is used to determine the hit zone in our case). This is needed so that they bounce off in the correct direction.
Why hit zones?
With just a simple intersection test and deflection you can risk the boxes deflecting like the image on the right, which is not correct for a 2D scenario. You want the boxes to continue in the same direction of where there is no impact as in the left.
Determine collision zone and directions
Here is how we can determine which velocity vector to reverse (tip: if you want a more physical correct deflection you can let the rectangles "absorb" some of the other's velocity but I won't cover that here):
var angle = collides({x: x, y: y, w: 100, h: 100}, /// rect 1
{x: x2, y: y2, w: 100, h: 100}); /// rect 2
/// did we have an intersection?
if (angle !== null) {
/// if we're not already in a hit situation, create one
if (!hit) {
hit = true;
/// zone 1 - right
if ((angle >= 0 && angle < 45) || (angle > 315 && angle < 360)) {
/// if moving in + direction deflect rect 1 in x direction etc.
if (vx > 0) vx = -vx;
if (vx2 < 0) vx2 = -vx2;
} else if (angle >= 45 && angle < 135) { /// zone 2 - bottom
if (vy > 0) vy = -vy;
if (vy2 < 0) vy2 = -vy2;
} else if (angle >= 135 && angle < 225) { /// zone 3 - left
if (vx < 0) vx = -vx;
if (vx2 > 0) vx2 = -vx2;
} else { /// zone 4 - top
if (vy < 0) vy = -vy;
if (vy2 > 0) vy2 = -vy2;
}
}
} else
hit = false; /// reset hit when this hit is done (angle = null)
And that's pretty much it.
The hit flag is used so that when we get a hit we are marking the "situation" as a hit situation so we don't get internal deflections (which can happen at high speeds for example). As long as we get an angle after hit is set to true we are still in the same hit situation (in theory anyways). When we receive null we reset and are ready for a new hit situation.
Also worth to mention is that the primary rectangle here (whose side we check against) is the first one (the black in this case).
More than two rectangles
If you want to throw in more that two rectangle then I would suggest a different approach than used here when it comes to the rectangles themselves. I would recommend creating a rectangle object which is self-contained in regards to its position, size, color and also embeds methods to update velocity, direction and paint. The rectangle objects could be maintained by a host objects which performs the clearing and calls the objects' update method for example.
To detect collisions you could then iterate the array with these objects to find out which rectangle collided with the current being tested. It's important here that you "mark" (using a flag) a rectangle that has been tested as there will always be at least two in a collision and if you test A and then B you will end up reversing the effect of velocity change without using a flag to skip testing of the collision "partner" object per frame.
In conclusion
Note: there are special cases not covered here such as collision on exact corners, or where a rectangle is trapped between an edge and the other rectangle (you can use the hit flag mentioned above for the edge tests as well).
I have not optimized any of the code but tried to keep it as simple as I can to make it more understandable.
Hope this helps!
The answer is actually quite simple: swap the velocities of each block when they collide. That's it! Also for your collision test change RectA.x to just x, since they are normal variables given:
function collides(rectA, rectB) {
return !(x + rectA.width < x2 ||
x2 + rectB.width < x ||
y + rectA.height < y2 ||
y2 + rectB.height < y);
};
And swapping velocities:
if(collides(drawing, drawing2)){
var t = vx; var t2 = vy;
vx = vx2; vy = vy2;
vx2 = t; vy2 = t2;
};
And after those small changes we have working elastic collisions: http://jsfiddle.net/Y7MFq/11/

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