Collision Detection Between A Line And A Circle In Javascript
I'm looking for a definitive answer, maybe a function cos I'm slow, that will determine if a line segment and circle have collided, in javascript (working with canvas) A function l
Solution 1:
Here you will need some Math:
This is the basic concept if you don't know how to solve equations in general. I will leave the rest of the thinking to you. ;) Figuring out CD
's length isn't that hard.
If you are asking how, that's how: Finding collisions in JavaScript is kind of complicated.
Solution 2:
I Spent about a day and a half to make it perfect.. Hope this helps.
functioncollisionCircleLine(circle,line){ // Both are objectsvar side1 = Math.sqrt(Math.pow(circle.x - line.p1.x,2) + Math.pow(circle.y - line.p1.y,2)); // Thats the pythagoras theoram If I can spell it rightvar side2 = Math.sqrt(Math.pow(circle.x - line.p2.x,2) + Math.pow(circle.y - line.p2.y,2));
var base = Math.sqrt(Math.pow(line.p2.x - line.p1.x,2) + Math.pow(line.p2.y - line.p1.y,2));
if(circle.radius > side1 || circle.radius > side2)
returntrue;
var angle1 = Math.atan2( line.p2.x - line.p1.x, line.p2.y - line.p1.y ) - Math.atan2( circle.x - line.p1.x, circle.y - line.p1.y ); // Some complicated Mathvar angle2 = Math.atan2( line.p1.x - line.p2.x, line.p1.y - line.p2.y ) - Math.atan2( circle.x - line.p2.x, circle.y - line.p2.y ); // Some complicated Math againif(angle1 > Math.PI / 2 || angle2 > Math.PI / 2) // Making sure if any angle is an obtuse one and Math.PI / 2 = 90 degreturnfalse;
// Now if none are true thenvar semiperimeter = (side1 + side2 + base) / 2;
var areaOfTriangle = Math.sqrt( semiperimeter * (semiperimeter - side1) * (semiperimeter - side2) * (semiperimeter - base) ); // Heron's formula for the areavar height = 2*areaOfTriangle/base;
if( height < circle.radius )
returntrue;
elsereturnfalse;
}
And that is how you do it..
Solution 3:
Matt DesLauriers published a Javascript library for this problem at https://www.npmjs.com/package/line-circle-collision. The API is straightforward:
var circle = [5, 5],
radius = 25,
a = [5, 6],
b = [10, 10]
var hit = collide(a, b, circle, radius)
Solution 4:
function pointCircleCollide(point, circle, r) {
if (r===0) returnfalsevardx= circle[0] - point[0]
vardy= circle[1] - point[1]
return dx * dx + dy * dy <= r * r
}
vartmp= [0, 0]
function lineCircleCollide(a, b, circle, radius, nearest) {
//check to see if start or end points lie within circleif (pointCircleCollide(a, circle, radius)) {
if (nearest) {
nearest[0] = a[0]
nearest[1] = a[1]
}
returntrue
} if (pointCircleCollide(b, circle, radius)) {
if (nearest) {
nearest[0] = b[0]
nearest[1] = b[1]
}
returntrue
}
varx1= a[0],
y1 = a[1],
x2 = b[0],
y2 = b[1],
cx = circle[0],
cy = circle[1]
//vector dvardx= x2 - x1
vardy= y2 - y1
//vector lcvarlcx= cx - x1
varlcy= cy - y1
//project lc onto d, resulting in vector pvardLen2= dx * dx + dy * dy //len2 of dvarpx= dx
varpy= dy
if(dLen2 > 0) {
vardp= (lcx * dx + lcy * dy) / dLen2
px *= dp
py *= dp
}
if (!nearest)
nearest = tmp
nearest[0] = x1 + px
nearest[1] = y1 + py
//len2 of pvarpLen2= px * px + py * py
//check collisionreturn pointCircleCollide(nearest, circle, radius)
&& pLen2 <= dLen2 && (px * dx + py * dy) >= 0
}
varcircle= [5, 5],
radius = 25,
a = [5, 6],
b = [10, 10]
varhit= lineCircleCollide(a, b, circle, radius)
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