Geometry 圆-矩形碰撞检测(相交)
如何判断圆和矩形在二维欧几里德空间中是否相交?(即经典二维几何体)假设有矩形的四条边,请检查边到圆中心的距离,如果小于半径,则形状相交Geometry 圆-矩形碰撞检测(相交),geometry,collision-detection,Geometry,Collision Detection,如何判断圆和矩形在二维欧几里德空间中是否相交?(即经典二维几何体)假设有矩形的四条边,请检查边到圆中心的距离,如果小于半径,则形状相交 if sqrt((rectangleRight.x - circleCenter.x)^2 + (rectangleBottom.y - circleCenter.y)^2) < radius // then they intersect if sqrt((rectangleRight.x - circleCenter.x)^2 +
if sqrt((rectangleRight.x - circleCenter.x)^2 +
(rectangleBottom.y - circleCenter.y)^2) < radius
// then they intersect
if sqrt((rectangleRight.x - circleCenter.x)^2 +
(rectangleTop.y - circleCenter.y)^2) < radius
// then they intersect
if sqrt((rectangleLeft.x - circleCenter.x)^2 +
(rectangleTop.y - circleCenter.y)^2) < radius
// then they intersect
if sqrt((rectangleLeft.x - circleCenter.x)^2 +
(rectangleBottom.y - circleCenter.y)^2) < radius
// then they intersect
如果sqrt((rectangleRight.x-circleCenter.x)^2+
(矩形底面.y-圆心.y)^2)<半径
//然后它们相交
如果sqrt((rectangleRight.x-circleCenter.x)^2+
(矩形顶部.y-圆形中心.y)^2)<半径
//然后它们相交
如果sqrt((rectangleLeft.x-circleCenter.x)^2+
(矩形顶部.y-圆形中心.y)^2)<半径
//然后它们相交
如果sqrt((rectangleLeft.x-circleCenter.x)^2+
(矩形底面.y-圆心.y)^2)<半径
//然后它们相交
要进行可视化,请使用键盘的numpad。如果键“5”表示矩形,则所有键1-9表示由构成矩形的线划分的9个空间象限(其中5为内部)
1) 如果圆的中心在象限5内(即在矩形内),则两个形状相交
有了这一点,就有两种可能的情况:
a) 该圆与矩形的两条或多条相邻边相交。
b) 圆与矩形的一条边相交
// clamp(value, min, max) - limits value to the range min..max
// Find the closest point to the circle within the rectangle
float closestX = clamp(circle.X, rectangle.Left, rectangle.Right);
float closestY = clamp(circle.Y, rectangle.Top, rectangle.Bottom);
// Calculate the distance between the circle's center and this closest point
float distanceX = circle.X - closestX;
float distanceY = circle.Y - closestY;
// If the distance is less than the circle's radius, an intersection occurs
float distanceSquared = (distanceX * distanceX) + (distanceY * distanceY);
return distanceSquared < (circle.Radius * circle.Radius);
第一种情况很简单。如果圆与矩形的两条相邻边相交,则它必须包含连接这两条边的角点。(也就是说,它的中心位于象限5,我们已经讨论过了。还要注意的是,圆圈只与矩形的两条相对边相交的情况也被讨论过。)
2) 如果矩形的任何一个角A、B、C、D位于圆内,则两个形状相交
第二种情况更为棘手。我们应该注意,只有当圆的中心位于象限2、4、6或8中的一个时,才可能发生这种情况。(事实上,如果中心位于象限1、3、7、8中的任何一个上,则相应的角点将是离它最近的点。)
现在我们有一个例子,圆的中心在一个“边”象限中,它只与相应的边相交。然后,最靠近圆中心的边上的点必须位于圆内
3) 对于每条直线AB、BC、CD、DA,构造穿过圆心p的垂线p(AB、p)、p(BC、p)、p(CD、p)、p(DA、p)。对于每条垂线,如果与原始边的交点位于圆内,则两个形状相交
最后一步有捷径可走。如果圆的中心在象限8中,且边AB为顶边,则交点的y坐标为A和B,x坐标为中心P
您可以构造四条直线交点并检查它们是否位于相应的边上,或者找出象限p所在的位置并检查相应的交点。两者应简化为相同的布尔方程。注意,上面的步骤2并没有排除P在“角”象限中的可能性;它只是在寻找一个十字路口
编辑:事实证明,我忽略了一个简单的事实,即#2是上述#3的子类。毕竟,角也是边上的点。请参阅下面的@shrevatsar的答案,以获得一个很好的解释。同时,忘记上面的第2条,除非你想要一个快速但多余的检查。以下是我的方法:
bool intersects(CircleType circle, RectType rect)
{
circleDistance.x = abs(circle.x - rect.x);
circleDistance.y = abs(circle.y - rect.y);
if (circleDistance.x > (rect.width/2 + circle.r)) { return false; }
if (circleDistance.y > (rect.height/2 + circle.r)) { return false; }
if (circleDistance.x <= (rect.width/2)) { return true; }
if (circleDistance.y <= (rect.height/2)) { return true; }
cornerDistance_sq = (circleDistance.x - rect.width/2)^2 +
(circleDistance.y - rect.height/2)^2;
return (cornerDistance_sq <= (circle.r^2));
}
bool相交(圆形、圆形、矩形)
{
圆距离x=绝对值(圆x-矩形x);
圆距离y=绝对值(圆y-直线y);
if(circleDistance.x>(rect.width/2+circle.r)){return false;}
if(circleDistance.y>(rect.height/2+circle.r)){return false;}
如果(circleDistance.x圆形与矩形相交,则只有两种情况:
CREATE OR REPLACE FUNCTION "DETECT_CIRC_RECT_COLLISION"
(
circleCenterLat IN NUMBER, -- circle Center Latitude
circleCenterLon IN NUMBER, -- circle Center Longitude
circleRadius IN NUMBER, -- circle Radius in KM
rectSWLat IN NUMBER, -- rectangle South West Latitude
rectSWLon IN NUMBER, -- rectangle South West Longitude
rectNELat IN NUMBER, -- rectangle North Est Latitude
rectNELon IN NUMBER -- rectangle North Est Longitude
)
RETURN NUMBER
AS
-- converts km to degrees (use 69 if miles)
kmToDegreeConst NUMBER := 111.045;
-- Remaining rectangle vertices
rectNWLat NUMBER;
rectNWLon NUMBER;
rectSELat NUMBER;
rectSELon NUMBER;
rectHeight NUMBER;
rectWIdth NUMBER;
circleDistanceLat NUMBER;
circleDistanceLon NUMBER;
cornerDistanceSQ NUMBER;
BEGIN
-- Initialization of remaining rectangle vertices
rectNWLat := rectNELat;
rectNWLon := rectSWLon;
rectSELat := rectSWLat;
rectSELon := rectNELon;
-- Rectangle sides length calculation
rectHeight := calc_distance(rectSWLat, rectSWLon, rectNWLat, rectNWLon);
rectWidth := calc_distance(rectSWLat, rectSWLon, rectSELat, rectSELon);
circleDistanceLat := abs( (circleCenterLat * kmToDegreeConst) - ((rectSWLat * kmToDegreeConst) + (rectHeight/2)) );
circleDistanceLon := abs( (circleCenterLon * kmToDegreeConst) - ((rectSWLon * kmToDegreeConst) + (rectWidth/2)) );
IF circleDistanceLon > ((rectWidth/2) + circleRadius) THEN
RETURN -1; -- -1 => NO Collision ; 0 => Collision Detected
END IF;
IF circleDistanceLat > ((rectHeight/2) + circleRadius) THEN
RETURN -1; -- -1 => NO Collision ; 0 => Collision Detected
END IF;
IF circleDistanceLon <= (rectWidth/2) THEN
RETURN 0; -- -1 => NO Collision ; 0 => Collision Detected
END IF;
IF circleDistanceLat <= (rectHeight/2) THEN
RETURN 0; -- -1 => NO Collision ; 0 => Collision Detected
END IF;
cornerDistanceSQ := POWER(circleDistanceLon - (rectWidth/2), 2) + POWER(circleDistanceLat - (rectHeight/2), 2);
IF cornerDistanceSQ <= POWER(circleRadius, 2) THEN
RETURN 0; -- -1 => NO Collision ; 0 => Collision Detected
ELSE
RETURN -1; -- -1 => NO Collision ; 0 => Collision Detected
END IF;
RETURN -1; -- -1 => NO Collision ; 0 => Collision Detected
END;
- 圆的中心位于矩形内,或者
- 矩形的一条边在圆中有一个点
请注意,这并不要求矩形与轴平行
(一种方法是:如果圆中没有一条边有点(如果所有边都完全“在”圆之外),那么圆仍然可以与多边形相交的唯一方法是它完全位于多边形内部。)
有了这样的洞察力,下面类似的东西将起作用,其中圆的中心是p
和半径是R
,矩形的顶点是A
,B
,C
,D
,顺序是(非完整代码):
def相交(圆(P,R),矩形(A,B,C,D)):
S=圆(P,R)
返回(pointInRectangle(P,矩形(A,B,C,D))或
相交圆(S,(A,B))或
相交圆(S,(B,C))或
相交圆(S,(C,D))或
相交圆(S,(D,A)))
如果您正在编写任何几何图形,您的库中可能已经有了上述函数。否则,pointInRectangle()
可以通过多种方式实现;任何常规方法都可以工作,但对于矩形,您只需检查其是否工作:
0 ≤ AP·AB ≤ AB·AB and 0 ≤ AP·AD ≤ AD·AD
而且intersectCircle()
也很容易实现:一种方法是检查从p
到直线的垂直线的底部是否足够近,以及端点之间是否足够近,否则检查端点
很酷的一点是,同样的想法不仅适用于矩形,而且适用于圆与任意形状的相交,甚至不必是凸的!您的球体和矩形相交IIF
圆心与矩形的一个顶点之间的距离小于球体的半径
或
圆心与矩形一条边之间的距离小于球体的半径([])
或
圆心在矩形内
点di
//rectangle edges: TL (top left), TR (top right), BL (bottom left), BR (bottom right)
//point to test: POI
seperated = false
for egde in { {TL,TR}, {BL,BR}, {TL,BL},{TR-BR} }: // the edges
D = edge[0] - edge[1]
innerProd = D * POI
Interval_min = min(D*edge[0],D*edge[1])
Interval_max = max(D*edge[0],D*edge[1])
if not ( Interval_min ≤ innerProd ≤ Interval_max )
seperated = true
break // end for loop
end if
end for
if (seperated is true)
return "no intersection"
else
return "intersection"
end if
// clamp(value, min, max) - limits value to the range min..max
// Find the closest point to the circle within the rectangle
float closestX = clamp(circle.X, rectangle.Left, rectangle.Right);
float closestY = clamp(circle.Y, rectangle.Top, rectangle.Bottom);
// Calculate the distance between the circle's center and this closest point
float distanceX = circle.X - closestX;
float distanceY = circle.Y - closestY;
// If the distance is less than the circle's radius, an intersection occurs
float distanceSquared = (distanceX * distanceX) + (distanceY * distanceY);
return distanceSquared < (circle.Radius * circle.Radius);
float physicsProcessCollisionBetweenSelfAndActorRect(SPhysics *self, SPhysics *actor)
{
float diff = 99999;
SVector relative_position_of_circle = getDifference2DBetweenVectors(&self->worldPosition, &actor->worldPosition);
rotateVector2DBy(&relative_position_of_circle, -actor->axis.angleZ); // This aligns the coord system so the rect becomes an AABB
float x_clamped_within_rectangle = relative_position_of_circle.x;
float y_clamped_within_rectangle = relative_position_of_circle.y;
LIMIT(x_clamped_within_rectangle, actor->physicsRect.l, actor->physicsRect.r);
LIMIT(y_clamped_within_rectangle, actor->physicsRect.b, actor->physicsRect.t);
// Calculate the distance between the circle's center and this closest point
float distance_to_nearest_edge_x = relative_position_of_circle.x - x_clamped_within_rectangle;
float distance_to_nearest_edge_y = relative_position_of_circle.y - y_clamped_within_rectangle;
// If the distance is less than the circle's radius, an intersection occurs
float distance_sq_x = SQUARE(distance_to_nearest_edge_x);
float distance_sq_y = SQUARE(distance_to_nearest_edge_y);
float radius_sq = SQUARE(self->physicsRadius);
if(distance_sq_x + distance_sq_y < radius_sq)
{
float half_rect_w = (actor->physicsRect.r - actor->physicsRect.l) * 0.5f;
float half_rect_h = (actor->physicsRect.t - actor->physicsRect.b) * 0.5f;
CREATE_VECTOR(push_vector);
// If we're at one of the corners of this object, treat this as a circular/circular collision
if(fabs(relative_position_of_circle.x) > half_rect_w && fabs(relative_position_of_circle.y) > half_rect_h)
{
SVector edges;
if(relative_position_of_circle.x > 0) edges.x = half_rect_w; else edges.x = -half_rect_w;
if(relative_position_of_circle.y > 0) edges.y = half_rect_h; else edges.y = -half_rect_h;
push_vector = relative_position_of_circle;
moveVectorByInverseVector2D(&push_vector, &edges);
// We now have the vector from the corner of the rect to the point.
float delta_length = getVector2DMagnitude(&push_vector);
float diff = self->physicsRadius - delta_length; // Find out how far away we are from our ideal distance
// Normalise the vector
push_vector.x /= delta_length;
push_vector.y /= delta_length;
scaleVector2DBy(&push_vector, diff); // Now multiply it by the difference
push_vector.z = 0;
}
else // Nope - just bouncing against one of the edges
{
if(relative_position_of_circle.x > 0) // Ball is to the right
push_vector.x = (half_rect_w + self->physicsRadius) - relative_position_of_circle.x;
else
push_vector.x = -((half_rect_w + self->physicsRadius) + relative_position_of_circle.x);
if(relative_position_of_circle.y > 0) // Ball is above
push_vector.y = (half_rect_h + self->physicsRadius) - relative_position_of_circle.y;
else
push_vector.y = -((half_rect_h + self->physicsRadius) + relative_position_of_circle.y);
if(fabs(push_vector.x) < fabs(push_vector.y))
push_vector.y = 0;
else
push_vector.x = 0;
}
diff = 0; // Cheat, since we don't do anything with the value anyway
rotateVector2DBy(&push_vector, actor->axis.angleZ);
SVector *from = &self->worldPosition;
moveVectorBy2D(from, push_vector.x, push_vector.y);
}
return diff;
}
public static bool IsIntersected(PointF circle, float radius, RectangleF rectangle)
{
var rectangleCenter = new PointF((rectangle.X + rectangle.Width / 2),
(rectangle.Y + rectangle.Height / 2));
var w = rectangle.Width / 2;
var h = rectangle.Height / 2;
var dx = Math.Abs(circle.X - rectangleCenter.X);
var dy = Math.Abs(circle.Y - rectangleCenter.Y);
if (dx > (radius + w) || dy > (radius + h)) return false;
var circleDistance = new PointF
{
X = Math.Abs(circle.X - rectangle.X - w),
Y = Math.Abs(circle.Y - rectangle.Y - h)
};
if (circleDistance.X <= (w))
{
return true;
}
if (circleDistance.Y <= (h))
{
return true;
}
var cornerDistanceSq = Math.Pow(circleDistance.X - w, 2) +
Math.Pow(circleDistance.Y - h, 2);
return (cornerDistanceSq <= (Math.Pow(radius, 2)));
}
static inline BOOL RectIntersectsCircle(CGRect aRect, Circle aCircle) {
float testX = aCircle.x;
float testY = aCircle.y;
if (testX < aRect.origin.x)
testX = aRect.origin.x;
if (testX > (aRect.origin.x + aRect.size.width))
testX = (aRect.origin.x + aRect.size.width);
if (testY < aRect.origin.y)
testY = aRect.origin.y;
if (testY > (aRect.origin.y + aRect.size.height))
testY = (aRect.origin.y + aRect.size.height);
return ((aCircle.x - testX) * (aCircle.x - testX) + (aCircle.y - testY) * (aCircle.y - testY)) < aCircle.radius * aCircle.radius;
}
class Circle {
// create the bounding box of the circle only once
BBox bbox;
public boolean intersect(BBox b) {
// test top intersect
if (lat > b.maxLat) {
if (lon < b.minLon)
return normDist(b.maxLat, b.minLon) <= normedDist;
if (lon > b.maxLon)
return normDist(b.maxLat, b.maxLon) <= normedDist;
return b.maxLat - bbox.minLat > 0;
}
// test bottom intersect
if (lat < b.minLat) {
if (lon < b.minLon)
return normDist(b.minLat, b.minLon) <= normedDist;
if (lon > b.maxLon)
return normDist(b.minLat, b.maxLon) <= normedDist;
return bbox.maxLat - b.minLat > 0;
}
// test middle intersect
if (lon < b.minLon)
return bbox.maxLon - b.minLon > 0;
if (lon > b.maxLon)
return b.maxLon - bbox.minLon > 0;
return true;
}
}
public class Geomethry {
public static boolean intersectionCircleAndRectangle(int circleX, int circleY, int circleR, int rectangleX, int rectangleY, int rectangleWidth, int rectangleHeight){
boolean result = false;
float rectHalfWidth = rectangleWidth/2.0f;
float rectHalfHeight = rectangleHeight/2.0f;
float rectCenterX = rectangleX + rectHalfWidth;
float rectCenterY = rectangleY + rectHalfHeight;
float deltax = Math.abs(rectCenterX - circleX);
float deltay = Math.abs(rectCenterY - circleY);
float lengthHypotenuseSqure = deltax*deltax + deltay*deltay;
do{
// check that distance between the centerse is more than the distance between the circumcircle of rectangle and circle
if(lengthHypotenuseSqure > ((rectHalfWidth+circleR)*(rectHalfWidth+circleR) + (rectHalfHeight+circleR)*(rectHalfHeight+circleR))){
//System.out.println("distance between the centerse is more than the distance between the circumcircle of rectangle and circle");
break;
}
// check that distance between the centerse is less than the distance between the inscribed circle
float rectMinHalfSide = Math.min(rectHalfWidth, rectHalfHeight);
if(lengthHypotenuseSqure < ((rectMinHalfSide+circleR)*(rectMinHalfSide+circleR))){
//System.out.println("distance between the centerse is less than the distance between the inscribed circle");
result=true;
break;
}
// check that the squares relate to angles
if((deltax > (rectHalfWidth+circleR)*0.9) && (deltay > (rectHalfHeight+circleR)*0.9)){
//System.out.println("squares relate to angles");
result=true;
}
}while(false);
return result;
}
public static boolean intersectionRectangleAndRectangle(int rectangleX, int rectangleY, int rectangleWidth, int rectangleHeight, int rectangleX2, int rectangleY2, int rectangleWidth2, int rectangleHeight2){
boolean result = false;
float rectHalfWidth = rectangleWidth/2.0f;
float rectHalfHeight = rectangleHeight/2.0f;
float rectHalfWidth2 = rectangleWidth2/2.0f;
float rectHalfHeight2 = rectangleHeight2/2.0f;
float deltax = Math.abs((rectangleX + rectHalfWidth) - (rectangleX2 + rectHalfWidth2));
float deltay = Math.abs((rectangleY + rectHalfHeight) - (rectangleY2 + rectHalfHeight2));
float lengthHypotenuseSqure = deltax*deltax + deltay*deltay;
do{
// check that distance between the centerse is more than the distance between the circumcircle
if(lengthHypotenuseSqure > ((rectHalfWidth+rectHalfWidth2)*(rectHalfWidth+rectHalfWidth2) + (rectHalfHeight+rectHalfHeight2)*(rectHalfHeight+rectHalfHeight2))){
//System.out.println("distance between the centerse is more than the distance between the circumcircle");
break;
}
// check that distance between the centerse is less than the distance between the inscribed circle
float rectMinHalfSide = Math.min(rectHalfWidth, rectHalfHeight);
float rectMinHalfSide2 = Math.min(rectHalfWidth2, rectHalfHeight2);
if(lengthHypotenuseSqure < ((rectMinHalfSide+rectMinHalfSide2)*(rectMinHalfSide+rectMinHalfSide2))){
//System.out.println("distance between the centerse is less than the distance between the inscribed circle");
result=true;
break;
}
// check that the squares relate to angles
if((deltax > (rectHalfWidth+rectHalfWidth2)*0.9) && (deltay > (rectHalfHeight+rectHalfHeight2)*0.9)){
//System.out.println("squares relate to angles");
result=true;
}
}while(false);
return result;
}
}
public static boolean intersect(Rectangle r, Circle c)
{
float cx = Math.abs(c.x - r.x - r.halfWidth);
float xDist = r.halfWidth + c.radius;
if (cx > xDist)
return false;
float cy = Math.abs(c.y - r.y - r.halfHeight);
float yDist = r.halfHeight + c.radius;
if (cy > yDist)
return false;
if (cx <= r.halfWidth || cy <= r.halfHeight)
return true;
float xCornerDist = cx - r.halfWidth;
float yCornerDist = cy - r.halfHeight;
float xCornerDistSq = xCornerDist * xCornerDist;
float yCornerDistSq = yCornerDist * yCornerDist;
float maxCornerDistSq = c.radius * c.radius;
return xCornerDistSq + yCornerDistSq <= maxCornerDistSq;
}
public boolean intersects(float cx, float cy, float radius, float left, float top, float right, float bottom)
{
float closestX = (cx < left ? left : (cx > right ? right : cx));
float closestY = (cy < top ? top : (cy > bottom ? bottom : cy));
float dx = closestX - cx;
float dy = closestY - cy;
return ( dx * dx + dy * dy ) <= radius * radius;
}
double theta = Math.atan2(cir.getX()-sqr.getX()*1.0,
cir.getY()-sqr.getY()*1.0); //radians of the angle
double dBox; //distance from box to edge of box in direction of the circle
if((theta > Math.PI/4 && theta < 3*Math.PI / 4) ||
(theta < -Math.PI/4 && theta > -3*Math.PI / 4)) {
dBox = sqr.getS() / (2*Math.sin(theta));
} else {
dBox = sqr.getS() / (2*Math.cos(theta));
}
boolean touching = (Math.abs(dBox) >=
Math.sqrt(Math.pow(sqr.getX()-cir.getX(), 2) +
Math.pow(sqr.getY()-cir.getY(), 2)));
CREATE OR REPLACE FUNCTION "DETECT_CIRC_RECT_COLLISION"
(
circleCenterLat IN NUMBER, -- circle Center Latitude
circleCenterLon IN NUMBER, -- circle Center Longitude
circleRadius IN NUMBER, -- circle Radius in KM
rectSWLat IN NUMBER, -- rectangle South West Latitude
rectSWLon IN NUMBER, -- rectangle South West Longitude
rectNELat IN NUMBER, -- rectangle North Est Latitude
rectNELon IN NUMBER -- rectangle North Est Longitude
)
RETURN NUMBER
AS
-- converts km to degrees (use 69 if miles)
kmToDegreeConst NUMBER := 111.045;
-- Remaining rectangle vertices
rectNWLat NUMBER;
rectNWLon NUMBER;
rectSELat NUMBER;
rectSELon NUMBER;
rectHeight NUMBER;
rectWIdth NUMBER;
circleDistanceLat NUMBER;
circleDistanceLon NUMBER;
cornerDistanceSQ NUMBER;
BEGIN
-- Initialization of remaining rectangle vertices
rectNWLat := rectNELat;
rectNWLon := rectSWLon;
rectSELat := rectSWLat;
rectSELon := rectNELon;
-- Rectangle sides length calculation
rectHeight := calc_distance(rectSWLat, rectSWLon, rectNWLat, rectNWLon);
rectWidth := calc_distance(rectSWLat, rectSWLon, rectSELat, rectSELon);
circleDistanceLat := abs( (circleCenterLat * kmToDegreeConst) - ((rectSWLat * kmToDegreeConst) + (rectHeight/2)) );
circleDistanceLon := abs( (circleCenterLon * kmToDegreeConst) - ((rectSWLon * kmToDegreeConst) + (rectWidth/2)) );
IF circleDistanceLon > ((rectWidth/2) + circleRadius) THEN
RETURN -1; -- -1 => NO Collision ; 0 => Collision Detected
END IF;
IF circleDistanceLat > ((rectHeight/2) + circleRadius) THEN
RETURN -1; -- -1 => NO Collision ; 0 => Collision Detected
END IF;
IF circleDistanceLon <= (rectWidth/2) THEN
RETURN 0; -- -1 => NO Collision ; 0 => Collision Detected
END IF;
IF circleDistanceLat <= (rectHeight/2) THEN
RETURN 0; -- -1 => NO Collision ; 0 => Collision Detected
END IF;
cornerDistanceSQ := POWER(circleDistanceLon - (rectWidth/2), 2) + POWER(circleDistanceLat - (rectHeight/2), 2);
IF cornerDistanceSQ <= POWER(circleRadius, 2) THEN
RETURN 0; -- -1 => NO Collision ; 0 => Collision Detected
ELSE
RETURN -1; -- -1 => NO Collision ; 0 => Collision Detected
END IF;
RETURN -1; -- -1 => NO Collision ; 0 => Collision Detected
END;
if (length(max(abs(center - rect_mid) - rect_halves, 0)) <= radius ) {
// They intersect.
}
def colision(rect, circle):
dx = rect.x - circle.x
dy = rect.y - circle.y
distance = (dy**2 + dx**2)**0.5
angle_to = (rect.angle + math.atan2(dx, dy)/3.1415*180.0) % 360
if((angle_to>135 and angle_to<225) or (angle_to>0 and angle_to<45) or (angle_to>315 and angle_to<360)):
if distance <= circle.rad/2.+((rect.height/2.0)*(1.+0.5*abs(math.sin(angle_to*math.pi/180.)))):
return True
else:
if distance <= circle.rad/2.+((rect.width/2.0)*(1.+0.5*abs(math.cos(angle_to*math.pi/180.)))):
return True
return False
function intersects(circle, rect) {
let left = rect.x + rect.width > circle.x - circle.radius;
let right = rect.x < circle.x + circle.radius;
let top = rect.y < circle.y + circle.radius;
let bottom = rect.y + rect.height > circle.y - circle.radius;
return left && right && bottom && top;
}
double dx = abs(circle.x - rect.x) - rect.w / 2,
dy = abs(circle.y - rect.y) - rect.h / 2;
if (dx > circle.r || dy > circle.r) { return false; }
if (dx <= 0 || dy <= 0) { return true; }
return (dx * dx + dy * dy <= circle.r * circle.r);
right = Math.max(square.x+square.side, circle.x+circle.rad);
left = Math.min(square.x, circle.x-circle.rad);
bottom = Math.max(square.y+square.side, circle.y+circle.rad);
top = Math.min(square.y, circle.y-circle.rad);
if (right - left > down - top) {
//compare with horizontal distance
}
else {
//compare with vertical distance
}
/*These equations assume that the reference point of the square is at its top left corner, and the reference point of the circle is at its center*/
bool DoesCircleImpactBox(float x, float y, float x1, float y1, float xc, float yc, float radius){
float ClampedX=0;
float ClampedY=0;
if(xc>=x and xc<=x1){
ClampedX=xc;
}
if(yc>=y and yc<=y1){
ClampedY=yc;
}
radius = radius+1;
if(xc<x) ClampedX=x;
if(xc>x1) ClampedX=x1-1;
if(yc<y) ClampedY=y;
if(yc>y1) ClampedY=y1-1;
float XDif=ClampedX-xc;
XDif=XDif*XDif;
float YDif=ClampedY-yc;
YDif=YDif*YDif;
if(XDif+YDif<=radius*radius) return true;
return false;
}