Buscar..


¿Chocan 2 círculos?

// circle objects: { x:, y:, radius: }
// return true if the 2 circles are colliding
// c1 and c2 are circles as defined above

function CirclesColliding(c1,c2){
    var dx=c2.x-c1.x;
    var dy=c2.y-c1.y;
    var rSum=c1.radius+c2.radius;
    return(dx*dx+dy*dy<=rSum*rSum);
}

¿Chocan 2 rectángulos?

// rectangle objects { x:, y:, width:, height: }
// return true if the 2 rectangles are colliding
// r1 and r2 are rectangles as defined above

function RectsColliding(r1,r2){
    return !(
        r1.x>r2.x+r2.width || 
        r1.x+r1.width<r2.x || 
        r1.y>r2.y+r2.height || 
        r1.y+r1.height<r2.y
    );
}

¿Están colisionando un círculo y un rectángulo?

// rectangle object: { x:, y:, width:, height: }
// circle object: { x:, y:, radius: }
// return true if the rectangle and circle are colliding

function RectCircleColliding(rect,circle){
    var dx=Math.abs(circle.x-(rect.x+rect.width/2));
    var dy=Math.abs(circle.y-(rect.y+rect.height/2));

    if( dx > circle.radius+rect.width/2 ){ return(false); }
    if( dy > circle.radius+rect.height/2 ){ return(false); }

    if( dx <= rect.width ){ return(true); }
    if( dy <= rect.height ){ return(true); }

    var dx=dx-rect.width;
    var dy=dy-rect.height
    return(dx*dx+dy*dy<=circle.radius*circle.radius);
}

¿Están interceptando los segmentos de 2 líneas?

La función en este ejemplo devuelve true si dos segmentos de línea se intersecan y false si no.

El ejemplo está diseñado para el rendimiento y utiliza el cierre para mantener las variables de trabajo

    // point object: {x:, y:}
    // p0 & p1 form one segment, p2 & p3 form the second segment
    // Returns true if lines segments are intercepting
    var lineSegmentsIntercept = (function(){ // function as singleton so that closure can be used
        
        var v1, v2, v3, cross, u1, u2;  // working variable are closed over so they do not need creation 
                                   // each time the function is called. This gives a significant performance boost.
        v1 = {x : null, y : null}; // line p0, p1 as vector
        v2 = {x : null, y : null}; // line p2, p3 as vector
        v3 = {x : null, y : null}; // the line from p0 to p2 as vector
        
        function lineSegmentsIntercept (p0, p1, p2, p3) {
            v1.x = p1.x - p0.x; // line p0, p1 as vector
            v1.y = p1.y - p0.y; 
            v2.x = p3.x - p2.x; // line p2, p3 as vector
            v2.y = p3.y - p2.y; 
            if((cross = v1.x * v2.y - v1.y * v2.x) === 0){  // cross prod 0 if lines parallel
                return false; // no intercept
            }
            v3 = {x : p0.x - p2.x, y : p0.y - p2.y};  // the line from p0 to p2 as vector
            u2 = (v1.x * v3.y - v1.y * v3.x) / cross; // get unit distance along line p2 p3 
            // code point B
            if (u2 >= 0 && u2 <= 1){                   // is intercept on line p2, p3
                u1 = (v2.x * v3.y - v2.y * v3.x) / cross; // get unit distance on line p0, p1;
                // code point A
                return (u1 >= 0 && u1 <= 1);           // return true if on line else false.
                // code point A end
            }
            return false; // no intercept;
            // code point B end
        }
        return lineSegmentsIntercept;  // return function with closure for optimisation.
    })();

Ejemplo de uso

var p1 = {x: 100, y: 0};   // line 1
var p2 = {x: 120, y: 200};
var p3 = {x: 0,   y: 100}; // line 2
var p4 = {x: 100, y: 120};
var areIntersepting = lineSegmentsIntercept (p1, p2, p3, p4); // true

El ejemplo se modifica fácilmente para devolver el punto de intercepción. Reemplace el código entre el code point A y el A end con

if(u1 >= 0 && u1 <= 1){
    return {
        x : p0.x + v1.x * u1,
        y : p0.y + v1.y * u1,
    };
}

O si desea obtener el punto de intercepción en las líneas, ignorando el inicio y el final de los segmentos de línea, reemplace el código entre el code point B y el B end con

return {
    x : p2.x + v2.x * u2,
    y : p2.y + v2.y * u2,
};

Ambas modificaciones devolverán false si no hay una intercepción o el punto de intercepción como {x : xCoord, y : yCoord}

¿Un segmento de línea y un círculo colisionan?

// [x0,y0] to [x1,y1] define a line segment
// [cx,cy] is circle centerpoint, cr is circle radius 
function isCircleSegmentColliding(x0,y0,x1,y1,cx,cy,cr){

    // calc delta distance: source point to line start
    var dx=cx-x0;
    var dy=cy-y0;

    // calc delta distance: line start to end
    var dxx=x1-x0;
    var dyy=y1-y0;

    // Calc position on line normalized between 0.00 & 1.00
    // == dot product divided by delta line distances squared
    var t=(dx*dxx+dy*dyy)/(dxx*dxx+dyy*dyy);

    // calc nearest pt on line
    var x=x0+dxx*t;
    var y=y0+dyy*t;
    
    // clamp results to being on the segment
    if(t<0){x=x0;y=y0;}
    if(t>1){x=x1;y=y1;}

    return( (cx-x)*(cx-x)+(cy-y)*(cy-y) < cr*cr );
}

¿Están el segmento de línea y el rectángulo colisionando?

// var rect={x:,y:,width:,height:};
// var line={x1:,y1:,x2:,y2:};
// Get interseting point of line segment & rectangle (if any)
function lineRectCollide(line,rect){

    // p=line startpoint, p2=line endpoint
    var p={x:line.x1,y:line.y1};
    var p2={x:line.x2,y:line.y2};

    // top rect line
    var q={x:rect.x,y:rect.y};
    var q2={x:rect.x+rect.width,y:rect.y};
    if(lineSegmentsCollide(p,p2,q,q2)){ return true; }
    // right rect line
    var q=q2;
    var q2={x:rect.x+rect.width,y:rect.y+rect.height};
    if(lineSegmentsCollide(p,p2,q,q2)){ return true; }
    // bottom rect line
    var q=q2;
    var q2={x:rect.x,y:rect.y+rect.height};
    if(lineSegmentsCollide(p,p2,q,q2)){ return true; }
    // left rect line
    var q=q2;
    var q2={x:rect.x,y:rect.y};
    if(lineSegmentsCollide(p,p2,q,q2)){ return true; }

    // not intersecting with any of the 4 rect sides
    return(false);
}

// point object: {x:, y:}
// p0 & p1 form one segment, p2 & p3 form the second segment
// Get interseting point of 2 line segments (if any)
// Attribution: http://paulbourke.net/geometry/pointlineplane/
function lineSegmentsCollide(p0,p1,p2,p3) {

    var unknownA = (p3.x-p2.x) * (p0.y-p2.y) - (p3.y-p2.y) * (p0.x-p2.x);
    var unknownB = (p1.x-p0.x) * (p0.y-p2.y) - (p1.y-p0.y) * (p0.x-p2.x);
    var denominator  = (p3.y-p2.y) * (p1.x-p0.x) - (p3.x-p2.x) * (p1.y-p0.y);        

    // Test if Coincident
    // If the denominator and numerator for the ua and ub are 0
    //    then the two lines are coincident.    
    if(unknownA==0 && unknownB==0 && denominator==0){return(null);}

    // Test if Parallel 
    // If the denominator for the equations for ua and ub is 0
    //     then the two lines are parallel. 
    if (denominator == 0) return null;

    // test if line segments are colliding
    unknownA /= denominator;
    unknownB /= denominator;
    var isIntersecting=(unknownA>=0 && unknownA<=1 && unknownB>=0 && unknownB<=1)

    return(isIntersecting);
}

¿Chocan 2 polígonos convexos?

Use el teorema del eje de separación para determinar si dos polígonos convexos se intersecan

LOS POLÍGONOS DEBEN SER CONVEXOS

Atribución: Markus Jarderot @ ¿Cómo verificar la intersección entre 2 rectángulos girados?

// polygon objects are an array of vertices forming the polygon
//     var polygon1=[{x:100,y:100},{x:150,y:150},{x:50,y:150},...];
// THE POLYGONS MUST BE CONVEX
// return true if the 2 polygons are colliding 

function convexPolygonsCollide(a, b){
    var polygons = [a, b];
    var minA, maxA, projected, i, i1, j, minB, maxB;

    for (i = 0; i < polygons.length; i++) {

        // for each polygon, look at each edge of the polygon, and determine if it separates
        // the two shapes
        var polygon = polygons[i];
        for (i1 = 0; i1 < polygon.length; i1++) {

            // grab 2 vertices to create an edge
            var i2 = (i1 + 1) % polygon.length;
            var p1 = polygon[i1];
            var p2 = polygon[i2];

            // find the line perpendicular to this edge
            var normal = { x: p2.y - p1.y, y: p1.x - p2.x };

            minA = maxA = undefined;
            // for each vertex in the first shape, project it onto the line perpendicular to the edge
            // and keep track of the min and max of these values
            for (j = 0; j < a.length; j++) {
                projected = normal.x * a[j].x + normal.y * a[j].y;
                if (minA==undefined || projected < minA) {
                    minA = projected;
                }
                if (maxA==undefined || projected > maxA) {
                    maxA = projected;
                }
            }

            // for each vertex in the second shape, project it onto the line perpendicular to the edge
            // and keep track of the min and max of these values
            minB = maxB = undefined;
            for (j = 0; j < b.length; j++) {
                projected = normal.x * b[j].x + normal.y * b[j].y;
                if (minB==undefined || projected < minB) {
                    minB = projected;
                }
                if (maxB==undefined || projected > maxB) {
                    maxB = projected;
                }
            }

            // if there is no overlap between the projects, the edge we are looking at separates the two
            // polygons, and we know there is no overlap
            if (maxA < minB || maxB < minA) {
                return false;
            }
        }
    }
    return true;
};

¿Chocan 2 polígonos? (Se permiten polis tanto cóncavas como convexas)

Prueba todos los lados de los polígonos en busca de intersecciones para determinar si 2 polígonos están colisionando.

// polygon objects are an array of vertices forming the polygon
//     var polygon1=[{x:100,y:100},{x:150,y:150},{x:50,y:150},...];
// The polygons can be both concave and convex
// return true if the 2 polygons are colliding 

function polygonsCollide(p1,p2){
    // turn vertices into line points
    var lines1=verticesToLinePoints(p1);
    var lines2=verticesToLinePoints(p2);
    // test each poly1 side vs each poly2 side for intersections
    for(i=0; i<lines1.length; i++){
    for(j=0; j<lines2.length; j++){
        // test if sides intersect
        var p0=lines1[i][0];
        var p1=lines1[i][1];
        var p2=lines2[j][0];
        var p3=lines2[j][1];
        // found an intersection -- polys do collide
        if(lineSegmentsCollide(p0,p1,p2,p3)){return(true);}
    }}
    // none of the sides intersect
    return(false);
}
// helper: turn vertices into line points
function verticesToLinePoints(p){
    // make sure polys are self-closing
    if(!(p[0].x==p[p.length-1].x && p[0].y==p[p.length-1].y)){
        p.push({x:p[0].x,y:p[0].y});
    }
    var lines=[];
    for(var i=1;i<p.length;i++){
        var p1=p[i-1];
        var p2=p[i];
        lines.push([ 
            {x:p1.x, y:p1.y},
            {x:p2.x, y:p2.y}
        ]);
    }
    return(lines);
}
// helper: test line intersections
// point object: {x:, y:}
// p0 & p1 form one segment, p2 & p3 form the second segment
// Get interseting point of 2 line segments (if any)
// Attribution: http://paulbourke.net/geometry/pointlineplane/
function lineSegmentsCollide(p0,p1,p2,p3) {
    var unknownA = (p3.x-p2.x) * (p0.y-p2.y) - (p3.y-p2.y) * (p0.x-p2.x);
    var unknownB = (p1.x-p0.x) * (p0.y-p2.y) - (p1.y-p0.y) * (p0.x-p2.x);
    var denominator  = (p3.y-p2.y) * (p1.x-p0.x) - (p3.x-p2.x) * (p1.y-p0.y);        

    // Test if Coincident
    // If the denominator and numerator for the ua and ub are 0
    //    then the two lines are coincident.    
    if(unknownA==0 && unknownB==0 && denominator==0){return(null);}

    // Test if Parallel 
    // If the denominator for the equations for ua and ub is 0
    //     then the two lines are parallel. 
    if (denominator == 0) return null;

    // test if line segments are colliding
    unknownA /= denominator;
    unknownB /= denominator;
    var isIntersecting=(unknownA>=0 && unknownA<=1 && unknownB>=0 && unknownB<=1)

    return(isIntersecting);
}

¿Un punto X, Y está dentro de un arco?

Comprueba si el punto [x, y] está dentro de un arco cerrado.

introduzca la descripción de la imagen aquí

var arc={
    cx:150, cy:150,
    innerRadius:75, outerRadius:100,
    startAngle:0, endAngle:Math.PI
}

function isPointInArc(x,y,arc){    
    var dx=x-arc.cx;
    var dy=y-arc.cy;
    var dxy=dx*dx+dy*dy;
    var rrOuter=arc.outerRadius*arc.outerRadius;
    var rrInner=arc.innerRadius*arc.innerRadius;
    if(dxy<rrInner || dxy>rrOuter){return(false);}
    var angle=(Math.atan2(dy,dx)+PI2)%PI2;
    return(angle>=arc.startAngle && angle<=arc.endAngle);
}

¿Un punto X, Y está dentro de una cuña?

Comprueba si el punto [x, y] está dentro de una cuña.

introduzca la descripción de la imagen aquí

// wedge objects: {cx:,cy:,radius:,startAngle:,endAngle:}
// var wedge={
//     cx:150, cy:150,  // centerpoint
//     radius:100,
//     startAngle:0, endAngle:Math.PI
// }
// Return true if the x,y point is inside the closed wedge

function isPointInWedge(x,y,wedge){
    var PI2=Math.PI*2;    
    var dx=x-wedge.cx;
    var dy=y-wedge.cy;
    var rr=wedge.radius*wedge.radius;
    if(dx*dx+dy*dy>rr){return(false);}
    var angle=(Math.atan2(dy,dx)+PI2)%PI2;
    return(angle>=wedge.startAngle && angle<=wedge.endAngle);
}

¿Un punto X, Y está dentro de un círculo?

Comprueba si un punto [x, y] está dentro de un círculo.

// circle objects: {cx:,cy:,radius:,startAngle:,endAngle:}
// var circle={
//     cx:150, cy:150,  // centerpoint
//     radius:100,
// }
// Return true if the x,y point is inside the circle

function isPointInCircle(x,y,circle){
    var dx=x-circle.cx;
    var dy=y-circle.cy;
    return(dx*dx+dy*dy<circle.radius*circle.radius);
}

¿Un punto X, Y está dentro de un rectángulo?

Comprueba si un punto [x, y] está dentro de un rectángulo.

// rectangle objects: {x:, y:, width:, height: }
// var rect={x:10, y:15, width:25, height:20}
// Return true if the x,y point is inside the rectangle

function isPointInRectangle(x,y,rect){
    return(x>rect.x && x<rect.x+rect.width && y>rect.y && y<rect.y+rect.height);
}


Modified text is an extract of the original Stack Overflow Documentation
Licenciado bajo CC BY-SA 3.0
No afiliado a Stack Overflow