rectangle-circle collision check
a naive animation demonstrating collision detection between a circle and a rectangle
by Josh Shields
HTML
<canvas id='canvas' width='400' height='300'></canvas>
<div>
<label>Solid rectangle
<input type='checkbox' onclick='demo.set_fill (this.checked);'>
</label>
<p>you can drag and drop the ball to another location</p>
<p>The checkbox will turn the inner rectangle solid, allowing to check the collision detection behaviour change when the circle is inside the rectangle (the ball shoud become red permanently).
</div>
CSS
canvas { background:#ddd; }
JavaScript
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;
}
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};
//console.log ("center "+center.x+" "+center.y+" side "+side.x+" "+side.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 <...