0.7.3 • Published 4 years ago

p5.collide2d v0.7.3

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4 years ago

p5.collide2D

p5.collide

A 2d collision detection library for p5.js

p5.collide2D provides tools for calculating collision detection for 2D geometry with p5.js.

p5.collide2D contains some versions of, and references to, the functions in Jeffrey Thompson's Collision Detection Book. His code is CC BY-NC-SA 4.0, so, this is too! I highly, highly, reccomend reading his book to better understand all of the details involved in collision detection. Implementing this library into your code will be much easier and more efficent after reading it!

It's an incredible resource for this kind of work! – http://www.jeffreythompson.org/collision-detection/

Get Started!

p5.collide2D assumes the default p5.js rectMode(CORNER) and ellipseMode(CENTER)

All p5.collide2D functions return true if the specified geometry is colliding and false if they are not.

Adding p5.collide2D to your project

Download the latest release

How to Add a library to your p5.js sketch

CDN Links

How to use a CDN hosted version of the p5.collide2D library

To include the library via a CDN, add the library's CDN link using a <script> tag inside the index.html file within your project.

<!--
This enables the p5.js core library, it is automatically added within the p5.js web editor.
You'll need to include the core p5.js before using p5.collide2D. (this link may not be up to date with the latest version of p5.js)
-->
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/1.0.0/p5.js"></script>

<!--include p5.collide2D addon library-->
<script src="https://unpkg.com/p5.collide2d"></script> 

Examples

Using p5.collide2D with vector inputs

p5.collide2D supports vector version of all functions. Use the function names below with Vector added on to the name to utilize the vector version of the function. The function's arguments will then take in vectors instead of x/y values. Each of the examples below has a commented example to demonstrate vector usage. We will be updating the documentation and examples in the future to make this distinction more clear. This in no way affects the original functionality of the library.

//Use vectors as input
let p1 	= createVector(100,100);
let mouse = createVector(mouseX,mouseY);
hit = collidePointPointVector(p1,mouse,10)

Documentation Table of Contents

Utility
2D Collision Detection

p5.collide2D Examples & Documentation

collideDebug()

collideDebug(debugMode, size, color)

Enables collision debug mode. Draws an ellipse at the collision point between objects on screen where applicable and calculable.

function setup() {
  collideDebug(true);
}

collidePointPoint()

collidePointPoint(x, y, x2, y2, buffer)

Point to point collision with an optional buffer zone.

//basic 2D example
var hit = false;
function draw() {
	background(255);
	ellipse(100,100,1,1); //change to 10,10px size for buffer example
	ellipse(mouseX, mouseY, 1,1); //change to 10,10px size for buffer example

	// no buffer zone, most standard example
	hit = collidePointPoint(100,100,mouseX,mouseY)

	// buffer of 10 px
	// hit = collidePointPoint(100,100,mouseX,mouseY,10)

	// Use vectors as input.
	// let p1 	= createVector(100,100);
    	// let mouse = createVector(mouseX,mouseY);
    	// hit = collidePointPointVector(p1,mouse,10)

	stroke( (hit) ? color("red") : 0);
	print("colliding? " + hit);
}

collidePointCircle()

collidePointCircle(pointX, pointY, circleX, circleY, diameter)

point to circle collision in 2D. Assumes ellipseMode(CENTER);

var hit = false;
function setup() {
	createCanvas(400,400);
}
function draw() {
	background(255);
	ellipse(200,200,100,100);
	point(mouseX,mouseY);

	hit = collidePointCircle(mouseX,mouseY,200,200,100)

	// Use vectors as input.
	// let mouse 	= createVector(mouseX,mouseY);
  	// let circle 	= createVector(200,200);
    	// let diameter = 100;
    	// hit = collidePointCircleVector(mouse, circle, diameter)

	stroke( (hit) ? color("red") : 0);
	print("colliding? " + hit);

}

collidePointEllipse()

collidePointEllipse(pointX, pointY, ellipseX, ellipseY, ellipseWidth, ellipseHeight )

point ellipse collision. It takes the point, the centre of the ellipse, the major and the minor axes (diameters).

point ellipse collision

let hit = false;
function draw(){
	background(255);
	ellipse(200,200,50,150);
	point(mouseX,mouseY);

	hit = collidePointEllipse(mouseX, mouseY, 200,200,50,150)

	// Use vectors as input.
	// let mouse		 = createVector(mouseX,mouseY);
  	// let ellipse_start = createVector(200,200);
    	// let ellipse_size  = createVector(50,150);
	// hit = collidePointEllipseVector(mouse, ellipse_start, ellipse_size)

	stroke( (hit) ? color("red") : 0);
	print("colliding? " + hit);
}

collidePointRect()

collidePointRect(pointX, pointY, x, y, width, height)

point to rect collision in 2D. Assumes rectMode(CORNER);

var hit = false;
function draw() {
  background(255);
	rect(200,200,100,150);

	hit = collidePointRect(mouseX,mouseY,200,200,100,150);


	// Use vectors as input.
  	// let mouse        = createVector(mouseX,mouseY);
  	// let rect_start 	= createVector(200,200);
    	// let rect_size	= createVector(50,150);
	// hit = collidePointRectVector(mouse, rect_start, rect_size);

	stroke( (hit) ? color("red") : 0);
	print("colliding? " + hit);

}

collidePointLine()

collidePointLine(pointX, pointY, x, y, x2, y2, buffer)

point to line collision in 2D, includes and optional buffer which expands the hit zone on the line (default buffer is 0.1).

var hit = false;
function draw(){
  background(255);
	line(200,300,100,150);
	point(mouseX,mouseY);

  //collide point line using the optional buffer with a 0.5 value
	hit = collidePointLine(mouseX,mouseY,200,300,100,150, 0.5);

	// Use vectors as input.
	// let mouse 	= createVector(mouseX, mouseY);
	// let p1       = createVector(200, 300);
	// let p2       = createVector(100, 150);
	// let buffer 	= 0.5;  
	// hit = collidePointLineVector(mouse, p1, p2, buffer);

	stroke( (hit) ? color("red") : 0);
	print("colliding? " + hit);
}

collidePointArc()

collidePointArc(pointX, pointY, arcCenterX, arcCenterY, arcRadius, arcRotationAngle, arcAngle, buffer)

Point to Arc collision in 2D.

point arc example image

var ARC_RADIUS = 100;
var ARC_ANGLE = Math.PI/3;
var ROTATION_ANGLE = -Math.PI / 4;
var hit = false;
function draw() {
	background(220);
	push();
	// translate to center of canvas
	translate(width / 2, height / 2);
	// rotate by some angle
	rotate(ROTATION_ANGLE);
	fill(color(180, 220, 210));
	stroke(10);
	arc(0, 0, 2 * ARC_RADIUS, 2 * ARC_RADIUS, -ARC_ANGLE/2, ARC_ANGLE/2, PIE);
	pop();
	point(mouseX, mouseY);
	hit = collidePointArc(mouseX, mouseY, width / 2, height / 2, ARC_RADIUS, ROTATION_ANGLE, ARC_ANGLE);

	// Use vectors as input.
	// let mouse 	    = createVector(mouseX, mouseY);
	// let arcCenter    = createVector(width / 2, height / 2);
	// let buffer   	= 0.5// optional buffer
	// hit = collidePointArcVector(mouse, arcCenter, ARC_RADIUS, ROTATION_ANGLE, ARC_ANGLE /*, buffer */);

	stroke( (hit) ? color("red") : 0);
	print("colliding? " + hit);
}

collideCircleCircle()

collideCircleCircle(circleX, circleY, circleDiameter, circleX2, circleY2, circleDiameter2)

circle to circle collision in 2D. Assumes ellipseMode(CENTER);

var hit = false;
function draw() {
	background(255);
	ellipse(200,200,100,100);
	ellipse(mouseX, mouseY, 150,150);

	hit = collideCircleCircle(mouseX,mouseY,150,200,200,100)

	// Use vectors as input.
  	// let mouse  = createVector(mouseX, mouseY);
    	// let circle = createVector(200,200);
	// hit = collideCircleCircleVector(mouse, 150, circle, 100)

	stroke( (hit) ? color("red") : 0);
	print("colliding? " + hit);

}

collideRectRect()

collideRectRect(x, y, width, height, x2, y2, width2, height2 )

rect rect collision in 2D. Assumes rectMode(CORNER);

var hit = false;
function draw() {
  background(255);
	rect(200,200,100,150);
	rect(mouseX,mouseY,50,75);

	hit = collideRectRect(200,200,100,150,mouseX,mouseY,50,75);

	// Use vectors as input.   
	// let rect_start = createVector(200, 200);
	// let rect_size  = createVector(100, 150);
	// let mouse      = createVector(mouseX, mouseY);
	// let rect2_size = createVector(50, 75);
	// hit = collideRectRectVector(rect_start, rect_size, mouse, rect2_size);

	stroke( (hit) ? color("red") : 0);
	print("colliding? " + hit);

}

collideRectCircle()

collideRectCircle(x1, y1, width1, height1, cx, cy, diameter)

rect circle collision in 2D. Assumes rectMode(CORNER) && ellipseMode(CENTER);

var hit = false;
function draw() {
  background(255);
	rect(200,200,100,150);
	ellipse(mouseX, mouseY, 100,100);

	hit = collideRectCircle(200,200,100,150,mouseX,mouseY,100);

	// Use vectors as input.
	// let mouse      = createVector(mouseX, mouseY);
	// let rect_start = createVector(200, 200);
	// let rect_size  = createVector(100, 150);
	// let radius     = 100;
	// hit = collideRectCircleVector(rect_start, rect_size, mouse, radius);

	stroke( (hit) ? color("red") : 0);
	print("colliding? " + hit);
}

collideLineLine()

collideLineLine(x1, y1, x2, y2, x3, y3, x4, y4, calcIntersection)

line to line collision in 2D. Takes an optional boolean parameter which calculates the intersection point. If enabled it will return an object containing the x,y position of the collision intersection. If no intersection occurs, it will return an object containing x,y values as false. Has a debug mode.

//basic example
var hit = false;
function draw(){
  background(255);
	line(200,300,100,150);
	line(mouseX,mouseY,350,50);
	hit = collideLineLine(200,300,100,150,mouseX,mouseY,350,50);

	// Use vectors as input.
	// let p1     = createVector(200, 300);
	// let p2     = createVector(100, 150);
	// let mouse  = createVector(mouseX, mouseY);
	// let p4     = createVector(350, 50);
	// hit = collideLineLineVector(p1, p2, mouse, p4);


	stroke( (hit) ? color("red") : 0);
	print("colliding? " + hit);
}
//Return an object containing the x,y position of the intersection using the optional calcIntersection boolean
var hit = false;
function draw(){
  background(255);
	line(200,300,100,150);
	line(mouseX,mouseY,350,50);

	hit = collideLineLine(200,300,100,150,mouseX,mouseY,350,50,true);

	// Use vectors as input.
	// let p1     = createVector(200, 300);
	// let p2     = createVector(100, 150);
	// let mouse  = createVector(mouseX, mouseY);
	// let p4     = createVector(350, 50);
	// hit = collideLineLineVector(p1, p2, mouse, p4, true);

	stroke( (hit) ? color("red") : 0);
	print("X-intersection:" + hit.x);
	print("Y-intersection:" + hit.y);
}

collideLineCircle()

collideLineCircle(x1, y1, x2, y2, cx, cy, diameter)

point to circle collision in 2D. Has a debug mode.

var hit = false;
function draw(){
  background(255);
	line(200,300,100,150);
	ellipse(mouseX, mouseY, 50,50);
	hit = collideLineCircle(200,300,100,150,mouseX,mouseY,50);

	// Use vectors as input.
	// let p1     	= createVector(200, 300);
	// let p2     	= createVector(100, 150);
	// let mouse  	= createVector(mouseX, mouseY);
	// let diameter = 50;
	// hit = collideLineCircleVector(p1, p2, mouse, diameter);

	stroke( (hit) ? color("red") : 0);
	print("colliding? " + hit);

}

collideLineRect()

collideLineRect(x1, y1, x2, y2, rx, ry, rw, rh, calcIntersection)

Line to Rectangle collision in 2d. Takes and optional boolean parameter which calculates the intersection points. If enables it will return an object containing objects of the top,left,bottom,right X,Y intersection positions. If no intersection occurs, it will return an object containing x,y values as false. Has a debug mode.

//basic example
var hit = false;
function draw() {
	background(255);
	rect(200,300,100,150);
	line(mouseX,mouseY,350,50);

	hit = collideLineRect(mouseX,mouseY,350,50,200,300,100,150);

	// Use vectors as input.
	// let mouse 	  = createVector(mouseX, mouseY);
	// let p2 		  = createVector(350, 50);
	// let rect_start = createVector(200, 300);
	// let rect_size  = createVector(100, 150);
	// hit = collideLineRectVector(mouse, p2, rect_start, rect_size);

	stroke( (hit) ? color("red") : 0);
	print("colliding? " + hit);
}
//Return an object containing the x,y position of the bottom intersection of the rect using the optional calcIntersection boolean.
var hit = false;
function draw() {
	background(255);
	rect(200,300,100,150);
	line(mouseX,mouseY,350,50);

	hit = collideLineRect(mouseX,mouseY,350,50,200,300,100,150,true);

	// Use vectors as input.
	// let mouse       = createVector(mouseX, mouseY);
	// let p2 	      = createVector(350, 50);
	// let rect_start 	= createVector(200, 300);
	// let rect_size 	= createVector(100, 150);
	// hit = collideLineRectVector(mouse, p2, rect_start, rect_size, true);

	//because hit returns a object with .bottom, .top, .left and .right having to check
	//if any has hit the rectangle
	stroke( (hit.bottom.x  || hit.bottom.y || hit.top.x || hit.top.y || hit.left.x || hit.left.y || hit.right.x || hit.right.y) ? color("red") : 0);

	//returned object contains top,right,bottom,left objects which each contain x,y values.
	print("bottomX: " + hit.bottom.x);
	print("bottomY: " + hit.bottom.y);
	print("topX: " + hit.top.x);
	print("topY: " + hit.top.y);
	print("leftX: " + hit.left.x);
	print("leftY: " + hit.left.y);
	print("rightX: " + hit.right.x);
	print("rightY: " + hit.right.y);
}

collidePointPoly()

collidePointPoly(pointX,pointY,vectorArray)

Point to Poly Collision in 2D. Takes a point x,y and an array of p5.Vector points which contain the x,y positions of the polygon. This function works with x-sided polygons, and "collapsed" polygons where a single polygon shape overlaps itself.

var hit = false;
var poly = []; //store the vertices for our polygon
function setup() {
	createCanvas(500,500);
	poly[0] = createVector(123,231);     // set X/Y positions
	poly[1] = createVector(10,111);
	poly[2] = createVector(20,23);
	poly[3] = createVector(390,33);
}

function draw() {
	background(255);

  //draw the polygon from the created Vectors above.
	beginShape();
	for(i=0; i < poly.length; i++){
		vertex(poly[i].x,poly[i].y);
	}
	endShape(CLOSE);

	ellipse(mouseX, mouseY, 10, 10); //put a small ellipse on our point.

	hit = collidePointPoly(mouseX, mouseY, poly); //3rd parameter is an array of vertices.

	// Use vectors as input.
	// let mouse = createVector(mouseX, mouseY);
	// hit = collidePointPolyVector(mouse, poly);

	stroke( (hit) ? color("red") : 0);
	print("colliding? " + hit);
}

collideCirclePoly()

collideCirclePoly(x,y,diameter,vectorArray, interiorCollision)

Circle to Poly Collision in 2D. Takes a circle x,y,diameter and an array of p5.Vector points which contain the x,y positions of the polygon. This function works with x-sided polygons, and "collapsed" polygons where a single polygon shape overlaps itself. Takes an optional 5th 'true' boolean parameter which enables the collision detection if the circle is wholly inside the polygon. The interior detection is off by default to save evaluating all of the edges of the polygon a second time. Has a debug mode.

var hit = false;
var poly = [];
function setup() {
	createCanvas(windowWidth,windowHeight);
	collideDebug(true)
	poly[0] = createVector(123,231);     // set X/Y position
	poly[1] = createVector(10,111);
	poly[2] = createVector(20,23);
	poly[3] = createVector(390,33);
}

function draw() {
	background(255);

  //draw the polygon from the created Vectors above.
	beginShape();
	for(i=0; i < poly.length; i++){
		vertex(poly[i].x,poly[i].y);
	}
	endShape(CLOSE);

	ellipse(mouseX, mouseY, 45, 45);

	hit = collideCirclePoly(mouseX, mouseY, 45, poly);
	//enable the hit detection if the circle is wholly inside the polygon
	// hit = collideCirclePoly(mouseX, mouseY, 45, poly, true);


	// Use vectors as input.
	// let mouse = createVector(mouseX, mouseY);
	// hit = collideCirclePolyVector(mouse, 45, poly);
	// or
	// hit = collideCirclePolyVector(mouseX, mouseY, 45, poly, true);


	stroke( (hit) ? color("red") : 0);
	print("colliding? " + hit);
}

collideRectPoly()

collideRectPoly(x,y,width,height,vectorArray, interiorCollision)

Rect to Poly Collision in 2D. Takes a rect x,y,width,height and an array of p5.Vector points which contain the x,y positions of the polygon. This function works with x-sided polygons, and "collapsed" polygons where a single polygon shape overlaps itself. Takes an optional 6th 'true' boolean parameter which enables the collision detection if the rect is wholly inside the polygon. The interior detection is off by default to save evaluating all of the edges of the polygon a second time. Has a debug mode.

var hit = false;
var poly = [];
function setup() {
	createCanvas(windowWidth,windowHeight);
	collideDebug(true)
	poly[0] = createVector(323,431);     // set X/Y position
	poly[1] = createVector(210,311);
	poly[2] = createVector(220,223);
	poly[3] = createVector(590,233);
}

function draw() {
	background(255);
	push()
	beginShape();
	//draw the polygon from the created Vectors above.
	for(i=0; i < poly.length; i++){
		vertex(poly[i].x,poly[i].y);
	}
	endShape(CLOSE);

	rect(mouseX,mouseY,45,100);

	hit = collideRectPoly(mouseX,mouseY,45,100,poly);
	// enable the hit detection if the Rectangle is wholly inside the polygon
	// hit = collideRectPoly(mouseX, mouseY, 45, 100, poly, true);

	// Use vectors as input.
	// let mouse     = createVector(mouseX, mouseY);
	// let rect_size = createVector(45, 100);
	// hit = collideRectPolyVector(mouse, rect_size, poly);
	// or
	// hit = collideRectPolyVector(mouse, rect_size, poly, true);

	stroke( (hit) ? color("red") : 0);
	print("colliding? " + hit);
}

collideLinePoly()

collideLinePoly(x1, y1, x2, y2, vertices)

Line to Poly Collision in 2D. Takes a line x,y,x2,y2 and an array of p5.Vector points which contain the x,y positions of the polygon. This function works with x-sided polygons, and "collapsed" polygons where a single polygon shape overlaps itself. Has a debug mode.

var hit = false;
var poly = new Array(16);
function setup() {
	createCanvas(windowWidth,windowHeight);
	collideDebug(true)

	//generate a 16 sided polygon
  var angle = TWO_PI / poly.length;
  for (var i=0; i<poly.length; i++) {
    var a = angle * i;
    var x = 300 + cos(a) * 100;
    var y = 200 + sin(a) * 100;
    poly[i] = createVector(x,y);
  }
}
function draw() {
	background(255);
	beginShape();
	//draw the polygon from the created Vectors above.
	for(i=0; i < poly.length; i++){
		vertex(poly[i].x,poly[i].y);
	}
	endShape(CLOSE);

	line(10,10,mouseX,mouseY);

	hit = collideLinePoly(mouseX,mouseY,45,100,poly);

	// Use vectors as input.
	// let mouse = createVector(mouseX, mouseY);
	// let p2    = createVector(45, 100);
	// hit = collideLinePolyVector(mouse, p2, poly);

	stroke( (hit) ? color("red") : 0);
	print("colliding? " + hit);
}

collidePolyPoly()

collidePolyPoly(polygon1, polygon2, interiorCollision)

Polygon to Polygon Collision in 2D. Takes a 2 arrays of p5.Vector points which contain the x,y positions of the polygons. This function works with x-sided polygons, and "collapsed" polygons where a single polygon shape overlaps itself. Takes an optional 3rd 'true' boolean parameter which enables the collision detection if the polygon is wholly inside the other polygon. The interior detection is off by default to save evaluating all of the edges of the polygon a second time. Has a debug mode.

//example adapted from Jeffrey Thompson
var hit = false;
var poly = new Array(8);
var randomPoly = []
function setup() {
	createCanvas(windowWidth,windowHeight);
	collideDebug(true) //enable debug mode

	//generate a uniform sided polygon
  var angle = TWO_PI / poly.length;
  for (var i=0; i<poly.length; i++) {
    var a = angle * i;
    var x = 300 + cos(a) * 100;
    var y = 200 + sin(a) * 100;
    poly[i] = createVector(x,y);
  }

  // create a random polygon
  var a = 0;
  var i = 0;
  while (a < 360) {
    var x = cos(radians(a)) * random(30,50);
    var y = sin(radians(a)) * random(30,50);
    randomPoly[i] = createVector(x,y);
    a += random(15, 40);
    i += 1;
  }
}
function draw() {
	background(255);
	 // update random polygon to mouse position
  var mouse = createVector(mouseX, mouseY);
  var diff = mouse.sub(randomPoly[0]);

  for (i=0; i < randomPoly.length; i++) {
    randomPoly[i].add(diff);
  }

	beginShape();
	//draw the polygon from the created Vectors above.
	for(i=0; i < poly.length; i++){
		vertex(poly[i].x,poly[i].y);
	}
	endShape(CLOSE);
	beginShape();
	for(i=0; i < randomPoly.length; i++){
		vertex(randomPoly[i].x,randomPoly[i].y);
	}
	endShape(CLOSE);


	hit = collidePolyPoly(poly,randomPoly,true);

	// Vector version does the same thing, here for completeness
	// hit = collidePolyPolyVector(poly, randomPoly, true);


	stroke( (hit) ? color("red") : 0);
	print("colliding? " + hit);

}

collidePointTriangle()

collidePointTriangle(px, py, x1, y1, x2, y2, x3, y3)

Point to Triangle collision in 2D. You could use collidePointPoly() to do this as well, but this is more efficient.

var hit = false;
function draw() {
	background(255);
	triangle(300, 200, 350, 300, 250, 300);
	ellipse(mouseX, mouseY, 10,10);

	hit = collidePointTriangle(mouseX,mouseY, 300,200,350,300,250,300);

	// Use vectors as input.
	// let mouse	= createVector(mouseX, mouseY);
	// let p1       = createVector(300, 200);
	// let p2       = createVector(350, 300);
	// let p3       = createVector(250, 300);
	// hit = collidePointTriangleVector(mouse, p1, p2, p3);

	stroke((hit) ? color("red") : 0);
	print("colliding? " + hit);
}

collideCirclePoly()

collideCirclePoly(cx, cy, diameter, vertices, interior)
collide 2D primitive Triangle

To collide any primitive shape into a triangle, use the corresponding primitive shape with a 3 sided polygon as your triangle. note: you will have to define your triangle using p5.Vector, see example below.

var hit = false;
var triPoly = []
function setup() {
	createCanvas(windowWidth,windowHeight);
	collideDebug(true)

	triPoly[0] = createVector(300,200);
	triPoly[1] = createVector(350,300);
	triPoly[2] = createVector(250,300);
}

function draw() {
	background(255);

  //we could for loop over the tyiPoly array to draw it with a begin/endShape, but this is simpler :)
	triangle(300, 200, 350, 300, 250, 300);
	//or
	// triangle(triPoly[0].x, triPoly[0].y, triPoly[1].x, triPoly[1].y, triPoly[2].x, triPoly[2].y);
	ellipse(mouseX, mouseY, 45, 45);

	hit = collideCirclePoly(mouseX, mouseY, 45, triPoly);

	// Use vectors as input.
	// let mouse    = createVector(mouseX, mouseY);
	// let diameter = 45;
	// hit = collideCirclePolyVector(mouse, diameter, triPoly, true);


	stroke((hit) ? color("red") : 0);
	print("colliding? " + hit)
}