Created
September 22, 2021 16:00
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rectCollide for D3 V6
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function rectCollide() { | |
var nodes,sizes,masses; | |
var strength = 1; | |
var iterations = 1; | |
var nodeCenterX; | |
var nodeMass; | |
var nodeCenterY; | |
function force() { | |
var node; | |
var i = -1; | |
while (++i < iterations){iterate();} | |
function iterate(){ | |
var quadtree = d3.quadtree(nodes, xCenter, yCenter); | |
var j = -1 | |
while (++j < nodes.length){ | |
node = nodes[j]; | |
nodeMass = masses[j]; | |
nodeCenterX = xCenter(node); | |
nodeCenterY = yCenter(node); | |
quadtree.visit(collisionDetection); | |
} | |
} | |
function collisionDetection(quad, x0, y0, x1, y1) { | |
var updated = false; | |
var data = quad.data; | |
if(data){ | |
if (data.index > node.index) { | |
let xSize = (node.width + data.width) / 2; | |
let ySize = (node.height + data.height) / 2; | |
let dataCenterX = xCenter(data); | |
let dataCenterY = yCenter(data); | |
let dx = nodeCenterX - dataCenterX; | |
let dy = nodeCenterY - dataCenterY; | |
let absX = Math.abs(dx); | |
let absY = Math.abs(dy); | |
let xDiff = absX - xSize; | |
let yDiff = absY - ySize; | |
if(xDiff < 0 && yDiff < 0){ | |
//collision has occurred | |
//separation vector | |
let sx = xSize - absX; | |
let sy = ySize - absY; | |
if(sx < sy){ | |
if(sx > 0){ | |
sy = 0; | |
} | |
}else{ | |
if(sy > 0){ | |
sx = 0; | |
} | |
} | |
if (dx < 0){ | |
sx = -sx; | |
} | |
if(dy < 0){ | |
sy = -sy; | |
} | |
let distance = Math.sqrt(sx*sx + sy*sy); | |
let vCollisionNorm = {x: sx / distance, y: sy / distance}; | |
let vRelativeVelocity = {x: data.vx - node.vx, y: data.vy - node.vy}; | |
let speed = vRelativeVelocity.x * vCollisionNorm.x + vRelativeVelocity.y * vCollisionNorm.y; | |
if (speed < 0){ | |
//negative speed = rectangles moving away | |
}else{ | |
var collisionImpulse = 2*speed / (masses[data.index] + masses[node.index]); | |
if(Math.abs(xDiff) < Math.abs(yDiff)){ | |
//x overlap is less | |
data.vx -= (collisionImpulse * masses[node.index] * vCollisionNorm.x); | |
data.x += data.vx; | |
console.log(data.vx); | |
node.vx += (collisionImpulse * masses[data.index] * vCollisionNorm.x); | |
node.x += node.vx; | |
console.log(node.vx); | |
}else{ | |
//y overlap is less | |
data.vy -= (collisionImpulse * masses[node.index] * vCollisionNorm.y); | |
data.y += data.vy; | |
node.vy += (collisionImpulse * masses[data.index] * vCollisionNorm.y); | |
node.y += node.vy; | |
} | |
updated = true; | |
} | |
} | |
} | |
} | |
return updated | |
} | |
}//end force | |
function xCenter(d) { return d.x + d.vx + sizes[d.index][0] / 2 } | |
function yCenter(d) { return d.y + d.vy + sizes[d.index][1] / 2 } | |
force.initialize = function (_) { | |
sizes = (nodes = _).map(function(d){return [d.width,d.height]}) | |
console.log(nodes); | |
masses = sizes.map(function (d) { return d[0] * d[1] }) | |
} | |
force.size = function (_) { | |
return (arguments.length | |
? (size = typeof _ === 'function' ? _ : constant(_), force) | |
: size) | |
} | |
force.strength = function (_) { | |
return (arguments.length ? (strength = +_, force) : strength) | |
} | |
force.iterations = function (_) { | |
return (arguments.length ? (iterations = +_, force) : iterations) | |
} | |
return force | |
} | |
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