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collision-detectionkineticjsshapes

Kineticjs find out if a line collisions with a rectangle shape


I'm trying to write a function to detect if a line collsions with a rectangle shape. I have a function to detect if an image intersects with a rectangle but a line shape doesn't have all the properties I need like width and height etc.

function checkCollision(obj1, obj2){ //checks for collision
var status = false;
var obj1Top = obj1.getAttr('y');
var obj1Bottom = obj1.getAttr('y') + obj1.getAttr('height');
var obj1Left = obj1.getAttr('x');
var obj1Right = obj1.getAttr('x') + obj1.getAttr('width');

var obj2Top = obj2.getAttr('y');
var obj2Bottom = obj2.getAttr('y') + obj2.getAttr('height');
var obj2Left = obj2.getAttr('x');
var obj2Right = obj2.getAttr('x') + obj2.getAttr('width');

if (!(obj1Bottom < obj2Top || obj1Top > obj2Bottom || obj1Left > obj2Right || obj1Right < obj2Left))

status = true;

return status;
}

Any Ideas?


Solution

  • A Demo: http://jsfiddle.net/m1erickson/eZHu7/

    Line-Rect collisions are surprisingly complex!

    This function tests whether a line segment intersects any of the 4 sides of a rectangle:

    // test line vs the 4 rectangle lines
    function lineRectIntersects(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(doLineSegmentsIntersect(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(doLineSegmentsIntersect(p,p2,q,q2)){ return true; }
    
        // bottom rect line
        var q=q2;
        var q2={x:rect.x,y:rect.y+rect.height};
        if(doLineSegmentsIntersect(p,p2,q,q2)){ return true; }
    
        // left rect line
        var q=q2;
        var q2={x:rect.x,y:rect.y};
        if(doLineSegmentsIntersect(p,p2,q,q2)){ return true; }
    
        // If not intersecting with the 4 rect sides, then not intersecting
        return(false);
    }
    

    That function uses Peter Kelley's line-line intersection algorithm:

    https://github.com/pgkelley4/line-segments-intersect/blob/master/js/line-segments-intersect.js

    Peter's code is reproduced here in case the link rots:

    /**
     * @author Peter Kelley
     * @author pgkelley4@gmail.com
     */
    
    
    /**
     * See if two line segments intersect. This uses the 
     * vector cross product approach described below:
     * http://stackoverflow.com/a/565282/786339
     * 
     * @param {Object} p point object with x and y coordinates
     *  representing the start of the 1st line.
     * @param {Object} p2 point object with x and y coordinates
     *  representing the end of the 1st line.
     * @param {Object} q point object with x and y coordinates
     *  representing the start of the 2nd line.
     * @param {Object} q2 point object with x and y coordinates
     *  representing the end of the 2nd line.
     */
    function doLineSegmentsIntersect(p, p2, q, q2) {
      var r = subtractPoints(p2, p);
      var s = subtractPoints(q2, q);
    
    
      var uNumerator = crossProduct(subtractPoints(q, p), r);
      var denominator = crossProduct(r, s);
    
    
      if (uNumerator == 0 && denominator == 0) {
        // colinear, so do they overlap?
        return ((q.x - p.x < 0) != (q.x - p2.x < 0) != (q2.x - p.x < 0) != (q2.x - p2.x < 0)) || 
          ((q.y - p.y < 0) != (q.y - p2.y < 0) != (q2.y - p.y < 0) != (q2.y - p2.y < 0));
      }
    
    
      if (denominator == 0) {
        // lines are paralell
        return false;
      }
    
    
      var u = uNumerator / denominator;
      var t = crossProduct(subtractPoints(q, p), s) / denominator;
    
    
      return (t >= 0) && (t <= 1) && (u >= 0) && (u <= 1);
    }
    
    
    /**
     * Calculate the cross product of the two points.
     * 
     * @param {Object} point1 point object with x and y coordinates
     * @param {Object} point2 point object with x and y coordinates
     * 
     * @return the cross product result as a float
     */
    function crossProduct(point1, point2) {
      return point1.x * point2.y - point1.y * point2.x;
    }
    
    
    /**
     * Subtract the second point from the first.
     * 
     * @param {Object} point1 point object with x and y coordinates
     * @param {Object} point2 point object with x and y coordinates
     * 
     * @return the subtraction result as a point object.
     */ 
    function subtractPoints(point1, point2) {
      var result = {};
      result.x = point1.x - point2.x;
      result.y = point1.y - point2.y;
      return result;
    }