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javascriptcsscollisiondetection

Vanilla JS Div Collision Detection


My implementation of the following can be found on jsfiddle.net

I have four divs. My goal is to make them draggable around the page but NOT to allow them to overlap one another. Each can be dragged around the page with a mousemove listener.

container.addEventListener('mousemove',mouseMove);
  function mouseMove(e) {
    if (!mouseDown) {return;}
    let coords=e.target.getBoundingClientRect();
    let movX=e.movementX;
    let movY=e.movementY;
    if (!collision(movX,movY,e.target.classList[1],coords)){
      e.target.style.left=`${coords.left+movX}px`;
      e.target.style.top=`${coords.top+movY}px`;
    }
  }

My collision detection function works, strictly speaking. I output the "Collision" event to a div so you can see this in the fiddle when you drag it around. BUT, you are still able to drag the divs on top of one another.

They kind of "stick" a little bit when you try to pull them apart, and if you keep pushing at them they'll overlap. The collision detection vacillates between true/false pretty rapidly at this point, so I'm guessing maybe some weirdness is going on here, but I can't figure it out.

I think one problem might be that the collision detection only outputs a collision when the borders are equal. That is, it returns false once a collision has happened and one element is inside another.

However, I can't see how my mousemove e.movementX and e.movementY events are able to get past the collision test and move the div.


Solution

  • You will have the object colliding with more than just 1. The script will give you all the collisions. But the logic to accept/move it or no i guess depends on what it is you are trying to achieve. Borrowed from intersects

    script:

    function mouseMove(e) {
      if (!mouseDown) {
        return;
      }
      let coords = e.target.getBoundingClientRect();
      let movX = e.movementX;
      let movY = e.movementY;
    
      collision(movX, movY, e.target.classList[1], coords) //check all collisions. Item can collide with more than one polygon.
    
      e.target.style.left = `${coords.left+movX}px`;
      e.target.style.top = `${coords.top+movY}px`;
      /* if (!) {
    
      }*/
    }
    
    function collision(newX, newY, movingPart, movingRect) {
      let takenPositions = []; //array of arrays of rects' L, R, Top, Bottom coords
      let newCoords = {
        id: movingPart,
        width: 100,
        height: 100,
        x: movingRect.left + newX,
        y: movingRect.top + newY
      };
    
      let collision = false;
      let collisions = []; //store collisions. 
      divs.forEach((d) => {
        if (d.classList[1] !== movingPart) { // a thing can't collide with itself
          let c = d.getBoundingClientRect();
          takenPositions.push({
            id: d.classList[1],
            width: 100,
            height: 100,
             x: c.left,//updated this part x,y are undefined :|
             y: c.top //and updated this
          });
        }
      });
    
      takenPositions.forEach((p) => {
        var tw = p.width;
        var th = p.height;
        var rw = newCoords.width;
        var rh = newCoords.height;
        if (rw <= 0 || rh <= 0 || tw <= 0 || th <= 0) {
          collision = false;
        } else {
          var tx = p.x;
          var ty = p.y;
          var rx = newCoords.x;
          var ry = newCoords.y;
          rw += rx;
          rh += ry;
          tw += tx;
          th += ty;
          collision = ((rw < rx || rw > tx) && (rh < ry || rh > ty) && (tw < tx || tw > rx) && (th < ty || th > ry));
          collisions.push({
            parentId: newCoords.id,
            destId: p.id,
            collision: collision
          });
        }
      });
      let info = document.querySelector('div.info');
      info.innerHTML = "";
      collisions.forEach(function(element) {
        info.innerHTML += `${element.parentId} collision with ${element.destId} is ${element.collision}.  <br/>`;
      });
    }