Update of Rect Collision to include a bounding box.
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Bounded Rect Collision
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<!DOCTYPE html> | |
<meta charset="utf-8"> | |
<body> | |
<script src="http://d3js.org/d3.v3.min.js"></script> | |
<script> | |
var width = 960, | |
height = 500; | |
var nodes = d3.range(100).map(function(d, i) { | |
return { | |
width: ~~(Math.random() * 40 + 15), | |
height: ~~(Math.random() * 40 + 15), | |
}; | |
}), | |
root = nodes[0], | |
color = d3.scale.category10(); | |
var svg = d3.select('body').append('svg') | |
.attr('width', width) | |
.attr('height', height); | |
svg.selectAll('.rect') | |
.data(nodes.slice(1)) | |
.enter().append('rect') | |
.attr('width', function(d) { return d.width; }) | |
.attr('height', function(d) { return d.height; }) | |
.style('fill', function(d, i) { return color(i % 3); }) | |
.attr('transform', function(d) { return 'translate(' + (-d.width / 2) + ',' + (-d.height / 2) + ')'; }); | |
svg.on('mousemove', function() { | |
var p1 = d3.mouse(this); | |
root.px = p1[0]; | |
root.py = p1[1]; | |
force.resume(); | |
}); | |
// mouse node, position off screen initially | |
root.x = 2000; | |
root.y = 2000; | |
root.width = 0; | |
root.height = 0; | |
root.fixed = true; | |
var force = d3.layout.force() | |
.gravity(0.025) | |
.charge(function(d, i) { return i ? -30 : -2000; }) | |
.nodes(nodes) | |
.size([width, height]); | |
force.on('tick', function(e) { | |
var q = d3.geom.quadtree(nodes), | |
i = 0, | |
n = nodes.length; | |
while (++i < n) { | |
q.visit(collide(nodes[i])); | |
checkBounds(nodes[i]); | |
} | |
svg.selectAll('rect') | |
.attr('x', function(d) { return d.x; }) | |
.attr('y', function(d) { return d.y; }); | |
}); | |
force.start(); | |
function collide(node) { | |
return function(quad, x1, y1, x2, y2) { | |
var updated = false; | |
if (quad.point && (quad.point !== node)) { | |
var x = node.x - quad.point.x, | |
y = node.y - quad.point.y, | |
xSpacing = (quad.point.width + node.width) / 2, | |
ySpacing = (quad.point.height + node.height) / 2, | |
absX = Math.abs(x), | |
absY = Math.abs(y), | |
l, | |
lx, | |
ly; | |
if (absX < xSpacing && absY < ySpacing) { | |
l = Math.sqrt(x * x + y * y); | |
lx = (absX - xSpacing) / l; | |
ly = (absY - ySpacing) / l; | |
// the one that's barely within the bounds probably triggered the collision | |
if (Math.abs(lx) > Math.abs(ly)) { | |
lx = 0; | |
} else { | |
ly = 0; | |
} | |
node.x -= x *= lx; | |
node.y -= y *= ly; | |
quad.point.x += x; | |
quad.point.y += y; | |
updated = true; | |
} | |
} | |
return updated; | |
}; | |
} | |
function checkBounds(node) { | |
var halfHeight = node.height / 2, | |
halfWidth = node.width / 2; | |
if (node.x - halfWidth < 0) { | |
node.x = halfWidth; | |
} | |
if (node.x + halfWidth > width) { | |
node.x = width - halfWidth; | |
} | |
if (node.y - halfHeight < 0) { | |
node.y = halfHeight; | |
} | |
if (node.y + halfHeight > height) { | |
node.y = height - halfHeight; | |
} | |
} | |
</script> |
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