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Last active January 26, 2024 07:56
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An example of 2D collisions using JavaScript Canvas
class State {
constructor(display, actors) {
this.display = display;
this.actors = actors;
}
update(time) {
/**
* provide an update ID to let actors update other actors only once
* used with collision detection
*/
const updateId = Math.floor(Math.random() * 1000000);
const actors = this.actors.map(actor => {
return actor.update(this, time, updateId);
});
return new State(this.display, actors);
}
}
class Vector {
constructor(x, y) {
this.x = x;
this.y = y;
}
add(vector) {
return new Vector(this.x + vector.x, this.y + vector.y);
}
subtract(vector) {
return new Vector(this.x - vector.x, this.y - vector.y);
}
multiply(scalar) {
return new Vector(this.x * scalar, this.y * scalar);
}
dotProduct(vector) {
return this.x * vector.x + this.y * vector.y;
}
get magnitude() {
return Math.sqrt(this.x ** 2 + this.y ** 2);
}
get direction() {
return Math.atan2(this.x, this.y);
}
}
class Canvas {
constructor(parent = document.body, width = 400, height = 400) {
this.canvas = document.createElement('canvas');
this.canvas.width = width;
this.canvas.height = height;
parent.appendChild(this.canvas);
this.ctx = this.canvas.getContext('2d');
}
sync(state) {
this.clearDisplay();
this.drawActors(state.actors);
}
clearDisplay() {
// opacity controls the trail effect set to 1 to remove
this.ctx.fillStyle = 'rgba(255, 255, 255, .4)';
this.ctx.fillRect(0, 0, this.canvas.width, this.canvas.height);
this.ctx.strokeStyle = 'black';
this.ctx.strokeRect(0, 0, this.canvas.width, this.canvas.height);
}
drawActors(actors) {
for (let actor of actors) {
if (actor.type === 'circle') {
this.drawCircle(actor);
}
}
}
drawCircle(actor) {
this.ctx.beginPath();
this.ctx.arc(actor.position.x, actor.position.y, actor.radius, 0, Math.PI * 2);
this.ctx.closePath();
this.ctx.fillStyle = actor.color;
this.ctx.fill();
}
}
class Ball {
constructor(config) {
Object.assign(this,
{
id: Math.floor(Math.random() * 1000000),
type: 'circle',
position: new Vector(100, 100),
velocity: new Vector(5, 3),
radius: 25,
color: 'blue',
collisions: [],
},
config
);
}
update(state, time, updateId) {
/**
* if slice occurs on too many elements, it starts to lag
* collisions is an array to allow multiple collisions at once
*/
if (this.collisions.length > 10) {
this.collisions = this.collisions.slice(this.collisions.length - 3);
}
/**
* this is the most stable solution to avoid overlap
* but it is slightly inaccurate
*/
for (let actor of state.actors) {
if (this === actor || this.collisions.includes(actor.id + updateId)) {
continue;
}
/**
* check if actors collide in the next frame and update now if they do
* innaccurate, but it is the easiest solution to the sticky collision bug
*/
const distance = this.position.add(this.velocity).subtract(actor.position.add(actor.velocity)).magnitude;
if (distance <= this.radius + actor.radius) {
const v1 = collisionVector(this, actor);
const v2 = collisionVector(actor, this);
this.velocity = v1;
actor.velocity = v2;
this.collisions.push(actor.id + updateId);
actor.collisions.push(this.id + updateId);
}
}
// setting bounds on the canvas prevents balls from overlapping on update
const upperLimit = new Vector(state.display.canvas.width - this.radius, state.display.canvas.height - this.radius);
const lowerLimit = new Vector(0 + this.radius, 0 + this.radius);
// check if hitting left or right of container
if (this.position.x >= upperLimit.x || this.position.x <= lowerLimit.x) {
this.velocity = new Vector(-this.velocity.x, this.velocity.y);
}
// check if hitting top or bottom of container
if (this.position.y >= upperLimit.y || this.position.y <= lowerLimit.y) {
this.velocity = new Vector(this.velocity.x, -this.velocity.y);
}
const newX = Math.max(Math.min(this.position.x + this.velocity.x, upperLimit.x), lowerLimit.x);
const newY = Math.max(Math.min(this.position.y + this.velocity.y, upperLimit.y), lowerLimit.y);
return new Ball({
...this,
position: new Vector(newX, newY),
});
}
get area() {
return Math.PI * this.radius ** 2;
}
get sphereArea() {
return 4 * Math.PI * this.radius ** 2;
}
}
// see elastic collision: https://en.wikipedia.org/wiki/Elastic_collision
const collisionVector = (particle1, particle2) => {
return particle1.velocity
.subtract(particle1.position
.subtract(particle2.position)
.multiply(particle1.velocity
.subtract(particle2.velocity)
.dotProduct(particle1.position.subtract(particle2.position))
/ particle1.position.subtract(particle2.position).magnitude ** 2
)
// add mass to the system
.multiply((2 * particle2.sphereArea) / (particle1.sphereArea + particle2.sphereArea))
);
};
const isMovingTowards = (particle1, particle2) => {
return particle2.position.subtract(particle1.position).dotProduct(particle1.velocity) > 0;
};
const runAnimation = animation => {
let lastTime = null;
const frame = time => {
if (lastTime !== null) {
const timeStep = Math.min(100, time - lastTime) / 1000;
// return false from animation to stop
if (animation(timeStep) === false) {
return;
}
}
lastTime = time;
requestAnimationFrame(frame);
};
requestAnimationFrame(frame);
};
const random = (max = 9, min = 0) => {
return Math.floor(Math.random() * (max - min + 1) + min);
};
const colors = ['red', 'green', 'blue', 'purple', 'orange'];
const collidingBalls = ({ width = 400, height = 400, parent = document.body, count = 50 } = {}) => {
const display = new Canvas(parent, width, height);
const balls = [];
for (let i = 0; i < count; i++) {
balls.push(new Ball({
radius: random(8, 3) + Math.random(),
color: colors[random(colors.length - 1)],
position: new Vector(random(width - 10, 10), random(height - 10, 10)),
velocity: new Vector(random(3, -3), random(3, -3)),
}));
}
let state = new State(display, balls);
runAnimation(time => {
state = state.update(time);
display.sync(state);
});
};
collidingBalls();
@joshuabradley012
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Author

@StarTraX I've noticed the same issue. I also believe it derives from rounding errors, but I've noticed it runs differently on different OSs as well, so there may be a frame timing issue.

I have not addressed this issue, unfortunately.

@kelvinpraises
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@StarTraX and @joshuabradley012, it seems that whenever the mass multiplier evaluates to anything greater than 1, it adds entropy and speed into the system. So, putting the multiplier under 1 reduces both the randomness and acceleration.

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