I've been trying to implement collision detection between circles and polygons based on Randy Gaul's C++ Impulse Engine, following the code pretty closely, but the algorithm never returns true.
Here's the JSFiddle. (the bodies are rendered using the HTML5 Canvas API for convenience)
A snippet of the code (just collision detection):
const circPoly = (a, b) => {
let data = {},
center = a.pos;
data.contacts = [];
center = b.mat.clone().trans().mult(center.clone().sub(b.pos));
let sep = -Number.MAX_VALUE,
faceNorm = 0;
for (let i = 0; i < b.verts2.length; ++i) {
let sep2 = b.norms[i].dot(center.clone().sub(b.verts2[i]));
if (sep2 > a.radius) return data;
if (sep2 > sep) { sep = sep2; faceNorm = i; }
}
let v1 = b.verts2[faceNorm],
v2 = b.verts2[faceNorm + 1 < b.verts2.length ? faceNorm + 1 : 0];
if (sep < 0.0001) {
data.depth = a.radius;
data.norm = b.mat.clone().mult(b.norms[faceNorm]).neg();
data.contacts[0] = data.norm.clone().vmult(a.pos.clone().sadd(a.radius));
return data;
}
let dot1 = center.clone().sub(v1).dot(v2.clone().sub(v1)),
dot2 = center.clone().sub(v2).dot(v1.clone().sub(v2));
data.depth = a.radius - sep;
if (dot1 <= 0) {
if (center.dist2(v1) > a.radius * a.radius) return data;
let norm = v1.clone().sub(center);
norm = b.mat.clone().mult(norm);
norm.norm();
data.norm = norm;
v1 = b.mat.clone().mult(v1.clone().add(b.pos));
data.contacts[0] = v1;
} else if (dot2 <= 0) {
if (center.dist2(v2) > a.radius * a.radius) return data;
let norm = v2.clone().sub(center);
norm = b.mat.clone().mult(norm);
norm.norm();
data.norm = norm;
v2 = b.mat.clone().mult(v2.clone().add(b.pos));
data.contacts[0] = v2;
} else {
let norm = b.norms[faceNorm];
if (center.clone().sub(v1).dot(norm) > a.radius) return data;
norm = b.mat.clone().mult(norm);
data.norm = norm.clone().neg();
data.contacts[0] = data.norm.clone().vmult(a.pos.clone().sadd(a.radius));
}
return data;
};
Note that b.verts2
refers to the polygon's vertices in real world coordinates.
I know for a fact that there are no problems with the Vector class but as I don't exactly have very much experience with transformation matrices, that class could be the root of these errors, although the code for it is pretty much entirely derived from the Impulse Engine as well, so it should work. As mentioned before, the algorithm always returns false, even when a collision really has occurred. What am I doing wrong here? I tried taking out the early returns, but that just returns weird results like contact points with negative coordinates which obviously is not quite correct.
EDIT: Modified my vector class's perpendicular function to work the same way as the Impulse Engine's (both ways are right, but I think one is clockwise and the other one counterclockwise -- I also modified my vertices to reflect the counterclockwise-ness). Unfortunately, it still fails the test.
Well the are many problems and I really dont understand what you are trying to do as it seem overly complex. Eg why does matrix have
trans
??? and why are you using the Y up screen as the coordinate system for the transform??? (rhetorical)In the first loop.
vec.dot
function that returns the square of the distance. But you test for the radius, you should be testing forif(sep2 < radius * radius)
data.contacts
array.All you need to do is
A check if any verts on the poly are closer than radius, if so then you have a intercept (or is completely inside)
Then you need to check the distance of each line segment
Can be done for each line segment with the following if you dont need the intercepts (or below that if you need intercepts) only use one or the other.
Do that for each line.To save time transform the circle center to the polygon local, rather than transform each point on the poly.
If you need the points of intercept then use the following function
I will leave it up to you to do the polygon iteration.