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Add circles collision solving function
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Manuel Baclet
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Jun 26, 2017
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window.solveCollision = function(circles, opts) { | ||
opts = opts || {}; | ||
var tree = d3.quadtree() | ||
.x(function(d) {return d.xp;}) | ||
.y(function(d) {return d.yp;}); | ||
if (opts.extent !== undefined) tree.extent(opts.extent); | ||
var rMax = 0; | ||
circles.forEach(function(circle) { | ||
circle.xp = circle.x0; | ||
circle.yp = circle.y0; | ||
if (opts.r0 !== undefined) circle.r0 = opts.r0; | ||
circle.r = circle.r0; | ||
circle.xMin = circle.x0 - circle.r0; | ||
circle.xMax = circle.x0 + circle.r0; | ||
circle.yMin = circle.y0 - circle.r0; | ||
circle.yMax = circle.y0 + circle.r0; | ||
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function collide(d) { | ||
function fixCollision(node) { | ||
var x = d.xp - node.xp; | ||
var y = d.yp - node.yp; | ||
var l = x * x + y * y; | ||
var r = d.r + node.r; | ||
if (l < r * r) { | ||
var c1, c2, lambda1, lambda2, u1, u2; | ||
var delta = Math.sqrt(l); | ||
if (d.r < node.r) { | ||
c1 = node; c2 = d; | ||
} else { | ||
c1 = d; c2 = node; | ||
} | ||
var r1 = c1.r; | ||
var r2 = c2.r; | ||
var alpha = (r1 + r2 + delta) / 4; | ||
if (l > 0) { | ||
u1 = (c2.xp - c1.xp) / delta; | ||
u2 = (c2.yp - c1.yp) / delta; | ||
} else { | ||
var theta = 2 * Math.PI * Math.random(); | ||
u1 = Math.cos(theta); | ||
u2 = Math.sin(theta); | ||
} | ||
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if (r2 >= alpha) { | ||
lambda1 = alpha / r1; | ||
lambda2 = alpha / r2; | ||
} else { | ||
lambda1 = (r1 - r2 + delta) / (2 * r1); | ||
if (lambda1 > 1) console.log(lambda1); | ||
lambda2 = 1; | ||
} | ||
c1.r *= lambda1; | ||
c2.r *= lambda2; | ||
c1.xp += (lambda1 - 1) * r1 * u1; | ||
c1.yp += (lambda1 - 1) * r1 * u2; | ||
c2.xp += (1 - lambda2) * r2 * u1; | ||
c2.yp += (1 - lambda2) * r2 * u2; | ||
c1.xMin = c1.xp - c1.r; | ||
c1.xMax = c1.xp + c1.r; | ||
c1.yMin = c1.yp - c1.r; | ||
c1.yMax = c1.yp + c1.r; | ||
c2.xMin = c2.xp - c2.r; | ||
c2.xMax = c2.xp + c2.r; | ||
c2.yMin = c2.yp - c2.r; | ||
c2.yMax = c2.yp + c2.r; | ||
} | ||
} | ||
return function(quad, x1, y1, x2, y2) { | ||
if (!quad.length) { | ||
do { | ||
if (quad.data != d && d.xMax > quad.data.xMin && d.xMin < quad.data.xMax && d.yMax > quad.data.yMin && d.yMin < quad.data.yMax) { | ||
fixCollision(quad.data); | ||
} | ||
} while (quad = quad.next) | ||
} | ||
return x1 > d.xMax + rMax || x2 + rMax < d.xMin || y1 > d.yMax + rMax || y2 + rMax < d.yMin; | ||
}; | ||
} | ||
tree.visit(collide(circle)); | ||
rMax = Math.max(rMax, circle.r); | ||
tree.add(circle); | ||
}); | ||
if (opts.zoom !== undefined) { | ||
circles.forEach(function(circle) { | ||
circle.cache = circle.cache || {}; | ||
circle.cache[opts.zoom] = { | ||
x: circle.xp, | ||
y: circle.yp, | ||
r: circle.r | ||
}; | ||
}); | ||
} | ||
var ret = d3.quadtree() | ||
.x(function(d) {return d.xp;}) | ||
.y(function(d) {return d.yp;}); | ||
var rMax2 = 0; | ||
circles.forEach(function(circle) { | ||
ret.add(circle); | ||
rMax2 = Math.max(rMax2, circle.r); | ||
}) | ||
ret.rMax = rMax2; | ||
return ret; | ||
} |