@deltasnare/physics2d-collision
v1.0.0
Published
Polygon-to-polygon collision calculator for Deltasnare's physics engine
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Polygon-to-polygon collision calculator for Deltasnare's physics engine
Usage
const collision = require('@deltasnare/physics2d-collision')
const { mat2d } = require('gl-matrix')
// create some collider models
const target = collision.create([[0, 5], [-2, 0], [0, -5], [2, 0]])
const near = collision.create([[1, 3], [1, -3], [4, -3], [4, 3]])
const far = collision.create([[3, 3], [3, -3], [6, -3], [6, 3]])
// transform models
const transformed = collision.transform(target, mat2d.fromTranslation([], [-1, -5]))
// test for collisions
const nearCollision = collision.check(target, near) // { depth: 1, normal: [1, 0] }
const farCollision = collision.check(target, far) // null
The collision module exports three functions:
collision.create(vertices)
Creates a collider model. The argument is an array of vertices in vec2
format ([x, y]
). The vertices must define a convex mesh in counter-clockwise order. Failing to comply with this assumption may lead to undefiend behavior and/or the physics engine blowing up. For the structure of the returned collider model, see below.
collision.transform(model, transform)
Transforms a collider model with a 2D matrix, returning the resulting model. The model
argument must be a collider model created by collision.create()
or compatible with it, and transform
is a mat2d
, a 3x2 2D transformation matrix.
collision.check(first, second)
Checks if two models collide. Both arguments must be collider models created by collision.create()
or compatible with it. Returns null
if the objects do not collide. If they do, it returns a collision in the following format:
{ depth: 1, normal: [1, 0] }
Where
depth
is the penetration depth (how far the objects overlap)normal
is the collision normal, the direction of the penetration. This vector is normalized.
Collider Models
Collider models are the basic models that can be collided with this module. Here is an example:
{ vertices: [ [ 0, 5 ], [ -2, 0 ], [ 0, -5 ], [ 2, 0 ] ],
normals:
[ [ -0.9284766908852593, 0.3713906763541037 ],
[ -0.9284766908852593, -0.3713906763541037 ],
[ 0.9284766908852593, -0.3713906763541037 ],
[ 0.9284766908852593, 0.3713906763541037 ] ],
boundingBox: { min: [ -2, -5 ], max: [ 2, 5 ] } }
Collider models are objects, with the following layout:
vertices
is an array ofvec2
which define a convex polygon in counter-clockwise ordernormals
is an array ofvec2
where each membernormals[i]
corresponds to the outer normal of the edge betweenvertices[i]
andvertices[i + 1]
boundingBox
defines an axis-aligned bounding box of the mesh using an object, where:min
is avec2
, containing the lowest coordinates of the box in each axis, andmax
is avec2
, containing the highest coordinates of the box in each axis