Detect collision when a square is totally inside a circle
I have this function to detect collisions between a circle and a square
function detectCollision(square, circle) {
let distX = Math.abs(circle.x - square.x);
let distY = Math.abs(circle.y - square.y);
if (distX > square.w / 2 + circle.r) return false;
if (distY > square.w / 2 + circle.r) return false;
if (distX <= square.w / 2) return true;
if (distY <= square.w / 2) return true;
let dx = distX - square.w / 2;
let dy = distY - square.w / 2;
return dx * dx + dy * dy <= circle.r * circle.r;
}
It works perfectly but I need that in addition, the function detects if the square is totally inside the circle
it would just be like adding:
if (square is totally inside) console.log("its inside!");
Solution 1:
One way you can do this is to check if any of the square's corners go out of any of the circle's 4 quadrants respectively. For checking that we can compute the points along the circle's perimeter with sin and cos, and check if they are outside depending on the quadrant:
<canvas height='500' width='500'></canvas>
<script>
const canvas = document.querySelector('canvas');
const ctx = canvas.getContext('2d');
let circle = {
x: 200,
y: 200,
r: 100
};
let square = {
x: 200,
y: 120,
side: 50
};
ctx.beginPath();
ctx.arc(circle.x, circle.y, circle.r, 0, 2 * Math.PI);
ctx.stroke();
ctx.beginPath();
ctx.rect(square.x, square.y, square.side, square.side);
ctx.stroke();
function detectContains(circle, square) {
let sw = square.side;
for(let deg=0; deg<=360; ++deg) {
let x = circle.x + circle.r * Math.sin(Math.PI * 2 * deg / 360)
let y = circle.y - circle.r * Math.cos(Math.PI * 2 * deg / 360)
if(deg >= 0 && deg <= 90) {
if(square.x+sw > x && square.y < y)
return false;
} else if(deg >= 90 && deg <= 180) {
if(square.x+sw > x && square.y+sw > y)
return false;
} else if(deg >= 180 && deg <= 270) {
if(square.x > x && square.y+sw > y)
return false;
} else {
if(square.x < x && square.y < y) {
return false;
}
}
}
return true;
}
console.log(detectContains(circle, square))
</script>
PS: This is done with what I have learned recently around graphics programming, I think the solution can be a lot better. I will try to update once I get a better solution.
Solution 2:
I would check the distance to the squares corners to see of they are all less than the radius.
let canvas = document.getElementById("canvas");
let ctx = canvas.getContext("2d");
canvas.width = 300;
canvas.height = 300;
let canvasBounds = canvas.getBoundingClientRect();
class Rect {
constructor(x, y, w, h) {
this.x = x;
this.y = y;
this.w = w;
this.h = h;
this.c = "blue";
}
draw() {
ctx.strokeStyle = this.c;
ctx.strokeRect(this.x, this.y, this.w, this.h);
}
}
class Circle {
constructor(x, y, r) {
this.x = x;
this.y = y;
this.r = r;
}
draw() {
ctx.strokeStyle = "black";
ctx.beginPath();
ctx.arc(this.x, this.y, this.r, 0, Math.PI * 2);
ctx.stroke();
}
}
let rect = new Rect(100, 100, 40, 40);
let circle = new Circle(100, 100, 75);
function detectCollision(square, circle) {
let distX = Math.abs(circle.x - (square.x + square.w / 2));
let distY = Math.abs(circle.y - (square.y + square.h / 2));
let dx = distX - square.w / 2;
let dy = distY - square.h / 2;
if (
distance(square.x, square.y, circle) < circle.r &&
distance(square.x + square.w, square.y, circle) < circle.r &&
distance(square.x + square.w, square.y + square.h, circle) < circle.r &&
distance(square.x, square.y + square.h, circle) < circle.r
) {
console.log("it's totally inside")
} else if (dx * dx + dy * dy <= circle.r * circle.r) {
console.log("it's not totally inside")
} else {
console.log("there's no collision")
}
}
function distance(ptX, ptY, circle) {
return Math.hypot(ptX - circle.x, ptY - circle.y);
}
canvas.addEventListener("mousemove", (e) => {
rect.x = e.x - canvasBounds.x - rect.w / 2;
rect.y = e.y - canvasBounds.y - rect.h / 2;
});
function animate() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
rect.draw();
circle.draw();
detectCollision(rect, circle);
requestAnimationFrame(animate);
}
animate();
<canvas id="canvas"></canvas>
You may need to make it full screen to see the circle