Fast TypeScript library for detecting collisions between bodies: Points, Lines, Boxes, Polygons (Concave too), Ellipses and Circles. Also RayCasting. All bodies can have offset, rotation, scale, bounding box padding, can be static (non moving) or be trigger bodies (non colliding).
This library combines:
- efficiency of Bounding Volume Hierarchy (BVH) for broad-phase searching
- accuracy of Separating Axis Theorem (SAT) for narrow-phase collision testing
- decomposing of Concave Polygons into convex ones so you can use concave polygons
$ npm install detect-collisions
https://prozi.github.io/detect-collisions/modules.html
System
extends RBush
so it has all of its functionalities.
To start, create a unique collisions system:
const { System } = require("detect-collisions")
const system = new System()
pos: Vector
- positionx: number
- x positiony: number
- y position
setting body.pos.x
or body.pos.y
doesn't update the bounding box. setting body.x
or body.y
directly does cause bounding box update, which is the most costly operation cpu wise in collision-detection. if you wan't to set position and update bounding box, you'd better use:
setPosition(x, y)
scale: number
prop &setScale(x, y)
method - to scale (forCircle
takes 1 parameter,x, y
for rest)offset: Vector
prop &setOffset({ x, y })
method - for offset from center of body for rotation purpousesgetAABBAsBBox(): BBox
method - for getting bbox even on non inserted bodies
by calling system.separate()
once a frame your bodies will separate from each other.
bodies have properties that can be set in runtime or during creation by using BodyOptions
:
isStatic: boolean
- body won't separateisTrigger: boolean
- body won't trigger collisionsisCentered: boolean
- offset is set to center for rotation purpousesangle: number
- angle in radians, usedeg2rad
for conversionpadding: number
- bounding box padding, optimizes costly updates
isConvex: boolean
- body is convex (may be false only forPolygon
)convexPolygons: Vector[][]
- ifPolygon
is concave it has its points split into convex polygons here
Box
haswidth
&height
properties
bbox = { minX, minY, maxX, maxY }
prop - without paddingminX, minY, maxX, maxY
props - bbox plus paddingsystem
prop - to usebody.system.updateBody(body)
internally duringbody.setPosition(x, y)
- Circle - Shape with infinite sides equidistant of radius from its center position
- Ellipse - Flattened circle (implemented as polygon)
- Polygon - Shape made up of finite number of line segments
- Box - Rectangle (implemented as polygon)
- Line - Line (implemented as 2-point polygon)
- Point - A single coordinate (implemented as tiny box)
Last optional parameter for body creation is always BodyOptions
const { deg2rad } = require("detect-collisions")
const options = {
angle: deg2rad(90), // defaults to 0
isCentered: false,
isStatic: false,
isTrigger: false,
padding: 0,
}
const {
Box,
Circle,
Ellipse,
Line,
Point,
Polygon,
} = require("detect-collisions")
// create with options, without insert
const box = new Box(position, width, height, options)
const circle = new Circle(position, radius, options)
const ellipse = new Ellipse(position, radiusX, radiusY, step, options)
const line = new Line(start, end, options)
const point = new Point(position, options)
const polygon = new Polygon(position, points, options)
// insert any of the above
system.insert(body)
you can do create + insert in one step by using system.create*
functions with create followed by body class name. the system.create*
functions take the exact same parameters as when creating bodies without insert.
// create with options, and insert
const box = system.createBox(position, width, height, options)
const circle = system.createCircle(position, radius, options)
const ellipse = system.createEllipse(position, radiusX, radiusY, step, options)
const line = system.createLine(start, end, options)
const point = system.createPoint(position, options)
const polygon = system.createPolygon(position, points, options)
body.setPosition(x, y)
system.remove(body)
-
After body moves, its bounding box in collision tree needs to be updated.
-
This is done under-the-hood automatically when you use
body.setPosition(x, y)
.
Collisions systems need to be updated when the bodies within them change. This includes when bodies are inserted, removed, or when their properties change (e.g. position, angle, scaling, etc.). Updating a collision system can be done by calling update()
which should typically occur once per frame. Updating the System
by after each position change is required for System
to detect BVH
correctly.
// move and update one body (use 0-1 times per frame):
body.setPostion(x, y)
// update one body (use 0-1 times per frame):
system.updateBody(body)
// update all bodies (use 0-1 times per frame):
system.update()
// separate all bodies (use 0-1 times per frame):
system.separate()
The preferred method is once-in-a-gameloop checkAll and then handler:
system.checkAll((response: Response) => {
console.log(
response.a,
response.b,
response.aInB,
response.bInA,
response.overlapV
)
})
If you really need to check one body then use:
system.checkOne(body, (response: Response) => {
console.log(
response.a, // === body
response.b,
response.aInB,
response.bInA,
response.overlapV
)
})
It is possible to skip the broad-phase search entirely and call checkCollision()
directly on two bodies. Although this is very not recommended as the BVH (rbush) broad-phase-search with bounding boxes makes the collision checking a lot more efficient.
if (system.checkCollision(polygon, line)) {
console.log("Collision detected!", system.response)
}
You can provide last additional parameter which is const response = new Response()
if you need, to any of above system.check*
functions
There is often a need for detailed information about a collision in order to react to it appropriately. This information is stored inside system.response
object. The Response
(documentation) object has several properties set on them when a collision occurs:
a
- The first object in the collision.b
- The second object in the collison.overlap
- Magnitude of the overlap on the shortest colliding axis.overlapN
- The shortest colliding axis (unit-vector)overlapV
- The overlap vector (i.e. overlapN.scale(overlap, overlap)). If this vector is subtracted from the position of a, a and b will no longer be colliding.aInB
- Whether the first object is completely inside the second.bInA
- Whether the second object is completely inside the first.
A common use-case in collision detection is negating overlap when a collision occurs (such as when a player hits a wall). This can be done using the collision information in a Response
object (see Getting Detailed Collision Information).
The three most useful properties on a Response
object are overlapV
, a
, and b
. Together, these values describe how much and in what direction the source body is overlapping the target body. More specifically, overlapV.x
and overlapV.y
describe the scaled direction vector. If this vector is subtracted from the position of a, a and b will no longer be colliding.
These values can be used to "push" one body out of another using the minimum distance required. More simply, subtracting this vector from the source body's position will cause the bodies to no longer collide. Here's an example:
// check collision between player and wall and negate overlap manually
if (system.checkCollision(player, wall)) {
const { overlapV } = system.response
player.setPosition(player.x - overlapV.x, player.y - overlapV.y)
}
// this is easier to use and takes into account isTrigger and isStatic flags on bodies
system.separate()
// create self-destructing collider
const testCollision = ({ x, y }, radius = 10) => {
// create and add to tree
const circle = system.createCircle({ x, y }, radius)
// init as false
let collided = false
system.checkOne(circle, () => {
// mark as true
collided = true
// ends iterating after first collision
return true
})
// remove from tree
system.remove(circle)
return collided ? system.response : null
}
Hollow / non-convex polygons are fully supported* since v6.8.0
*) as long as the polygon is not invalid
- read Closed GitHub Issue #45
- try on Stackblitz
For debugging, it is often useful to be able to visualize the collision bodies. All of the bodies in a Collision system can be drawn to a <canvas>
element by calling draw()
and passing in the canvas' 2D context.
const canvas = document.createElement("canvas")
const context = canvas.getContext("2d")
context.strokeStyle = "#FFFFFF"
context.beginPath()
system.draw(context)
context.stroke()
Bodies can be individually drawn as well.
context.strokeStyle = "#FFFFFF"
context.beginPath()
// draw specific body
body.draw(context)
// draw whole system
system.draw(context)
context.stroke()
The BVH can also be drawn to help test Bounding Volume Hierarchy.
context.strokeStyle = "#FFFFFF"
context.beginPath()
// draw specific body bounding box
body.drawBVH(context)
// draw bounding volume hierarchy of the system
system.drawBVH(context)
context.stroke()
Some projects may only have a need to perform SAT collision tests without broad-phase searching. This can be achieved by avoiding collision systems altogether and only using the checkCollision()
function. Note that unless a use-case really requires this, I strongly advise to use the normal flow.
const circle = new Circle(position, radius)
const polygon = new Polygon(position, points)
if (system.checkCollision(polygon, circle)) {
console.log(system.response)
}
To get raycast information use
const start = { x: 0, y: 0 }
const end = { x: 0, y: -10 }
const hit = system.raycast(start, end)
if (hit) {
const { point, body } = hit
console.log({ point, body })
}
- point is the
Vector { x, y }
with coordinates of (closest) intersection - body is the reference to the closest body
Feel free to contribute, open a merge request. Some code style pointers:
- use
npm run precommit
script before commiting your merge request - use conventional commits
- avoid the use of
any
Projects requiring physics are encouraged to use one of the several physics engines out there (e.g. Matter.js, Planck.js). However, many projects end up using physics engines solely for collision detection, and developers often find themselves having to work around some of the assumptions that these engines make (gravity, velocity, friction, etc.). Detect-Collisions was created to provide robust collision detection and nothing more. In fact, a physics engine could easily be written with Detect-Collisions at its core.
This isn't caused by faulty collisions, but rather how a project handles its collision responses. There are several ways to go about responding to collisions, the most common of which is to loop through all bodies, find their potential collisions, and negate any overlaps that are found one at a time. Since the overlaps are negated one at a time, the last negation takes precedence and can cause the body to be pushed into another body.
One workaround is to resolve each collision, update the collision system, and repeat until no collisions are found. Keep in mind that this can potentially lead to infinite loops if the two colliding bodies equally negate each other. Another solution is to collect all overlaps and combine them into a single resultant vector and then push the body out, but this can get rather complicated.
There is no perfect solution. How collisions are handled depends on the project.
$ git clone https://github.com/Prozi/detect-collisions.git
$ cd detect-collisions
$ yarn
$ yarn benchmark [milliseconds=1000]
will show you the Stress Demo results without drawing, only using Detect-Collisions and with different N amounts of dynamic, moving bodies
typical output:
┌─────────┬─────────┬─────┐
│ (index) │ items │ FPS │
├─────────┼─────────┼─────┤
│ 0 │ 'total' │ 365 │
│ 1 │ 1000 │ 119 │
│ 2 │ 2000 │ 68 │
│ 3 │ 3000 │ 48 │
│ 4 │ 4000 │ 34 │
│ 5 │ 5000 │ 24 │
│ 6 │ 6000 │ 20 │
│ 7 │ 7000 │ 16 │
│ 8 │ 8000 │ 13 │
│ 9 │ 9000 │ 13 │
│ 10 │ 10000 │ 10 │
└─────────┴─────────┴─────┘
Done in 14.58s.