/*
____ _
/ ___|| | _____ | | | | _ | __ | | _____ _
\___ \| |/ \ \ /\ / / || |/ ` |/ ` |/ \| |/ / \ '_ \
___) | | (_) \ V V /| | (| | (_| | (_) | < __/ | | |
|____/|_|\___/ \_/\_/ |_| |_|\__,_|\__,_|\___/|_|\_\___|_| |_| */
let canvas = document.getElementById("partitionedCanvas");
let context = canvas.getContext("2d");
let canvasWidth = canvas.width = 500;
let canvasHeight = canvas.height = 300;
let Entity = function(aabb) {
this.id = 0;
this.isColliding = false;
this.aabb = aabb;
};
let AABB = function(x,y,half,halfHeight) {
this.pos = { x: x, y: y};
this.half = { x: half, y: halfHeight || half };
};
// Uniform Spatial Partitioning Grid
// built using examples by Andrew Petersen and Liam Brummitt
let SpatialGrid = function(gridWidth,gridHeight,bucketSize) {
let spatialGrid = {};
let _bucketSize = bucketSize || 100;
// A spatial grid is composed of regions, buckets, and pairs.
spatialGrid.buckets = {}; // {"column,row":[entities]}
spatialGrid.pairs = []; // [{"entityA:entityB":[pair]}]
// gets row and column in grid from x and y Cartesian coordinates of bounding box
let _getRegion = function(aabb) {
let startCol = parseInt((aabb.pos.y - aabb.half.y) / _bucketSize);
let endCol = parseInt((aabb.pos.y + aabb.half.y) / _bucketSize);
let startRow = parseInt((aabb.pos.x - aabb.half.x) / _bucketSize);
let endRow = parseInt((aabb.pos.x + aabb.half.x) / _bucketSize);
let regions = [];
let i = 0;
// for each row and column the entity overlaps create a region
for (let y = startCol; y <= endCol; y++) {
for (let x = startRow; x <= endRow; x++) {
// regions are used as keys for buckets
regions[i] = {
id: x + "," + y,
row: x,
column: y
};
i++;
}
}
return regions;
};
// A bucket is a region key and an array value. It's a hash for buffering.
// creates buckets["columnX,columnY"][entities]
let _createBuckets = function(entities) {
for (let i = 0; i < entities.length; i++) {
let regions = _getRegion(entities[i].aabb);
for (let j = 0; j < regions.length; j++) {
if (spatialGrid.buckets[regions[j].id] === undefined) {
// create bucket and add entity to it
spatialGrid.buckets[regions[j].id] = [];
spatialGrid.buckets[regions[j].id].push(entities[i]);
} else {
// add entity to existing bucket
spatialGrid.buckets[regions[j].id].push(entities[i]);
}
}
}
};
// A pair of entities in a bucket that could potentially collide.
// creates pairs[[entityA,entityB]],[entityA,entityB]] etc.
let _createPairs = function(bucket) {
// skip a bucket that contains only one entity
if (bucket.length > 1) {
// create unique pairs (unordered)
for (let i = 0; i < bucket.length; i++) {
for (let j = 0; j < i; j++) {
let pair = [bucket[i],bucket[j]];
spatialGrid.pairs.push(pair);
}
}
}
};
// aabb vs aabb collision detection
let _intersectAABB = function(aabbA,aabbB) {
let dx = aabbA.pos.x - aabbB.pos.x;
let dy = aabbA.pos.y - aabbB.pos.y;
let adx = dx < 0 ? -dx : dx;
let ady = dy < 0 ? -dy : dy;
let px = (aabbA.half.x + aabbB.half.x) - adx;
let py = (aabbA.half.y + aabbB.half.y) - ady;
// no collision
if (px <= 0 || py <= 0) {
return false;
}
// collision
return true;
};
// resets entity collision flags and clears grid
spatialGrid.clear = function(entities) {
// reset collision flags
for (let i = 0; i < entities.length; i++) {
entities[i].isColliding = false;
}
// clear all buckets and pairs
spatialGrid.buckets = {};
spatialGrid.pairs = [];
};
// creates buckets
spatialGrid.update = function(entities) {
_createBuckets(entities);
};
// Creates potential collision pairs from buckets.
spatialGrid.queryForCollisionPairs = function() {
for (let key in spatialGrid.buckets) {
let bucket = spatialGrid.buckets[key];
_createPairs(bucket);
}
};
// Simple narrow phase aabb vs aabb collision detection against each pair.
spatialGrid.collision = function() {
for (let i = 0; i < spatialGrid.pairs.length; i++) {
// test for collision against each pair
let pair = spatialGrid.pairs[i];
let entityA = pair[0];
let entityB = pair[1];
let aabbA = entityA.aabb;
let aabbB = entityB.aabb;
// narrow phase collision test
let isColliding = _intersectAABB(aabbA,aabbB);
// we reset these flags in the clear method
if (isColliding) {
entityA.isColliding = true;
entityB.isColliding = true;
}
}
};
// render buckets and entity's bounding boxes
spatialGrid.render = function(ctx,entities) {
// set background to black
ctx.fillStyle = "black";
ctx.fillRect(0,0,canvasWidth,canvasHeight);
// render each occupied grid square i.e. bucket
ctx.fillStyle = "grey";
for (let i = 0; i < entities.length; i++) {
let entity = entities[i];
let region = _getRegion(entity.aabb);
for (let j = 0; j < region.length; j++) {
let row = region[j].row;
let column = region[j].column;
ctx.fillRect(row*_bucketSize,column*_bucketSize,_bucketSize,_bucketSize);
}
}
// render each bucket as a stroke
let gridWidth = canvasWidth/_bucketSize;
let gridLength = (canvasWidth/_bucketSize) * (canvasHeight/_bucketSize);
for (let i = 0; i < gridLength; i++) {
let y = parseInt(i/gridWidth);
let x = i%gridWidth;
ctx.strokeStyle = "lightgrey";
ctx.strokeRect(x*_bucketSize,y*_bucketSize,_bucketSize,_bucketSize);
}
// render entity's bounding boxes
for (let i = 0; i < entities.length; i++) {
let entity = entities[i];
if (entity.isColliding) {
ctx.fillStyle = "red";
} else {
ctx.fillStyle = "white";
}
ctx.fillRect(entity.aabb.pos.x-entity.aabb.half.x,
entity.aabb.pos.y-entity.aabb.half.y,
entity.aabb.half.x*2,
entity.aabb.half.y*2);
}
};
// This grid is destroyed and rebuilt with everey step.
return spatialGrid;
};
let bucketSize = 100;
// You could factory these entities out with unique ids.
let aabb1 = new AABB(45,105,25);
let entity1 = new Entity(aabb1);
entity1.id = 1;
let aabb2 = new AABB(105,35,25);
let entity2 = new Entity(aabb2);
entity2.id = 2;
let aabb3 = new AABB(25,135,25);
let entity3 = new Entity(aabb3);
entity3.id = 3;
let aabb4 = new AABB(160,45,25);
let entity4 = new Entity(aabb4);
entity3.id = 4;
// add entities to array below
let entities = [entity1,entity2,entity3,entity4];
// create an instance of a grid
let grid = SpatialGrid(canvasWidth,canvasHeight,bucketSize);
grid.clear(entities);
grid.update(entities);
grid.queryForCollisionPairs();
grid.collision();
grid.render(context,entities);
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