How can I tell whether a circle and a rectangle intersect in 2D Euclidean space? (i.e. classic 2D geometry)
Here's my C code for resolving a collision between a sphere and a non-axis aligned box. It relies on a couple of my own library routines, but it may prove useful to some. I'm using it in a game and it works perfectly.
float physicsProcessCollisionBetweenSelfAndActorRect(SPhysics *self, SPhysics *actor)
{
float diff = 99999;
SVector relative_position_of_circle = getDifference2DBetweenVectors(&self->worldPosition, &actor->worldPosition);
rotateVector2DBy(&relative_position_of_circle, -actor->axis.angleZ); // This aligns the coord system so the rect becomes an AABB
float x_clamped_within_rectangle = relative_position_of_circle.x;
float y_clamped_within_rectangle = relative_position_of_circle.y;
LIMIT(x_clamped_within_rectangle, actor->physicsRect.l, actor->physicsRect.r);
LIMIT(y_clamped_within_rectangle, actor->physicsRect.b, actor->physicsRect.t);
// Calculate the distance between the circle's center and this closest point
float distance_to_nearest_edge_x = relative_position_of_circle.x - x_clamped_within_rectangle;
float distance_to_nearest_edge_y = relative_position_of_circle.y - y_clamped_within_rectangle;
// If the distance is less than the circle's radius, an intersection occurs
float distance_sq_x = SQUARE(distance_to_nearest_edge_x);
float distance_sq_y = SQUARE(distance_to_nearest_edge_y);
float radius_sq = SQUARE(self->physicsRadius);
if(distance_sq_x + distance_sq_y < radius_sq)
{
float half_rect_w = (actor->physicsRect.r - actor->physicsRect.l) * 0.5f;
float half_rect_h = (actor->physicsRect.t - actor->physicsRect.b) * 0.5f;
CREATE_VECTOR(push_vector);
// If we're at one of the corners of this object, treat this as a circular/circular collision
if(fabs(relative_position_of_circle.x) > half_rect_w && fabs(relative_position_of_circle.y) > half_rect_h)
{
SVector edges;
if(relative_position_of_circle.x > 0) edges.x = half_rect_w; else edges.x = -half_rect_w;
if(relative_position_of_circle.y > 0) edges.y = half_rect_h; else edges.y = -half_rect_h;
push_vector = relative_position_of_circle;
moveVectorByInverseVector2D(&push_vector, &edges);
// We now have the vector from the corner of the rect to the point.
float delta_length = getVector2DMagnitude(&push_vector);
float diff = self->physicsRadius - delta_length; // Find out how far away we are from our ideal distance
// Normalise the vector
push_vector.x /= delta_length;
push_vector.y /= delta_length;
scaleVector2DBy(&push_vector, diff); // Now multiply it by the difference
push_vector.z = 0;
}
else // Nope - just bouncing against one of the edges
{
if(relative_position_of_circle.x > 0) // Ball is to the right
push_vector.x = (half_rect_w + self->physicsRadius) - relative_position_of_circle.x;
else
push_vector.x = -((half_rect_w + self->physicsRadius) + relative_position_of_circle.x);
if(relative_position_of_circle.y > 0) // Ball is above
push_vector.y = (half_rect_h + self->physicsRadius) - relative_position_of_circle.y;
else
push_vector.y = -((half_rect_h + self->physicsRadius) + relative_position_of_circle.y);
if(fabs(push_vector.x) < fabs(push_vector.y))
push_vector.y = 0;
else
push_vector.x = 0;
}
diff = 0; // Cheat, since we don't do anything with the value anyway
rotateVector2DBy(&push_vector, actor->axis.angleZ);
SVector *from = &self->worldPosition;
moveVectorBy2D(from, push_vector.x, push_vector.y);
}
return diff;
}