Circle-Line Collision Detection Problem

Posted by jazzdawg on Game Development See other posts from Game Development or by jazzdawg
Published on 2011-10-10T04:18:16Z Indexed on 2012/09/24 9:52 UTC
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I am currently developing a breakout clone and I have hit a roadblock in getting collision detection between a ball (circle) and a brick (convex polygon) working correctly. I am using a Circle-Line collision detection test where each line represents and edge on the convex polygon brick.

For the majority of the time the Circle-Line test works properly and the points of collision are resolved correctly.

Collision detection working correctly.

However, occasionally my collision detection code returns false due to a negative discriminant when the ball is actually intersecting the brick.

Collision detection failing.

I am aware of the inefficiency with this method and I am using axis aligned bounding boxes to cut down on the number of bricks tested. My main concern is if there are any mathematical bugs in my code below.

/* 
 * from and to are points at the start and end of the convex polygons edge.
 * This function is called for every edge in the convex polygon until a
 * collision is detected. 
 */

bool circleLineCollision(Vec2f from, Vec2f to)
{
    Vec2f lFrom, lTo, lLine;
    Vec2f line, normal;
    Vec2f intersectPt1, intersectPt2;
    float a, b, c, disc, sqrt_disc, u, v, nn, vn;
    bool one = false, two = false;

    // set line vectors
    lFrom = from - ball.circle.centre;      // localised
    lTo = to - ball.circle.centre;          // localised
    lLine = lFrom - lTo;                    // localised
    line = from - to;

    // calculate a, b & c values
    a = lLine.dot(lLine);
    b = 2 * (lLine.dot(lFrom));
    c = (lFrom.dot(lFrom)) - (ball.circle.radius * ball.circle.radius);

    // discriminant
    disc = (b * b) - (4 * a * c);

    if (disc < 0.0f)
    {
        // no intersections
        return false;
    }
    else if (disc == 0.0f)
    {
        // one intersection
        u = -b / (2 * a);

        intersectPt1 = from + (lLine.scale(u));
        one = pointOnLine(intersectPt1, from, to);

        if (!one)
            return false;
        return true;
    }
    else
    {
        // two intersections
        sqrt_disc = sqrt(disc);
        u = (-b + sqrt_disc) / (2 * a);
        v = (-b - sqrt_disc) / (2 * a);
        intersectPt1 = from + (lLine.scale(u));
        intersectPt2 = from + (lLine.scale(v));

        one = pointOnLine(intersectPt1, from, to);
        two = pointOnLine(intersectPt2, from, to);

        if (!one && !two)
            return false;
        return true;
    }
}

bool pointOnLine(Vec2f p, Vec2f from, Vec2f to)
{
    if (p.x >= min(from.x, to.x) && p.x <= max(from.x, to.x) && 
        p.y >= min(from.y, to.y) && p.y <= max(from.y, to.y))
        return true;
    return false;
}

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