问题描述
我对以下内容的实现可以在
My implementation of the following can be found on jsfiddle.net
我有四个div。我的目标是使它们在页面上可拖动,但不允许它们彼此重叠。
I have four divs. My goal is to make them draggable around the page but NOT to allow them to overlap one another. Each can be dragged around the page with a mousemove listener.
container.addEventListener('mousemove',mouseMove);
function mouseMove(e) {
if (!mouseDown) {return;}
let coords=e.target.getBoundingClientRect();
let movX=e.movementX;
let movY=e.movementY;
if (!collision(movX,movY,e.target.classList[1],coords)){
e.target.style.left=`${coords.left+movX}px`;
e.target.style.top=`${coords.top+movY}px`;
}
}
严格来说,我的碰撞检测功能有效。我将 Collision事件输出到div,以便在拖动时可以在小提琴中看到它。但是,您仍然可以将div彼此拖动。
My collision detection function works, strictly speaking. I output the "Collision" event to a div so you can see this in the fiddle when you drag it around. BUT, you are still able to drag the divs on top of one another.
当您尝试将它们拉开时,它们会有点粘住,如果继续推动它们,它们将会重叠。此时,碰撞检测在true / false之间相当快地波动,因此我猜测这里可能有些怪异,但我无法弄清楚。
They kind of "stick" a little bit when you try to pull them apart, and if you keep pushing at them they'll overlap. The collision detection vacillates between true/false pretty rapidly at this point, so I'm guessing maybe some weirdness is going on here, but I can't figure it out.
我认为一个问题可能是冲突检测仅在边界相等时才输出冲突。也就是说,一旦发生碰撞并且一个元素在另一个元素内部,它将返回false。
I think one problem might be that the collision detection only outputs a collision when the borders are equal. That is, it returns false once a collision has happened and one element is inside another.
但是,我看不到鼠标移动e.movementX和e.movementY事件如何能够通过碰撞测试并移动div。
However, I can't see how my mousemove e.movementX and e.movementY events are able to get past the collision test and move the div.
推荐答案
对象将与多个对象发生碰撞,而不仅仅是1个。脚本将为您提供所有碰撞。但是,我猜想接受/删除它的逻辑取决于您想要实现的目标。从
You will have the object colliding with more than just 1. The script will give you all the collisions. But the logic to accept/move it or no i guess depends on what it is you are trying to achieve. Borrowed from intersects
脚本:
function mouseMove(e) {
if (!mouseDown) {
return;
}
let coords = e.target.getBoundingClientRect();
let movX = e.movementX;
let movY = e.movementY;
collision(movX, movY, e.target.classList[1], coords) //check all collisions. Item can collide with more than one polygon.
e.target.style.left = `${coords.left+movX}px`;
e.target.style.top = `${coords.top+movY}px`;
/* if (!) {
}*/
}
function collision(newX, newY, movingPart, movingRect) {
let takenPositions = []; //array of arrays of rects' L, R, Top, Bottom coords
let newCoords = {
id: movingPart,
width: 100,
height: 100,
x: movingRect.left + newX,
y: movingRect.top + newY
};
let collision = false;
let collisions = []; //store collisions.
divs.forEach((d) => {
if (d.classList[1] !== movingPart) { // a thing can't collide with itself
let c = d.getBoundingClientRect();
takenPositions.push({
id: d.classList[1],
width: 100,
height: 100,
x: c.left,//updated this part x,y are undefined :|
y: c.top //and updated this
});
}
});
takenPositions.forEach((p) => {
var tw = p.width;
var th = p.height;
var rw = newCoords.width;
var rh = newCoords.height;
if (rw <= 0 || rh <= 0 || tw <= 0 || th <= 0) {
collision = false;
} else {
var tx = p.x;
var ty = p.y;
var rx = newCoords.x;
var ry = newCoords.y;
rw += rx;
rh += ry;
tw += tx;
th += ty;
collision = ((rw < rx || rw > tx) && (rh < ry || rh > ty) && (tw < tx || tw > rx) && (th < ty || th > ry));
collisions.push({
parentId: newCoords.id,
destId: p.id,
collision: collision
});
}
});
let info = document.querySelector('div.info');
info.innerHTML = "";
collisions.forEach(function(element) {
info.innerHTML += `${element.parentId} collision with ${element.destId} is ${element.collision}. <br/>`;
});
}
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