Reputation: 228
I'm trying to write a method that will calculate if two circles are overlapping. I've come up with the following and I'm just curious to know if there is anyway it could be optimised further.
private static boolean isCollision(Point2D p1, float r1, Point2D p2, float r2)
{
float a,dx, dy;
a = (r1+r2) * (r1+r2);
dx = (float) (p1.getX() - p2.getX());
dy = (float) (p1.getY() - p2.getY());
if (a > (dx*dx) + (dy*dy))
{
return true;
}
return false;
}
Upvotes: 15
Views: 16136
Reputation: 63134
Your algorithm can be further optimized by calculating the rectangular bounds of each circle and seeing if they overlap. If they don't overlap then just return false. This avoids multiplication for those circles who's rectangular bounds don't overlap (ie, they aren't close to each other). Addition/subtraction for the rectangular bound calculation is cheaper than multiplication.
This is the pattern that Java 2D uses. See Shape.getBounds()
Upvotes: 2
Reputation: 23629
I don't know if its relevant in your case, but if you want to check for overlaps between your circle and many other circles (let's say thousands of circles), you can try to organize your circles in quad-trees (see http://en.wikipedia.org/wiki/Quadtree) and do a tree look-up (based on the bounding rectangle of your circle) in the quad-tree.
Upvotes: 3
Reputation: 22478
Hmm. That looks pretty good as far as the math goes. Some minor points on how to make the Java side of it faster and terser:
if (foo) { return true; } else { return false; }?
Just do return foo;
!An improved version, then:
private static boolean isCollision(Point2D.Double p1, double r1, Point2D.Double p2, double r2)
{
final double a = r1 + r2;
final double dx = p1.x - p2.x;
final double dy = p1.y - p2.y;
return a * a > (dx * dx + dy * dy);
}
(Note that if your code is entirely float-based, you can do the same thing with Point2D.Float
and float
s.)
Upvotes: 21
Reputation: 49331
Do you really need to cater for any possible Point2D implementation? If you don't have to, it will save a virtual call:
private static boolean isCollisionFloat (Point2D.Float p1, float r1, Point2D.Float p2, float r2)
{
final float r = r1+r2;
final float dx = p1.x - p2.x;
final float dy = p1.y - p2.y;
return (r*r) > (dx*dx) + (dy*dy);
}
testing 1000x1000 points: Doing nothing took 6 ms Doing isCollision passing Point2D.Float took 128 ms Doing isCollision passing Point2D.Double took 127 ms Doing isCollisionFloat took 71 ms Doing isCollisionDouble took 72 ms
If you can, choose one or the other, rather than catering for both.
The problem with perf questions is that you really do have to measure the effects, by which time someone has posted the same answer as unsupported opinion.
Upvotes: 6
Reputation: 18184
It doesn't make your code faster, but I'd prefer:
return a > (dx*dx + dy*dy);
Upvotes: 1
Reputation: 189876
Overlap or intersect?
If intersect, don't forget about the case where the circles don't intersect because they are inside each other.
If it's overlap, I don't really see how you could optimize further; you're comparing the point distances to the sum of the radii, using distance squared to avoid taking a square root. Doesn't seem like there's any fat left to trim.
Upvotes: 9