2021-05-14 18:45:31 +00:00
|
|
|
//! Utilities for detecting if and on which side two axis-aligned bounding boxes (AABB) collide.
|
|
|
|
|
2020-07-16 23:51:45 +00:00
|
|
|
use bevy_math::{Vec2, Vec3};
|
2020-06-27 04:40:09 +00:00
|
|
|
|
|
|
|
#[derive(Debug)]
|
|
|
|
pub enum Collision {
|
|
|
|
Left,
|
|
|
|
Right,
|
|
|
|
Top,
|
|
|
|
Bottom,
|
|
|
|
}
|
|
|
|
|
|
|
|
// TODO: ideally we can remove this once bevy gets a physics system
|
|
|
|
/// Axis-aligned bounding box collision with "side" detection
|
2021-12-29 18:49:43 +00:00
|
|
|
/// * `a_pos` and `b_pos` are the center positions of the rectangles, typically obtained by
|
|
|
|
/// extracting the `translation` field from a `Transform` component
|
|
|
|
/// * `a_size` and `b_size` are the dimensions (width and height) of the rectangles.
|
2020-06-27 04:40:09 +00:00
|
|
|
pub fn collide(a_pos: Vec3, a_size: Vec2, b_pos: Vec3, b_size: Vec2) -> Option<Collision> {
|
|
|
|
let a_min = a_pos.truncate() - a_size / 2.0;
|
|
|
|
let a_max = a_pos.truncate() + a_size / 2.0;
|
|
|
|
|
|
|
|
let b_min = b_pos.truncate() - b_size / 2.0;
|
|
|
|
let b_max = b_pos.truncate() + b_size / 2.0;
|
|
|
|
|
|
|
|
// check to see if the two rectangles are intersecting
|
2020-11-17 21:40:18 +00:00
|
|
|
if a_min.x < b_max.x && a_max.x > b_min.x && a_min.y < b_max.y && a_max.y > b_min.y {
|
2020-06-27 04:40:09 +00:00
|
|
|
// check to see if we hit on the left or right side
|
2020-11-17 21:40:18 +00:00
|
|
|
let (x_collision, x_depth) = if a_min.x < b_min.x && a_max.x > b_min.x && a_max.x < b_max.x
|
|
|
|
{
|
|
|
|
(Some(Collision::Left), b_min.x - a_max.x)
|
|
|
|
} else if a_min.x > b_min.x && a_min.x < b_max.x && a_max.x > b_max.x {
|
|
|
|
(Some(Collision::Right), a_min.x - b_max.x)
|
|
|
|
} else {
|
|
|
|
(None, 0.0)
|
|
|
|
};
|
2020-06-27 04:40:09 +00:00
|
|
|
|
|
|
|
// check to see if we hit on the top or bottom side
|
2020-11-17 21:40:18 +00:00
|
|
|
let (y_collision, y_depth) = if a_min.y < b_min.y && a_max.y > b_min.y && a_max.y < b_max.y
|
|
|
|
{
|
|
|
|
(Some(Collision::Bottom), b_min.y - a_max.y)
|
|
|
|
} else if a_min.y > b_min.y && a_min.y < b_max.y && a_max.y > b_max.y {
|
|
|
|
(Some(Collision::Top), a_min.y - b_max.y)
|
|
|
|
} else {
|
|
|
|
(None, 0.0)
|
|
|
|
};
|
2020-06-27 04:40:09 +00:00
|
|
|
|
|
|
|
// if we had an "x" and a "y" collision, pick the "primary" side using penetration depth
|
|
|
|
match (x_collision, y_collision) {
|
|
|
|
(Some(x_collision), Some(y_collision)) => {
|
2020-12-01 08:33:52 +00:00
|
|
|
if y_depth.abs() < x_depth.abs() {
|
2020-06-27 04:40:09 +00:00
|
|
|
Some(y_collision)
|
|
|
|
} else {
|
|
|
|
Some(x_collision)
|
|
|
|
}
|
|
|
|
}
|
|
|
|
(Some(x_collision), None) => Some(x_collision),
|
|
|
|
(None, Some(y_collision)) => Some(y_collision),
|
|
|
|
(None, None) => None,
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
None
|
|
|
|
}
|
|
|
|
}
|