bevy/crates/bevy_sprite/src/collide_aabb.rs

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use bevy_math::{Vec2, Vec3};
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#[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
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
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 {
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// check to see if we hit on the left or right side
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)
};
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// check to see if we hit on the top or bottom side
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)
};
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// 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)) => {
if y_depth.abs() < x_depth.abs() {
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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
}
}