2020-07-16 23:51:45 +00:00
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use bevy_math::{Vec2, Vec3};
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2020-06-27 04:40:09 +00:00
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#[derive(Debug)]
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pub enum Collision {
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Left,
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Right,
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Top,
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Bottom,
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}
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// TODO: ideally we can remove this once bevy gets a physics system
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/// Axis-aligned bounding box collision with "side" detection
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pub fn collide(a_pos: Vec3, a_size: Vec2, b_pos: Vec3, b_size: Vec2) -> Option<Collision> {
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let a_min = a_pos.truncate() - a_size / 2.0;
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let a_max = a_pos.truncate() + a_size / 2.0;
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let b_min = b_pos.truncate() - b_size / 2.0;
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let b_max = b_pos.truncate() + b_size / 2.0;
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// check to see if the two rectangles are intersecting
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if a_min.x() < b_max.x()
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&& a_max.x() > b_min.x()
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&& a_min.y() < b_max.y()
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&& a_max.y() > b_min.y()
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{
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// check to see if we hit on the left or right side
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let (x_collision, x_depth) =
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if a_min.x() < b_min.x() && a_max.x() > b_min.x() && a_max.x() < b_max.x() {
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(Some(Collision::Left), b_min.x() - a_max.x())
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} else if a_min.x() > b_min.x() && a_min.x() < b_max.x() && a_max.x() > b_max.x() {
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(Some(Collision::Right), a_min.x() - b_max.x())
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} else {
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(None, 0.0)
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};
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// check to see if we hit on the top or bottom side
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let (y_collision, y_depth) =
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if a_min.y() < b_min.y() && a_max.y() > b_min.y() && a_max.y() < b_max.y() {
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(Some(Collision::Bottom), b_min.y() - a_max.y())
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} else if a_min.y() > b_min.y() && a_min.y() < b_max.y() && a_max.y() > b_max.y() {
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(Some(Collision::Top), a_min.y() - b_max.y())
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} else {
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(None, 0.0)
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};
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// if we had an "x" and a "y" collision, pick the "primary" side using penetration depth
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match (x_collision, y_collision) {
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(Some(x_collision), Some(y_collision)) => {
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if y_depth < x_depth {
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Some(y_collision)
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} else {
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Some(x_collision)
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}
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}
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(Some(x_collision), None) => Some(x_collision),
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(None, Some(y_collision)) => Some(y_collision),
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(None, None) => None,
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}
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} else {
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None
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}
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}
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