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Use IntersectsVolume
for breakout example collisions (#11500)
# Objective Fixes #11479 ## Solution - Remove `collide_aabb.rs` - Re-implement the example-specific collision code in the example, taking advantage of the new `IntersectsVolume` trait. ## Changelog - Removed `sprite::collide_aabb::collide` and `sprite::collide_aabb::Collision`. ## Migration Guide `sprite::collide_aabb::collide` and `sprite::collide_aabb::Collision` were removed. ```rust // Before let collision = bevy::sprite::collide_aabb::collide(a_pos, a_size, b_pos, b_size); if collision.is_some() { // ... } // After let collision = Aabb2d::new(a_pos.truncate(), a_size / 2.) .intersects(&Aabb2d::new(b_pos.truncate(), b_size / 2.)); if collision { // ... } ``` If you were making use `collide_aabb::Collision`, see the new `collide_with_side` function in the [`breakout` example](https://bevyengine.org/examples/Games/breakout/). ## Discussion As discussed in the linked issue, maybe we want to wait on `bevy_sprite` generally making use of `Aabb2b` so users don't need to construct it manually. But since they **do** need to construct the bounding circle for the ball manually, this doesn't seem like a big deal to me. --------- Co-authored-by: IQuick 143 <IQuick143cz@gmail.com>
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3 changed files with 43 additions and 309 deletions
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@ -1,297 +0,0 @@
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//! Utilities for detecting if and on which side two axis-aligned bounding boxes (AABB) collide.
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use bevy_math::{Vec2, Vec3};
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/// The side where a collision occurred, as returned by [`collide`].
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#[derive(Debug, PartialEq, Eq, Copy, Clone)]
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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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Inside,
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}
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struct CollisionBox {
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pub top: f32,
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pub bottom: f32,
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pub left: f32,
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pub right: f32,
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}
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impl CollisionBox {
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pub fn new(pos: Vec3, size: Vec2) -> Self {
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Self {
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top: pos.y + size.y / 2.,
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bottom: pos.y - size.y / 2.,
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left: pos.x - size.x / 2.,
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right: pos.x + size.x / 2.,
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}
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}
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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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///
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/// The [Collision], in case it occurred, is the side of `b` where `a` hit.
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///
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/// * `a_pos` and `b_pos` are the center positions of the rectangles, typically obtained by
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/// extracting the `translation` field from a [`Transform`](bevy_transform::components::Transform) component
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/// * `a_size` and `b_size` are the dimensions (width and height) of the rectangles.
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///
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/// The return value is the side of `B` that `A` has collided with. [`Collision::Left`] means that
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/// `A` collided with `B`'s left side. [`Collision::Top`] means that `A` collided with `B`'s top side.
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/// If the collision occurs on multiple sides, the side with the shallowest penetration is returned.
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/// If all sides are involved, [`Collision::Inside`] is returned.
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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 = CollisionBox::new(a_pos, a_size);
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let b = CollisionBox::new(b_pos, b_size);
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// check to see if the two rectangles are intersecting
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if a.left < b.right && a.right > b.left && a.bottom < b.top && a.top > b.bottom {
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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) = if a.left < b.left && a.right > b.left && a.right < b.right {
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(Collision::Left, b.left - a.right)
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} else if a.left > b.left && a.left < b.right && a.right > b.right {
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(Collision::Right, a.left - b.right)
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} else {
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(Collision::Inside, -f32::INFINITY)
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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) = if a.bottom < b.bottom && a.top > b.bottom && a.top < b.top {
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(Collision::Bottom, b.bottom - a.top)
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} else if a.bottom > b.bottom && a.bottom < b.top && a.top > b.top {
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(Collision::Top, a.bottom - b.top)
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} else {
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(Collision::Inside, -f32::INFINITY)
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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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if y_depth.abs() < x_depth.abs() {
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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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} else {
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None
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}
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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///
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///
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/// ______
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/// | |
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/// | A |
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/// ----|----|----
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/// | |____| |
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/// | B |
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/// |____________|
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///
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#[test]
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fn top_collision() {
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let a = Vec3::new(0., 30., 0.);
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let b = Vec3::new(0., 0., 0.);
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check(a, b, Some(Collision::Top));
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}
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///
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///
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/// --------------
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/// | B |
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/// | _____ |
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/// |___|____|___|
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/// | |
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/// | A |
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/// | |
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/// -----
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#[test]
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fn bottom_collision() {
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let a = Vec3::new(0., -30., 0.);
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let b = Vec3::new(0., 0., 0.);
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check(a, b, Some(Collision::Bottom));
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}
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///
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/// ______
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/// | --|-----------
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/// | | | |
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/// | A | | B |
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/// | |_|__________|
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/// |_____|
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///
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#[test]
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fn left_collision() {
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let a = Vec3::new(0., 0., 0.);
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let b = Vec3::new(30., 0., 0.);
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check(a, b, Some(Collision::Left));
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}
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///
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/// ______
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/// -----------|-- |
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/// | B | | |
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/// | | | A |
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/// |__________|_| |
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/// |_____|
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#[test]
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fn right_collision() {
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let a = Vec3::new(0., 0., 0.);
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let b = Vec3::new(-30., 0., 0.);
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check(a, b, Some(Collision::Right));
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}
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///
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/// ______
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/// ----|----|----
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/// | | | |
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/// | | | B |
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/// |___|____|___|
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/// | A |
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/// |____|
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#[test]
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fn without_corners_on_intersection_area() {
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let a = Vec3::new(0., 0., 0.);
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let b = Vec3::new(0., 0., 0.);
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check(a, b, Some(Collision::Inside));
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}
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fn check(a: Vec3, b: Vec3, expected: Option<Collision>) {
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let a_size = Vec2::new(30., 50.);
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let b_size = Vec2::new(50., 30.);
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assert_eq!(collide(a, a_size, b, b_size), expected);
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}
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fn collide_two_rectangles(
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// (x, y, size x, size y)
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a: (f32, f32, f32, f32),
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b: (f32, f32, f32, f32),
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) -> Option<Collision> {
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collide(
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Vec3::new(a.0, a.1, 0.),
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Vec2::new(a.2, a.3),
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Vec3::new(b.0, b.1, 0.),
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Vec2::new(b.2, b.3),
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)
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}
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#[test]
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fn inside_collision() {
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// Identical
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#[rustfmt::skip]
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let res = collide_two_rectangles(
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(1., 1., 1., 1.),
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(1., 1., 1., 1.),
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);
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assert_eq!(res, Some(Collision::Inside));
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// B inside A
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#[rustfmt::skip]
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let res = collide_two_rectangles(
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(2., 2., 2., 2.),
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(2., 2., 1., 1.),
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);
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assert_eq!(res, Some(Collision::Inside));
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// A inside B
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#[rustfmt::skip]
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let res = collide_two_rectangles(
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(2., 2., 1., 1.),
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(2., 2., 2., 2.),
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);
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assert_eq!(res, Some(Collision::Inside));
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}
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#[test]
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fn collision_based_on_b() {
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// Right of B
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#[rustfmt::skip]
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let res = collide_two_rectangles(
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(3., 2., 2., 2.),
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(2., 2., 2., 2.),
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);
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assert_eq!(res, Some(Collision::Right));
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// Left of B
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#[rustfmt::skip]
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let res = collide_two_rectangles(
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(1., 2., 2., 2.),
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(2., 2., 2., 2.),
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);
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assert_eq!(res, Some(Collision::Left));
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// Top of B
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#[rustfmt::skip]
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let res = collide_two_rectangles(
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(2., 3., 2., 2.),
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(2., 2., 2., 2.),
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);
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assert_eq!(res, Some(Collision::Top));
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// Bottom of B
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#[rustfmt::skip]
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let res = collide_two_rectangles(
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(2., 1., 2., 2.),
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(2., 2., 2., 2.),
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);
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assert_eq!(res, Some(Collision::Bottom));
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}
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// In case the X-collision depth is equal to the Y-collision depth, always
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// prefer X-collision, meaning, `Left` or `Right` over `Top` and `Bottom`.
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#[test]
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fn prefer_x_collision() {
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// Bottom-left collision
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#[rustfmt::skip]
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let res = collide_two_rectangles(
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(1., 1., 2., 2.),
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(2., 2., 2., 2.),
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);
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assert_eq!(res, Some(Collision::Left));
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// Top-left collision
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#[rustfmt::skip]
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let res = collide_two_rectangles(
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(1., 3., 2., 2.),
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(2., 2., 2., 2.),
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);
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assert_eq!(res, Some(Collision::Left));
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// Bottom-right collision
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#[rustfmt::skip]
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let res = collide_two_rectangles(
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(3., 1., 2., 2.),
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(2., 2., 2., 2.),
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);
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assert_eq!(res, Some(Collision::Right));
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// Top-right collision
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#[rustfmt::skip]
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let res = collide_two_rectangles(
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(3., 3., 2., 2.),
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(2., 2., 2., 2.),
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);
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assert_eq!(res, Some(Collision::Right));
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}
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// If the collision intersection area stretches more along the Y-axis then
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// return `Top` or `Bottom`. Otherwise, `Left` or `Right`.
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#[test]
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fn collision_depth_wins() {
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// Top-right collision
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#[rustfmt::skip]
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let res = collide_two_rectangles(
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(3., 3., 2., 2.),
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(2.5, 2.,2., 2.),
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);
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assert_eq!(res, Some(Collision::Top));
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// Top-right collision
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#[rustfmt::skip]
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let res = collide_two_rectangles(
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(3., 3., 2., 2.),
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(2., 2.5, 2., 2.),
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);
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assert_eq!(res, Some(Collision::Right));
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}
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}
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@ -8,8 +8,6 @@ mod texture_atlas;
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mod texture_atlas_builder;
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mod texture_slice;
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pub mod collide_aabb;
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pub mod prelude {
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#[doc(hidden)]
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pub use crate::{
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@ -1,8 +1,8 @@
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//! A simplified implementation of the classic game "Breakout".
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use bevy::{
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math::bounding::{Aabb2d, BoundingCircle, BoundingVolume, IntersectsVolume},
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prelude::*,
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sprite::collide_aabb::{collide, Collision},
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sprite::MaterialMesh2dBundle,
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};
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// We set the z-value of the ball to 1 so it renders on top in the case of overlapping sprites.
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const BALL_STARTING_POSITION: Vec3 = Vec3::new(0.0, -50.0, 1.0);
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const BALL_SIZE: Vec3 = Vec3::new(30.0, 30.0, 0.0);
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const BALL_DIAMETER: f32 = 30.;
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const BALL_SPEED: f32 = 400.0;
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const INITIAL_BALL_DIRECTION: Vec2 = Vec2::new(0.5, -0.5);
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MaterialMesh2dBundle {
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mesh: meshes.add(shape::Circle::default()).into(),
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material: materials.add(BALL_COLOR),
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transform: Transform::from_translation(BALL_STARTING_POSITION).with_scale(BALL_SIZE),
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transform: Transform::from_translation(BALL_STARTING_POSITION)
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.with_scale(Vec2::splat(BALL_DIAMETER).extend(1.)),
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..default()
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},
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Ball,
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mut collision_events: EventWriter<CollisionEvent>,
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) {
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let (mut ball_velocity, ball_transform) = ball_query.single_mut();
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let ball_size = ball_transform.scale.truncate();
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// check collision with walls
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for (collider_entity, transform, maybe_brick) in &collider_query {
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let collision = collide(
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ball_transform.translation,
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ball_size,
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transform.translation,
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transform.scale.truncate(),
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let collision = collide_with_side(
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BoundingCircle::new(ball_transform.translation.truncate(), BALL_DIAMETER / 2.),
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Aabb2d::new(
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transform.translation.truncate(),
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transform.scale.truncate() / 2.,
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),
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);
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if let Some(collision) = collision {
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// Sends a collision event so that other systems can react to the collision
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collision_events.send_default();
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@ -381,7 +383,6 @@ fn check_for_collisions(
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Collision::Right => reflect_x = ball_velocity.x < 0.0,
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Collision::Top => reflect_y = ball_velocity.y < 0.0,
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Collision::Bottom => reflect_y = ball_velocity.y > 0.0,
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Collision::Inside => { /* do nothing */ }
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}
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// reflect velocity on the x-axis if we hit something on the x-axis
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@ -413,3 +414,35 @@ fn play_collision_sound(
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});
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}
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}
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#[derive(Debug, PartialEq, Eq, Copy, Clone)]
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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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// Returns `Some` if `ball` collides with `wall`. The returned `Collision` is the
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// side of `wall` that `ball` hit.
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fn collide_with_side(ball: BoundingCircle, wall: Aabb2d) -> Option<Collision> {
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if !ball.intersects(&wall) {
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return None;
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}
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let closest = wall.closest_point(ball.center());
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let offset = ball.center() - closest;
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let side = if offset.x.abs() > offset.y.abs() {
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if offset.x < 0. {
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Collision::Left
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} else {
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Collision::Right
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}
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} else if offset.y > 0. {
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Collision::Top
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} else {
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Collision::Bottom
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};
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Some(side)
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}
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