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refactor collide code (Adopted) (#11106)
# Objective - Refactor collide code and add tests. ## Solution - Rebase the changes made in #4485. Co-authored-by: Eduardo Canellas de Oliveira <eduardo.canellas@bemobi.com>
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1 changed files with 123 additions and 18 deletions
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@ -12,8 +12,29 @@ pub enum Collision {
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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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/// 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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@ -23,30 +44,25 @@ pub enum Collision {
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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_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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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_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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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_min.x < b_min.x && a_max.x > b_min.x && a_max.x < b_max.x
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{
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(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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(Collision::Right, a_min.x - b_max.x)
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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_min.y < b_min.y && a_max.y > b_min.y && a_max.y < b_max.y
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{
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(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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(Collision::Top, a_min.y - b_max.y)
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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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@ -63,9 +79,98 @@ pub fn collide(a_pos: Vec3, a_size: Vec2, b_pos: Vec3, b_size: Vec2) -> Option<C
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}
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#[cfg(test)]
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mod 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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