mirror of
https://github.com/bevyengine/bevy
synced 2024-11-10 07:04:33 +00:00
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>
This commit is contained in:
parent
8baefa1570
commit
55c9958dd0
1 changed files with 123 additions and 18 deletions
|
@ -12,8 +12,29 @@ pub enum Collision {
|
|||
Inside,
|
||||
}
|
||||
|
||||
struct CollisionBox {
|
||||
pub top: f32,
|
||||
pub bottom: f32,
|
||||
pub left: f32,
|
||||
pub right: f32,
|
||||
}
|
||||
|
||||
impl CollisionBox {
|
||||
pub fn new(pos: Vec3, size: Vec2) -> Self {
|
||||
Self {
|
||||
top: pos.y + size.y / 2.,
|
||||
bottom: pos.y - size.y / 2.,
|
||||
left: pos.x - size.x / 2.,
|
||||
right: pos.x + size.x / 2.,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// TODO: ideally we can remove this once bevy gets a physics system
|
||||
/// Axis-aligned bounding box collision with "side" detection
|
||||
/// Axis-aligned bounding box collision with "side" detection.
|
||||
///
|
||||
/// The [Collision], in case it occurred, is the side of `b` where `a` hit.
|
||||
///
|
||||
/// * `a_pos` and `b_pos` are the center positions of the rectangles, typically obtained by
|
||||
/// extracting the `translation` field from a [`Transform`](bevy_transform::components::Transform) component
|
||||
/// * `a_size` and `b_size` are the dimensions (width and height) of the rectangles.
|
||||
|
@ -23,30 +44,25 @@ pub enum Collision {
|
|||
/// If the collision occurs on multiple sides, the side with the shallowest penetration is returned.
|
||||
/// If all sides are involved, [`Collision::Inside`] is returned.
|
||||
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;
|
||||
let a = CollisionBox::new(a_pos, a_size);
|
||||
let b = CollisionBox::new(b_pos, b_size);
|
||||
|
||||
// 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 {
|
||||
if a.left < b.right && a.right > b.left && a.bottom < b.top && a.top > b.bottom {
|
||||
// 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
|
||||
{
|
||||
(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 {
|
||||
(Collision::Right, a_min.x - b_max.x)
|
||||
let (x_collision, x_depth) = if a.left < b.left && a.right > b.left && a.right < b.right {
|
||||
(Collision::Left, b.left - a.right)
|
||||
} else if a.left > b.left && a.left < b.right && a.right > b.right {
|
||||
(Collision::Right, a.left - b.right)
|
||||
} else {
|
||||
(Collision::Inside, -f32::INFINITY)
|
||||
};
|
||||
|
||||
// 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
|
||||
{
|
||||
(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 {
|
||||
(Collision::Top, a_min.y - b_max.y)
|
||||
let (y_collision, y_depth) = if a.bottom < b.bottom && a.top > b.bottom && a.top < b.top {
|
||||
(Collision::Bottom, b.bottom - a.top)
|
||||
} else if a.bottom > b.bottom && a.bottom < b.top && a.top > b.top {
|
||||
(Collision::Top, a.bottom - b.top)
|
||||
} else {
|
||||
(Collision::Inside, -f32::INFINITY)
|
||||
};
|
||||
|
@ -63,9 +79,98 @@ pub fn collide(a_pos: Vec3, a_size: Vec2, b_pos: Vec3, b_size: Vec2) -> Option<C
|
|||
}
|
||||
|
||||
#[cfg(test)]
|
||||
mod test {
|
||||
mod tests {
|
||||
use super::*;
|
||||
|
||||
///
|
||||
///
|
||||
/// ______
|
||||
/// | |
|
||||
/// | A |
|
||||
/// ----|----|----
|
||||
/// | |____| |
|
||||
/// | B |
|
||||
/// |____________|
|
||||
///
|
||||
#[test]
|
||||
fn top_collision() {
|
||||
let a = Vec3::new(0., 30., 0.);
|
||||
let b = Vec3::new(0., 0., 0.);
|
||||
|
||||
check(a, b, Some(Collision::Top));
|
||||
}
|
||||
|
||||
///
|
||||
///
|
||||
/// --------------
|
||||
/// | B |
|
||||
/// | _____ |
|
||||
/// |___|____|___|
|
||||
/// | |
|
||||
/// | A |
|
||||
/// | |
|
||||
/// -----
|
||||
#[test]
|
||||
fn bottom_collision() {
|
||||
let a = Vec3::new(0., -30., 0.);
|
||||
let b = Vec3::new(0., 0., 0.);
|
||||
|
||||
check(a, b, Some(Collision::Bottom));
|
||||
}
|
||||
|
||||
///
|
||||
/// ______
|
||||
/// | --|-----------
|
||||
/// | | | |
|
||||
/// | A | | B |
|
||||
/// | |_|__________|
|
||||
/// |_____|
|
||||
///
|
||||
#[test]
|
||||
fn left_collision() {
|
||||
let a = Vec3::new(0., 0., 0.);
|
||||
let b = Vec3::new(30., 0., 0.);
|
||||
|
||||
check(a, b, Some(Collision::Left));
|
||||
}
|
||||
|
||||
///
|
||||
/// ______
|
||||
/// -----------|-- |
|
||||
/// | B | | |
|
||||
/// | | | A |
|
||||
/// |__________|_| |
|
||||
/// |_____|
|
||||
#[test]
|
||||
fn right_collision() {
|
||||
let a = Vec3::new(0., 0., 0.);
|
||||
let b = Vec3::new(-30., 0., 0.);
|
||||
|
||||
check(a, b, Some(Collision::Right));
|
||||
}
|
||||
|
||||
///
|
||||
/// ______
|
||||
/// ----|----|----
|
||||
/// | | | |
|
||||
/// | | | B |
|
||||
/// |___|____|___|
|
||||
/// | A |
|
||||
/// |____|
|
||||
#[test]
|
||||
fn without_corners_on_intersection_area() {
|
||||
let a = Vec3::new(0., 0., 0.);
|
||||
let b = Vec3::new(0., 0., 0.);
|
||||
|
||||
check(a, b, Some(Collision::Inside));
|
||||
}
|
||||
|
||||
fn check(a: Vec3, b: Vec3, expected: Option<Collision>) {
|
||||
let a_size = Vec2::new(30., 50.);
|
||||
let b_size = Vec2::new(50., 30.);
|
||||
assert_eq!(collide(a, a_size, b, b_size), expected);
|
||||
}
|
||||
|
||||
fn collide_two_rectangles(
|
||||
// (x, y, size x, size y)
|
||||
a: (f32, f32, f32, f32),
|
||||
|
|
Loading…
Reference in a new issue