use bevy_math::{Vec2, Vec3}; #[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 { 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 { // 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) }; // 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) }; // 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 < x_depth { 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 } }