mirror of
https://github.com/bevyengine/bevy
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601cf6b9e5
# Objective Previously, this area of bevy_math used raw translation and rotations to encode isometries, which did not exist earlier. The goal of this PR is to make the codebase of bevy_math more harmonious by using actual isometries (`Isometry2d`/`Isometry3d`) in these places instead — this will hopefully make the interfaces more digestible for end-users, in addition to facilitating conversions. For instance, together with the addition of #14478, this means that a bounding box for a collider with an isometric `Transform` can be computed as ```rust collider.aabb_3d(collider_transform.to_isometry()) ``` instead of using manual destructuring. ## Solution - The traits `Bounded2d` and `Bounded3d` now use `Isometry2d` and `Isometry3d` (respectively) instead of `translation` and `rotation` parameters; e.g.: ```rust /// A trait with methods that return 3D bounding volumes for a shape. pub trait Bounded3d { /// Get an axis-aligned bounding box for the shape translated and rotated by the given isometry. fn aabb_3d(&self, isometry: Isometry3d) -> Aabb3d; /// Get a bounding sphere for the shape translated and rotated by the given isometry. fn bounding_sphere(&self, isometry: Isometry3d) -> BoundingSphere; } ``` - Similarly, the `from_point_cloud` constructors for axis-aligned bounding boxes and bounding circles/spheres now take isometries instead of separate `translation` and `rotation`; e.g.: ```rust /// Computes the smallest [`Aabb3d`] containing the given set of points, /// transformed by the rotation and translation of the given isometry. /// /// # Panics /// /// Panics if the given set of points is empty. #[inline(always)] pub fn from_point_cloud( isometry: Isometry3d, points: impl Iterator<Item = impl Into<Vec3A>>, ) -> Aabb3d { //... } ``` This has a couple additional results: 1. The end-user no longer interacts directly with `Into<Vec3A>` or `Into<Rot2>` parameters; these conversions all happen earlier now, inside the isometry types. 2. Similarly, almost all intermediate `Vec3 -> Vec3A` conversions have been eliminated from the `Bounded3d` implementations for primitives. This probably has some performance benefit, but I have not measured it as of now. ## Testing Existing unit tests help ensure that nothing has been broken in the refactor. --- ## Migration Guide The `Bounded2d` and `Bounded3d` traits now take `Isometry2d` and `Isometry3d` parameters (respectively) instead of separate translation and rotation arguments. Existing calls to `aabb_2d`, `bounding_circle`, `aabb_3d`, and `bounding_sphere` will have to be changed to use isometries instead. A straightforward conversion is to refactor just by calling `Isometry2d/3d::new`, as follows: ```rust // Old: let aabb = my_shape.aabb_2d(my_translation, my_rotation); // New: let aabb = my_shape.aabb_2d(Isometry2d::new(my_translation, my_rotation)); ``` However, if the old translation and rotation are 3d translation/rotations originating from a `Transform` or `GlobalTransform`, then `to_isometry` may be used instead. For example: ```rust // Old: let bounding_sphere = my_shape.bounding_sphere(shape_transform.translation, shape_transform.rotation); // New: let bounding_sphere = my_shape.bounding_sphere(shape_transform.to_isometry()); ``` This discussion also applies to the `from_point_cloud` construction method of `Aabb2d`/`BoundingCircle`/`Aabb3d`/`BoundingSphere`, which has similarly been altered to use isometries.
435 lines
12 KiB
Rust
435 lines
12 KiB
Rust
//! This example demonstrates bounding volume intersections.
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use bevy::{
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color::palettes::css::*,
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math::{bounding::*, Isometry2d},
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prelude::*,
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};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.init_state::<Test>()
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.add_systems(Startup, setup)
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.add_systems(
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Update,
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(update_text, spin, update_volumes, update_test_state),
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)
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.add_systems(
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PostUpdate,
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(
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render_shapes,
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(
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aabb_intersection_system.run_if(in_state(Test::AabbSweep)),
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circle_intersection_system.run_if(in_state(Test::CircleSweep)),
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ray_cast_system.run_if(in_state(Test::RayCast)),
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aabb_cast_system.run_if(in_state(Test::AabbCast)),
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bounding_circle_cast_system.run_if(in_state(Test::CircleCast)),
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),
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render_volumes,
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)
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.chain(),
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)
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.run();
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}
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#[derive(Component)]
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struct Spin;
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fn spin(time: Res<Time>, mut query: Query<&mut Transform, With<Spin>>) {
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for mut transform in query.iter_mut() {
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transform.rotation *= Quat::from_rotation_z(time.delta_seconds() / 5.);
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}
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}
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#[derive(States, Default, Debug, Hash, PartialEq, Eq, Clone, Copy)]
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enum Test {
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AabbSweep,
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CircleSweep,
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#[default]
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RayCast,
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AabbCast,
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CircleCast,
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}
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fn update_test_state(
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keycode: Res<ButtonInput<KeyCode>>,
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cur_state: Res<State<Test>>,
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mut state: ResMut<NextState<Test>>,
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) {
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if !keycode.just_pressed(KeyCode::Space) {
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return;
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}
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use Test::*;
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let next = match **cur_state {
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AabbSweep => CircleSweep,
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CircleSweep => RayCast,
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RayCast => AabbCast,
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AabbCast => CircleCast,
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CircleCast => AabbSweep,
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};
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state.set(next);
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}
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fn update_text(mut text: Query<&mut Text>, cur_state: Res<State<Test>>) {
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if !cur_state.is_changed() {
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return;
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}
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let mut text = text.single_mut();
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let text = &mut text.sections[0].value;
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text.clear();
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text.push_str("Intersection test:\n");
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use Test::*;
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for &test in &[AabbSweep, CircleSweep, RayCast, AabbCast, CircleCast] {
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let s = if **cur_state == test { "*" } else { " " };
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text.push_str(&format!(" {s} {test:?} {s}\n"));
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}
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text.push_str("\nPress space to cycle");
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}
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#[derive(Component)]
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enum Shape {
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Rectangle(Rectangle),
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Circle(Circle),
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Triangle(Triangle2d),
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Line(Segment2d),
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Capsule(Capsule2d),
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Polygon(RegularPolygon),
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}
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fn render_shapes(mut gizmos: Gizmos, query: Query<(&Shape, &Transform)>) {
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let color = GRAY;
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for (shape, transform) in query.iter() {
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let translation = transform.translation.xy();
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let rotation = transform.rotation.to_euler(EulerRot::YXZ).2;
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match shape {
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Shape::Rectangle(r) => {
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gizmos.primitive_2d(r, translation, rotation, color);
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}
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Shape::Circle(c) => {
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gizmos.primitive_2d(c, translation, rotation, color);
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}
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Shape::Triangle(t) => {
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gizmos.primitive_2d(t, translation, rotation, color);
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}
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Shape::Line(l) => {
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gizmos.primitive_2d(l, translation, rotation, color);
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}
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Shape::Capsule(c) => {
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gizmos.primitive_2d(c, translation, rotation, color);
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}
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Shape::Polygon(p) => {
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gizmos.primitive_2d(p, translation, rotation, color);
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}
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}
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}
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}
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#[derive(Component)]
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enum DesiredVolume {
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Aabb,
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Circle,
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}
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#[derive(Component, Debug)]
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enum CurrentVolume {
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Aabb(Aabb2d),
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Circle(BoundingCircle),
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}
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fn update_volumes(
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mut commands: Commands,
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query: Query<
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(Entity, &DesiredVolume, &Shape, &Transform),
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Or<(Changed<DesiredVolume>, Changed<Shape>, Changed<Transform>)>,
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>,
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) {
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for (entity, desired_volume, shape, transform) in query.iter() {
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let translation = transform.translation.xy();
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let rotation = transform.rotation.to_euler(EulerRot::YXZ).2;
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let isometry = Isometry2d::new(translation, Rot2::radians(rotation));
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match desired_volume {
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DesiredVolume::Aabb => {
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let aabb = match shape {
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Shape::Rectangle(r) => r.aabb_2d(isometry),
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Shape::Circle(c) => c.aabb_2d(isometry),
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Shape::Triangle(t) => t.aabb_2d(isometry),
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Shape::Line(l) => l.aabb_2d(isometry),
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Shape::Capsule(c) => c.aabb_2d(isometry),
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Shape::Polygon(p) => p.aabb_2d(isometry),
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};
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commands.entity(entity).insert(CurrentVolume::Aabb(aabb));
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}
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DesiredVolume::Circle => {
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let circle = match shape {
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Shape::Rectangle(r) => r.bounding_circle(isometry),
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Shape::Circle(c) => c.bounding_circle(isometry),
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Shape::Triangle(t) => t.bounding_circle(isometry),
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Shape::Line(l) => l.bounding_circle(isometry),
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Shape::Capsule(c) => c.bounding_circle(isometry),
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Shape::Polygon(p) => p.bounding_circle(isometry),
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};
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commands
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.entity(entity)
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.insert(CurrentVolume::Circle(circle));
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}
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}
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}
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}
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fn render_volumes(mut gizmos: Gizmos, query: Query<(&CurrentVolume, &Intersects)>) {
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for (volume, intersects) in query.iter() {
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let color = if **intersects { AQUA } else { ORANGE_RED };
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match volume {
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CurrentVolume::Aabb(a) => {
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gizmos.rect_2d(a.center(), 0., a.half_size() * 2., color);
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}
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CurrentVolume::Circle(c) => {
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gizmos.circle_2d(c.center(), c.radius(), color);
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}
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}
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}
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}
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#[derive(Component, Deref, DerefMut, Default)]
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struct Intersects(bool);
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const OFFSET_X: f32 = 125.;
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const OFFSET_Y: f32 = 75.;
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fn setup(mut commands: Commands) {
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commands.spawn(Camera2dBundle::default());
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commands.spawn((
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SpatialBundle {
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transform: Transform::from_xyz(-OFFSET_X, OFFSET_Y, 0.),
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..default()
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},
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Shape::Circle(Circle::new(45.)),
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DesiredVolume::Aabb,
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Intersects::default(),
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));
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commands.spawn((
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SpatialBundle {
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transform: Transform::from_xyz(0., OFFSET_Y, 0.),
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..default()
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},
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Shape::Rectangle(Rectangle::new(80., 80.)),
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Spin,
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DesiredVolume::Circle,
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Intersects::default(),
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));
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commands.spawn((
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SpatialBundle {
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transform: Transform::from_xyz(OFFSET_X, OFFSET_Y, 0.),
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..default()
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},
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Shape::Triangle(Triangle2d::new(
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Vec2::new(-40., -40.),
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Vec2::new(-20., 40.),
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Vec2::new(40., 50.),
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)),
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Spin,
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DesiredVolume::Aabb,
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Intersects::default(),
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));
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commands.spawn((
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SpatialBundle {
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transform: Transform::from_xyz(-OFFSET_X, -OFFSET_Y, 0.),
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..default()
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},
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Shape::Line(Segment2d::new(Dir2::from_xy(1., 0.3).unwrap(), 90.)),
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Spin,
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DesiredVolume::Circle,
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Intersects::default(),
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));
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commands.spawn((
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SpatialBundle {
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transform: Transform::from_xyz(0., -OFFSET_Y, 0.),
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..default()
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},
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Shape::Capsule(Capsule2d::new(25., 50.)),
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Spin,
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DesiredVolume::Aabb,
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Intersects::default(),
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));
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commands.spawn((
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SpatialBundle {
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transform: Transform::from_xyz(OFFSET_X, -OFFSET_Y, 0.),
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..default()
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},
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Shape::Polygon(RegularPolygon::new(50., 6)),
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Spin,
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DesiredVolume::Circle,
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Intersects::default(),
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));
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commands.spawn(
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TextBundle::from_section("", TextStyle::default()).with_style(Style {
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position_type: PositionType::Absolute,
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bottom: Val::Px(12.0),
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left: Val::Px(12.0),
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..default()
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}),
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);
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}
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fn draw_filled_circle(gizmos: &mut Gizmos, position: Vec2, color: Srgba) {
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for r in [1., 2., 3.] {
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gizmos.circle_2d(position, r, color);
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}
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}
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fn draw_ray(gizmos: &mut Gizmos, ray: &RayCast2d) {
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gizmos.line_2d(
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ray.ray.origin,
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ray.ray.origin + *ray.ray.direction * ray.max,
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WHITE,
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);
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draw_filled_circle(gizmos, ray.ray.origin, FUCHSIA);
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}
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fn get_and_draw_ray(gizmos: &mut Gizmos, time: &Time) -> RayCast2d {
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let ray = Vec2::new(time.elapsed_seconds().cos(), time.elapsed_seconds().sin());
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let dist = 150. + (0.5 * time.elapsed_seconds()).sin().abs() * 500.;
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let aabb_ray = Ray2d {
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origin: ray * 250.,
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direction: Dir2::new_unchecked(-ray),
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};
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let ray_cast = RayCast2d::from_ray(aabb_ray, dist - 20.);
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draw_ray(gizmos, &ray_cast);
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ray_cast
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}
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fn ray_cast_system(
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mut gizmos: Gizmos,
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time: Res<Time>,
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mut volumes: Query<(&CurrentVolume, &mut Intersects)>,
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) {
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let ray_cast = get_and_draw_ray(&mut gizmos, &time);
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for (volume, mut intersects) in volumes.iter_mut() {
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let toi = match volume {
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CurrentVolume::Aabb(a) => ray_cast.aabb_intersection_at(a),
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CurrentVolume::Circle(c) => ray_cast.circle_intersection_at(c),
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};
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**intersects = toi.is_some();
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if let Some(toi) = toi {
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draw_filled_circle(
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&mut gizmos,
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ray_cast.ray.origin + *ray_cast.ray.direction * toi,
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LIME,
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);
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}
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}
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}
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fn aabb_cast_system(
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mut gizmos: Gizmos,
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time: Res<Time>,
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mut volumes: Query<(&CurrentVolume, &mut Intersects)>,
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) {
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let ray_cast = get_and_draw_ray(&mut gizmos, &time);
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let aabb_cast = AabbCast2d {
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aabb: Aabb2d::new(Vec2::ZERO, Vec2::splat(15.)),
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ray: ray_cast,
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};
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for (volume, mut intersects) in volumes.iter_mut() {
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let toi = match *volume {
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CurrentVolume::Aabb(a) => aabb_cast.aabb_collision_at(a),
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CurrentVolume::Circle(_) => None,
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};
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**intersects = toi.is_some();
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if let Some(toi) = toi {
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gizmos.rect_2d(
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aabb_cast.ray.ray.origin + *aabb_cast.ray.ray.direction * toi,
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0.,
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aabb_cast.aabb.half_size() * 2.,
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LIME,
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);
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}
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}
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}
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fn bounding_circle_cast_system(
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mut gizmos: Gizmos,
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time: Res<Time>,
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mut volumes: Query<(&CurrentVolume, &mut Intersects)>,
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) {
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let ray_cast = get_and_draw_ray(&mut gizmos, &time);
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let circle_cast = BoundingCircleCast {
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circle: BoundingCircle::new(Vec2::ZERO, 15.),
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ray: ray_cast,
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};
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for (volume, mut intersects) in volumes.iter_mut() {
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let toi = match *volume {
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CurrentVolume::Aabb(_) => None,
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CurrentVolume::Circle(c) => circle_cast.circle_collision_at(c),
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};
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**intersects = toi.is_some();
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if let Some(toi) = toi {
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gizmos.circle_2d(
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circle_cast.ray.ray.origin + *circle_cast.ray.ray.direction * toi,
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circle_cast.circle.radius(),
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LIME,
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);
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}
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}
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}
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fn get_intersection_position(time: &Time) -> Vec2 {
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let x = (0.8 * time.elapsed_seconds()).cos() * 250.;
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let y = (0.4 * time.elapsed_seconds()).sin() * 100.;
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Vec2::new(x, y)
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}
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fn aabb_intersection_system(
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mut gizmos: Gizmos,
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time: Res<Time>,
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mut volumes: Query<(&CurrentVolume, &mut Intersects)>,
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) {
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let center = get_intersection_position(&time);
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let aabb = Aabb2d::new(center, Vec2::splat(50.));
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gizmos.rect_2d(center, 0., aabb.half_size() * 2., YELLOW);
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for (volume, mut intersects) in volumes.iter_mut() {
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let hit = match volume {
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CurrentVolume::Aabb(a) => aabb.intersects(a),
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CurrentVolume::Circle(c) => aabb.intersects(c),
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};
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**intersects = hit;
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}
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}
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fn circle_intersection_system(
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mut gizmos: Gizmos,
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time: Res<Time>,
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mut volumes: Query<(&CurrentVolume, &mut Intersects)>,
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) {
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let center = get_intersection_position(&time);
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let circle = BoundingCircle::new(center, 50.);
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gizmos.circle_2d(center, circle.radius(), YELLOW);
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for (volume, mut intersects) in volumes.iter_mut() {
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let hit = match volume {
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CurrentVolume::Aabb(a) => circle.intersects(a),
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CurrentVolume::Circle(c) => circle.intersects(c),
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};
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**intersects = hit;
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}
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}
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