 55c9958dd0
			
		
	
	
		55c9958dd0
		
			
		
	
	
	
	
		
			
			# 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>
		
			
				
	
	
		
			298 lines
		
	
	
		
			8.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			298 lines
		
	
	
		
			8.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Utilities for detecting if and on which side two axis-aligned bounding boxes (AABB) collide.
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| 
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| use bevy_math::{Vec2, Vec3};
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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|     ///     |    |
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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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| 
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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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|     /// --------------
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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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| 
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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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|     ///  |   | |          |
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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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| 
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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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|     /// -----------|--   |
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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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| 
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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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|     /// |   |    |   |
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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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| 
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|         check(a, b, Some(Collision::Inside));
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|     }
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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