192 lines
		
	
	
		
			6.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			192 lines
		
	
	
		
			6.1 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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| #[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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| // 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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| /// * `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_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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| 
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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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| 
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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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|         // 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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|         } 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_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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|         } 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 test {
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|     use super::*;
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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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