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-rw-r--r--webhogg/game_server/src/collide.rs238
1 files changed, 238 insertions, 0 deletions
diff --git a/webhogg/game_server/src/collide.rs b/webhogg/game_server/src/collide.rs
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+++ b/webhogg/game_server/src/collide.rs
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+use crate::maths::{Vec2, AABox, RBox};
+
+pub trait Collide<Rhs> {
+ fn collides(&self, other: &Rhs) -> bool;
+}
+
+impl Collide<Vec2> for Vec2 {
+ fn collides(&self, other: &Self) -> bool {
+ self == other
+ }
+}
+
+impl Collide<Vec2> for AABox {
+ fn collides(&self, other: &Vec2) -> bool {
+ self.pos < *other && other < &(self.pos + self.size)
+ }
+}
+
+impl Collide<AABox> for AABox {
+ fn collides(&self, other: &Self) -> bool {
+ self.pos.x < other.pos.x + other.size.x && other.pos.x < self.pos.x + self.size.x
+ && self.pos.y < other.pos.y + other.size.y && other.pos.y < self.pos.y + self.size.y
+ }
+}
+
+impl Collide<Vec2> for RBox {
+ fn collides(&self, other: &Vec2) -> bool {
+ let v1_diff = *other + self.v1 * (-self.v1.scalar(&(*other - self.pos)) / self.v1.distance2());
+ let v2_diff = *other + self.v2 * (-self.v2.scalar(&(*other - self.pos)) / self.v2.distance2());
+
+ let v1_dist = ((v1_diff - self.pos) / self.v2).x;
+ let v2_dist = ((v2_diff - self.pos) / self.v1).x;
+ 0.0 <= v1_dist && v2_dist <= 1.0
+ && 0.0 <= v2_dist && v2_dist <= 1.0
+ //v1_diff < self.pos + self.v2 && self.pos < v1_diff
+ //&& v2_diff < self.pos + self.v1 && self.pos < v2_diff
+ }
+}
+
+impl Collide<AABox> for RBox {
+ fn collides(&self, other: &AABox) -> bool {
+ let other_size = other.pos + other.size;
+
+ // project points onto a orthogonal line
+ let v1_diff = other.pos + self.v1 * (-self.v1.scalar(&(other.pos - self.pos)) / self.v1.distance2());
+ let v2_diff = other.pos + self.v2 * (-self.v2.scalar(&other.pos) / self.v2.distance2());
+ let v1_diff_size = other_size + self.v1 * (-self.v1.scalar(&(other_size - self.pos)) / self.v1.distance2());
+ let v2_diff_size = other_size + self.v2 * (-self.v2.scalar(&(other_size - self.pos)) / self.v2.distance2());
+
+ // calculate the distance
+ let v1_dist = ((v1_diff - self.pos) / self.v2);
+ let v2_dist = ((v2_diff - self.pos) / self.v1);
+ let v1_dist_size = ((v1_diff_size - self.pos) / self.v2);
+ let v2_dist_size = ((v2_diff_size - self.pos) / self.v1);
+
+ let v1_dist = if v1_dist.x.is_finite() {v1_dist.x} else {v1_dist.y};
+ let v2_dist = if v2_dist.x.is_finite() {v2_dist.x} else {v2_dist.y};
+ let v1_dist_size = if v1_dist_size.x.is_finite() {v1_dist_size.x} else {v1_dist_size.y};
+ let v2_dist_size = if v2_dist_size.x.is_finite() {v2_dist_size.x} else {v2_dist_size.y};
+
+ let minx = f32::min(self.pos.x, f32::min((self.pos + self.v1).x, (self.pos + self.v2).x));
+ let maxx = f32::max(self.pos.x, f32::max((self.pos + self.v1).x, (self.pos + self.v2).x));
+ let miny = f32::min(self.pos.y, f32::min((self.pos + self.v1).y, (self.pos + self.v2).y));
+ let maxy = f32::max(self.pos.y, f32::max((self.pos + self.v1).y, (self.pos + self.v2).y));
+
+ 0.0 <= v1_dist_size && v1_dist <= 1.0
+ && 0.0 <= v2_dist_size && v2_dist <= 1.0
+ && other.pos.x <= maxx && minx <= other.pos.x + other.size.x
+ && other.pos.y <= maxy && miny <= other.pos.y + other.size.y
+ }
+}
+
+impl<S, T: Collide<S>> Collide<S> for Vec<T> {
+ fn collides(&self, other: &S) -> bool {
+ self.iter().any(|x| x.collides(other))
+ }
+}
+
+#[cfg(test)]
+ mod tests {
+ use super::*;
+
+ #[test]
+ fn test_collide_dot_dot() {
+ let a = Vec2{x: 1.0, y: 7.5};
+ assert!(a.collides(&a));
+ }
+
+ #[test]
+ fn test_not_collide_dot_dot() {
+ let a = Vec2{x: 1.0, y: 7.5};
+ let b = Vec2{x: 5.0, y: 7.5};
+ assert!(!a.collides(&b));
+ }
+
+ #[test]
+ fn test_collide_aabox_dot() {
+ let a = Vec2{x: 1.0, y: 2.5};
+ let b = Vec2{x: 3.0, y: 7.5};
+ let c = Vec2{x: 1.5, y: 5.0};
+ let aa_box = AABox{pos: a, size: b};
+
+ assert!(aa_box.collides(&c));
+ }
+
+ #[test]
+ fn test_not_collide_aabox_dot() {
+ let a = Vec2{x: 1.0, y: 7.5};
+ let b = Vec2{x: 3.0, y: 2.5};
+ let c = Vec2{x: 0.5, y: 5.0};
+ let aa_box = AABox{pos: a, size: b};
+
+ assert!(!(aa_box.collides(&c)));
+ }
+
+ #[test]
+ fn test_collide_aabox_aabox_intersecting() {
+ let a = Vec2{x: 1.0, y: 2.5};
+ let b = Vec2{x: 3.0, y: 2.5};
+ let aa_box = AABox{pos: a, size: b};
+ let a = Vec2{x: 2.0, y: 3.5};
+ let b = Vec2{x: 3.0, y: 7.5};
+ let bb_box = AABox{pos: a, size: b};
+
+ assert!(aa_box.collides(&bb_box));
+ }
+
+ #[test]
+ fn test_collide_aabox_aabox_crossed() {
+ let a = Vec2{x: 2.0, y: 0.5};
+ let b = Vec2{x: 1.0, y: 7.5};
+ let aa_box = AABox{pos: a, size: b};
+ let a = Vec2{x: 1.0, y: 3.5};
+ let b = Vec2{x: 5.0, y: 4.5};
+ let bb_box = AABox{pos: a, size: b};
+
+ assert!(aa_box.collides(&bb_box));
+ }
+
+ #[test]
+ fn test_not_collide_aabox_aabox() {
+ let a = Vec2{x: 1.0, y: 1.0};
+ let b = Vec2{x: 1.0, y: 1.0};
+ let aa_box = AABox{pos: a, size: b};
+ let a = Vec2{x: 3.0, y: 3.5};
+ let b = Vec2{x: 3.0, y: 7.5};
+ let bb_box = AABox{pos: a, size: b};
+
+ assert!(!(aa_box.collides(&bb_box)));
+ }
+
+ #[test]
+ fn test_collide_Rbox_dot() {
+ let a = Vec2{x: 1.0, y: 1.0};
+ let b = Vec2{x: 1.0, y: 1.0};
+ let c = Vec2{x: 1.0, y: -1.0};
+ let aa_box = RBox{pos: a, v1: b, v2: c};
+
+ let c = Vec2{x: 1.6, y: 0.6};
+
+ assert!(aa_box.collides(&c));
+ }
+
+ #[test]
+ fn test_not_collide_rbox_dot() {
+ let a = Vec2{x: 1.0, y: 1.0};
+ let b = Vec2{x: 1.0, y: 1.0};
+ let c = Vec2{x: 1.0, y: -1.0};
+ let aa_box = RBox{pos: a, v1: b, v2: c};
+
+ let c = Vec2{x: 1.4, y: 0.4};
+
+ assert!(!(aa_box.collides(&c)));
+ }
+
+ #[test]
+ fn test_collide_rbox_aabox_intersecting() {
+ let a = Vec2{x: 1.0, y: 2.5};
+ let b = Vec2{x: 0.0, y: 2.5};
+ let c = Vec2{x: 3.0, y: 0.5};
+ let aa_box = RBox{pos: a, v1: b, v2: c};
+ let a = Vec2{x: 2.0, y: 3.5};
+ let b = Vec2{x: 3.0, y: 7.5};
+ let bb_box = AABox{pos: a, size: b};
+
+ assert!(aa_box.collides(&bb_box));
+ }
+
+ #[test]
+ fn test_collide_rbox_aabox_edges_touch() {
+ let a = Vec2{x: 4.0, y: 5.5};
+ let b = Vec2{x: 1.0, y: 7.5};
+ let aa_box = RBox::new(a, b, 3.9);
+ let a = Vec2{x: 0.0, y: 0.5};
+ let b = Vec2{x: 4.0, y: 5.0};
+ let bb_box = AABox{pos: a, size: b};
+
+ assert!(aa_box.collides(&bb_box));
+ }
+
+ #[test]
+ fn test_collide_rbox_aabox_crossed() {
+ let a = Vec2{x: 2.0, y: 0.5};
+ let b = Vec2{x: 1.0, y: 7.5};
+ let aa_box = RBox::new(a, b, 3.9);
+ let a = Vec2{x: 0.0, y: 4.5};
+ let b = Vec2{x: 15.0, y: 1.5};
+ let bb_box = AABox{pos: a, size: b};
+
+ assert!(aa_box.collides(&bb_box));
+ }
+
+ #[test]
+ fn test_not_collide_rbox_aabox_next_to() {
+ let a = Vec2{x: 2.0, y: 0.5};
+ let b = Vec2{x: 1.0, y: 7.5};
+ let aa_box = RBox::new(a, b, 3.9);
+ let a = Vec2{x: 5.0, y: 40.5};
+ let b = Vec2{x: 15.0, y: 1.5};
+ let bb_box = AABox{pos: a, size: b};
+
+ assert!(!aa_box.collides(&bb_box));
+ }
+
+ #[test]
+ fn test_not_collide_rbox_aabox() {
+ let a = Vec2{x: 1.0, y: 1.0};
+ let b = Vec2{x: 0.0, y: 1.0};
+ let c = Vec2{x: 1.0, y: 0.0};
+ let aa_box = RBox{pos: a, v1: b, v2: c};
+ let a = Vec2{x: 3.0, y: 3.5};
+ let b = Vec2{x: 3.0, y: 7.5};
+ let bb_box = AABox{pos: a, size: b};
+
+ assert!(!(aa_box.collides(&bb_box)));
+ }
+
+}