use crate::math::{Vec2, AABox, RBox}; pub trait Collide { fn collides(&self, other: &Rhs) -> bool; } impl Collide for Vec2 { fn collides(&self, other: &Self) -> bool { self == other } } impl Collide for AABox { fn collides(&self, other: &Vec2) -> bool { self.pos < *other && other < &(self.pos + self.size) } } impl Collide 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 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 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> Collide for Vec { 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))); } }