'slight' collision fixes

This commit is contained in:
Theis Pieter Hollebeek 2024-04-10 20:34:38 +02:00
parent 1eab69d8ad
commit e68f247275

View File

@ -44,7 +44,6 @@ impl Rect {
}
pub fn point_collides(&self, pos: (f64, f64), point: (f64, f64)) -> bool {
println!("point: {point:?}");
pos.0 + self.width < point.0
&& pos.0 >= point.0
&& pos.1 + self.height < point.1
@ -74,22 +73,37 @@ struct Collider {
resolve: bool,
}
fn horizontal_line_intersect(p0: (f64, f64), vel: (f64, f64), line_y: f64) -> (f64, f64) {
fn horizontal_line_intersect(p0: (f64, f64), vel: (f64, f64), line_y: f64) -> Option<(f64, f64)> {
if vel.1 == 0.0 {
// exclusively going left or right, ergo there's no collision with a horizontal line
return None;
} else if vel.0 == 0.0 {
// no change in x, ergo the intersect must be at p0_x
return Some((p0.0, line_y));
}
// y = ax + b
let a = vel.1 / vel.0;
let b = p0.1 - p0.0 * a;
let x = (line_y - b) / a;
(x, line_y)
Some((x, line_y))
}
fn vertical_line_intersect(p0: (f64, f64), vel: (f64, f64), line_x: f64) -> (f64, f64) {
fn vertical_line_intersect(p0: (f64, f64), vel: (f64, f64), line_x: f64) -> Option<(f64, f64)> {
if vel.0 == 0.0 {
// exclusively going up or down, ergo there's no collision with a vertical line
return None;
} else if vel.1 == 0.0 {
// no change in y, ergo the intersect must be at p0_y
return Some((line_x, p0.1));
}
//
// y = ax + b
let a = vel.1 / vel.0;
let b = p0.1 - p0.0 * a;
let y = a * line_x + b;
(line_x, y)
Some((line_x, y))
}
#[derive(Debug)]
@ -110,12 +124,20 @@ fn closest_surface_for_point_and_rectangle_and_your_mom(
rect_pos: (f64, f64),
rect: &Rect,
) -> Option<(f64, Surface)> {
[
let closest_horizontal_intersect = [
(horizontal_line_intersect(p0, vel, rect_pos.1), Surface::Top),
(
horizontal_line_intersect(p0, vel, rect_pos.1 + rect.height),
Surface::Bottom,
),
]
.into_iter()
.filter_map(|(intersect, surface)| intersect.map(|intersect| (intersect, surface)))
.filter(|&((x, _), _)| x >= rect_pos.0 && x < rect_pos.0 + rect.width)
.map(|(point, surface)| (point_distance(p0, point), surface))
.min_by(|(dist_a, _), (dist_b, _)| dist_a.total_cmp(&dist_b));
let closest_vertical_intersect = [
(vertical_line_intersect(p0, vel, rect_pos.0), Surface::Left),
(
vertical_line_intersect(p0, vel, rect_pos.0 + rect.width),
@ -123,8 +145,21 @@ fn closest_surface_for_point_and_rectangle_and_your_mom(
),
]
.into_iter()
.filter_map(|(intersect, surface)| intersect.map(|intersect| (intersect, surface)))
.filter(|&((_, y), _)| y >= rect_pos.1 && y < rect_pos.1 + rect.height)
.map(|(point, surface)| (point_distance(p0, point), surface))
.min_by(|(dist_a, _), (dist_b, _)| dist_a.total_cmp(&dist_b))
.min_by(|(dist_a, _), (dist_b, _)| dist_a.total_cmp(&dist_b));
match (closest_horizontal_intersect, closest_vertical_intersect) {
(Some(left), Some(right)) => {
if right.0 < left.0 {
Some(right)
} else {
Some(left)
}
}
(None, v) | (v, None) => v,
}
}
struct CollisionSystem;
@ -163,14 +198,11 @@ impl System for CollisionSystem {
&other_rect,
)
})
.inspect(|v| println!("item: {v:?}"))
.filter_map(std::convert::identity)
.min_by(|(dist_a, _), (dist_b, _)| dist_a.total_cmp(&dist_b))
.map(|(_, surface)| surface)
.ok_or_else(|| "we already checked if collision happens")?;
println!("surface found: {closest_surface:?}");
let body = ctx.entity_component::<RigidBody>(id);
match closest_surface {
Surface::Top => {
@ -183,11 +215,11 @@ impl System for CollisionSystem {
}
Surface::Left => {
body.vel.0 = 0.0;
body.pos.0 = other_body.pos.0 + other_rect.width;
body.pos.0 = other_body.pos.0 - rect.width;
}
Surface::Right => {
body.vel.0 = 0.0;
body.pos.0 = other_body.pos.0 - rect.width;
body.pos.0 = other_body.pos.0 + other_rect.width;
}
}
}
@ -313,6 +345,7 @@ fn main() {
RigidBody {
pos: (400.0, 400.0),
gravity: true,
vel: (0.0, -600.0),
..Default::default()
},
Rect {
@ -326,12 +359,25 @@ fn main() {
spawn!(
&mut context,
RigidBody {
pos: (0.0, 720.0),
pos: (184.0, 540.0),
..Default::default()
},
Rect {
width: 1000.0,
height: 25.0
width: 960.0,
height: 128.0
},
Collider { resolve: false },
);
spawn!(
&mut context,
RigidBody {
pos: (872.0, 360.0),
..Default::default()
},
Rect {
width: 388.0,
height: 48.0
},
Collider { resolve: false },
);