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//! Collision Filtering (Layer/Mask System)
//!
//! Bitmask-based collision filtering for controlling which bodies can interact.
//!
//! # Usage
//!
//! ```
//! use alice_physics::filter::CollisionFilter;
//!
//! // Layer 0 = player, Layer 1 = enemy, Layer 2 = projectile
//! let player = CollisionFilter::new(1 << 0, (1 << 1) | (1 << 2)); // collides with enemy + projectile
//! let enemy = CollisionFilter::new(1 << 1, (1 << 0) | (1 << 2)); // collides with player + projectile
//! let ghost = CollisionFilter::new(1 << 3, 0); // collides with nothing
//! ```
/// Collision filter using layer/mask bitmasks.
///
/// Two bodies can collide iff:
/// `(a.layer & b.mask) != 0 && (b.layer & a.mask) != 0`
///
/// This provides fine-grained bidirectional control.
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
pub struct CollisionFilter {
/// Which layer(s) this body belongs to (bitmask)
pub layer: u32,
/// Which layers this body can collide with (bitmask)
pub mask: u32,
/// Collision group ID (bodies in the same non-zero group never collide)
pub group: u32,
}
impl CollisionFilter {
/// Default filter: layer 1, collides with everything
pub const DEFAULT: Self = Self {
layer: 1,
mask: u32::MAX,
group: 0,
};
/// Filter that collides with nothing
pub const NONE: Self = Self {
layer: 0,
mask: 0,
group: 0,
};
/// Filter that collides with everything
pub const ALL: Self = Self {
layer: u32::MAX,
mask: u32::MAX,
group: 0,
};
/// Create a new collision filter
#[inline]
#[must_use]
pub const fn new(layer: u32, mask: u32) -> Self {
Self {
layer,
mask,
group: 0,
}
}
/// Create filter with a collision group
#[inline]
#[must_use]
pub const fn with_group(mut self, group: u32) -> Self {
self.group = group;
self
}
/// Check if two filters allow collision
#[inline]
#[must_use]
pub const fn can_collide(a: &Self, b: &Self) -> bool {
// Same non-zero group => never collide
if a.group != 0 && a.group == b.group {
return false;
}
// Bidirectional layer/mask check
(a.layer & b.mask) != 0 && (b.layer & a.mask) != 0
}
}
impl Default for CollisionFilter {
#[inline]
fn default() -> Self {
Self::DEFAULT
}
}
/// Predefined collision layers for common game setups.
///
/// Each constant is a single-bit `u32` bitmask. Combine them with bitwise OR
/// to build [`CollisionFilter`] layer and mask fields:
///
/// ```
/// use alice_physics::filter::{CollisionFilter, layers};
///
/// let player_filter = CollisionFilter::new(
/// layers::PLAYER,
/// layers::ENEMY | layers::PROJECTILE | layers::STATIC,
/// );
/// ```
pub mod layers {
/// Default collision layer
pub const DEFAULT: u32 = 1 << 0;
/// Static geometry layer
pub const STATIC: u32 = 1 << 1;
/// Kinematic body layer
pub const KINEMATIC: u32 = 1 << 2;
/// Player layer
pub const PLAYER: u32 = 1 << 3;
/// Enemy layer
pub const ENEMY: u32 = 1 << 4;
/// Projectile layer
pub const PROJECTILE: u32 = 1 << 5;
/// Trigger volume layer
pub const TRIGGER: u32 = 1 << 6;
/// Debris layer
pub const DEBRIS: u32 = 1 << 7;
/// Sensor layer
pub const SENSOR: u32 = 1 << 8;
/// Vehicle layer
pub const VEHICLE: u32 = 1 << 9;
/// All layers combined
pub const ALL: u32 = u32::MAX;
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn test_default_filter() {
let a = CollisionFilter::DEFAULT;
let b = CollisionFilter::DEFAULT;
assert!(CollisionFilter::can_collide(&a, &b));
}
#[test]
fn test_none_filter() {
let a = CollisionFilter::NONE;
let b = CollisionFilter::DEFAULT;
assert!(!CollisionFilter::can_collide(&a, &b));
}
#[test]
fn test_layer_mask() {
let player = CollisionFilter::new(
layers::PLAYER,
layers::ENEMY | layers::PROJECTILE | layers::STATIC,
);
let enemy = CollisionFilter::new(
layers::ENEMY,
layers::PLAYER | layers::PROJECTILE | layers::STATIC,
);
let wall = CollisionFilter::new(layers::STATIC, layers::ALL);
assert!(CollisionFilter::can_collide(&player, &enemy));
assert!(CollisionFilter::can_collide(&player, &wall));
assert!(CollisionFilter::can_collide(&enemy, &wall));
}
#[test]
fn test_one_way_mask() {
// A can see B, but B cannot see A
let a = CollisionFilter::new(1 << 0, 1 << 1);
let b = CollisionFilter::new(1 << 1, 0); // mask=0: B doesn't want to collide with anything
assert!(!CollisionFilter::can_collide(&a, &b));
}
#[test]
fn test_collision_group() {
let a = CollisionFilter::new(layers::ALL, layers::ALL).with_group(1);
let b = CollisionFilter::new(layers::ALL, layers::ALL).with_group(1);
let c = CollisionFilter::new(layers::ALL, layers::ALL).with_group(2);
// Same group => no collision
assert!(!CollisionFilter::can_collide(&a, &b));
// Different group => collision allowed
assert!(CollisionFilter::can_collide(&a, &c));
}
#[test]
fn test_group_zero_always_checks_mask() {
let a = CollisionFilter::new(layers::ALL, layers::ALL).with_group(0);
let b = CollisionFilter::new(layers::ALL, layers::ALL).with_group(0);
assert!(CollisionFilter::can_collide(&a, &b));
}
}