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use super::math::{Vec2, toroidal::{Bounds}}; #[derive(Clone)] pub enum Shape { Circle(f32), } impl Shape { pub fn half_dimension(&self) -> Vec2 { match *self { Shape::Circle(radius) => Vec2::xy(radius, radius) } } } pub struct Contact { normal: Vec2, overlap: f32, } impl Contact { pub fn normal(&self) -> Vec2 { self.normal } pub fn overlap(&self) -> f32 { self.overlap } } pub struct CollisionResolver<'a> { bounds: &'a Bounds, } impl<'a> CollisionResolver<'a> { pub fn new(bounds: &'a Bounds) -> CollisionResolver { CollisionResolver { bounds } } pub fn check_collision(&self, p1: Vec2, s1: &Shape, p2: Vec2, s2: &Shape) -> Option<Contact> { match *s1 { Shape::Circle(r1) => match *s2 { Shape::Circle(r2) => { self.check_circle_circle(p1, r1, p2, r2) }, }, } } fn check_circle_circle(&self, p1: Vec2, r1: f32, p2: Vec2, r2: f32) -> Option<Contact> { let distance = self.bounds.get_toroidal_distance(p1 - p2); let collision_length = r1 + r2; if distance.square_length() < collision_length * collision_length { let length = distance.square_length().sqrt(); Some(Contact { normal: if length > std::f32::EPSILON { distance / length } else { Vec2::zero() }, overlap: collision_length - length, }) } else { None } } }