use crate::elements::{view::ViewElement, Pixel, Vec2D};
#[derive(Clone)]
pub struct CollisionContainer<'a> {
pub elements: Vec<&'a dyn ViewElement>,
}
impl<'a> CollisionContainer<'a> {
#[must_use]
pub const fn new() -> CollisionContainer<'a> {
CollisionContainer { elements: vec![] }
}
pub fn push(&mut self, element: &'a impl ViewElement) {
self.elements.push(element);
}
#[deprecated = "This is now just a proxy for active_points, use `CollisionContainer::active_points` instead"]
#[must_use]
pub fn generate_collision_points(&self) -> Vec<Vec2D> {
self.active_points()
}
#[must_use]
pub fn contains(&self, pos: Vec2D) -> bool {
let collision_points = self.active_points();
collision_points.contains(&pos)
}
pub fn overlaps_element(&self, element: &impl ViewElement) -> bool {
self.will_overlap_element(element, Vec2D::ZERO)
}
pub fn will_overlap_element(&self, element: &impl ViewElement, offset: Vec2D) -> bool {
let collision_points = self.active_points();
for element_point in element.active_points() {
if collision_points.contains(&(element_point + offset)) {
return true;
}
}
false
}
}
impl<'a> From<Vec<&'a dyn ViewElement>> for CollisionContainer<'a> {
fn from(elements: Vec<&'a dyn ViewElement>) -> Self {
Self { elements }
}
}
impl<'a> ViewElement for CollisionContainer<'a> {
fn active_pixels(&self) -> Vec<Pixel> {
self.elements
.iter()
.flat_map(|e| e.active_pixels())
.collect()
}
fn active_points(&self) -> Vec<Vec2D> {
self.elements
.iter()
.flat_map(|e| e.active_points())
.collect()
}
}