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Contact

Struct Contact 

Source
pub struct Contact {
    pub point: Vec2,
    pub normal: Vec2,
    pub penetration: f32,
}
Expand description

Contact information from a collision.

When two shapes collide, this struct contains all information needed to resolve the collision:

  • point: The contact point in world space
  • normal: The collision normal (points from A to B)
  • penetration: How deep the shapes overlap (positive = overlapping)

§Example

use goud_engine::ecs::collision::{circle_circle_collision, Contact};
use goud_engine::core::math::Vec2;

let contact = circle_circle_collision(
    Vec2::new(0.0, 0.0), 1.0,
    Vec2::new(1.5, 0.0), 1.0
).unwrap();

assert!(contact.penetration > 0.0);
assert_eq!(contact.normal, Vec2::new(1.0, 0.0));

Fields§

§point: Vec2

Contact point in world space.

This is the point where the two shapes are touching. For penetrating collisions, this is typically the deepest penetration point.

§normal: Vec2

Collision normal (unit vector from shape A to shape B).

This vector points from the first shape to the second shape and is normalized to unit length. It indicates the direction to separate the shapes to resolve the collision.

§penetration: f32

Penetration depth (positive = overlapping, negative = separated).

This is the distance the shapes overlap. A positive value means the shapes are penetrating. To resolve the collision, move the shapes apart by this distance along the normal.

Implementations§

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impl Contact

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pub fn new(point: Vec2, normal: Vec2, penetration: f32) -> Contact

Creates a new contact.

§Arguments
  • point - Contact point in world space
  • normal - Collision normal (should be normalized)
  • penetration - Penetration depth
§Example
use goud_engine::ecs::collision::Contact;
use goud_engine::core::math::Vec2;

let contact = Contact::new(
    Vec2::new(1.0, 0.0),
    Vec2::new(1.0, 0.0),
    0.5
);
Source

pub fn is_colliding(&self) -> bool

Returns true if the contact represents a collision (positive penetration).

§Example
use goud_engine::ecs::collision::Contact;
use goud_engine::core::math::Vec2;

let colliding = Contact::new(Vec2::zero(), Vec2::unit_x(), 0.5);
let separated = Contact::new(Vec2::zero(), Vec2::unit_x(), -0.1);

assert!(colliding.is_colliding());
assert!(!separated.is_colliding());
Source

pub fn separation_distance(&self) -> f32

Returns the separation distance needed to resolve the collision.

This is the magnitude of the vector needed to separate the shapes.

§Example
use goud_engine::ecs::collision::Contact;
use goud_engine::core::math::Vec2;

let contact = Contact::new(Vec2::zero(), Vec2::unit_x(), 0.5);
assert_eq!(contact.separation_distance(), 0.5);
Source

pub fn separation_vector(&self) -> Vec2

Returns the separation vector needed to resolve the collision.

This is the vector (normal * penetration) that would separate the shapes.

§Example
use goud_engine::ecs::collision::Contact;
use goud_engine::core::math::Vec2;

let contact = Contact::new(
    Vec2::zero(),
    Vec2::new(1.0, 0.0),
    0.5
);
assert_eq!(contact.separation_vector(), Vec2::new(0.5, 0.0));
Source

pub fn reversed(&self) -> Contact

Returns a contact with reversed normal (swaps A and B).

This is useful when the collision detection function expects shapes in a specific order but you have them reversed.

§Example
use goud_engine::ecs::collision::Contact;
use goud_engine::core::math::Vec2;

let contact = Contact::new(
    Vec2::zero(),
    Vec2::new(1.0, 0.0),
    0.5
);
let reversed = contact.reversed();

assert_eq!(reversed.normal, Vec2::new(-1.0, 0.0));
assert_eq!(reversed.penetration, contact.penetration);

Trait Implementations§

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impl Clone for Contact

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fn clone(&self) -> Contact

Returns a duplicate of the value. Read more
1.0.0 · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for Contact

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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
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impl Default for Contact

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fn default() -> Contact

Returns a contact with no collision (zero penetration).

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impl PartialEq for Contact

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fn eq(&self, other: &Contact) -> bool

Tests for self and other values to be equal, and is used by ==.
1.0.0 · Source§

fn ne(&self, other: &Rhs) -> bool

Tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl Copy for Contact

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impl StructuralPartialEq for Contact

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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
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