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use crate::prelude::*;
use super::COLLISION_RESOLUTION;
#[derive(Clone)]
pub struct PhysicsBody {
pub position: Vec2,
pub rotation: f32,
pub velocity: Vec2,
pub collider: Option<Collider>,
pub last_collisions: Vec<(Collider, CollisionKind)>,
}
impl PhysicsBody {
pub fn new(position: Vec2, rotation: f32, collider: Option<Collider>) -> Self {
PhysicsBody {
position,
rotation,
velocity: Vec2::ZERO,
collider,
last_collisions: Vec::new(),
}
}
pub fn debug_draw(&mut self, game_state: &RefMut<GameState>) {
if game_state.in_debug_mode {
if let Some(collider) = self.get_offset_collider() {
match collider {
Collider::Rectangle { x, y, w, h } => {
draw_rectangle_lines(x, y, w, h, 2.0, color::RED)
}
Collider::Circle { x, y, r } => draw_circle_lines(x, y, r, 2.0, color::RED),
}
}
for (collider, kind) in self.last_collisions.clone() {
match collider {
Collider::Rectangle { x, y, w, h } => draw_rectangle(x, y, w, h, color::RED),
Collider::Circle { x, y, r } => draw_circle(x, y, r, color::RED),
}
let position = collider.get_center();
draw_text(
match kind {
CollisionKind::Actor => "A",
CollisionKind::Barrier => "B",
CollisionKind::Solid => "S",
CollisionKind::None => "?",
},
position,
HorizontalAlignment::Center,
VerticalAlignment::Center,
TextParams {
..Default::default()
},
);
}
let begin = if let Some(collider) = self.get_offset_collider() {
collider.get_center()
} else {
self.position
};
let end = begin + self.velocity * 10.0;
draw_line(begin.x, begin.y, end.x, end.y, 2.0, color::RED);
}
}
pub fn raycast(&self, dest: Vec2, ignore_barriers: bool, ignore_actors: bool) -> Option<Vec2> {
raycast(self.position, dest, ignore_barriers, ignore_actors)
}
pub fn get_offset_collider(&self) -> Option<Collider> {
self.collider
.map(|collider| collider.with_offset(self.position))
}
pub fn integrate(&mut self) {
if let Some(mut collider) = self.get_offset_collider() {
let movement = (self.velocity * 50.0) * get_frame_time();
if movement != Vec2::ZERO {
#[cfg(feature = "collision_between_actors")]
let nearby_actors = {
let viewport = storage::get::<Viewport>();
scene::find_nodes_by_type::<Actor>()
.into_iter()
.filter(|actor| actor.is_in_frustum(&viewport.get_frustum()))
.collect()
};
let increment = vec2(
if movement.x > 0.0 {
COLLISION_RESOLUTION
} else {
-COLLISION_RESOLUTION
},
if movement.y > 0.0 {
COLLISION_RESOLUTION
} else {
-COLLISION_RESOLUTION
},
);
let mut x_collisions = Vec::new();
let mut y_collisions = Vec::new();
let mut final_movement = Vec2::ZERO;
while final_movement.x != movement.x {
x_collisions.clear();
let modified_increment =
if final_movement.x.abs() < movement.x.abs() - increment.x.abs() {
vec2(increment.x, 0.0)
} else {
vec2(movement.x - final_movement.x, 0.0)
};
let modified_collider = collider.with_offset(modified_increment);
#[cfg(feature = "collision_between_actors")]
{
let mut actor_collisions =
check_actor_collisions(modified_collider, &nearby_actors);
x_collisions.append(&mut actor_collisions);
}
let mut map_collisions = check_map_collision(modified_collider);
x_collisions.append(&mut map_collisions);
if !x_collisions.is_empty() {
break;
}
final_movement += modified_increment;
collider = modified_collider;
}
while final_movement.y != movement.y {
y_collisions.clear();
let modified_increment =
if final_movement.y.abs() < movement.y.abs() - increment.y.abs() {
vec2(0.0, increment.y)
} else {
vec2(0.0, movement.y - final_movement.y)
};
let modified_collider = collider.with_offset(modified_increment);
#[cfg(feature = "collision_between_actors")]
{
let mut actor_collisions =
check_actor_collisions(modified_collider, &nearby_actors);
y_collisions.append(&mut actor_collisions);
}
let mut map_collisions = check_map_collision(modified_collider);
y_collisions.append(&mut map_collisions);
if !y_collisions.is_empty() {
break;
}
final_movement += modified_increment;
collider = modified_collider;
}
self.last_collisions = Vec::new();
self.last_collisions.append(&mut x_collisions);
self.last_collisions.append(&mut y_collisions);
self.position += final_movement;
}
}
}
}
fn check_map_collision(collider: Collider) -> Vec<(Collider, CollisionKind)> {
let map = storage::get::<Map>();
let tile_size = map.tile_size;
let collisions = map.get_collisions(collider);
collisions
.into_iter()
.map(|(position, kind)| {
let collider = Collider::rect(position.x, position.y, tile_size.x, tile_size.y);
(collider, kind)
})
.collect()
}
#[cfg(feature = "collision_between_actors")]
fn check_actor_collisions(
collider: Collider,
actors: &Vec<RefMut<Actor>>,
) -> Vec<(Collider, CollisionKind)> {
let mut collisions = Vec::new();
for actor in actors {
if let Some(other_collider) = actor.body.get_offset_collider() {
if collider.overlaps(other_collider) {
collisions.push((other_collider, CollisionKind::Actor));
}
}
}
collisions
}