c4df23f65d
* Update to wgpu 0.9 * Fix validation error in WGSL shader - This moves the hardcoded vertex positions and texture coordinates to the vertex buffer. - Replaces the two-triangle quad to 1 full-screen triangle (fixes #180) - Rewrites the custom shader example to fix a bug with large surface textures; - The input texture size was used for the output texture, causing the purple rectangle to appear very jumpy on large displays in full screen. - The `ScalingRenderer` now exposes its clipping rectangle. The custom shader example uses this for its own clipping rectangle, but it can also be used for interacting with the border in general. * Switch to `wgpu::include_wgsl!()` - This is a nice little simplification. - Thanks to @JMS55 for the suggestion!
191 lines
6.5 KiB
Rust
191 lines
6.5 KiB
Rust
//! Collision detection primitives.
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use crate::geo::{Point, Rect};
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use crate::{Bullet, Invaders, Laser, Player, Shield, COLS, GRID, ROWS};
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use std::collections::HashSet;
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/// Store information about collisions (for debug mode).
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#[derive(Debug, Default)]
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pub(crate) struct Collision {
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pub(crate) bullet_details: HashSet<BulletDetail>,
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pub(crate) laser_details: HashSet<LaserDetail>,
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}
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/// Information regarding collisions between bullets and invaders, lasers, or shields.
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#[derive(Debug, Eq, Hash, PartialEq)]
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pub(crate) enum BulletDetail {
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/// A grid position (col, row) for an invader.
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Invader(usize, usize),
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/// A shield index.
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Shield(usize),
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/// Collided with a laser.
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Laser,
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}
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/// Information regarding collisions between lasers and shields or the player.
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#[derive(Debug, Eq, Hash, PartialEq)]
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pub(crate) enum LaserDetail {
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/// A shield index.
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Shield(usize),
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/// Collided with the player.
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Player,
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}
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impl Collision {
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/// Clear the collision details.
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pub(crate) fn clear(&mut self) {
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self.bullet_details.clear();
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self.laser_details.clear();
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}
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/// Handle collisions between bullets and invaders.
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pub(crate) fn bullet_to_invader(
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&mut self,
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bullet: &mut Option<Bullet>,
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invaders: &mut Invaders,
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) -> bool {
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// Broad phase collision detection
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let (top, right, bottom, left) = invaders.get_bounds();
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let invaders_rect = Rect::new(&Point::new(left, top), &Point::new(right, bottom));
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let bullet_rect = {
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let bullet = bullet.as_ref().unwrap();
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Rect::from_drawable(&bullet.pos, &bullet.sprite)
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};
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if bullet_rect.intersects(&invaders_rect) {
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// Narrow phase collision detection
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let corners = [
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(bullet_rect.p1.x, bullet_rect.p1.y),
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(bullet_rect.p1.x, bullet_rect.p2.y),
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(bullet_rect.p2.x, bullet_rect.p1.y),
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(bullet_rect.p2.x, bullet_rect.p2.y),
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];
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for (x, y) in corners.iter() {
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let col = (x - left) / GRID.x + invaders.bounds.left_col;
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let row = (y - top) / GRID.y + invaders.bounds.top_row;
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if col < COLS && row < ROWS && invaders.grid[row][col].is_some() {
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let detail = BulletDetail::Invader(col, row);
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self.bullet_details.insert(detail);
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}
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}
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// If any collision candidate is a hit, kill the bullet and invader
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for detail in self.bullet_details.iter() {
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if let BulletDetail::Invader(x, y) = *detail {
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let invader = invaders.grid[y][x].as_ref().unwrap();
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let invader_rect = Rect::from_drawable(&invader.pos, &invader.sprite);
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if bullet_rect.intersects(&invader_rect) {
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// TODO: Explosion! Score!
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invaders.grid[y][x] = None;
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// Destroy bullet
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*bullet = None;
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return true;
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}
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}
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}
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}
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false
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}
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/// Handle collisions between bullets and shields.
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pub(crate) fn bullet_to_shield(&mut self, bullet: &mut Option<Bullet>, shields: &mut [Shield]) {
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if bullet.is_some() {
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let shield_rects = create_shield_rects(shields);
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let bullet_rect = {
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let bullet = bullet.as_ref().unwrap();
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Rect::from_drawable(&bullet.pos, &bullet.sprite)
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};
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for (i, shield_rect) in shield_rects.iter().enumerate() {
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// broad phase collision detection
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if bullet_rect.intersects(shield_rect) {
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// TODO: Narrow phase (per-pixel) collision detection
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// TODO: Break shield
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// TODO: Explosion!
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let detail = BulletDetail::Shield(i);
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self.bullet_details.insert(detail);
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// Destroy bullet
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*bullet = None;
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}
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}
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}
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}
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/// Handle collisions between lasers and the player.
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pub(crate) fn laser_to_player(&mut self, laser: &Laser, player: &Player) -> bool {
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let laser_rect = Rect::from_drawable(&laser.pos, &laser.sprite);
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let player_rect = Rect::from_drawable(&player.pos, &player.sprite);
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if laser_rect.intersects(&player_rect) {
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self.laser_details.insert(LaserDetail::Player);
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true
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} else {
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false
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}
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}
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/// Handle collisions between lasers and bullets.
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pub(crate) fn laser_to_bullet(&mut self, laser: &Laser, bullet: &mut Option<Bullet>) -> bool {
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let mut destroy = false;
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if bullet.is_some() {
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let laser_rect = Rect::from_drawable(&laser.pos, &laser.sprite);
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if let Some(bullet) = &bullet {
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let bullet_rect = Rect::from_drawable(&bullet.pos, &bullet.sprite);
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if bullet_rect.intersects(&laser_rect) {
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// TODO: Explosion!
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let detail = BulletDetail::Laser;
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self.bullet_details.insert(detail);
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// Destroy laser and bullet
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destroy = true;
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}
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}
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if destroy {
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*bullet = None;
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}
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}
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destroy
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}
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/// Handle collisions between lasers and shields.
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pub(crate) fn laser_to_shield(&mut self, laser: &Laser, shields: &mut [Shield]) -> bool {
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let laser_rect = Rect::from_drawable(&laser.pos, &laser.sprite);
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let shield_rects = create_shield_rects(shields);
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let mut destroy = false;
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for (i, shield_rect) in shield_rects.iter().enumerate() {
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// broad phase collision detection
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if laser_rect.intersects(shield_rect) {
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// TODO: Narrow phase (per-pixel) collision detection
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// TODO: Break shield
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// TODO: Explosion!
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let detail = LaserDetail::Shield(i);
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self.laser_details.insert(detail);
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// Destroy laser
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destroy = true;
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}
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}
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destroy
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}
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}
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fn create_shield_rects(shields: &[Shield]) -> [Rect; 4] {
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[
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Rect::from_drawable(&shields[0].pos, &shields[0].sprite),
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Rect::from_drawable(&shields[1].pos, &shields[1].sprite),
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Rect::from_drawable(&shields[2].pos, &shields[2].sprite),
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Rect::from_drawable(&shields[3].pos, &shields[3].sprite),
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]
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}
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