pixels/examples/invaders/simple-invaders/src/collision.rs
Jay Oster c4df23f65d
Update to wgpu 0.9 (#179)
* 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!
2021-06-27 11:09:29 -07:00

191 lines
6.5 KiB
Rust

//! Collision detection primitives.
use crate::geo::{Point, Rect};
use crate::{Bullet, Invaders, Laser, Player, Shield, COLS, GRID, ROWS};
use std::collections::HashSet;
/// Store information about collisions (for debug mode).
#[derive(Debug, Default)]
pub(crate) struct Collision {
pub(crate) bullet_details: HashSet<BulletDetail>,
pub(crate) laser_details: HashSet<LaserDetail>,
}
/// Information regarding collisions between bullets and invaders, lasers, or shields.
#[derive(Debug, Eq, Hash, PartialEq)]
pub(crate) enum BulletDetail {
/// A grid position (col, row) for an invader.
Invader(usize, usize),
/// A shield index.
Shield(usize),
/// Collided with a laser.
Laser,
}
/// Information regarding collisions between lasers and shields or the player.
#[derive(Debug, Eq, Hash, PartialEq)]
pub(crate) enum LaserDetail {
/// A shield index.
Shield(usize),
/// Collided with the player.
Player,
}
impl Collision {
/// Clear the collision details.
pub(crate) fn clear(&mut self) {
self.bullet_details.clear();
self.laser_details.clear();
}
/// Handle collisions between bullets and invaders.
pub(crate) fn bullet_to_invader(
&mut self,
bullet: &mut Option<Bullet>,
invaders: &mut Invaders,
) -> bool {
// Broad phase collision detection
let (top, right, bottom, left) = invaders.get_bounds();
let invaders_rect = Rect::new(&Point::new(left, top), &Point::new(right, bottom));
let bullet_rect = {
let bullet = bullet.as_ref().unwrap();
Rect::from_drawable(&bullet.pos, &bullet.sprite)
};
if bullet_rect.intersects(&invaders_rect) {
// Narrow phase collision detection
let corners = [
(bullet_rect.p1.x, bullet_rect.p1.y),
(bullet_rect.p1.x, bullet_rect.p2.y),
(bullet_rect.p2.x, bullet_rect.p1.y),
(bullet_rect.p2.x, bullet_rect.p2.y),
];
for (x, y) in corners.iter() {
let col = (x - left) / GRID.x + invaders.bounds.left_col;
let row = (y - top) / GRID.y + invaders.bounds.top_row;
if col < COLS && row < ROWS && invaders.grid[row][col].is_some() {
let detail = BulletDetail::Invader(col, row);
self.bullet_details.insert(detail);
}
}
// If any collision candidate is a hit, kill the bullet and invader
for detail in self.bullet_details.iter() {
if let BulletDetail::Invader(x, y) = *detail {
let invader = invaders.grid[y][x].as_ref().unwrap();
let invader_rect = Rect::from_drawable(&invader.pos, &invader.sprite);
if bullet_rect.intersects(&invader_rect) {
// TODO: Explosion! Score!
invaders.grid[y][x] = None;
// Destroy bullet
*bullet = None;
return true;
}
}
}
}
false
}
/// Handle collisions between bullets and shields.
pub(crate) fn bullet_to_shield(&mut self, bullet: &mut Option<Bullet>, shields: &mut [Shield]) {
if bullet.is_some() {
let shield_rects = create_shield_rects(shields);
let bullet_rect = {
let bullet = bullet.as_ref().unwrap();
Rect::from_drawable(&bullet.pos, &bullet.sprite)
};
for (i, shield_rect) in shield_rects.iter().enumerate() {
// broad phase collision detection
if bullet_rect.intersects(shield_rect) {
// TODO: Narrow phase (per-pixel) collision detection
// TODO: Break shield
// TODO: Explosion!
let detail = BulletDetail::Shield(i);
self.bullet_details.insert(detail);
// Destroy bullet
*bullet = None;
}
}
}
}
/// Handle collisions between lasers and the player.
pub(crate) fn laser_to_player(&mut self, laser: &Laser, player: &Player) -> bool {
let laser_rect = Rect::from_drawable(&laser.pos, &laser.sprite);
let player_rect = Rect::from_drawable(&player.pos, &player.sprite);
if laser_rect.intersects(&player_rect) {
self.laser_details.insert(LaserDetail::Player);
true
} else {
false
}
}
/// Handle collisions between lasers and bullets.
pub(crate) fn laser_to_bullet(&mut self, laser: &Laser, bullet: &mut Option<Bullet>) -> bool {
let mut destroy = false;
if bullet.is_some() {
let laser_rect = Rect::from_drawable(&laser.pos, &laser.sprite);
if let Some(bullet) = &bullet {
let bullet_rect = Rect::from_drawable(&bullet.pos, &bullet.sprite);
if bullet_rect.intersects(&laser_rect) {
// TODO: Explosion!
let detail = BulletDetail::Laser;
self.bullet_details.insert(detail);
// Destroy laser and bullet
destroy = true;
}
}
if destroy {
*bullet = None;
}
}
destroy
}
/// Handle collisions between lasers and shields.
pub(crate) fn laser_to_shield(&mut self, laser: &Laser, shields: &mut [Shield]) -> bool {
let laser_rect = Rect::from_drawable(&laser.pos, &laser.sprite);
let shield_rects = create_shield_rects(shields);
let mut destroy = false;
for (i, shield_rect) in shield_rects.iter().enumerate() {
// broad phase collision detection
if laser_rect.intersects(shield_rect) {
// TODO: Narrow phase (per-pixel) collision detection
// TODO: Break shield
// TODO: Explosion!
let detail = LaserDetail::Shield(i);
self.laser_details.insert(detail);
// Destroy laser
destroy = true;
}
}
destroy
}
}
fn create_shield_rects(shields: &[Shield]) -> [Rect; 4] {
[
Rect::from_drawable(&shields[0].pos, &shields[0].sprite),
Rect::from_drawable(&shields[1].pos, &shields[1].sprite),
Rect::from_drawable(&shields[2].pos, &shields[2].sprite),
Rect::from_drawable(&shields[3].pos, &shields[3].sprite),
]
}