pub fn collide(a_pos: Vec3, a_size: Vec2, b_pos: Vec3, b_size: Vec2) -> Option<Collision> {
    let a_min = a_pos.truncate() - a_size / 2.0;
    let a_max = a_pos.truncate() + a_size / 2.0;

    let b_min = b_pos.truncate() - b_size / 2.0;
    let b_max = b_pos.truncate() + b_size / 2.0;

    // check to see if the two rectangles are intersecting
    if a_min.x < b_max.x && a_max.x > b_min.x && a_min.y < b_max.y && a_max.y > b_min.y {
        // check to see if we hit on the left or right side
        let (x_collision, x_depth) = if a_min.x < b_min.x && a_max.x > b_min.x && a_max.x < b_max.x
        {
            (Some(Collision::Left), b_min.x - a_max.x)
        } else if a_min.x > b_min.x && a_min.x < b_max.x && a_max.x > b_max.x {
            (Some(Collision::Right), a_min.x - b_max.x)
        } else {
            (None, 0.0)
        };

        // check to see if we hit on the top or bottom side
        let (y_collision, y_depth) = if a_min.y < b_min.y && a_max.y > b_min.y && a_max.y < b_max.y
        {
            (Some(Collision::Bottom), b_min.y - a_max.y)
        } else if a_min.y > b_min.y && a_min.y < b_max.y && a_max.y > b_max.y {
            (Some(Collision::Top), a_min.y - b_max.y)
        } else {
            (None, 0.0)
        };

        // if we had an "x" and a "y" collision, pick the "primary" side using penetration depth
        match (x_collision, y_collision) {
            (Some(x_collision), Some(y_collision)) => {
                if y_depth.abs() < x_depth.abs() {
                    Some(y_collision)
                } else {
                    Some(x_collision)
                }
            }
            (Some(x_collision), None) => Some(x_collision),
            (None, Some(y_collision)) => Some(y_collision),
            (None, None) => None,
        }
    } else {
        None
    }
}
// TODO: ideally we can remove this once bevy gets a physics system
/// Axis-aligned bounding box collision with "side" detection
ideally we can remove this once bevy gets a physics system
Axis-aligned bounding box collision with "side" detection
ideally we can remove this once bevy gets a physics system Axis - aligned bounding box collision with " side " detection
pub fn collide(a_pos: Vec3, a_size: Vec2, b_pos: Vec3, b_size: Vec2) -> Option<Collision> {
    let a_min = a_pos.truncate() - a_size / 2.0;
    let a_max = a_pos.truncate() + a_size / 2.0;
    let b_min = b_pos.truncate() - b_size / 2.0;
    let b_max = b_pos.truncate() + b_size / 2.0;
    // check to see if the two rectangles are intersecting
    if a_min.x < b_max.x && a_max.x > b_min.x && a_min.y < b_max.y && a_max.y > b_min.y {
        // check to see if we hit on the left or right side
        let (x_collision, x_depth) = if a_min.x < b_min.x && a_max.x > b_min.x && a_max.x < b_max.x
        {
            (Some(Collision::Left), b_min.x - a_max.x)
        } else if a_min.x > b_min.x && a_min.x < b_max.x && a_max.x > b_max.x {
            (Some(Collision::Right), a_min.x - b_max.x)
        } else {
            (None, 0.0)
        };
        // check to see if we hit on the top or bottom side
        let (y_collision, y_depth) = if a_min.y < b_min.y && a_max.y > b_min.y && a_max.y < b_max.y
        {
            (Some(Collision::Bottom), b_min.y - a_max.y)
        } else if a_min.y > b_min.y && a_min.y < b_max.y && a_max.y > b_max.y {
            (Some(Collision::Top), a_min.y - b_max.y)
        } else {
            (None, 0.0)
        };
        // if we had an "x" and a "y" collision, pick the "primary" side using penetration depth
        match (x_collision, y_collision) {
            (Some(x_collision), Some(y_collision)) => {
                if y_depth.abs() < x_depth.abs() {
                    Some(y_collision)
                } else {
                    Some(x_collision)
                }
            }
            (Some(x_collision), None) => Some(x_collision),
            (None, Some(y_collision)) => Some(y_collision),
            (None, None) => None,
        }
    } else {
        None
    }
}
pub fn collide ( a_pos : Vec3 , a_size : Vec2 , b_pos : Vec3 , b_size : Vec2 ) -> Option < Collision > { let a_min = a_pos . truncate ( ) - a_size / 2.0 ; let a_max = a_pos . truncate ( ) + a_size / 2.0 ; let b_min = b_pos . truncate ( ) - b_size / 2.0 ; let b_max = b_pos . truncate ( ) + b_size / 2.0 ; // check to see if the two rectangles are intersecting if a_min . x < b_max . x && a_max . x > b_min . x && a_min . y < b_max . y && a_max . y > b_min . y { // check to see if we hit on the left or right side let ( x_collision , x_depth ) = if a_min . x < b_min . x && a_max . x > b_min . x && a_max . x < b_max . x { ( Some ( Collision :: Left ) , b_min . x - a_max . x ) } else if a_min . x > b_min . x && a_min . x < b_max . x && a_max . x > b_max . x { ( Some ( Collision :: Right ) , a_min . x - b_max . x ) } else { ( None , 0.0 ) } ; // check to see if we hit on the top or bottom side let ( y_collision , y_depth ) = if a_min . y < b_min . y && a_max . y > b_min . y && a_max . y < b_max . y { ( Some ( Collision :: Bottom ) , b_min . y - a_max . y ) } else if a_min . y > b_min . y && a_min . y < b_max . y && a_max . y > b_max . y { ( Some ( Collision :: Top ) , a_min . y - b_max . y ) } else { ( None , 0.0 ) } ; // if we had an "x" and a "y" collision, pick the "primary" side using penetration depth match ( x_collision , y_collision ) { ( Some ( x_collision ) , Some ( y_collision ) ) => { if y_depth . abs ( ) < x_depth . abs ( ) { Some ( y_collision ) } else { Some ( x_collision ) } } ( Some ( x_collision ) , None ) => Some ( x_collision ) , ( None , Some ( y_collision ) ) => Some ( y_collision ) , ( None , None ) => None , } } else { None } }
TODO: ideally we can remove this once bevy gets a physics system
Axis-aligned bounding box collision with "side" detection
TODO : ideally we can remove this once bevy gets a physics system Axis - aligned bounding box collision with " side " detection
a_pos
Vec3
a_size
Vec2
b_pos
Vec3
b_size
Vec2
a_pos
Vec3
a_size
Vec2
b_pos
Vec3
b_size
Vec2