// /** * Copyright (c) 2019 Razeware LLC * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * Notwithstanding the foregoing, you may not use, copy, modify, merge, publish, * distribute, sublicense, create a derivative work, and/or sell copies of the * Software in any work that is designed, intended, or marketed for pedagogical or * instructional purposes related to programming, coding, application development, * or information technology. Permission for such use, copying, modification, * merger, publication, distribution, sublicensing, creation of derivative works, * or sale is expressly withheld. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */ import MetalKit class PhysicsController { var dynamicBody: Node? var staticBodies: [Node] = [] var holdAllCollided = false var collidedBodies: [Node] = [] func addStaticBody(node: Node) { removeBody(node: node) staticBodies.append(node) } func removeBody(node: Node) { if let index = staticBodies.firstIndex(where: { $0.self === node }) { staticBodies.remove(at: index) } } func checkCollisions() -> Bool { collidedBodies = [] guard let node = dynamicBody else { return false } let nodeRadius = max((node.size.x / 2), (node.size.z / 2)) let nodePosition = node.worldTransform.columns.3.xyz for body in staticBodies { let bodyRadius = max((body.size.x / 2), (body.size.z / 2)) let bodyPosition = body.worldTransform.columns.3.xyz let d = distance(nodePosition, bodyPosition) if d < (nodeRadius + bodyRadius) { // There's a hit if holdAllCollided { collidedBodies.append(body) } else { return true } } } return collidedBodies.count != 0 } }