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