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commit
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# Hugo default output directory
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/public
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## OS Files
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# Windows
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Thumbs.db
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ehthumbs.db
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Desktop.ini
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$RECYCLE.BIN/
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# OSX
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.DS_Store
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[submodule "themes/hugo-theme-learn"]
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path = themes/hugo-theme-learn
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url = https://github.com/matcornic/hugo-theme-learn
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@ -0,0 +1,6 @@
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---
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title: "{{ replace .Name "-" " " | title }}"
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date: {{ .Date }}
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draft: true
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---
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baseURL = "https://moontools.github.io"
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languageCode = "en-us"
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title = "Bonk Docs"
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theme = "hugo-theme-learn"
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[outputs]
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home = ["HTML", "RSS", "JSON"]
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---
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title: "Bonk"
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---
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# Bonk
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[Bonk](https://github.com/MoonsideGames/MoonTools.Core.Bonk) is a fast and modular collision detection system for MonoGame that is part of the MoonTools suite.
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Bonk **is** designed to help you figure out if two shapes are overlapping and by how much.
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Bonk **is not** a physics simulator and it will not help you execute collision responses.
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Bonk is available as a [NuGet package](https://www.nuget.org/packages/MoonTools.Core.Bonk/).
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Bonk is licensed under the [LGPL-3](https://www.gnu.org/licenses/lgpl-3.0.en.html). In summary: feel free to include it in your closed-source game and modify it internally at will, but if you make changes that you intend to redistribute, you **must** freely publish your changes.
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+++
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title = "Broad-Phase Collision"
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date = 2019-09-14T18:33:15-07:00
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weight = 15
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chapter = true
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pre = "<b>3. </b>"
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+++
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### Chapter 3
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# Broad-Phase Collision
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Fast and inaccurate.
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@ -0,0 +1,18 @@
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---
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title: "Introduction"
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date: 2019-09-14T18:36:07-07:00
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---
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Let's say we have a room with 100 objects. How do we know if any of those 100 objects are touching one another?
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The naive solution is to simply check each pair of objects and see if they are colliding.
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Unfortunately, this will require 10000 comparisons.
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In other words, this naive approach becomes *extremely* expensive as the number of collision objects grows.
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The solution? Broad-phase collision detection.
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The purpose of the broad-phase is to very quickly check if an object *might* be touching another object. Then, once we know that an object might be touching another object, we can do a more expensive and accurate test.
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There are a few different ways to do this. The only way that Bonk currently implements is the *spatial hash* technique.
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---
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title: "Spatial_hash"
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date: 2019-09-14T18:35:33-07:00
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draft: true
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---
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+++
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title = "Getting Started"
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date = 2019-09-14T18:05:58-07:00
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weight = 5
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chapter = true
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pre = "<b>1. </b>"
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+++
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### Chapter 1
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# Getting Started
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It's pretty simple.
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---
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title: "Installation"
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date: 2019-09-14T18:20:28-07:00
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---
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The simplest way of using Bonk is by including it in your C# project as a NuGet package.
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To include the latest version of Bonk in your project using the .NET CLI, use the following command:
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```sh
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dotnet add package MoonTools.Core.Bonk
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```
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If you are using the NuGet Package Manager, you may do:
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```sh
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PM> Install-Package MoonTools.Core.Bonk
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```
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Once you have done this, you may access Bonk functionality by including
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```cs
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using MoonTools.Core.Bonk;
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```
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in any C# file.
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+++
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title = "Shapes"
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date = 2019-09-14T19:08:45-07:00
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weight = 10
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chapter = true
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pre = "<b>2. </b>"
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+++
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### Chapter 2
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# Shapes
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What are shapes? We just don't know.
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---
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title: "Circle"
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date: 2019-09-14T19:46:44-07:00
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weight: 20
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---
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To define a circle, give a center point and radius.
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```cs
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var center = new Position2D(5, 5);
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var radius = 3;
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var circle = new Circle(center, radius);
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```
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---
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title: "Introduction"
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date: 2019-09-14T19:19:03-07:00
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weight: 5
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---
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In Bonk, a **Shape2D** is defined by two methods.
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1) A *support function*, which is a method that returns the farthest possible position **Vector2** in a given **Vector2** direction defined by the shape with its vertices transformed by a **Transform2D**
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2) A method for creating an axis-aligned bounding box from the shape.
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Bonk provides you with 4 built-in common 2D shapes, but you can implement these methods to create custom **Shape2D** structs.
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Note that these shapes should be defined with zero-centered **Position2D** structs. You will use a **Transform2D** to manipulate the shape's position, rotation, and scale in 2D space.
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A final restriction to note: Defining concave shapes is an error. The collision solving algorithm that Bonk uses does not support concave shapes. If you wish to define concave shapes, define them as a composition of multiple convex shapes.
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---
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title: "Line"
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date: 2019-09-14T19:36:39-07:00
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weight: 10
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---
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To define a Line, give a start and end position.
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|
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```cs
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var start = new Position2D(-1, 1);
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var end = new Position2D(1, 1);
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var line = new Line(start, end);
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```
|
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@ -0,0 +1 @@
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Subproject commit b85d51a051745cf12e3a45ce61b4b0c747c5ea4a
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Loading…
Reference in New Issue