API
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---
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title: "EPA2D"
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date: 2019-09-15T11:23:43-07:00
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weight: 30
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---
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*EPA2D* is a static class containing a single public method which is used for computing the penetration vector of two overlapping shapes.
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## Methods
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##### **public static Vector2 Intersect(IShape2D shapeA, Transform2D Transform2DA, IShape2D shapeB, Transform2D Transform2DB, IEnumerable<Vector2> givenSimplexVertices)**
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Given two sets of shapes and transforms and an initial simplex, computes a penetration vector. When motion along the penetration vector is applied, the shape-transforms are guaranteed to become separated.
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**Example:**
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```cs
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var squareA = new Rectangle(-1, -1, 1, 1);
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var transformA = Transform2D.DefaultTransform;
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var squareB = new Rectangle(-1, -1, 1, 1);
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var transformB = new Transform2D(new Vector2(1.5f, 0));
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var (result, simplex) = GJK2D.TestCollision(squareA, transformA, squareB, transformB);
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if (result)
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{
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var intersection = EPA2D.Intersect(squareA, transformA, squareB, transformB, simplex);
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}
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```
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In this example, the resulting penetration vector will be (1, 0).
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---
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title: "GJK2D"
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date: 2019-09-15T11:19:13-07:00
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weight: 20
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---
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*GJK2D* is a static class containing a single public method which is used for narrow-phase collision detection.
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## Methods
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##### **public static (bool, SimplexVertices) TestCollision(IShape2D shapeA, Transform2D transformA, IShape2D shapeB, Transform2D transformB)**
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Returns a tuple containing two values: the collision result and the simplex. If there is an overlap, the simplex will contain the termination simplex that can be used as a starting point for the Expanding Polytope Algorithm to compute a penetration vector. Otherwise, the simplex can be ignored.
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**Example:**
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```cs
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var circleA = new Circle(2);
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var transformA = new Transform2D(new Vector2(-1, -1));
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var circleB = new Circle(2);
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var transformB = new Transform2D(new Vector2(1, 1));
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var (result, simplex) = GJK2D.TestCollision(circleA, transformA, circleB, transformB);
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```
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In this example, these transformed circles are indeed overlapping, so *result* will be true and *simplex* will contain the termination simplex.
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---
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title: "IShape2D"
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date: 2019-09-15T11:06:50-07:00
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weight: 5
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---
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An *IShape2D* is an interface that, when implemented, allows for spatial hashing and the computation of Minkowski Differences.
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Your *IShape2D* types should be structs for memory efficiency purposes.
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## Methods
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##### **Vector2 Support(Vector2 direction, Transform2D transform)**
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A method which implements a support function for use with a Minkowski Difference.
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The support function must, given a directional vector and a Transform2D, return the farthest possible vertex of the transformed shape in the given direction.
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For example, the support function for Bonk's *Circle* implementation:
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```cs
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public Vector2 Support(Vector2 direction, Transform2D transform)
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{
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return Vector2.Transform(Vector2.Normalize(direction) * Radius, transform.TransformMatrix);
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}
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```
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---
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##### **AABB AABB(Transform2D transform)**
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A method which returns the axis-aligned bounding box for the transformed shape.
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For example, the AABB method for Bonk's *Circle* implementation:
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```cs
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public AABB AABB(Transform2D Transform2D)
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{
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return new AABB(
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Transform2D.Position.X - Radius,
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Transform2D.Position.Y - Radius,
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Transform2D.Position.X + Radius,
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Transform2D.Position.Y + Radius
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);
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}
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```
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---
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title: "SpatialHash<T>"
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date: 2019-09-15T11:28:40-07:00
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weight: 10
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---
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*SpatialHash<T>* is used for broad-phase collision detection. It can quickly return a set of potential collisions of a transformed shape. *SpatialHash<T>* takes an ID type that is used to avoid comparing certain shape-transforms.
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## Methods
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##### **public SpatialHash(int cellSize)**
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Constructor method. Takes an integer representing the width of a cell in the spatial hash.
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The cell width must not be too large or too small. If the cell width is too small, then shape-transforms will occupy many cells, and the hash check will have to check all of those cells for potential collisions. If the cell width is too large, then many shape-transforms will be contained in each cell and many expensive collision tests will have to be made.
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A good rule of thumb is picking a cell width that is roughly twice the size of the most common objects in your game.
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**Example:**
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```cs
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var hash = new SpatialHash<int>(16);
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```
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---
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##### **public void Insert(T id, IShape2D shape, Transform2D Transform2D)**
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Given an ID, a shape, and corresponding transform, inserts into the spatial hash. Uses the shape's AABB to insert into appropriate hash cells.
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**Example:**
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```cs
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var hash = new SpatialHash<int>(16);
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var circle = new MoonTools.Core.Bonk.Circle(8);
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var circleTransform = new Transform2D(new Vector2(16, 16));
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var rect = new Rectangle(-2, -2, 2, 2);
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var rectTransform = new Transform2D(new Vector2(8, 8));
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hash.Insert(0, circle, circleTransform);
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hash.Insert(1, rect, rectTransform);
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```
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---
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##### **public IEnumerable<(T, IShape2D, Transform2D)> Retrieve(T id, IShape2D shape, Transform2D Transform2D)**
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Given an ID, a shape, and corresponding transform, retrieves a set of potential collisions from the spatial hash.
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**Example:**
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```cs
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var hash = new SpatialHash<int>(16);
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var circle = new MoonTools.Core.Bonk.Circle(8);
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var circleTransform = new Transform2D(new Vector2(16, 16));
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var rect = new Rectangle(-2, -2, 2, 2);
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var rectTransform = new Transform2D(new Vector2(8, 8));
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hash.Insert(0, circle, circleTransform);
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hash.Insert(1, rect, rectTransform);
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hash.Retrieve(1, rect, rectTransform);
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```
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In this example, the circle we inserted will be in the *IEnumerable* returned by the *Retrieve* call because they both exist in the same hash cell.
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---
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##### **public void Clear()**
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Empties the spatial hash. Useful when the spatial hash contains dynamic data that needs to be updated.
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@ -0,0 +1,13 @@
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+++
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title = "API"
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date = 2019-09-14T23:45:20-07:00
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weight = 50
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chapter = true
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pre = "<b>6. </b>"
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+++
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### Chapter 6
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# API
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Technicalities.
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Loading…
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