API
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				|  | @ -0,0 +1,31 @@ | |||
| --- | ||||
| title: "EPA2D" | ||||
| date: 2019-09-15T11:23:43-07:00 | ||||
| weight: 30 | ||||
| --- | ||||
| 
 | ||||
| *EPA2D* is a static class containing a single public method which is used for computing the penetration vector of two overlapping shapes. | ||||
| 
 | ||||
| ## Methods | ||||
| 
 | ||||
| ##### **public static Vector2 Intersect(IShape2D shapeA, Transform2D Transform2DA, IShape2D shapeB, Transform2D Transform2DB, IEnumerable<Vector2> givenSimplexVertices)** | ||||
| 
 | ||||
| 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. | ||||
| 
 | ||||
| **Example:** | ||||
| 
 | ||||
| ```cs | ||||
| var squareA = new Rectangle(-1, -1, 1, 1); | ||||
| var transformA = Transform2D.DefaultTransform; | ||||
| var squareB = new Rectangle(-1, -1, 1, 1); | ||||
| var transformB = new Transform2D(new Vector2(1.5f, 0)); | ||||
| 
 | ||||
| var (result, simplex) = GJK2D.TestCollision(squareA, transformA, squareB, transformB); | ||||
| 
 | ||||
| if (result) | ||||
| { | ||||
|     var intersection = EPA2D.Intersect(squareA, transformA, squareB, transformB, simplex); | ||||
| } | ||||
| ``` | ||||
| 
 | ||||
| In this example, the resulting penetration vector will be (1, 0). | ||||
|  | @ -0,0 +1,25 @@ | |||
| --- | ||||
| title: "GJK2D" | ||||
| date: 2019-09-15T11:19:13-07:00 | ||||
| weight: 20 | ||||
| --- | ||||
| 
 | ||||
| *GJK2D* is a static class containing a single public method which is used for narrow-phase collision detection. | ||||
| 
 | ||||
| ## Methods | ||||
| 
 | ||||
| ##### **public static (bool, SimplexVertices) TestCollision(IShape2D shapeA, Transform2D transformA, IShape2D shapeB, Transform2D transformB)** | ||||
| 
 | ||||
| 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. | ||||
| 
 | ||||
| **Example:** | ||||
| ```cs | ||||
| var circleA = new Circle(2); | ||||
| var transformA = new Transform2D(new Vector2(-1, -1)); | ||||
| var circleB = new Circle(2); | ||||
| var transformB = new Transform2D(new Vector2(1, 1)); | ||||
| 
 | ||||
| var (result, simplex) = GJK2D.TestCollision(circleA, transformA, circleB, transformB); | ||||
| ``` | ||||
| 
 | ||||
| In this example, these transformed circles are indeed overlapping, so *result* will be true and *simplex* will contain the termination simplex. | ||||
|  | @ -0,0 +1,46 @@ | |||
| --- | ||||
| title: "IShape2D" | ||||
| date: 2019-09-15T11:06:50-07:00 | ||||
| weight: 5 | ||||
| --- | ||||
| 
 | ||||
| An *IShape2D* is an interface that, when implemented, allows for spatial hashing and the computation of Minkowski Differences. | ||||
| 
 | ||||
| Your *IShape2D* types should be structs for memory efficiency purposes. | ||||
| 
 | ||||
| ## Methods | ||||
| 
 | ||||
| ##### **Vector2 Support(Vector2 direction, Transform2D transform)** | ||||
| 
 | ||||
| A method which implements a support function for use with a Minkowski Difference. | ||||
| 
 | ||||
| The support function must, given a directional vector and a Transform2D, return the farthest possible vertex of the transformed shape in the given direction. | ||||
| 
 | ||||
| For example, the support function for Bonk's *Circle* implementation: | ||||
| 
 | ||||
| ```cs | ||||
| public Vector2 Support(Vector2 direction, Transform2D transform) | ||||
| { | ||||
|     return Vector2.Transform(Vector2.Normalize(direction) * Radius, transform.TransformMatrix); | ||||
| } | ||||
| ``` | ||||
| 
 | ||||
| --- | ||||
| 
 | ||||
| ##### **AABB AABB(Transform2D transform)** | ||||
| 
 | ||||
| A method which returns the axis-aligned bounding box for the transformed shape. | ||||
| 
 | ||||
| For example, the AABB method for Bonk's *Circle* implementation: | ||||
| 
 | ||||
| ```cs | ||||
| public AABB AABB(Transform2D Transform2D) | ||||
| { | ||||
|     return new AABB( | ||||
|         Transform2D.Position.X - Radius, | ||||
|         Transform2D.Position.Y - Radius, | ||||
|         Transform2D.Position.X + Radius, | ||||
|         Transform2D.Position.Y + Radius | ||||
|     ); | ||||
| } | ||||
| ``` | ||||
|  | @ -0,0 +1,75 @@ | |||
| --- | ||||
| title: "SpatialHash<T>" | ||||
| date: 2019-09-15T11:28:40-07:00 | ||||
| weight: 10 | ||||
| --- | ||||
| 
 | ||||
| *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. | ||||
| 
 | ||||
| ## Methods | ||||
| 
 | ||||
| ##### **public SpatialHash(int cellSize)** | ||||
| 
 | ||||
| Constructor method. Takes an integer representing the width of a cell in the spatial hash. | ||||
| 
 | ||||
| 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. | ||||
| 
 | ||||
| A good rule of thumb is picking a cell width that is roughly twice the size of the most common objects in your game. | ||||
| 
 | ||||
| **Example:** | ||||
| 
 | ||||
| ```cs | ||||
| var hash = new SpatialHash<int>(16); | ||||
| ``` | ||||
| 
 | ||||
| --- | ||||
| 
 | ||||
| ##### **public void Insert(T id, IShape2D shape, Transform2D Transform2D)** | ||||
| 
 | ||||
| Given an ID, a shape, and corresponding transform, inserts into the spatial hash. Uses the shape's AABB to insert into appropriate hash cells. | ||||
| 
 | ||||
| **Example:** | ||||
| 
 | ||||
| ```cs | ||||
| var hash = new SpatialHash<int>(16); | ||||
| 
 | ||||
| var circle = new MoonTools.Core.Bonk.Circle(8); | ||||
| var circleTransform = new Transform2D(new Vector2(16, 16)); | ||||
| 
 | ||||
| var rect = new Rectangle(-2, -2, 2, 2); | ||||
| var rectTransform = new Transform2D(new Vector2(8, 8)); | ||||
| 
 | ||||
| hash.Insert(0, circle, circleTransform); | ||||
| hash.Insert(1, rect, rectTransform); | ||||
| ``` | ||||
| 
 | ||||
| --- | ||||
| 
 | ||||
| ##### **public IEnumerable<(T, IShape2D, Transform2D)> Retrieve(T id, IShape2D shape, Transform2D Transform2D)** | ||||
| 
 | ||||
| Given an ID, a shape, and corresponding transform, retrieves a set of potential collisions from the spatial hash. | ||||
| 
 | ||||
| **Example:** | ||||
| 
 | ||||
| ```cs | ||||
| var hash = new SpatialHash<int>(16); | ||||
| 
 | ||||
| var circle = new MoonTools.Core.Bonk.Circle(8); | ||||
| var circleTransform = new Transform2D(new Vector2(16, 16)); | ||||
| 
 | ||||
| var rect = new Rectangle(-2, -2, 2, 2); | ||||
| var rectTransform = new Transform2D(new Vector2(8, 8)); | ||||
| 
 | ||||
| hash.Insert(0, circle, circleTransform); | ||||
| hash.Insert(1, rect, rectTransform); | ||||
| 
 | ||||
| hash.Retrieve(1, rect, rectTransform); | ||||
| ``` | ||||
| 
 | ||||
| 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. | ||||
| 
 | ||||
| --- | ||||
| 
 | ||||
| ##### **public void Clear()** | ||||
| 
 | ||||
| Empties the spatial hash. Useful when the spatial hash contains dynamic data that needs to be updated. | ||||
|  | @ -0,0 +1,13 @@ | |||
| +++ | ||||
| title = "API" | ||||
| date = 2019-09-14T23:45:20-07:00 | ||||
| weight = 50 | ||||
| chapter = true | ||||
| pre = "<b>6. </b>" | ||||
| +++ | ||||
| 
 | ||||
| ### Chapter 6 | ||||
| 
 | ||||
| # API | ||||
| 
 | ||||
| Technicalities. | ||||
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