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2011-02-10 14:41:50 +01:00

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<title>HardonCollider - A collision detection library</title>
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<h1>Hardon Collider <span class="small">Collision detection for <a href="http://www.love2d.org/">L&Ouml;VE</a></span></h1>
<ul id="main-nav">
<li><a href="index.html">Home</a></li>
<li><a href="tutorial.html">Tutorial</a></li>
<li><a href="reference.html">Reference</a></li>
</ul>
<h2>Reference pages</h2>
</div>
<div id="nav">
<ul>
<li><a href="#hardoncollider">Main Module</a></li>
<li><a href="#shapes">Shapes</a></li>
<li><a href="#polygon">Polygon</a></li>
<li><a href="#spatialhash">Spatial Hash</a></li>
<li><a href="#vector">Vector</a></li>
<li><a href="#class">Class</a></li>
</ul>
</div>
<a name="hardoncollider"></a>
<div id="hardoncollider" class="module">
<div class="name">hardoncollider<a class="top" href="#top">^ top</a></div>
<div class="preamble">
<pre><code class="lua">require "hardoncollider"</code></pre>
<p>The main module.</p>
<p>HardonCollider will automatically handle - but not resolve - collisions.
It uses search data structure - a spatial hash - to quickly find colliding shapes.</p>
<p>A spatial hash is simply a grid that is laid over the whole scene in which a shape can occupy
several cells. To find shapes that may be colliding, you simply need to look which shapes occupy
the same cell. You can specify the cell size in the <a href="#hardoncollider-init"><code>init()</code></a> function.</p>
<p>To get a less boring explanation on how to use this, see the tutorial (once it's there).</p>
</div>
<div class="overview">
<h3>Module overview</h3>
<dl>
<dt><a href="#hardoncollider-init">init()</a></dt>
<dd>Initialize module.</dd>
<dt><a href="#hardoncollider-setCallbacks">setCallbacks()</a></dt>
<dd>Set callback functions.</dd>
<dt><a href="#hardoncollider-update">update()</a></dt>
<dd>Update collision detection.</dd>
<dt><a href="#hardoncollider-setAutoUpdate">setAutoUpdate()</a></dt>
<dd>Update collision detection automatically.</dd>
<dt><a href="#hardoncollider-setNoAutoUpdate">setNoAutoUpdate()</a></dt>
<dd>Disable automatic updating.</dd>
<dt><a href="#hardoncollider-addPolygon">addPolygon()</a></dt>
<dd>Add polygon to the scene.</dd>
<dt><a href="#hardoncollider-addRectangle">addRectangle()</a></dt>
<dd>Add rectangle to the scene.</dd>
<dt><a href="#hardoncollider-addCircle">addCircle()</a></dt>
<dd>Add circle to the scene.</dd>
<dt><a href="#remove">remove()</a></dt>
<dd>Remove shape from scene.</dd>
<dt><a href="#addToGroup">addToGroup()</a></dt>
<dd>Group shapes that should not collide.</dd>
<dt><a href="#removeFromGroup">removeFromGroup()</a></dt>
<dd>Remove shape from a group.</dd>
<dt><a href="#setGhost">setGhost()</a></dt>
<dd>Stops shape from colliding.</dd>
<dt><a href="#setSolid">setSolid()</a></dt>
<dd>Make shape subject to collision again.</dd>
</dl>
</div>
<a name="hardoncollider-init"></a>
<div id="hardoncollider-init" class="function">
<div class="definition">function <span class="name">init</span><span class="arglist">(cell_size, callback_start, callback_persist, callback_stop)</span><a class="top" href="#hardoncollider">^ top</a></div>
<p>Initializes the library. Call this in <code>love.load()</code>. All the parameters can be omitted.</p>
<div class="arguments">Parameters:
<dl>
<dt>number <code>cell_size</code> (100)</dt>
<dd>Cell size for internal search structure.</dd>
<dt>function <code>callback_start</code> (empty function)</dt>
<dd>Called when two shapes start colliding.</dd>
<dt>function <code>callback_persist</code> (empty function)</dt>
<dd>Called when two continue to collide, i.e. if the collision lasts more than one frame.</dd>
<dt>function <code>callback_stop</code> (empty function)</dt>
<dd>Called when two shapes stop colliding.</dd>
</dl>
</div>
<div class="returns">Returns:
<dl>
<dt>Nothing</dt>
</dl>
</div>
<div class="example">Example:
<pre><code class="lua">function love.load()
hardoncollider.init(150)
end</code></pre>
</div>
</div>
<a name="hardoncollider-setCallbacks"></a>
<div id="setCallbacks" class="function">
<div class="definition">function <span class="name">setCallbacks</span><span class="arglist">(start,persist,stop)</span><a class="top" href="#hardoncollider">^ top</a></div>
<div class="definition">function <span class="name">setCallbacks</span><span class="arglist">{start = start,persist = persist,stop = stop}</span></div>
<p>Sets the different callbacks. The second calling style let's you specify the callbacks by name, see the example.</p>
<p>If <code>nil</code> is passed as any callback, the callback will not be changed.</p>
<p>Each callback has the following prototype:
<pre><code class="lua">function callback(dt, shape_one, shape_two, mtv_x, mtv_y)</code></pre>
The two <code>shape</code> parameters are the colliding shapes. The last two parameters, <code>mtv_x</code> and <code>mtv_y</code>
define the <em>minimum translation vector</em>, i.e. the direction and magnitude shape_one has to be moved so that
the collision will be resolved.</p>
<div class="arguments">Parameters:
<dl>
<dt>function <code>start</code></dt>
<dd>Called when two shapes start colliding.</dd>
<dt>function <code>persist</code></dt>
<dd>Called when two continue to collide, i.e. if the collision lasts more than one frame.</dd>
<dt>function <code>stop</code></dt>
<dd>Called when two shapes stop colliding.</dd>
</dl>
</div>
<div class="returns">Returns:
<dl>
<dt>Nothing</dt>
</dl>
</div>
<div class="example">Example:
<pre><code class="lua">function start(dt, shape_one, shape_two, mtv_x, mtv_y)
print('started colliding:', shape_one, shape_two)
print('mtv:', mtv_x, mtv_y)
end
function persist_one(dt, shape_one, shape_two, mtv_x, mtv_y)
print('still colliding:', shape_one, shape_two)
-- move both shape_one and shape_two to resolve the collision
shape_one:move(mtv_x/2, mtv_y/2)
shape_two:move(-mtv_x/2, -mtv_y/2)
end
function persist_two(dt, shape_one, shape_two, mtv_x, mtv_y)
print('still colliding:', shape_one, shape_two)
-- move only shape_one to resolve the collision
shape_one:move(mtv_x, mtv_y)
end
-- ignore the translation vector
function stop(dt, shape_one, shape_two)
print('collision resolved')
end
function love.load()
hardoncollider.init(100)
-- set initial callbacks
hardoncollider.setCallbacks(start, persist_one, stop)
-- change persist callback
hardoncollider.setCallbacks{persist = persist_two}
end</code></pre>
</div>
</div>
<a name="hardoncollider-update"></a>
<div id="update" class="function">
<div class="definition">function <span class="name">update</span><span class="arglist">(dt)</span><a class="top" href="#hardoncollider">^ top</a></div>
<p>Checks for collisions and call callbacks. Use this in <code>love.update(dt)</code>.</p>
<p>A maximum time delta can be specified. <code>dt</code> will be chopped up in slices
not bigger than this maximum and the scene is updated for each time slice.</p>
<p>Note that the delta time has no effect on the collision detection itself, but
will be passed to the callback functions.</p>
<div class="arguments">Parameters:
<dl>
<dt>number <code>dt</code></dt>
<dd>The time since the last update.</dd>
</dl>
</div>
<div class="returns">Returns:
<dl>
<dt>Nothing</dt>
</dl>
</div>
<div class="example">Example:
<pre><code class="lua">function love.update(dt)
hardoncollider.update(dt, .02)
end</code></pre>
</div>
</div>
<a name="hardoncollider-setAutoUpdate"></a>
<div id="setAutoUpdate" class="function">
<div class="definition">function <span class="name">setAutoUpdate</span><span class="arglist">(max_step, times)</span><a class="top" href="#hardoncollider">^ top</a></div>
<p>Automatically call <code>hardoncollider.update(dt)</code> after each <code>love.update(dt)</code>.</p>
<p>Basically overwrites <code>love.update(dt)</code> with the following function:</p>
<pre><code class="lua">function love.update(dt)
_old_love_update(dt)
hardoncollider.update(dt)
end</code></pre>
<p>You can define a maximum time step. If <code>dt</code> is bigger than this step, the
new <code>update</code> function will be called up to <code>times</code> times with a <code>dt</code>
smaller or equal to the maximum time step:</p>
<pre><code class="lua">local i = 1
while dt &gt; max_step do
update(max_step)
dt = dt - max_step
i = i + 1
if i &gt; times then return end
end
update(dt)</code></pre>
<p>If <code>max_step</code> is bigger than <code>1</code>, it is assumed to declare a
minimum frame rate.</p>
<p>If <code>times</code> is omitted, it is set to <code>1</code> and the code is equivalent to
<code class="lua">update(math.min(dt, max_step))</code></p>
<p>Once set, you can disable the auto update with
<a href="#hardoncollider-setNoAutoUpdate"><code>setNoAutoUpdate()</code></a>, but beware that this
might break other libs that hook into love.update, e.g.
<a href="http://vrld.github.com/hump/#gamestate">hump.gamestate</a>. To prevent unexpected
side effects, it's best practice to call <code>setAutoUpdate()</code> after any other
library hooked itself into <code>love.update()</code></p>
<div class="arguments">Parameters:
<dl>
<dt>number <code>max_step</code> (optional)</dt>
<dd>Maximum time step (see above).</dd>
</dl>
<dl>
<dt>number <code>times</code> (optional, default: 1)</dt>
<dd>Number of times to call the update function.</dd>
</dl>
</div>
<div class="returns">Returns:
<dl>
<dt>Nothing</dt>
</dl>
</div>
<div class="example">Example:
<pre><code class="lua">function love.load()
HC.init(100, collision_start, collision_persist, collision_stop)
game_init()
HC.setAutoUpdate(30)
end</code></pre>
</div>
</div>
<a name="hardoncollider-setNoAutoUpdate"></a>
<div id="setNoAutoUpdate" class="function">
<div class="definition">function <span class="name">setNoAutoUpdate</span><span class="arglist">()</span><a class="top" href="#hardoncollider">^ top</a></div>
<p>Resets <code>love.update()</code> to the state before calling
<a href="#hardoncollider-setAutoUpdate"><code>setAutoUpdate()</code></a>.</p>
<div class="arguments">Parameters:
<dl>
<dt>None</dt>
</dl>
</div>
<div class="returns">Returns:
<dl>
<dt>Nothing</dt>
</dl>
</div>
<div class="example">Example:
<pre><code class="lua">if game_over then
hardoncollider.setNoAutoUpdate()
end</code></pre>
</div>
</div>
<a name="hardoncollider-addPolygon"></a>
<div id="addPolygon" class="function">
<div class="definition">function <span class="name">addPolygon</span><span class="arglist">(x1,y1, ..., xn,yn)</span><a class="top" href="#hardoncollider">^ top</a></div>
<p>Add a polygon to the collision detection system. Any non-intersection polygon will work, even convex polygons.</p>
<p>Note that if three consecutive points lie on a line, the middle point will be discarded. This means
you cannot construct polygon shapes out of lines.</p>
<div class="arguments">Parameters:
<dl>
<dt>numbers <code>x1,y1, ..., xn,yn</code></dt>
<dd>The corners of the polygon. At least three corners (that do not lie on a line) are needed.</dd>
</dl>
</div>
<div class="returns">Returns:
<dl>
<dt><a href="#shapes">Shape</a></dt>
<dd>The polygon shape added to the scene.</dd>
</dl>
</div>
<div class="example">Example:
<pre><code class="lua">shape = hardoncollider.addPolygon(10,10, 40,50, 70,10, 40,30)</code></pre>
</div>
</div>
<a name="hardoncollider-addRectangle"></a>
<div id="addRectangle" class="function">
<div class="definition">function <span class="name">addRectangle</span><span class="arglist">(x, y, w, h)</span><a class="top" href="#hardoncollider">^ top</a></div>
<p>Add a rectangle shape to the collision detection system.</p>
<div class="arguments">Parameters:
<dl>
<dt>numbers <code>x, y</code></dt>
<dd>The upper left corner of the rectangle.</dd>
<dt>numbers <code>w, h</code></dt>
<dd>The width and height of the rectangle.</dd>
</dl>
</div>
<div class="returns">Returns:
<dl>
<dt><a href="#shapes">Shape</a></dt>
<dd>The rectangle added to the scene.</dd>
</dl>
</div>
<div class="example">Example:
<pre><code class="lua">rect = hardoncollider.addRectangle(100,120, 200,40)</code></pre>
</div>
</div>
<a name="hardoncollider-addCircle"></a>
<div id="addCircle" class="function">
<div class="definition">function <span class="name">addCircle</span><span class="arglist">(cx, cy, radius)</span><a class="top" href="#hardoncollider">^ top</a></div>
<p>Add a circle shape to the collision detection system.</p>
<div class="arguments">Parameters:
<dl>
<dt>numbers <code>cx, cy</code></dt>
<dd>The circle center.</dd>
<dt>number <code>radius</code></dt>
<dd>The circle radius.</dd>
</dl>
</div>
<div class="returns">Returns:
<dl>
<dt><a href="#shapes">Shape</a></dt>
<dd>The circle added to the scene.</dd>
</dl>
</div>
<div class="example">Example:
<pre><code class="lua">circle = hardoncollider.addCircle(400,300, 100)</code></pre>
</div>
</div>
<a name="hardoncollider-remove"></a>
<div id="remove" class="function">
<div class="definition">function <span class="name">remove</span><span class="arglist">(shape)</span><a class="top" href="#hardoncollider">^ top</a></div>
<p>Remove a shape from the collision detection system. Note that if you remove a shape in
the <code>start</code> or <code>persist</code> callback, other shapes might still have
collided with it, so the shape will be argument to the other calls of <code>start</code>
or <code>persist</code>. In any case, the <code>stop</code> callback will be called
in the next call to <code>update</code> for each shape which the removed shape collided with.</p>
<div class="arguments">Parameters:
<dl>
<dt><a href="#shapes">Shape</a> <code>shape</code></dt>
<dd>The shape to be removed.</dd>
</dl>
</div>
<div class="returns">Returns:
<dl>
<dt>Nothing</dt>
</dl>
</div>
<div class="example">Example:
<pre><code class="lua">hardoncollider.remove(circle)</code></pre>
</div>
</div>
<a name="hardoncollider-addToGroup"></a>
<div id="addToGroup" class="function">
<div class="definition">function <span class="name">addToGroup</span><span class="arglist">(group, shape, ...)</span><a class="top" href="#hardoncollider">^ top</a></div>
<p>Add shapes to a group. <a href="#shapes">Shapes</a> in the same group will not collide with each other.</p>
<div class="arguments">Parameters:
<dl>
<dt>string <code>group</code></dt>
<dd>The name of the group where shapes should be added.</dd>
</dl>
<dl>
<dt><a href="#shapes">Shapes</a> <code>shape, ...</code></dt>
<dd>The shapes to be added to the group.</dd>
</dl>
</div>
<div class="returns">Returns:
<dl>
<dt>Nothing</dt>
</dl>
</div>
<div class="example">Example:
<pre><code class="lua">hardoncollider.addToGroup("platforms", platform1, platform2, platform3)</code></pre>
</div>
</div>
<a name="hardoncollider-removeFromGroup"></a>
<div id="removeFromGroup" class="function">
<div class="definition">function <span class="name">removeFromGroup</span><span class="arglist">(group, shape, ...)</span><a class="top" href="#hardoncollider">^ top</a></div>
<p>Remove shapes from a group.</p>
<div class="arguments">Parameters:
<dl>
<dt>string <code>group</code></dt>
<dd>The name of the group where shapes should be added.</dd>
</dl>
<dl>
<dt><a href="#shapes">Shapes</a> <code>shape, ...</code></dt>
<dd>The shapes to be removed from the group.</dd>
</dl>
</div>
<div class="returns">Returns:
<dl>
<dt>Nothing</dt>
</dl>
</div>
<div class="example">Example:
<pre><code class="lua">hardoncollider.removeFromGroup("platforms", not_a_platform)</code></pre>
</div>
</div>
<a name="hardoncollider-setGhost"></a>
<div id="setGhost" class="function">
<div class="definition">function <span class="name">setGhost</span><span class="arglist">(shape, ...)</span><a class="top" href="#hardoncollider">^ top</a></div>
<p>Makes a shape permeable. Ghost shapes will not collide with any other shape.</p>
<div class="arguments">Parameters:
<dl>
<dt><a href="#shapes">Shapes</a> <code>shape, ...</code></dt>
<dd>The shapes to become permeable.</dd>
</dl>
</div>
<div class="returns">Returns:
<dl>
<dt>Nothing</dt>
</dl>
</div>
<div class="example">Example:
<pre><code class="lua">if cheat.set_ghost then
hardoncollider.setGhost(player)
end</code></pre>
</div>
</div>
<a name="hardoncollider-setSolid"></a>
<div id="setSolid" class="function">
<div class="definition">function <span class="name">setSolid</span><span class="arglist">(shape, ...)</span><a class="top" href="#hardoncollider">^ top</a></div>
<p>Makes a shape opaque. <a href="#shapes">Shapes</a> that were ghosts before will be subject to collision again.</p>
<div class="arguments">Parameters:
<dl>
<dt><a href="#shapes">Shapes</a> <code>shape, ...</code></dt>
<dd>The shapes to become opaque again.</dd>
</dl>
</div>
<div class="returns">Returns:
<dl>
<dt>Nothing</dt>
</dl>
</div>
<div class="example">Example:
<pre><code class="lua">if cheat.set_no_ghost then
hardoncollider.setSolid(player_recording)
end</code></pre>
</div>
</div>
</div>
<a name="shapes"></a>
<div id="shapes" class="module">
<div class="name">hardoncollider.shapes<a class="top" href="#top">^ top</a></div>
<div class="preamble">
<pre><code class="lua">shapes = require "hardoncollider.shapes"</code></pre>
<p>Shape classes with collision detection methods.</p>
<p>This defines methods to move, rotate and draw shapes created with <code>hardoncollider.add*</code>.</p>
<p>As each shape is at it's core a Lua table, you can attach values and add functions
to it. Be careful though not to use keys that name a function or start with an underscore,
e.g. <code>move</code> or <code>_groups</code>, since these are used internally. Everything
else is fine.</p>
<p>If you don't want to use the full blown module, you can still use these
classes to test for colliding shapes.
They might also be useful for doing GUI stuff, e.g. when testing if the
mouse hovers a button.</p>
<p>Some functions (<code>getAxes</code> and <code>projectOn</code>) are left
undocumented, as they have little value outside the scope of collision detection.</p>
</div>
<div class="overview">
<h3>Module overview</h3>
<dl>
<dt><a href="#shapes-PolygonShape">shapes.PolygonShape</a></dt>
<dd>A polygon shape.</dd>
<dt><a href="#shapes-CircleShape">shapes.CircleShape</a></dt>
<dd>A circle shape.</dd>
<dt><a href="#shapes-shape:contains">shape:contains()</a></dt>
<dd>Test if shape contains a point.</dd>
<dt><a href="#shapes-shape:intersectsRay">shape:intersectsRay()</a></dt>
<dd>Test if shape intersects a ray.</dd>
<dt><a href="#shapes-shape:move">shape:move()</a></dt>
<dd>Move the shape.</dd>
<dt><a href="#shapes-shape:moveTo">shape:moveTo()</a></dt>
<dd>Set the shape's position.</dd>
<dt><a href="#shapes-shape:rotate">shape:rotate()</a></dt>
<dd>Rotate the shape.</dd>
<dt><a href="#shapes-shape:center">shape:center()</a></dt>
<dd>Get the shape's center.</dd>
<dt><a href="#shapes-shape:outcircle">shape:outcircle()</a></dt>
<dd>Get circumscribing circle.</dd>
<dt><a href="#shapes-shape:draw">shape:draw()</a></dt>
<dd>Draw the shape.</dd>
<dt><a href="#shapes-shape:collidesWith">shape:collidesWith()</a></dt>
<dd>Test for collision.</dd>
</dl>
</div>
<a name="shapes-PolygonShape"></a>
<div id="PolygonShape" class="class">
<div class="constructor">class <span class="name">PolygonShape</span><span class="arglist">(x1,y1, ..., xn,yn)</span><a class="top" href="#shapes">^ top</a></div>
<div class="constructor">class <span class="name">PolygonShape</span><span class="arglist">(polygon)</span></div>
<p>Construct a shape using a non-intersecting ploygon.</p>
<p>You can either specify the coordinates as with <code>hardoncollider.addPolygon()</code> or use an instance of the <a href="#polygon"><code>Polygon</code></a> class.</p>
<div class="arguments">Parameters:
<dl>
<dt>numbers <code>x1,y1, ..., xn,yn</code></dt>
<dd>The corners of the polygon. At least three corners (that do not lie on a line) are needed.</dd>
<dt><a href="#polygon">Polygon</a> <code>polygon</code></dt>
<dd>Construct the shape from this polygon.</dd>
</dl>
</div>
<div class="returns">Returns:
<dl>
<dt><a href="#shapes">Shape</a></dt>
<dd>The constructed shape.</dd>
</dl>
</div>
<div class="example">Example:
<pre><code class="lua">shape = shapes.PolygonShape(100,100, 200,200, 300,100)</code></pre>
</div>
</div>
<a name="shapes-CircleShape"></a>
<div id="CircleShape" class="class">
<div class="constructor">class <span class="name">CircleShape</span><span class="arglist">(cx,cy, radius)</span><a class="top" href="#shapes">^ top</a></div>
<p>Construct a circular shape.</p>
<div class="arguments">Parameters:
<dl>
<dt>numbers <code>cx, cy</code></dt>
<dd>The circle center.</dd>
<dt>number <code>radius</code></dt>
<dd>The circle radius.</dd>
</dl>
</div>
<div class="returns">Returns:
<dl>
<dt><a href="#shapes">Shape</a></dt>
<dd>The constructed circle shape.</dd>
</dl>
</div>
<div class="example">Example:
<pre><code class="lua">shape = shapes.CircleShape(400,300, 100)</code></pre>
</div>
</div>
<a name="shapes-shape:contains"></a>
<div id="shape:contains" class="function">
<div class="definition">function <span class="name">shape:contains</span><span class="arglist">(x, y)</span><a class="top" href="#shapes">^ top</a></div>
<p>Test if the shape contains a given point.</p>
<div class="arguments">Parameters:
<dl>
<dt>numbers <code>x, y</code></dt>
<dd>Point to test.</dd>
</dl>
</div>
<div class="returns">Returns:
<dl>
<dt>boolean</dt>
<dd><code>true</code> if <code>x,y</code> lies in the interior of the shape.</dd>
</dl>
</div>
<div class="example">Example:
<pre><code class="lua">if unit.shape:contains(love.mouse.getPosition) then
unit:setHovered(true)
end</code></pre>
</div>
</div>
<a name="shapes-shape:intersectsRay"></a>
<div id="shape:intersectsRay" class="function">
<div class="definition">function <span class="name">shape:intersectsRay</span><span class="arglist">(x, y, dx, dy)</span><a class="top" href="#shapes">^ top</a></div>
<p>Test if the shape intersects a ray.</p>
<div class="arguments">Parameters:
<dl>
<dt>numbers <code>x, y</code></dt>
<dd>Starting point of the ray.</dd>
</dl>
<dl>
<dt>numbers <code>dx, dy</code></dt>
<dd>Direction of the ray.</dd>
</dl>
</div>
<div class="returns">Returns:
<dl>
<dt>boolean <code>intersection</code></dt>
<dd><code>true</code> if the given ray intersects the shape.</dd>
<dt>number <code>t</code> (only if intersecting)</dt>
<dd>Ray parameter of the intersection.</dd>
</dl>
</div>
<div class="example">Example:
<pre><code class="lua">local intersecting, t = player:intersectsRay(x,y, dx,dy)
if intersecting then -- laser pointer hits player
local intersectionPoint = vector(x,y) + t * vector(dx,dy)
player:addMark(intersectionPoint)
end</code></pre>
</div>
</div>
<a name="shapes-shape:move"></a>
<div id="shape:move" class="function">
<div class="definition">function <span class="name">shape:move</span><span class="arglist">(x, y)</span><a class="top" href="#shapes">^ top</a></div>
<p>Move the shape.</p>
<div class="arguments">Parameters:
<dl>
<dt>numbers <code>x, y</code></dt>
<dd>The direction to move the shape in.</dd>
</dl>
</div>
<div class="returns">Returns:
<dl>
<dt>Nothing</dt>
</dl>
</div>
<div class="example">Example:
<pre><code class="lua">circle:move(10,15) -- move the circle 10 units right and 15 units down</code></pre>
</div>
</div>
<a name="shapes-shape:moveTo"></a>
<div id="shape:move" class="function">
<div class="definition">function <span class="name">shape:moveTo</span><span class="arglist">(x, y)</span><a class="top" href="#shapes">^ top</a></div>
<p>Set the shape's position.</p>
<div class="arguments">Parameters:
<dl>
<dt>numbers <code>x, y</code></dt>
<dd>Point to place the shape.</dd>
</dl>
</div>
<div class="returns">Returns:
<dl>
<dt>Nothing</dt>
</dl>
</div>
<div class="example">Example:
<pre><code class="lua">circle:moveTo(400,300) -- move circle to screen center</code></pre>
</div>
</div>
<a name="shapes-shape:rotate"></a>
<div id="shape:rotate" class="function">
<div class="definition">function <span class="name">shape:rotate</span><span class="arglist">(angle, cx,cy)</span><a class="top" href="#shapes">^ top</a></div>
<p>Rotate the shape. A rotation center can be specified. If no center is given, the
shape's center is used.</p>
<div class="arguments">Parameters:
<dl>
<dt>number <code>angle</code></dt>
<dd>Amount to rotate the shape (in radians).</dd>
<dt>numbers <code>cx, cy</code></dt>
<dd>Rotation center. Defaults to the shape's center if omitted.</dd>
</dl>
</div>
<div class="returns">Returns:
<dl>
<dt>Nothing</dt>
</dl>
</div>
<div class="example">Example:
<pre><code class="lua">rectangle:rotate(math.pi/4)</code></pre>
</div>
</div>
<a name="shapes-shape:center"></a>
<div id="shape:center" class="function">
<div class="definition">function <span class="name">shape:center</span><span class="arglist">()</span><a class="top" href="#shapes">^ top</a></div>
<p>Get the center of the shape.</p>
<p>If the shape is a CircleShape, this is the circle center, else it's the polygon's centroid.</p>
<div class="arguments">Parameters:
<dl>
<dt>None</dt>
</dl>
</div>
<div class="returns">Returns:
<dl>
<dt>numbers <code>x, y</code></dt>
<dd>The center of the shape.</dd>
</dl>
</div>
<div class="example">Example:
<pre><code class="lua">print("Circle at:", circle:center())</code></pre>
</div>
</div>
<a name="shapes-shape:outcircle"></a>
<div id="shape:outcircle" class="function">
<div class="definition">function <span class="name">shape:outcircle</span><span class="arglist">()</span><a class="top" href="#shapes">^ top</a></div>
<p>Get circumscribing circle.</p>
<div class="arguments">Parameters:
<dl>
<dt>None</dt>
</dl>
</div>
<div class="returns">Returns:
<dl>
<dt>numbers <code>x, y</code></dt>
<dd>Center of the circle.</dd>
<dt>number <code>r</code></dt>
<dd>Radius of the circle.</dd>
</dl>
</div>
<div class="example">Example:
<pre><code class="lua">if player:hasShield() then
-- draw shield
love.graphics.circle('line', player:outcircle())
end</code></pre>
</div>
</div>
<a name="shapes-shape:draw"></a>
<div id="shape:draw" class="function">
<div class="definition">function <span class="name">shape:draw</span><span class="arglist">(mode)</span><a class="top" href="#shapes">^ top</a></div>
<p>Draw the shape either filled or as outline.</p>
<div class="arguments">Parameters:
<dl>
<dt>DrawMode <code>mode</code></dt>
<dd>How to draw the shape. Either <code>'line'</code> or <code>'fill'</code>.</dd>
</dl>
</div>
<div class="returns">Returns:
<dl>
<dt>Nothing</dt>
</dl>
</div>
<div class="example">Example:
<pre><code class="lua">circle:draw('fill')</code></pre>
</div>
</div>
<a name="shapes-shape:collidesWith"></a>
<div id="shape:collidesWith" class="function">
<div class="definition">function <span class="name">shape:collidesWith</span><span class="arglist">(other)</span><a class="top" href="#shapes">^ top</a></div>
<p>Test if two shapes collide.</p>
<div class="arguments">Parameters:
<dl>
<dt><a href="#shapes">Shape</a> <code>other</code></dt>
<dd>Test for collision with this shape.</dd>
</dl>
</div>
<div class="returns">Returns:
<dl>
<dt>boolean <code>collide</code></dt>
<dd><code>true</code> if the two shapes collide, <code>false</code> otherwise.</dd>
<dt><a href="http://vrld.github.com/hump/#vector">vector</a> <code>mtv</code></dt>
<dd>The minimum translation vector, or <code>nil</code> if the two shapes don't collide.</dd>
</dl>
</div>
<div class="example">Example:
<pre><code class="lua">if circle:collidesWith(rectangle) then
print("collision detected!")
end</code></pre>
</div>
</div>
</div>
<a name="polygon"></a>
<div id="polygon" class="module">
<div class="name">hardoncollider.polygon<a class="top" href="#top">^ top</a></div>
<div class="preamble">
<pre><code class="lua">polygon = require "hardoncollider.polygon"</code></pre>
<p>Definition of a Polygon class and implementation of some handy algorithms.</p>
<p>On it's own, this class does not offer any collision detection. If you want that, use a PolygonShape instead.</p>
</div>
<div class="overview">
<h3>Module overview</h3>
<dl>
<dt><a href="#polygon-Polygon">Polygon</a></dt>
<dd>The polygon class.</dd>
<dt><a href="#polygon-polygon:unpack">polygon:unpack()</a></dt>
<dd>Get coordinates.</dd>
<dt><a href="#polygon-polygon:clone">polygon:clone()</a></dt>
<dd>Copy polygon.</dd>
<dt><a href="#polygon-polygon:getBBox">polygon:getBBox()</a></dt>
<dd>Get bounding box.</dd>
<dt><a href="#polygon-polygon:isConvex">polygon:isConvex()</a></dt>
<dd>Test if polygon is convex.</dd>
<dt><a href="#polygon-polygon:move">polygon:move()</a></dt>
<dd>Move polygon.</dd>
<dt><a href="#polygon-polygon:rotate">polygon:rotate()</a></dt>
<dd>Rotate polygon.</dd>
<dt><a href="#polygon-polygon:triangulate">polygon:triangulate()</a></dt>
<dd>Split polygon in triangles.</dd>
<dt><a href="#polygon-polygon:splitConvex">polygon:splitConvex()</a></dt>
<dd>Split polygon into convex polygons.</dd>
<dt><a href="#polygon-polygon:mergedWith">polygon:mergedWith()</a></dt>
<dd>Merge polygon with other polygon.</dd>
<dt><a href="#polygon-polygon:contains">polygon:contains()</a></dt>
<dd>Test if polygon contains a point.</dd>
<dt><a href="#polygon-polygon:intersectsRay">polygon:intersectsRay()</a></dt>
<dd>Test if polygon intersects a ray.</dd>
</dl>
</div>
<a name="polygon-Polygon"></a>
<div id="name" class="class">
<div class="constructor">class <span class="name">Polygon</span><span class="arglist">(x1,y1, ..., xn,yn)</span><a class="top" href="#polygon">^ top</a></div>
<p>Construct a polygon.</p>
<p>At least three points that are not collinear (being on a straight line) are needed to construct the polygon.
If there are collinear points, these points will be removed so that the overall shape of the polygon is not changed.</p>
<div class="arguments">Parameters:
<dl>
<dt>numbers <code>x1,y1, ..., xn,yn</code></dt>
<dd>The corners of the polygon. At least three corners are needed.</dd>
</dl>
</div>
<div class="returns">Returns:
<dl>
<dt><a href="#polygon">Polygon</a></dt>
<dd>The polygon object.</dd>
</dl>
</div>
<div class="example">Example:
<pre><code class="lua">poly = polygon.Polygon(10,10, 40,50, 70,10, 40,30)</code></pre>
<p><code>polygon.Polygon</code> looks rather verbose - that is why you can actually
call the module like a function to create an instance of the <code>Polygon</code> class:</p>
<pre><code class="lua">poly = polygon(10,10, 40,50, 70,10, 40,30)</code></pre>
</div>
</div>
<a name="polygon-polygon:unpack"></a>
<div id="polygon:unpack" class="function">
<div class="definition">function <span class="name">polygon:unpack</span><span class="arglist">()</span><a class="top" href="#polygon">^ top</a></div>
<p>Get the polygon's vertices. Useful for drawing with <code>love.graphics.polygon()</code>.</p>
<div class="arguments">Parameters:
<dl>
<dt>None</dt>
</dl>
</div>
<div class="returns">Returns:
<dl>
<dt>numbers <code>x1,y1, ..., xn,yn</code></dt>
<dd>The vertices of the polygon.</dd>
</dl>
</div>
<div class="example">Example:
<pre><code class="lua">love.graphics.draw('line', poly:unpack())</code></pre>
</div>
</div>
<a name="polygon-polygon:clone"></a>
<div id="polygon:clone" class="function">
<div class="definition">function <span class="name">polygon:clone</span><span class="arglist">()</span><a class="top" href="#polygon">^ top</a></div>
<p>Get a copy of the polygon.</p>
<p>Since Lua uses references when simply assigning an existing polygon to a variable, unexpected things can happen when
operating on the variable. Consider this code:</p>
<pre><code class="lua">p1 = Polygon(10,10, 40,50, 70,10, 40,30)
p2 = p1
p3 = p1:clone()
p2:rotate(math.pi) -- p1 will be rotated, too!
p3:rotate(-math.pi) -- only p3 will be rotated</code></pre>
<div class="arguments">Parameters:
<dl>
<dt>None</dt>
</dl>
</div>
<div class="returns">Returns:
<dl>
<dt><a href="#polygon">Polygon</a> <code>polygon</code></dt>
<dd>A copy of the polygon.</dd>
</dl>
</div>
<div class="example">Example:
<pre><code class="lua">copy = poly:clone()
copy:move(10,20)</code></pre>
</div>
</div>
<a name="polygon-polygon:getBBox"></a>
<div id="polygon:getBBox" class="function">
<div class="definition">function <span class="name">polygon:getBBox</span><span class="arglist">()</span><a class="top" href="#polygon">^ top</a></div>
<p>Get axis aligned bounding box.</p>
<div class="arguments">Parameters:
<dl>
<dt>None</dt>
</dl>
</div>
<div class="returns">Returns:
<dl>
<dt>numbers <code>x1, y1</code></dt>
<dd>Upper left corner of the bounding box.</dd>
<dt>numbers <code>x2, y2</code></dt>
<dd>Lower right corner of the bounding box.</dd>
</dl>
</div>
<div class="example">Example:
<pre><code class="lua">x1,y1,x2,y2 = poly:getBBox()
-- draw bounding box
love.graphics.rectangle('line', x1,y2, x2-x1, y2-y1)</code></pre>
</div>
</div>
<a name="polygon-polygon:isConvex"></a>
<div id="polygon:isConvex" class="function">
<div class="definition">function <span class="name">polygon:isConvex</span><span class="arglist">()</span><a class="top" href="#polygon">^ top</a></div>
<p>Test if a polygon is convex, i.e. a line line between any two points inside the polygon will lie in the interior of the polygon.</p>
<div class="arguments">Parameters:
<dl>
<dt>None</dt>
</dl>
</div>
<div class="returns">Returns:
<dl>
<dt>boolean <code>convex</code></dt>
<dd><code>true</code> if the polygon is convex, <code>false</code> otherwise.</dd>
</dl>
</div>
<div class="example">Example:
<pre><code class="lua">-- split into convex sub polygons
if not poly:isConvex() then
list = poly:splitConvex()
else
list = {poly:clone()}
end</code></pre>
</div>
</div>
<a name="polygon-polygon:move"></a>
<div id="polygon:move" class="function">
<div class="definition">function <span class="name">polygon:move</span><span class="arglist">(x,y)</span><a class="top" href="#polygon">^ top</a></div>
<div class="definition">function <span class="name">polygon:move</span><span class="arglist">(direction)</span></div>
<p>Move a polygon in a direction. You can either use coordinates <code>x,y</code> or a <a href="http://vrld.github.com/hump/#vector">hump vector</a>.</p>
<div class="arguments">Parameters:
<dl>
<dt>numbers <code>x, y</code></dt>
<dd>Coordinates of the direction to move.</dd>
<dt><a href="http://vrld.github.com/hump/#vector">vector</a> <code>direction</code></dt>
<dd>Direction to move.</dd>
</dl>
</div>
<div class="returns">Returns:
<dl>
<dt>Nothing</dt>
</dl>
</div>
<div class="example">Example:
<pre><code class="lua">poly:move(10,-5) -- move 10 units right and 5 units up</code></pre>
</div>
</div>
<a name="polygon-polygon:rotate"></a>
<div id="polygon:rotate" class="function">
<div class="definition">function <span class="name">polygon:rotate</span><span class="arglist">(angle)</span><a class="top" href="#polygon">^ top</a></div>
<div class="definition">function <span class="name">polygon:rotate</span><span class="arglist">(angle, cx, cy)</span></div>
<div class="definition">function <span class="name">polygon:rotate</span><span class="arglist">(angle, center)</span></div>
<p>Rotate the polygon. You can define a rotation center. If it is omitted, the polygon will be rotated around it's centroid.</p>
<p>For defining a rotation center, you can either use coordinate form <code>cx,cy</code> or a <a href="http://vrld.github.com/hump/#vector">hump vector</a>.</p>
<div class="arguments">Parameters:
<dl>
<dt>number <code>angle</code></dt>
<dd>The angle to rotate in radians.</dd>
<dt>numbers <code>cx, cy</code></dt>
<dd>The rotation center.</dd>
<dt><a href="http://vrld.github.com/hump/#vector">vector</a> <code>center</code></dt>
<dd>The rotation center.</dd>
</dl>
</div>
<div class="returns">Returns:
<dl>
<dt>Nothing</dt>
</dl>
</div>
<div class="example">Example:
<pre><code class="lua">p1:rotate(math.pi/2) -- rotate p1 by 90&deg; around it's center
p2:rotate(math.pi/4, 100,100) -- rotate p2 by 45&deg; around the point 100,100</code></pre>
</div>
</div>
<a name="polygon-polygon:triangulate"></a>
<div id="polygon:triangulate" class="function">
<div class="definition">function <span class="name">polygon:triangulate</span><span class="arglist">()</span><a class="top" href="#polygon">^ top</a></div>
<p>Split the polygon into triangles.</p>
<div class="arguments">Parameters:
<dl>
<dt>None</dt>
</dl>
</div>
<div class="returns">Returns:
<dl>
<dt>Array of <a href="#polygon">Polygon</a> <code>triangles</code></dt>
<dd>Triangles that the polygon is composed of.</dd>
</dl>
</div>
<div class="example">Example:
<pre><code class="lua">triangles = poly:triangulate()
for i,triangle in ipairs(triangles) do
triangles.move(math.random(5,10), math.random(5,10))
end </code></pre>
</div>
</div>
<a name="polygon-polygon:splitConvex"></a>
<div id="polygon:splitConvex" class="function">
<div class="definition">function <span class="name">polygon:splitConvex</span><span class="arglist">()</span><a class="top" href="#polygon">^ top</a></div>
<p>Split the polygon into convex sub polygons.</p>
<div class="arguments">Parameters:
<dl>
<dt>None</dt>
</dl>
</div>
<div class="returns">Returns:
<dl>
<dt>Array of <a href="#polygon">Polygon</a> <code>convex_polygons</code></dt>
<dd>Convex polygons that form the original polygon.</dd>
</dl>
</div>
<div class="example">Example:
<pre><code class="lua">convex = concave_polygon:splitConvex()
function love.draw()
for i,poly in ipairs(convex) do
love.graphics.polygon('fill', poly:unpack())
end
end</code></pre>
</div>
</div>
<a name="polygon-polygon:mergedWith"></a>
<div id="polygon:mergedWith" class="function">
<div class="definition">function <span class="name">polygon:mergedWith</span><span class="arglist">(other)</span><a class="top" href="#polygon">^ top</a></div>
<p>Create a merged polygon of two polygons if, and only if the two polygons share one edge. If the polygons share more than one edge, the result may be erroneous.</p>
<p>This function does not change either polygon, but rather create a new one.</p>
<div class="arguments">Parameters:
<dl>
<dt><a href="#polygon">Polygon</a> <code>other</code></dt>
<dd>The polygon to merge with.</dd>
</dl>
</div>
<div class="returns">Returns:
<dl>
<dt><a href="#polygon">Polygon</a> <code>merged</code></dt>
<dd>The merged polygon, or <code>nil</code> if the two polygons don't share an edge.</dd>
</dl>
</div>
<div class="example">Example:
<pre><code class="lua">merged = p1:mergedWith(p2)</code></pre>
</div>
</div>
<a name="polygon-polygon:contains"></a>
<div id="polygon:contains" class="function">
<div class="definition">function <span class="name">polygon:contains</span><span class="arglist">(x, y)</span><a class="top" href="#shapes">^ top</a></div>
<p>Test if the polygon contains a given point.</p>
<div class="arguments">Parameters:
<dl>
<dt>numbers <code>x, y</code></dt>
<dd>Point to test.</dd>
</dl>
</div>
<div class="returns">Returns:
<dl>
<dt>boolean</dt>
<dd><code>true</code> if <code>x,y</code> lies in the interior of the polygon.</dd>
</dl>
</div>
<div class="example">Example:
<pre><code class="lua">if button:contains(love.mouse.getPosition) then
button:setHovered(true)
end</code></pre>
</div>
</div>
<a name="polygon-polygon:intersectsRay"></a>
<div id="polygon:intersectsRay" class="function">
<div class="definition">function <span class="name">polygon:intersectsRay</span><span class="arglist">(x, y, dx, dy)</span><a class="top" href="#shapes">^ top</a></div>
<p>Test if the polygon intersects a ray.</p>
<div class="arguments">Parameters:
<dl>
<dt>numbers <code>x, y</code></dt>
<dd>Starting point of the ray.</dd>
</dl>
<dl>
<dt>numbers <code>dx, dy</code></dt>
<dd>Direction of the ray.</dd>
</dl>
</div>
<div class="returns">Returns:
<dl>
<dt>boolean <code>intersection</code></dt>
<dd><code>true</code> if the given ray intersects the shape.</dd>
<dt>number <code>t</code> (only if intersecting)</dt>
<dd>Ray parameter of the intersection.</dd>
</dl>
</div>
<div class="example">Example:
<pre><code class="lua">if poly:intersectsRay(400,300, dx,dy) then
love.graphics.setLine(2) -- highlight polygon
end</code></pre>
</div>
</div>
</div>
<a name="spatialhash"></a>
<div id="spatialhash" class="module">
<div class="name">hardoncollider.spatialhash<a class="top" href="#top">^ top</a></div>
<div class="preamble">
<pre><code class="lua">spatialhash = require "hardoncollider.spatialhash"</code></pre>
<p>A spatial hash implementation that supports scenes of arbitrary size.
The hash is sparse, which means that cells will only be created when needed.</p>
</div>
<div class="overview">
<h3>Module overview</h3>
<dl>
<dt><a href="#spatialhash-Spatialhash">Spatialhash</a></dt>
<dd>Spatial hash class.</dd>
<dt><a href="#spatialhash-Spatialhash:cellCoords">hash:cellCoords()</a></dt>
<dd>Get cell coordinates of a given vector.</dd>
<dt><a href="#spatialhash-Spatialhash:cell">hash:cell()</a></dt>
<dd>Get cell for a given vector.</dd>
<dt><a href="#spatialhash-Spatialhash:insert">hash:insert()</a></dt>
<dd>Insert object.</dd>
<dt><a href="#spatialhash-Spatialhash:remove">hash:remove()</a></dt>
<dd>Remove object.</dd>
<dt><a href="#spatialhash-Spatialhash:update">hash:update()</a></dt>
<dd>Update object's position.</dd>
<dt><a href="#spatialhash-Spatialhash:getNeighbors">hash:getNeighbors()</a></dt>
<dd>Query neighbors of an object.</dd>
</dl>
</div>
<a name="spatialhash-Spatialhash"></a>
<div id="Spatialhash" class="class">
<div class="constructor"><span class="name">Spatialhash</span><span class="arglist">(cell_size)</span><a class="top" href="#spatialhash">^ top</a></div>
<p>Create a new spatial hash given a cell size.</p>
<p>Choosing a good cell size depends on your application. To get a decent speedup,
the average cell should not contain too many objects, nor should a single object
occupy too many cells. A good rule of thumb is to choose the cell size so that
the average object will occupy one cell only.</p>
<div class="arguments">Parameters:
<dl>
<dt>number <code>cell_size</code> (100)</dt>
<dd>Width and height of a cell.</dd>
</dl>
</div>
<div class="returns">Returns:
<dl>
<dt>Spatialhash</dt>
<dd>A fresh object instance.</dd>
</dl>
</div>
<div class="example">Example:
<pre><code class="lua">hash = spatialhash.Spatialhash(150)</code></pre>
<p>As with <code><a href="#polygon-Polygon">Polygon()</a></code>, you can call the module as
a shortcut to the above:</p>
<pre><code class="lua">hash = spatialhash(150)</code></pre>
</div>
</div>
<a name="spatialhash-Spatialhash:cellCoords"></a>
<div id="Spatialhash:cellCoords" class="function">
<div class="definition">function <span class="name">hash:cellCoords</span><span class="arglist">(v)</span><a class="top" href="#spatialhash">^ top</a></div>
<p>Get coordinates of a given value, i.e. the cell index in which a given
<a href="http://vrld.github.com/hump/#vector">vector</a> would be placed.</p>
</p>
<div class="arguments">Parameters:
<dl>
<dt><a href="http://vrld.github.com/hump/#vector">vector</a> <code>v</code></dt>
<dd>The position to query.</dd>
</dl>
</div>
<div class="returns">Returns:
<dl>
<dt><a href="http://vrld.github.com/hump/#vector">vector</a></dt>
<dd>Coordinates of the cell which would contain <code>v</code>.</dd>
</dl>
</div>
<div class="example">Example:
<pre><code class="lua">coords = hash:cellCoords(vector(love.mouse.getPosition()))</code></pre>
</div>
</div>
<a name="spatialhash-Spatialhash:cell"></a>
<div id="Spatialhash:cell" class="function">
<div class="definition">function <span class="name">hash:cell</span><span class="arglist">(v)</span><a class="top" href="#spatialhash">^ top</a></div>
<p>Get the cell a given <a href="http://vrld.github.com/hump/#vector">vector</a> would be
placed in. This is an actual cell, not the index.</p>
<p>A cell is a table which's keys and value are the objects stored in the cell, i.e.:
<pre><code class="lua">cell = {
[obj1] = obj1,
[obj2] = obj2,
...
}</code></pre>
You can iterate over the objects in a cell using <code>pairs()</code>:
<pre><code class="lua">for object,_ in pairs(cell) do stuff(object) end</code></pre></p>
<div class="arguments">Parameters:
<dl>
<dt><a href="http://vrld.github.com/hump/#vector">vector</a> <code>v</code></dt>
<dd>The position to query</dd>
</dl>
</div>
<div class="returns">Returns:
<dl>
<dt>table</dt>
<dd>Set of objects contained in the cell.</dd>
</dl>
</div>
<div class="example">Example:
<pre><code class="lua">cell = hash:cell(vector(love.mouse.getPosition()))</code></pre>
</div>
</div>
<a name="spatialhash-Spatialhash:insert"></a>
<div id="Spatialhash:insert" class="function">
<div class="definition">function <span class="name">hash:insert</span><span class="arglist">(obj, ul, lr)</span><a class="top" href="#spatialhash">^ top</a></div>
<p>Insert an object into the hash using a given bounding box.</p>
<div class="arguments">Parameters:
<dl>
<dt>mixed <code>obj</code></dt>
<dd>Object to place in the hash. It can be of any type except <code>nil</code>.</dd>
<dt><a href="http://vrld.github.com/hump/#vector">vector</a> <code>ul</code></dt>
<dd>Upper left corner of the bounding box.</dd>
<dt><a href="http://vrld.github.com/hump/#vector">vector</a> <code>lr</code></dt>
<dd>Lower right corner of the bounding box.</dd>
</dl>
</div>
<div class="returns">Returns:
<dl>
<dt>Nothing</dt>
</dl>
</div>
<div class="example">Example:
<pre><code class="lua">hash:insert(shape, vector(-100,-100), vector(0,-30))</code></pre>
</div>
</div>
<a name="spatialhash-Spatialhash:remove"></a>
<div id="Spatialhash:remove" class="function">
<div class="definition">function <span class="name">hash:remove</span><span class="arglist">(obj, ul, lr)</span><a class="top" href="#spatialhash">^ top</a></div>
<div class="definition">function <span class="name">hash:remove</span><span class="arglist">(obj)</span></div>
<p>Remove an object from the hash using a bounding box.</p>
<p>If no bounding box is given, search the whole hash to delete the object.</p>
<div class="arguments">Parameters:
<dl>
<dt>mixed <code>obj</code></dt>
<dd>The object to delete</dd>
<dt><a href="http://vrld.github.com/hump/#vector">vector</a> <code>ul</code></dt>
<dd>Upper left corner of the bounding box.</dd>
<dt><a href="http://vrld.github.com/hump/#vector">vector</a> <code>lr</code></dt>
<dd>Lower right corner of the bounding box.</dd>
</dl>
</div>
<div class="returns">Returns:
<dl>
<dt>Nothing</dt>
</dl>
</div>
<div class="example">Example:
<pre><code class="lua">hash:remove(shape, vector(-100,-100), vector(0,-30))</code></pre>
<pre><code class="lua">hash:remove(object_with_unknown_position)</code></pre>
</div>
</div>
<a name="spatialhash-Spatialhash:update"></a>
<div id="Spatialhash:update" class="function">
<div class="definition">function <span class="name">hash:update</span><span class="arglist">(obj, ul_old, lr_old, ul_new, lr_new)</span><a class="top" href="#spatialhash">^ top</a></div>
<p>Update an objects position given the old bounding box and the new bounding box.</p>
<div class="arguments">Parameters:
<dl>
<dt>mixed <code>obj</code></dt>
<dd>The object to be updated.</dd>
<dt><a href="http://vrld.github.com/hump/#vector">vector</a> <code>ul_old</code></dt>
<dd>Upper left corner of the bounding box before the object was moved.</dd>
<dt><a href="http://vrld.github.com/hump/#vector">vector</a> <code>lr_old</code></dt>
<dd>Lower right corner of the bounding box before the object was moved.</dd>
<dt><a href="http://vrld.github.com/hump/#vector">vector</a> <code>ul_new</code></dt>
<dd>Upper left corner of the bounding box after the object was moved.</dd>
<dt><a href="http://vrld.github.com/hump/#vector">vector</a> <code>lr_new</code></dt>
<dd>Lower right corner of the bounding box after the object was moved.</dd>
</dl>
</div>
<div class="returns">Returns:
<dl>
<dt>Nothing</dt>
</dl>
</div>
<div class="example">Example:
<pre><code class="lua">hash:update(shape, vector(-100,-100), vector(0,-30),
vector(-100,-70), vector(0,0))</code></pre>
</div>
</div>
<a name="spatialhash-Spatialhash:getNeighbors"></a>
<div id="Spatialhash:getNeighbors" class="function">
<div class="definition">function <span class="name">hash:getNeighbors</span><span class="arglist">(obj, ul, lr)</span><a class="top" href="#spatialhash">^ top</a></div>
<p>Query for neighbors of an object given it's bounding box.</p>
<div class="arguments">Parameters:
<dl>
<dt>mixed <code>obj</code></dt>
<dd>The object to query neighbors.</dd>
<dt><a href="http://vrld.github.com/hump/#vector">vector</a> <code>ul</code></dt>
<dd>Upper left corner of the object's bounding box.</dd>
<dt><a href="http://vrld.github.com/hump/#vector">vector</a> <code>lr</code></dt>
<dd>Lower right corner of the object's bounding box.</dd>
</dl>
</div>
<div class="returns">Returns:
<dl>
<dt>Set</dt>
<dd>A set (i.e. table of <code>t[other] = other</code>) of neighboring objects.</dd>
</dl>
</div>
<div class="example">Example:
<pre><code class="lua">local others = hash:getNeighbors(obj, vector(-100,-70), vector(0,0))
for _,other in pairs(others) do
obj:pushAway(other)
end</code></pre>
</div>
</div>
</div>
<a name="vector"></a>
<div id="vector" class="module">
<div class="name">hardoncollider.vector<a class="top" href="#top">^ top</a></div>
<div class="preamble">
<pre><code class="lua">require "hardoncollider.vector"</code></pre>
<p>See <a href="http://vrld.github.com/hump/#vector">hump.vector</a></p>
</div>
</div>
<a name="class"></a>
<div id="class" class="module">
<div class="name">hardoncollider.class<a class="top" href="#top">^ top</a></div>
<div class="preamble">
<pre><code class="lua">require "hardoncollider.class"</code></pre>
<p>See <a href="http://vrld.github.com/hump/#class">hump.class</a></p>
</div>
</div>
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