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+<!-- Copyright (C) 2017-2021 David Thompson davet@gnu.org
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+Permission is granted to copy, distribute and/or modify this document
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+with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.
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+Free Documentation License".
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+A copy of the license is also available from the Free Software
+Foundation Web site at http://www.gnu.org/licenses/fdl.html.
+
+
+* Chickadee: (chickadee). Game programming toolkit for Guile.
+
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+<title>Grids (The Chickadee Game Toolkit)</title>
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+<span id="Grids"></span><div class="header">
+<p>
+Next: <a href="Path-Finding.html" accesskey="n" rel="next">Path Finding</a>, Previous: <a href="Quadtrees.html" accesskey="p" rel="prev">Quadtrees</a>, Up: <a href="Data-Structures.html" accesskey="u" rel="up">Data Structures</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
+</div>
+<hr>
+<span id="Grids-1"></span><h4 class="subsection">5.6.5 Grids</h4>
+
+<p>The <code>(chickadee data grid)</code> module provides a simple spatial
+partitioning system for axis-aligned bounding boxes
+(see <a href="Rectangles.html">Rectangles</a>) in 2D space. The grid divides the world into
+tiles and keeps track of which rectangles occupy which tiles. When
+there are lots of moving objects in the game world that need collision
+detection, the grid greatly speeds up the process. Instead of
+checking collisions of each object against every other object (an
+O(n^2) operation), the grid quickly narrows down which objects could
+possibly be colliding and only performs collision testing against a
+small set of objects.
+</p>
+<p>In addition to checking for collisions, the grid also handles the
+resolution of collisions. Exactly how each collision is resolved is
+user-defined. A player bumping into a wall may slide against it. An
+enemy colliding with a projectile shot by the player may get pushed
+back in the opposite direction. Two players colliding may not need
+resolution at all and will just pass through each other. The way this
+works is that each time an object (A) is moved within the grid, the
+grid looks for an object (B) that may possibly be colliding with A. A
+user-defined procedure known as a &ldquo;filter&rdquo; is then called with both
+A and B. If the filter returns <code>#f</code>, it means that even if A and
+B are colliding, no collision resolution is needed. In this case the
+grid won&rsquo;t waste time checking if they really do collide because it
+doesn&rsquo;t matter. If A and B are collidable, then the filter returns a
+procedure that implements the resolution technique. The grid will
+then perform a collision test. If A and B are colliding, the resolver
+procedure is called. It&rsquo;s the resolvers job to adjust the objects
+such that they are no longer colliding. The grid module comes with a
+very simple resolution procedure, <code>slide</code>, that adjusts object A
+by the smallest amount so that it no longer overlaps with B. By using
+this filtering technique, a game can resolve collisions between
+different objects in different ways.
+</p>
+<dl>
+<dt id="index-make_002dgrid">Procedure: <strong>make-grid</strong> <em>[cell-size 64]</em></dt>
+<dd><p>Return a new grid partitioned into <var>cell-size</var> tiles.
+</p></dd></dl>
+
+<dl>
+<dt id="index-grid_003f">Procedure: <strong>grid?</strong> <em>obj</em></dt>
+<dd><p>Return <code>#t</code> if <var>obj</var> is a grid.
+</p></dd></dl>
+
+<dl>
+<dt id="index-cell_003f">Procedure: <strong>cell?</strong> <em>obj</em></dt>
+<dd><p>Return <code>#t</code> if <var>obj</var> is a grid cell.
+</p></dd></dl>
+
+<dl>
+<dt id="index-cell_002dcount">Procedure: <strong>cell-count</strong> <em>cell</em></dt>
+<dd><p>Return the number of items in <var>cell</var>.
+</p></dd></dl>
+
+<dl>
+<dt id="index-grid_002dcell_002dsize">Procedure: <strong>grid-cell-size</strong> <em>grid</em></dt>
+<dd><p>Return the cell size of <var>grid</var>.
+</p></dd></dl>
+
+<dl>
+<dt id="index-grid_002dcell_002dcount">Procedure: <strong>grid-cell-count</strong> <em>grid</em></dt>
+<dd><p>Return the number of cells currently in <var>grid</var>.
+</p></dd></dl>
+
+<dl>
+<dt id="index-grid_002ditem_002dcount">Procedure: <strong>grid-item-count</strong> <em>grid</em></dt>
+<dd><p>Return the number of items in <var>grid</var>.
+</p></dd></dl>
+
+<dl>
+<dt id="index-grid_002dadd">Procedure: <strong>grid-add</strong> <em>grid item x y width height</em></dt>
+<dd>
+<p>Add <var>item</var> to <var>grid</var> represented by the axis-aligned bounding
+box whose lower-left corner is at (<var>x</var>, <var>y</var>) and is
+<var>width</var> x <var>height</var> in size.
+</p></dd></dl>
+
+<dl>
+<dt id="index-grid_002dremove">Procedure: <strong>grid-remove</strong> <em>grid item</em></dt>
+<dd><p>Return <var>item</var> from <var>grid</var>.
+</p></dd></dl>
+
+<dl>
+<dt id="index-grid_002dclear">Procedure: <strong>grid-clear</strong> <em>grid</em></dt>
+<dd><p>Remove all items from <var>grid</var>.
+</p></dd></dl>
+
+<dl>
+<dt id="index-grid_002dmove">Procedure: <strong>grid-move</strong> <em>grid item position filter</em></dt>
+<dd><p>Attempt to move <var>item</var> in <var>grid</var> to <var>position</var> (a 2D
+vector) and check for collisions. For each collision, <var>filter</var>
+will be called with two arguments: <var>item</var> and the item it collided
+with. If a collision occurs, <var>position</var> may be modified to
+resolve the colliding objects.
+</p></dd></dl>
+
+<dl>
+<dt id="index-for_002deach_002dcell">Procedure: <strong>for-each-cell</strong> <em>proc grid [rect]</em></dt>
+<dd><p>Call <var>proc</var> with each cell in <var>grid</var> that intersects
+<var>rect</var>, or every cell if <var>rect</var> is <code>#f</code>.
+</p></dd></dl>
+
+<dl>
+<dt id="index-for_002deach_002ditem">Procedure: <strong>for-each-item</strong> <em>proc grid</em></dt>
+<dd><p>Call <var>proc</var> for each item in <var>grid</var>.
+</p></dd></dl>
+
+<dl>
+<dt id="index-slide">Procedure: <strong>slide</strong> <em>item item-rect other other-rect goal</em></dt>
+<dd>
+<p>Resolve the collision that occurs between <var>item</var> and <var>other</var>
+when moving <var>item-rect</var> to <var>goal</var> by sliding <var>item-rect</var>
+the minimum amount needed to make it no longer overlap
+<var>other-rect</var>.
+</p></dd></dl>
+
+<hr>
+<div class="header">
+<p>
+Next: <a href="Path-Finding.html" accesskey="n" rel="next">Path Finding</a>, Previous: <a href="Quadtrees.html" accesskey="p" rel="prev">Quadtrees</a>, Up: <a href="Data-Structures.html" accesskey="u" rel="up">Data Structures</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
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