Say what was hit, which way is out, and how far
The narrowphase has been producing a contact since it went in, and the interpreter was throwing it away. `RCOLLISION(n, f)` reports it: what was hit (a sprite or a `SOLID` rectangle), which one, the contact normal, the penetration depth, the contact point, and which axis to reverse. **The normal points out of the other thing and toward this one**, so a program moves along it by the depth and is exactly clear. That sign is the one assertion in the new test that could not be caught any other way -- both parties of a sprite-against-sprite hit get their own record, each pointing the way *that* sprite has to move, and sharing one would tell both to go the same direction, which is how two things end up stuck inside each other. **Field 7 is the one that deletes the most BASIC.** It is the minimum translation axis, computed from the normal in C, and it is there because doing it in BASIC means comparing two floats -- which is exactly where this dialect's left-operand rule catches people. `BALLBRICKS`/`TESTCELL` in the artwork breakout spend six lines computing an overlap rectangle and comparing its width to its height to get this number. The record is **sticky and deepest-wins**: replaced whenever that sprite is in a contact and otherwise left alone, so `BUMP` stays the event and this stays the detail of it. Making it clear itself when nothing touches would break the pairing, because `BUMP` accumulates across steps and a once-a-frame poll would find the detail already gone. Reading `BUMP` clears both, so they cannot disagree. Deliberately narrower than `akgl_Contact`: no actor pointers, because BASIC has no actor; no tile fields, because there is no tilemap; no z, because every test is planar; and **no `dt` and no `sensor`**, which libakgl documents as filled in by the resolver. This interpreter never resolves anything, so those two come back zero and mean nothing, and an always-zero field in a reference table is a lie. Documented with the two caveats that matter: fields 2, 3 and 4 are floats and want a `%` variable, and the contact *point* is exact only for two boxes -- libakgl's solver returns a point on the portal it converged to, while the normal and depth are exact for every pair. Chapter 8's collision section stops claiming only type 1 exists, which has been false since the previous commit. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01EwxGB6TdoVvZ11KQQME9cL Co-Authored-By: Andrew Kesterson <andrew@aklabs.net>
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@@ -582,6 +582,27 @@ akerr_ErrorContext *akbasic_collision_service(akbasic_Runtime *obj)
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if ( obj->sprites->solids != NULL ) {
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PASS(errctx, obj->sprites->solids(obj->sprites, &solidmask));
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}
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/*
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* Pull the detail for whatever collided, while the scan that produced it is
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* still the current one. RCOLLISION answers from here rather than from the
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* device, because by the time a handler runs the sprites have moved on --
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* akbasic_sprite_service() runs immediately before this.
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*/
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if ( (mask | solidmask) != 0 && obj->sprites->contact != NULL ) {
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uint16_t both = (uint16_t)(mask | solidmask);
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int i = 0;
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for ( i = 0; i < AKBASIC_MAX_SPRITES; i++ ) {
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bool found = false;
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if ( (both & (uint16_t)(1u << i)) == 0 ) {
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continue;
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}
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/* PASS rather than CATCH: this is a loop. */
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PASS(errctx, obj->sprites->contact(obj->sprites, i + 1,
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&obj->sprite_state.contacts[i], &found));
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}
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}
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if ( solidmask != 0 ) {
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obj->sprite_state.bumpedsolid |= solidmask;
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PASS(errctx, akbasic_runtime_raise_interrupt(obj, AKBASIC_INTERRUPT_BACKGROUND));
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@@ -895,6 +916,65 @@ akerr_ErrorContext *akbasic_fn_rsphit(akbasic_Runtime *obj, akbasic_ASTLeaf *exp
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SUCCEED_RETURN(errctx);
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}
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/**
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* @brief One field of the contact sprite n is in.
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*
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* Sticky: the record is replaced whenever that sprite is in a contact and
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* otherwise left alone, so `BUMP` remains the event -- "has anything hit me since
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* I last looked" -- and this is the detail of it. Making it clear itself when
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* nothing is touching would break the pairing, because `BUMP` accumulates across
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* steps and a once-a-frame poll would find the detail already gone.
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*
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* Reading `BUMP` clears it, so the two stay in step.
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*/
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akerr_ErrorContext *akbasic_fn_rcollision(akbasic_Runtime *obj, akbasic_ASTLeaf *expr, akbasic_Value *lval, akbasic_Value *rval, akbasic_Value **dest)
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{
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PREPARE_ERROR(errctx);
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akbasic_Contact *contact = NULL;
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int64_t n = 0;
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int64_t field = 0;
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int index = 0;
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(void)lval; (void)rval;
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FAIL_ZERO_RETURN(errctx, (obj != NULL && dest != NULL), AKERR_NULLPOINTER,
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"NULL argument in RCOLLISION");
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PASS(errctx, nth_number(obj, expr, "RCOLLISION", 0, &n));
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PASS(errctx, nth_number(obj, expr, "RCOLLISION", 1, &field));
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PASS(errctx, sprite_index((int)n, "RCOLLISION", &index));
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contact = &obj->sprite_state.contacts[index];
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switch ( field ) {
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case 0:
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PASS(errctx, integer_result(obj, (int64_t)contact->what, dest));
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break;
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case 1:
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PASS(errctx, integer_result(obj, (int64_t)contact->other, dest));
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break;
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case 2:
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PASS(errctx, float_result(obj, contact->nx, dest));
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break;
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case 3:
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PASS(errctx, float_result(obj, contact->ny, dest));
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break;
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case 4:
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PASS(errctx, float_result(obj, contact->depth, dest));
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break;
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case 5:
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PASS(errctx, float_result(obj, contact->px, dest));
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break;
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case 6:
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PASS(errctx, float_result(obj, contact->py, dest));
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break;
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case 7:
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PASS(errctx, integer_result(obj, (int64_t)contact->axis, dest));
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break;
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default:
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FAIL_RETURN(errctx, AKBASIC_ERR_BOUNDS,
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"RCOLLISION: field %" PRId64 " is outside 0..7", field);
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}
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext *akbasic_fn_rsprite(akbasic_Runtime *obj, akbasic_ASTLeaf *expr, akbasic_Value *lval, akbasic_Value *rval, akbasic_Value **dest)
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{
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akbasic_Sprite *sprite = NULL;
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