228 lines
12 KiB
C
228 lines
12 KiB
C
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/**
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* @file collision.h
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* @brief Collision shapes: what an actor occupies, and what it will collide with.
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*
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* A shape is a convex volume positioned relative to an actor's origin. It lives
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* on the akgl_Character, so every goblin sharing a character shares one shape
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* definition, exactly as they share speeds and the state-to-sprite map -- and an
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* individual actor may override it when it needs to.
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*
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* @section collision_leaf This header includes nothing of ours but types.h
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*
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* `actor.h` and `character.h` both need akgl_CollisionShape by value, so this
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* header cannot include either of them without a cycle. It names actors and
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* tilemaps as incomplete struct pointers instead, which is why they need struct
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* tags and why `akgl_Tilemap` grew one. The `headers` suite compiles this file
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* as the first include of a translation unit and would fail immediately if that
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* ever stopped being true.
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*
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* @section collision_extrusion Why a 2D shape has a depth
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*
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* The narrowphase behind this is three-dimensional, which is what lets the same
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* shapes carry into a 3D game later. It answers with the **minimum** translation
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* that separates two volumes -- and if a 2D shape were extruded into a thin
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* slab, the cheapest way to separate two of them would be along z. The
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* narrowphase would report a contact, the resolver would push the actor into the
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* screen, and on screen nothing would happen at all while the actor sank through
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* the floor.
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*
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* So the setters give every shape a depth of #AKGL_COLLISION_DEPTH_RATIO times
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* its largest planar half-extent unless told otherwise. That is not a large
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* number chosen for comfort; it is the smallest ratio for which the z overlap of
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* any two shapes built this way is provably larger than any planar penetration
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* they can reach, so z can never be the minimum axis. Pass a depth by hand only
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* if you know what that costs.
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*/
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#ifndef _AKGL_COLLISION_H_
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#define _AKGL_COLLISION_H_
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#include <stdbool.h>
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#include <stdint.h>
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#include <SDL3/SDL_rect.h>
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#include <akerror.h>
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#include <akgl/types.h>
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struct akgl_Actor;
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struct akgl_Tilemap;
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/** @brief No shape. The actor takes no part in collision. */
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#define AKGL_COLLISION_SHAPE_NONE 0
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/** @brief An axis-aligned box. The common case, and the one with a closed-form answer. */
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#define AKGL_COLLISION_SHAPE_BOX 1
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/** @brief A circle in the xy plane, extruded along z. `hx` is the radius and `hy` is ignored. */
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#define AKGL_COLLISION_SHAPE_CIRCLE 2
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/** @brief A capsule whose long axis is x: a box with semicircular caps left and right. */
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#define AKGL_COLLISION_SHAPE_CAPSULE_X 3
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/** @brief A capsule whose long axis is y: a box with semicircular caps top and bottom. */
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#define AKGL_COLLISION_SHAPE_CAPSULE_Y 4
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/** @brief No flags. */
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#define AKGL_COLLISION_FLAG_NONE 0x00000000u
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/** @brief Never moved by the resolver and never re-inserted into the broad phase. */
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#define AKGL_COLLISION_FLAG_STATIC 0x00000001u
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/** @brief Reports a contact and never pushes. Pickups, trigger volumes, damage zones. */
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#define AKGL_COLLISION_FLAG_SENSOR 0x00000002u
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/** @brief Present but ignored this step. Cheaper than dropping the shape and putting it back. */
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#define AKGL_COLLISION_FLAG_DISABLED 0x00000004u
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/**
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* @brief Reserved for a swept narrowphase. **Not implemented; setting it does nothing.**
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*
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* Sub-stepping bounds how far an actor moves between collision tests, which
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* stops anything moving at ordinary speeds from passing through a wall. A
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* projectile is not moving at ordinary speeds. See `TODO.md`.
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*/
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#define AKGL_COLLISION_FLAG_BULLET 0x00000008u
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/** @brief On no layer. A shape with this `layermask` collides with nothing. */
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#define AKGL_COLLISION_LAYER_NONE 0x00000000u
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/** @brief Map geometry: solid tiles and static proxies. The default `collidemask`. */
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#define AKGL_COLLISION_LAYER_STATIC (1u << 0)
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/** @brief Ordinary actors. The default `layermask`. */
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#define AKGL_COLLISION_LAYER_ACTOR (1u << 1)
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/** @brief Suggested layer for the player. Nothing in the library treats it specially. */
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#define AKGL_COLLISION_LAYER_PLAYER (1u << 2)
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/** @brief Suggested layer for hostiles. */
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#define AKGL_COLLISION_LAYER_ENEMY (1u << 3)
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/** @brief Suggested layer for things picked up rather than bumped into. */
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#define AKGL_COLLISION_LAYER_PICKUP (1u << 4)
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/** @brief Every layer, including the ones a game defines for itself in bits 5 and above. */
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#define AKGL_COLLISION_LAYER_ALL 0xFFFFFFFFu
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/**
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* @brief Depth given to a 2D shape, as a multiple of its largest planar half-extent.
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*
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* 2 and not 1. At 1, two identical squares fully overlapped have the same
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* overlap on z as in the plane, and which axis the narrowphase calls "minimum"
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* comes down to floating-point luck. At 2 the z overlap of any pair is at least
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* twice the largest planar half-extent either can reach, and the planar
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* penetration is at most that -- so z loses every time, by construction rather
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* than by margin.
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*/
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#define AKGL_COLLISION_DEPTH_RATIO 2.0f
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/**
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* @brief A convex volume, positioned relative to an actor's origin.
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*
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* Stored as a centre and half-extents rather than as an `SDL_FRect`, because
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* that is the form both the overlap test and the narrowphase want and this way
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* the conversion happens once, in a setter, instead of on every one of the tens
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* of thousands of tests a frame. The setters take the rectangle form a game
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* already has.
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*/
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typedef struct akgl_CollisionShape {
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uint8_t kind; /**< One of the `AKGL_COLLISION_SHAPE_*` values. #AKGL_COLLISION_SHAPE_NONE means this actor does not collide, and is what a zeroed shape is. */
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uint32_t flags; /**< Bitwise OR of the `AKGL_COLLISION_FLAG_*` values. */
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uint32_t layermask; /**< Which layers this shape is *on*. What other shapes test against. */
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uint32_t collidemask; /**< Which layers this shape *responds to*. Asymmetric on purpose: a player can block against an NPC while the NPC ignores the player. */
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float32_t ox; /**< Centre offset from the actor's `x`, in map pixels. */
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float32_t oy; /**< Centre offset from the actor's `y`. Positive is down, matching screen space. */
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float32_t oz; /**< Centre offset from the actor's `z`. */
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float32_t hx; /**< Half-extent along x. The radius, for a circle or a capsule. */
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float32_t hy; /**< Half-extent along y. Ignored for a circle. */
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float32_t hz; /**< Half-extent along z. Never 0 after a setter has run; see the extrusion note on this file. */
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} akgl_CollisionShape;
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/**
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* @brief Build an axis-aligned box from the frame-relative rectangle a game has.
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*
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* @p body is an offset and a size measured from the actor's position -- the same
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* form a game already writes a hitbox in, inset into its sprite frame because
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* sprite art does not reach the edges of its cell. It is converted here to the
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* centre-and-half-extent form everything downstream uses.
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*
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* The shape is zeroed first, so every field not named by the arguments ends at a
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* known value: no flags, and the default masks of #AKGL_COLLISION_LAYER_ACTOR on
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* and #AKGL_COLLISION_LAYER_STATIC responded to. That default is chosen so an
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* actor given a shape and nothing else collides with the map and with nothing
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* else -- a town full of NPCs does not start shoving itself around because
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* somebody gave the townsfolk hitboxes.
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*
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* @param dest Receives the shape. Required.
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* @param body Offset and size in map pixels, relative to the actor's position.
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* Required. Both `w` and `h` must be positive.
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* @param depth Half-extent along z. Pass 0 for a 2D game and the extrusion is
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* chosen for you; see the note on this file for why that matters.
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* @return `NULL` on success, otherwise an error context owned by the caller.
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* @throws AKERR_NULLPOINTER If @p dest or @p body is `NULL`.
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* @throws AKERR_VALUE If `body->w` or `body->h` is not positive, or @p depth is
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* negative.
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*/
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akerr_ErrorContext AKERR_NOIGNORE *akgl_collision_shape_box(akgl_CollisionShape *dest, SDL_FRect *body, float32_t depth);
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/**
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* @brief Build a circle, extruded along z into a cylinder.
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*
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* A cylinder and not a sphere: a sphere's caps would round away from the plane
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* and let a shape slip past a corner in a way a 2D game never expects.
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*
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* @param dest Receives the shape. Required.
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* @param ox Centre offset from the actor's `x`, in map pixels.
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* @param oy Centre offset from the actor's `y`.
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* @param radius Radius in map pixels. Must be positive.
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* @param depth Half-extent along z, or 0 to have it chosen.
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* @return `NULL` on success, otherwise an error context owned by the caller.
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* @throws AKERR_NULLPOINTER If @p dest is `NULL`.
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* @throws AKERR_VALUE If @p radius is not positive, or @p depth is negative.
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*/
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akerr_ErrorContext AKERR_NOIGNORE *akgl_collision_shape_circle(akgl_CollisionShape *dest, float32_t ox, float32_t oy, float32_t radius, float32_t depth);
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/**
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* @brief Build a capsule: a box with semicircular caps on one axis.
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*
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* Useful for a character that should slide off a corner rather than catch on it,
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* which a box does and a capsule does not.
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*
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* @param dest Receives the shape. Required.
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* @param body Offset and size in map pixels, as for akgl_collision_shape_box.
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* Required.
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* @param axis #AKGL_COLLISION_SHAPE_CAPSULE_X or #AKGL_COLLISION_SHAPE_CAPSULE_Y.
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* @param depth Half-extent along z, or 0 to have it chosen.
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* @return `NULL` on success, otherwise an error context owned by the caller.
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* @throws AKERR_NULLPOINTER If @p dest or @p body is `NULL`.
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* @throws AKERR_VALUE If either side is not positive, @p depth is negative, @p
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* axis is neither capsule kind, or the capped axis is not the longer one
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* -- a capsule whose caps are wider than it is long is a circle written
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* confusingly, and is refused rather than silently reinterpreted.
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*/
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akerr_ErrorContext AKERR_NOIGNORE *akgl_collision_shape_capsule(akgl_CollisionShape *dest, SDL_FRect *body, uint8_t axis, float32_t depth);
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/**
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* @brief The planar bounds a shape occupies with its owner at a given position.
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*
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* This is what the broad phase indexes on and what a cheap overlap test uses
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* before anything more expensive runs. `z` is not represented: the extrusion
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* exists to keep the narrowphase honest, not to be searched.
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*
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* @param shape The shape. Required.
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* @param x The owner's `x`.
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* @param y The owner's `y`.
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* @param dest Receives the bounds in map pixels. Required.
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* @return `NULL` on success, otherwise an error context owned by the caller.
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* @throws AKERR_NULLPOINTER If @p shape or @p dest is `NULL`.
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*/
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akerr_ErrorContext AKERR_NOIGNORE *akgl_collision_shape_bounds(akgl_CollisionShape *shape, float32_t x, float32_t y, SDL_FRect *dest);
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/**
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* @brief Whether two shapes are allowed to interact, in the given direction.
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*
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* Asymmetric, and that is the point: @p self responds to @p other when @p
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* other's `layermask` intersects @p self's `collidemask`. The reverse is a
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* separate question with its own answer, which is how a player blocks against a
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* pushable crate while the crate ignores everything.
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*
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* A shape of kind #AKGL_COLLISION_SHAPE_NONE, or one carrying
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* #AKGL_COLLISION_FLAG_DISABLED, interacts with nothing in either direction.
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*
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* @param self The shape doing the responding. Required.
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* @param other The shape being responded to. Required.
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* @param dest Receives whether the pair is worth testing. Required.
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* @return `NULL` on success, otherwise an error context owned by the caller.
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* @throws AKERR_NULLPOINTER If any argument is `NULL`.
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*/
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akerr_ErrorContext AKERR_NOIGNORE *akgl_collision_shape_interacts(akgl_CollisionShape *self, akgl_CollisionShape *other, bool *dest);
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#endif
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