WIP on physics/stage BSP stuff

This commit is contained in:
2026-06-27 13:16:28 -04:00
parent cb878cfaa5
commit 462fb12bd5
10 changed files with 130 additions and 66 deletions

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@@ -1,9 +1,9 @@
#ifndef _SDL_GAMECONTROLLERDB_H_
#define _SDL_GAMECONTROLLERDB_H_
// Taken from https://raw.githubusercontent.com/mdqinc/SDL_GameControllerDB/refs/heads/master/gamecontrollerdb.txt on Sun Jun 21 04:37:50 PM EDT 2026
// Taken from https://raw.githubusercontent.com/mdqinc/SDL_GameControllerDB/refs/heads/master/gamecontrollerdb.txt on Sat Jun 27 08:22:48 AM EDT 2026
#define AKGL_SDL_GAMECONTROLLER_DB_LEN 2241
#define AKGL_SDL_GAMECONTROLLER_DB_LEN 2243
const char *SDL_GAMECONTROLLER_DB[] = {
"03000000300f00000a01000000000000,3 In 1 Conversion Box,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b8,x:b3,y:b0,platform:Windows",
@@ -1262,6 +1262,7 @@ const char *SDL_GAMECONTROLLER_DB[] = {
"03000000c82d00001530000011010000,8BitDo Ultimate C,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux",
"03000000c82d00001630000011010000,8BitDo Ultimate C,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux",
"03000000c82d00001730000011010000,8BitDo Ultimate C,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux",
"06000000c82d00000320000007010000,8BitDo Ultimate Wired Controller for Xbox,a:b0,b:b1,x:b2,y:b3,back:b6,guide:b8,start:b7,leftstick:b9,rightstick:b10,leftshoulder:b4,rightshoulder:b5,dpup:h0.1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,leftx:a0,lefty:a1,rightx:a3,righty:a4,lefttrigger:a2,righttrigger:a5,platform:Linux",
"03000000c82d00000121000011010000,8BitDo Xbox One SN30 Pro,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux",
"05000000c82d00000121000000010000,8BitDo Xbox One SN30 Pro,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux",
"05000000a00500003232000001000000,8BitDo Zero,a:b0,b:b1,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b3,y:b4,platform:Linux",
@@ -2026,6 +2027,7 @@ const char *SDL_GAMECONTROLLER_DB[] = {
"5553422c322d6178697320382d627574,iBuffalo Super Famicom Controller,a:b1,b:b0,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b17,rightshoulder:b18,start:b10,x:b3,y:b2,platform:Android",
"64306137363261396266353433303531,InterAct GoPad,a:b24,b:b25,leftshoulder:b23,lefttrigger:b27,leftx:a0,lefty:a1,rightshoulder:b26,righttrigger:b28,x:b21,y:b22,platform:Android",
"532e542e442e20496e74657261637420,InterAct HammerHead FX,a:b23,b:b24,back:b30,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b26,leftstick:b22,lefttrigger:b28,leftx:a0,lefty:a1,rightshoulder:b27,rightstick:b25,righttrigger:b29,rightx:a2,righty:a3,start:b31,x:b20,y:b21,platform:Android",
"05000000300f00001201000000780f00,Jess Tech Dual Analog Pad,a:b22,b:b23,back:b28,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b24,leftstick:b30,lefttrigger:b25,leftx:a0,lefty:a1,rightshoulder:b26,rightstick:b31,righttrigger:b27,rightx:a3,righty:a2,start:b29,x:b20,y:b21,platform:Android",
"65346535636333663931613264643164,Joy-Con,a:b21,b:b22,back:b29,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b25,lefttrigger:b27,leftx:a0,lefty:a1,rightshoulder:b26,righttrigger:b28,rightx:a2,righty:a3,start:b30,x:b23,y:b24,platform:Android",
"33346566643039343630376565326335,Joy-Con (L),a:b0,b:b1,back:b7,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b3,leftstick:b15,rightshoulder:b20,start:b17,x:b19,y:b2,platform:Android",
"35313531613435623366313835326238,Joy-Con (L),a:b0,b:b1,back:b7,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b3,leftstick:b15,rightshoulder:b20,start:b17,x:b19,y:b2,platform:Android",

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@@ -2,8 +2,11 @@
#define _AKGL_ACTOR_H_
#include <stdint.h>
#include "types.h"
#include "character.h"
#include <akstdlib.h>
#include <akgl/types.h>
#include <akgl/character.h>
// ---- LOW WORD STATUSES ----

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@@ -3,10 +3,11 @@
#include <stdint.h>
#include <SDL3_mixer/SDL_mixer.h>
#include "types.h"
#include "tilemap.h"
#include "renderer.h"
#include "physics.h"
#include <akgl/types.h>
#include <akgl/tilemap.h>
#include <akgl/renderer.h>
#include <akgl/physics.h>
#include <akgl/stage.h>
#define AKGL_VERSION "0.1.0"
@@ -49,10 +50,12 @@ extern MIX_Mixer *akgl_mixer;
extern MIX_Track *akgl_tracks[AKGL_GAME_AUDIO_MAX_TRACKS];
extern SDL_FRect _akgl_camera;
extern akgl_Game game;
extern akgl_Stage _stage;
extern akgl_RenderBackend _akgl_renderer;
extern akgl_PhysicsBackend _akgl_physics;
extern akgl_Tilemap _akgl_gamemap;
extern akgl_Stage *stage;
extern akgl_Tilemap *gamemap;
extern akgl_RenderBackend *renderer;
extern akgl_PhysicsBackend *physics;

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@@ -5,6 +5,7 @@
#include <akgl/actor.h>
#include <akgl/character.h>
#include <akgl/staticstring.h>
#include <akgl/stage.h>
#include <akerror.h>
#include <akstdlib.h>

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@@ -4,18 +4,12 @@
#include <SDL3/SDL.h>
#include <akstdlib.h>
#include <akgl/actor.h>
#define AKGL_STAGE_PARTITION_HORIZONTAL 0
#define AKGL_STAGE_PARTITION_VERTICAL 1
#define AKGL_STAGE_PARTITION_MAXDEPTH 4
// Stages are collections of lights and cameras in a 2D or 3D space wherein actors
// and backgrounds are placed and directed for action.
typedef struct akgl_Stage {
aksl_TreeNode bsp;
akerr_ErrorContext AKERR_NOIGNORE *(*partition)(struct akgl_Stage *self);
akerr_ErrorContext AKERR_NOIGNORE *(*partition_actor)(struct akgl_Stage *self, akgl_Actor *actor);
} akgl_Stage;
typedef struct akgl_BSPContext {
aksl_TreeNode *left;
aksl_TreeNode *right;
@@ -25,11 +19,27 @@ typedef struct akgl_BSPContext {
typedef struct akgl_BSPLeaf {
SDL_FRect extent;
aksl_ListNode *actors;
}
} akgl_BSPLeaf;
// Stages are collections of lights and cameras in a 2D or 3D space wherein actors
// and backgrounds are placed and directed for action.
typedef struct akgl_Stage {
aksl_TreeNode bsp;
akgl_BSPLeaf _rootleaf;
akerr_ErrorContext AKERR_NOIGNORE *(*partition)(struct akgl_Stage *self);
akerr_ErrorContext AKERR_NOIGNORE *(*partition_actor)(struct akgl_Stage *self, akgl_Actor *actor);
} akgl_Stage;
akerr_ErrorContext AKERR_NOIGNORE *akgl_stage_2d(akgl_Stage *self);
// A function to divide the stage into a binary space partition tree with lists of actors in each partition
akerr_ErrorContext AKERR_NOIGNORE *akgl_stage_2d_partition(akgl_Stage *self);
akerr_ErrorContext AKERR_NOIGNORE *akgl_stage_2d_partition_switchdirection(uint8_t direction, uint8_t *dest);
akerr_ErrorContext AKERR_NOIGNORE *akgl_stage_2d_bsp_actoriter(aksl_ListNode *node, void *data);
akerr_ErrorContext AKERR_NOIGNORE *akgl_stage_2d_bsp(aksl_TreeNode *root, aksl_ListNode *actors, SDL_FRect extents, uint8_t direction, uint8_t depth, uint8_t maxdepth);
akerr_ErrorContext AKERR_NOIGNORE *akgl_stage_2d_bspfree(akgl_Stage *self);
akerr_ErrorContext AKERR_NOIGNORE *akgl_stage_2d_partition(akgl_Stage *self);
akerr_ErrorContext AKERR_NOIGNORE *akgl_stage_2d_bsp_move(akgl_Stage *self, akgl_Actor *actor);
#endif // _STAGE_H_