Report the overlap akgl_collide_rectangles could not see

It asked whether either rectangle enclosed one of the other's four corners --
eight akgl_collide_point_rectangle calls, stopping at the first hit. That is a
different question from "do these overlap", and it has the wrong answer for one
arrangement: a tall thin rectangle crossing a short wide one overlaps in a plus
sign with no corner of either inside the other, and all eight tests said no.

A long thin platform crossing a tall thin character is exactly that shape, so
this is a shape a 2D game produces, not a curiosity. util.h carried an @note
describing it and docs/18-utilities.md had a diagram of it, both under the
heading of a limitation rather than a defect, and there was no test for it at
all -- nor for full containment, nor for a shared edge.

It is four comparisons now, on both axes. `<=` rather than `<` because
akgl_collide_point_rectangle is inclusive on all four edges and these two have
always agreed that touching counts; a span test written with `<` would have
silently changed a contract both the header and the manual state.

The test was written first and failed on the cross before the fix went in.

Two answers change for a caller upgrading, and both are in the header note and
the chapter:

- The cross reports `true`, which is the point.
- The comparison is in float rather than through akgl_Point's int members, so a
  sub-pixel overlap is no longer truncated away. A pickup test that was
  accidentally forgiving by up to a pixel is no longer forgiving. Both tutorials
  use this for coins and hazards; both still pass.

Faster as a side effect rather than a goal, and worth recording because the
numbers move a documented budget: 24.9 ns -> 6.1 overlapping, 57.9 -> 6.1
disjoint, and the all-pairs sweep over 64 actors 115 us -> 12.2. The disjoint
case gained most because it was the one that ran all eight tests before
answering.

The three moved rows are re-recorded in PERFORMANCE.md and nothing else is.
akgl_rectangle_points is untouched by this change and reads 6.1 in the same run
against the 4.0 recorded, so 6 ns is this run's floor and the new figure means
"too cheap to measure" rather than "exactly 6.1" -- said in the prose so the
next reader does not re-baseline the table around it.

Co-Authored-By: Claude Code <noreply@anthropic.com>
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-08-01 23:12:01 -04:00
parent 943bf4324e
commit 842ef75ddf
6 changed files with 158 additions and 75 deletions

View File

@@ -163,56 +163,33 @@ akerr_ErrorContext *akgl_collide_point_rectangle(akgl_Point *p, akgl_RectanglePo
akerr_ErrorContext *akgl_collide_rectangles(SDL_FRect *r1, SDL_FRect *r2, bool *collide)
{
akgl_RectanglePoints r1p;
akgl_RectanglePoints r2p;
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, r1, AKERR_NULLPOINTER, "NULL rectangle reference");
FAIL_ZERO_RETURN(errctx, r2, AKERR_NULLPOINTER, "NULL rectangle reference");
FAIL_ZERO_RETURN(errctx, collide, AKERR_NULLPOINTER, "NULL collision flag reference");
ATTEMPT {
CATCH(errctx, akgl_rectangle_points(&r1p, r1));
CATCH(errctx, akgl_rectangle_points(&r2p, r2));
/*
* Two rectangles overlap when their spans overlap on both axes. This used to
* ask a different question -- whether either rectangle enclosed a corner of
* the other, eight akgl_collide_point_rectangle calls -- and that question
* has a different answer for a tall thin rectangle crossing a short wide
* one. They overlap in a plus sign, neither holds a corner of the other, and
* all eight tests said no. util.h carried a @note describing the arrangement
* rather than a fix.
*
* `<=` and not `<`, because akgl_collide_point_rectangle is inclusive on all
* four edges and this function has always agreed with it: two rectangles
* sharing exactly one edge collide.
*
* The comparison is in float now. The corner form went through akgl_Point,
* whose members are int, so a rectangle at x = 10.9 had its corner at 10 and
* a sub-pixel overlap was invisible.
*/
*collide = ( (r1->x <= (r2->x + r2->w)) &&
(r2->x <= (r1->x + r1->w)) &&
(r1->y <= (r2->y + r2->h)) &&
(r2->y <= (r1->y + r1->h)) );
// is the upper left corner of r1 contacting r2?
CATCH(errctx, akgl_collide_point_rectangle(&r1p.topleft, &r2p, collide));
if ( *collide == true ) { break; }
// is the upper left corner of r2 contacting r1?
CATCH(errctx, akgl_collide_point_rectangle(&r2p.topleft, &r1p, collide));
if ( *collide == true ) { break; }
// is the top right corner of r1 contacting r2?
CATCH(errctx, akgl_collide_point_rectangle(&r1p.topright, &r2p, collide));
if ( *collide == true ) { break; }
// is the top right corner of r2 contacting r1?
CATCH(errctx, akgl_collide_point_rectangle(&r2p.topright, &r1p, collide));
if ( *collide == true ) { break; }
// is the bottom left corner of r1 contacting r2?
CATCH(errctx, akgl_collide_point_rectangle(&r1p.bottomleft, &r2p, collide));
if ( *collide == true ) { break; }
// is the bottom left corner of r2 contacting r1?
CATCH(errctx, akgl_collide_point_rectangle(&r2p.bottomleft, &r1p, collide));
if ( *collide == true ) { break; }
// is the bottom right corner of r1 contacting r2?
CATCH(errctx, akgl_collide_point_rectangle(&r1p.bottomright, &r2p, collide));
if ( *collide == true ) { break; }
// is the bottom right corner of r2 contacting r1?
CATCH(errctx, akgl_collide_point_rectangle(&r2p.bottomright, &r1p, collide));
if ( *collide == true ) { break; }
} CLEANUP {
} PROCESS(errctx) {
} FINISH(errctx, true);
// No trailing `*collide = false;` here. Each corner test writes the flag
// itself, so the eighth one leaves it false when nothing hit; assigning
// after FINISH would overwrite the hit that broke out of the block early.
SUCCEED_RETURN(errctx);
}