Let a map say which layers are solid, and answer questions about them
A tile layer with a `collidable` boolean custom property is collision geometry. Before this a game had to hard-code a layer index -- both examples do, because akgl_TilemapLayer does not retain the name Tiled wrote -- and that index changes the moment somebody reorders layers in the editor. Solid tiles are **not** given proxies. At the maximum map size that is a quarter of a million per layer, tens of megabytes of index to describe data that is already a dense grid sitting in the tilemap. The world keeps a borrowed pointer and reads layers[i].data[] over whatever cell range a query covers: nine array reads for a 32-pixel actor on 16-pixel tiles, nothing to build at level load, and nothing to maintain per frame. Static geometry that is not tile-aligned is still an ordinary proxy with AKGL_COLLISION_FLAG_STATIC; both mechanisms exist and tiles use the free one because there are a hundred thousand of them. Four public queries come with it, all of which answer without resolving: solid_at, box_blocked, query_box and settle. They are what a game reaches for when it wants to know rather than to be pushed -- a ledge probe ahead of a walking enemy, a check that a doorway is clear -- and the sidescroller cannot drop its hand-rolled collision without them. akgl_collision_settle is the one worth naming. Resolution stops a shape entering geometry and has nothing to say about one that began inside it: what it does instead is refuse every move, so an actor spawned in a wall is simply stuck. Level authors produce that constantly, so settling walks a shape up a tile at a time and refuses loudly rather than searching forever. Two defects found by writing the tests: - The fixture put an akgl_Tilemap on the stack and segfaulted before the first assertion. It is about 26 MB -- the layer and tileset arrays are sized for the worst case the format allows -- and tilemap.h says so. It is static now, with a comment saying why, because the next person to write a map fixture will reach for a local first as well. - The far-edge nudge used AKGL_COLLISION_EPSILON, which is 1e-6. That is a sensible tolerance on a unit vector and a meaningless one on a map coordinate: `float` carries about seven significant digits, so at a coordinate of 144 the smallest representable step is around 1.5e-5 and `144.0f - 1e-6f` is exactly 144.0f. The nudge did nothing, a box resting flush on the floor read as inside it, and every move it tried looked blocked -- an actor standing on the ground unable to walk. Two different quantities were sharing one constant; the tile one is now its own, at a thousandth of a pixel, which is what the sidescroller example independently arrived at. Both breaks verified: removing the nudge and ignoring the `collidable` bit each turn the suite red with the symptom named. Co-Authored-By: Claude Code <noreply@anthropic.com> Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -302,6 +302,10 @@ typedef struct akgl_CollisionWorld {
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uint32_t flags; /**< `AKGL_COLLISION_TEST_*` bits applied to every test this world runs. */
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uint32_t sweep; /**< Serial of the current pass. Stamped onto proxies so one spanning several cells is reported once. */
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uint32_t tests; /**< Narrowphase calls during the last pass. Diagnostic. */
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struct akgl_Tilemap *tilesource;/**< The map whose solid tile layers are static geometry, or `NULL` for none. Borrowed. */
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uint32_t tilelayers; /**< Which of that map's layers are solid, copied from its `collidablelayers`. */
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uint32_t tilelayermask; /**< The collision layer solid tiles are treated as being on. #AKGL_COLLISION_LAYER_STATIC by default. */
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} akgl_CollisionWorld;
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/**
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@@ -347,6 +351,109 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_partitioner_factory(akgl_Partitioner *se
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*/
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akerr_ErrorContext AKERR_NOIGNORE *akgl_partitioner_init_grid(akgl_Partitioner *self);
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/**
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* @brief Make a map's solid layers count as collision geometry.
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*
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* @section collision_tiles Tiles are read, not registered
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*
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* A map's solid tiles are **not** given proxies. At the maximum map size that
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* would be a quarter of a million of them per layer -- tens of megabytes of
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* index, to describe data that is already a dense grid sitting in the tilemap.
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* Instead the world keeps a borrowed pointer to the map and reads
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* `layers[i].data[]` directly over whatever cell range a query covers, which is
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* nine array reads for a 32-pixel actor on 16-pixel tiles and costs nothing to
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* maintain when a level loads.
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*
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* Static geometry that is *not* tile-aligned -- a slope, a Tiled object
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* rectangle, a platform that only moves between levels -- is still an ordinary
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* proxy carrying #AKGL_COLLISION_FLAG_STATIC. Both mechanisms exist; tiles use
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* the free one because there are a hundred thousand of them.
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*
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* @param self The world. Required.
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* @param map The map, or `NULL` to detach the one already bound.
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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 self is `NULL`.
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* @throws AKERR_VALUE If the map's tile dimensions are not positive.
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*/
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akerr_ErrorContext AKERR_NOIGNORE *akgl_collision_bind_tilemap(akgl_CollisionWorld *self, struct akgl_Tilemap *map);
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/**
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* @brief Is the tile under this point solid?
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*
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* A point query against the bound map's collidable layers, and nothing else --
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* it does not consult proxies. Off the map is **not** solid: a game that wants
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* an edge of the world puts one there, and a pit that kills the player has to be
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* a pit rather than a wall.
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*
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* @param self The world. Required.
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* @param x World x in map pixels.
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* @param y World y in map pixels.
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* @param dest Receives whether a solid tile covers that point. 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 self or @p dest is `NULL`.
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*/
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akerr_ErrorContext AKERR_NOIGNORE *akgl_collision_solid_at(akgl_CollisionWorld *self, float32_t x, float32_t y, bool *dest);
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/**
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* @brief Would this rectangle overlap anything solid?
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*
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* Tiles and proxies both. This is the query a game reaches for when it wants an
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* answer without a response: a ledge probe ahead of a walking enemy, a check
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* that a spawn point is clear, a door that only opens when nothing is standing
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* in it.
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*
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* @param self The world. Required.
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* @param box The rectangle, in map pixels. Required.
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* @param mask Which collision layers count. #AKGL_COLLISION_LAYER_ALL for
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* everything, #AKGL_COLLISION_LAYER_STATIC for map geometry only.
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* @param dest Receives the answer. 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 pointer argument is `NULL`.
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*/
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akerr_ErrorContext AKERR_NOIGNORE *akgl_collision_box_blocked(akgl_CollisionWorld *self, SDL_FRect *box, uint32_t mask, bool *dest);
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/**
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* @brief Visit every proxy that may overlap a rectangle.
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*
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* The broad phase, exposed. Tiles are not proxies and so are not visited; use
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* akgl_collision_box_blocked when the question includes map geometry.
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*
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* @param self The world. Required.
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* @param box The rectangle, in map pixels. Required.
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* @param mask Which collision layers to report.
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* @param visit Called once per candidate. Required.
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* @param data Passed through to @p visit.
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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 pointer argument is `NULL`.
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*/
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akerr_ErrorContext AKERR_NOIGNORE *akgl_collision_query_box(akgl_CollisionWorld *self, SDL_FRect *box, uint32_t mask, akgl_CollisionVisitFunc visit, void *data);
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/**
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* @brief Lift a shape out of the geometry it was placed inside.
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*
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* Resolution stops a shape *entering* geometry and has nothing to say about one
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* that started inside it -- what it does instead is refuse every move, so an
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* actor spawned in a wall is simply stuck. That is not a hypothetical: level
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* authors place a character on a step and Tiled rounds the object to a position
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* that overlaps the tile below it.
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*
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* This walks the shape up a tile at a time until it is clear, and refuses rather
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* than searching forever if it cannot be. Call it once, after a map load, for
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* anything the map placed.
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*
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* @param self The world. Required.
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* @param shape The shape being placed. Required.
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* @param x Position in map pixels. Read and written.
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* @param y Position in map pixels. Read and written; this is what moves.
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* @param maxsteps How many tiles to try before giving up. 0 uses a sensible default.
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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 pointer argument is `NULL`.
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* @throws AKERR_VALUE If the shape is still inside geometry after @p maxsteps.
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* The message carries the position, because the answer is almost always
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* to move the object in the level rather than to raise the limit.
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*/
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akerr_ErrorContext AKERR_NOIGNORE *akgl_collision_settle(akgl_CollisionWorld *self, akgl_CollisionShape *shape, float32_t *x, float32_t *y, int maxsteps);
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/*
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* The following is part of the internal API. Proxies are created and destroyed
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* by the library, not by a game.
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@@ -151,6 +151,7 @@ typedef struct akgl_Tilemap {
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akgl_TilemapLayer layers[AKGL_TILEMAP_MAX_LAYERS]; /**< The layers, in draw order: index 0 is furthest back. */
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// Different levels may have different physics.
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uint32_t collidablelayers; /**< Bit `i` set means `layers[i]` is solid geometry for collision, from that layer's `collidable` custom property in Tiled. 0 means nothing on this map collides, which is what a map authored before collision existed gets. */
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bool use_own_physics; /**< Set when the map declared a `physics.model` property. A caller that honours it simulates through `akgl_physics` instead of the global backend. */
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akgl_PhysicsBackend physics; /**< This map's own backend, valid only when `use_own_physics` is set. */
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} akgl_Tilemap;
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@@ -301,6 +302,25 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_get_json_properties_string(json_t *obj,
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* @throws AKGL_ERR_HEAP If the string pool is exhausted.
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*/
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akerr_ErrorContext AKERR_NOIGNORE *akgl_get_json_properties_integer(json_t *obj, char *key, int *dest);
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/**
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* @brief Read a boolean Tiled custom property.
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*
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* Tiled writes these with a declared type of `"bool"`, and the accessor matches
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* on that type -- a property written as an `int` named the same thing raises
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* `AKERR_TYPE` rather than being coerced, because a map that says `1` where it
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* means `true` is a map that will say something else next time.
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*
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* @param obj The object carrying a `properties` array. Required.
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* @param key Property name. Required.
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* @param dest Receives the value. Required.
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* @return `NULL` on success, otherwise an error context owned by the caller.
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* @throws AKERR_KEY If no property of that name exists. **Absent is not an
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* error to the loader** -- a layer with no `collidable` property is not
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* collidable, which is the common case.
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* @throws AKERR_TYPE If the property exists but was not written as a bool.
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*/
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akerr_ErrorContext AKERR_NOIGNORE *akgl_get_json_properties_boolean(json_t *obj, char *key, bool *dest);
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/**
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* @brief Build a tileset's local-id-to-pixel-offset table.
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*
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227
src/collision.c
227
src/collision.c
@@ -17,6 +17,7 @@
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#include <akstdlib.h>
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#include <akgl/collision_arena.h>
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#include <akgl/error.h>
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#include <akgl/tilemap.h>
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#include <akgl/types.h>
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#include <ccd/ccd.h>
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@@ -37,6 +38,24 @@
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/** @brief Below this, a normal is treated as having no length at all. */
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#define AKGL_COLLISION_EPSILON 1e-6f
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/**
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* @brief Nudge applied to a box's far edge before it is turned into tile indices.
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*
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* A thousandth of a pixel, and **not** #AKGL_COLLISION_EPSILON. That one is a
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* tolerance on a unit vector, where 1e-6 is meaningful; this one is subtracted
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* from a map coordinate, where it is not. `float` has about seven significant
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* digits, so at a coordinate of 144 the smallest representable step is around
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* 1.5e-5 and `144.0f - 1e-6f` is exactly 144.0f. The nudge does nothing, the far
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* edge lands on the next tile, and an actor standing flush on the ground reads
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* as inside it -- which makes every move it tries look blocked.
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*
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* The sidescroller example arrived at the same number for the same reason.
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*/
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#define AKGL_COLLISION_TILE_EPSILON 0.001f
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/** @brief Tiles akgl_collision_settle will lift a shape before giving up. */
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#define AKGL_COLLISION_SETTLE_STEPS 4
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/** @brief One positioned shape, in the form libccd's callbacks read. */
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typedef struct {
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uint8_t kind; /**< AKGL_COLLISION_SHAPE_*. */
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@@ -443,8 +462,216 @@ akerr_ErrorContext *akgl_collision_world_init(akgl_CollisionWorld *self, char *t
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// Every game today is 2D, so the guard is on by default. A caller with a
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// real third axis to resolve on clears it.
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self->flags = AKGL_COLLISION_TEST_PLANAR;
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self->tilelayermask = AKGL_COLLISION_LAYER_STATIC;
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PASS(errctx, akgl_partitioner_factory(&self->partitioner, type));
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PASS(errctx, self->partitioner.reset(&self->partitioner, self));
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SUCCEED_RETURN(errctx);
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}
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/**
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* @brief Is a tile coordinate solid on any of the world's collidable layers?
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*
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* Reads the tilemap's own array. A gid of 0 is an empty cell; anything else is
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* a tile, and whether a tile is solid is decided by which layer it is drawn on,
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* not by the tile itself. Off the map is not solid -- see akgl_collision_solid_at.
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*/
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static bool collision_tile_solid(akgl_CollisionWorld *self, int32_t tx, int32_t ty)
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{
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akgl_Tilemap *map = self->tilesource;
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int layer = 0;
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if ( (map == NULL) || (self->tilelayers == 0) ) {
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return false;
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}
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if ( (tx < 0) || (ty < 0) || (tx >= map->width) || (ty >= map->height) ) {
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return false;
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}
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for ( layer = 0; layer < map->numlayers; layer++ ) {
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if ( (self->tilelayers & (1u << layer)) == 0 ) {
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continue;
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}
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// Row-major, strided by the map's width rather than the array's, which
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// is how akgl_tilemap_draw indexes it too.
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if ( map->layers[layer].data[(ty * map->width) + tx] != 0 ) {
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return true;
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}
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}
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return false;
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}
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akerr_ErrorContext *akgl_collision_bind_tilemap(akgl_CollisionWorld *self, akgl_Tilemap *map)
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{
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PREPARE_ERROR(errctx);
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FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "NULL collision world reference");
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if ( map == NULL ) {
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self->tilesource = NULL;
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self->tilelayers = 0;
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SUCCEED_RETURN(errctx);
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}
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FAIL_NONZERO_RETURN(errctx, (map->tilewidth <= 0), AKERR_VALUE,
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"Map tile width %d is not positive", map->tilewidth);
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FAIL_NONZERO_RETURN(errctx, (map->tileheight <= 0), AKERR_VALUE,
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"Map tile height %d is not positive", map->tileheight);
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self->tilesource = map;
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self->tilelayers = map->collidablelayers;
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/*
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* Cells are keyed on the map's tiles. That is the sizing the performance
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* record argues for, and it makes the tile scan below exactly one cell's
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* worth of array reads per cell a query touches.
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*/
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self->cellwidth = (float32_t)map->tilewidth;
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self->cellheight = (float32_t)map->tileheight;
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PASS(errctx, self->partitioner.reset(&self->partitioner, self));
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext *akgl_collision_solid_at(akgl_CollisionWorld *self, float32_t x, float32_t y, bool *dest)
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{
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PREPARE_ERROR(errctx);
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FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "NULL collision world reference");
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FAIL_ZERO_RETURN(errctx, dest, AKERR_NULLPOINTER, "NULL result reference");
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*dest = false;
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if ( self->tilesource == NULL ) {
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SUCCEED_RETURN(errctx);
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}
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// floorf, not a cast: truncation rounds toward zero, so -0.5 and +0.5 would
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// land in the same tile and a coordinate just off the left edge of the map
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// would read as being on it.
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*dest = collision_tile_solid(self,
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(int32_t)floorf(x / (float32_t)self->tilesource->tilewidth),
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(int32_t)floorf(y / (float32_t)self->tilesource->tileheight));
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SUCCEED_RETURN(errctx);
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}
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/** @brief Carries the answer out of a query visitor. */
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typedef struct {
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SDL_FRect box;
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bool blocked;
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} collision_blocked_probe;
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static akerr_ErrorContext *collision_blocked_visit(akgl_CollisionProxy *proxy, void *data)
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{
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collision_blocked_probe *probe = (collision_blocked_probe *)data;
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PREPARE_ERROR(errctx);
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FAIL_ZERO_RETURN(errctx, proxy, AKERR_NULLPOINTER, "NULL proxy in a blocked probe");
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FAIL_ZERO_RETURN(errctx, probe, AKERR_NULLPOINTER, "NULL probe reference");
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if ( (proxy->shape.flags & AKGL_COLLISION_FLAG_SENSOR) != 0 ) {
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// A sensor reports, it does not block. Walking through a coin is not
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// being blocked by it.
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SUCCEED_RETURN(errctx);
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}
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if ( SDL_HasRectIntersectionFloat(&proxy->bounds, &probe->box) ) {
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probe->blocked = true;
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}
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext *akgl_collision_box_blocked(akgl_CollisionWorld *self, SDL_FRect *box, uint32_t mask, bool *dest)
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{
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collision_blocked_probe probe;
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int32_t tx = 0;
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int32_t ty = 0;
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int32_t x0 = 0;
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int32_t y0 = 0;
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int32_t x1 = 0;
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int32_t y1 = 0;
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PREPARE_ERROR(errctx);
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FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "NULL collision world reference");
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FAIL_ZERO_RETURN(errctx, box, AKERR_NULLPOINTER, "NULL box reference");
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FAIL_ZERO_RETURN(errctx, dest, AKERR_NULLPOINTER, "NULL result reference");
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*dest = false;
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if ( ((mask & self->tilelayermask) != 0) && (self->tilesource != NULL) ) {
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/*
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* The far edge is nudged inward. Without it a box whose right edge sits
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* exactly on a tile boundary reads as overlapping the tile beyond it,
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* and an actor standing flush against a wall is reported as inside it --
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* which makes every move it tries look blocked.
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*/
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x0 = (int32_t)floorf(box->x / (float32_t)self->tilesource->tilewidth);
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y0 = (int32_t)floorf(box->y / (float32_t)self->tilesource->tileheight);
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x1 = (int32_t)floorf(((box->x + box->w) - AKGL_COLLISION_TILE_EPSILON) / (float32_t)self->tilesource->tilewidth);
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y1 = (int32_t)floorf(((box->y + box->h) - AKGL_COLLISION_TILE_EPSILON) / (float32_t)self->tilesource->tileheight);
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for ( ty = y0; ty <= y1; ty++ ) {
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for ( tx = x0; tx <= x1; tx++ ) {
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if ( collision_tile_solid(self, tx, ty) ) {
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*dest = true;
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SUCCEED_RETURN(errctx);
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}
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}
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}
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}
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memset(&probe, 0x00, sizeof(probe));
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probe.box = *box;
|
||||
PASS(errctx, self->partitioner.query(&self->partitioner, box, mask, &collision_blocked_visit, &probe));
|
||||
*dest = probe.blocked;
|
||||
SUCCEED_RETURN(errctx);
|
||||
}
|
||||
|
||||
akerr_ErrorContext *akgl_collision_query_box(akgl_CollisionWorld *self, SDL_FRect *box, uint32_t mask, akgl_CollisionVisitFunc visit, void *data)
|
||||
{
|
||||
PREPARE_ERROR(errctx);
|
||||
FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "NULL collision world reference");
|
||||
FAIL_ZERO_RETURN(errctx, box, AKERR_NULLPOINTER, "NULL box reference");
|
||||
FAIL_ZERO_RETURN(errctx, visit, AKERR_NULLPOINTER, "NULL visitor reference");
|
||||
|
||||
PASS(errctx, self->partitioner.query(&self->partitioner, box, mask, visit, data));
|
||||
SUCCEED_RETURN(errctx);
|
||||
}
|
||||
|
||||
akerr_ErrorContext *akgl_collision_settle(akgl_CollisionWorld *self, akgl_CollisionShape *shape, float32_t *x, float32_t *y, int maxsteps)
|
||||
{
|
||||
SDL_FRect box;
|
||||
bool blocked = false;
|
||||
float32_t step = 0.0f;
|
||||
int i = 0;
|
||||
|
||||
PREPARE_ERROR(errctx);
|
||||
FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "NULL collision world reference");
|
||||
FAIL_ZERO_RETURN(errctx, shape, AKERR_NULLPOINTER, "NULL shape reference");
|
||||
FAIL_ZERO_RETURN(errctx, x, AKERR_NULLPOINTER, "NULL x reference");
|
||||
FAIL_ZERO_RETURN(errctx, y, AKERR_NULLPOINTER, "NULL y reference");
|
||||
|
||||
if ( maxsteps <= 0 ) {
|
||||
maxsteps = AKGL_COLLISION_SETTLE_STEPS;
|
||||
}
|
||||
step = self->cellheight;
|
||||
if ( step <= 0.0f ) {
|
||||
step = 1.0f;
|
||||
}
|
||||
|
||||
for ( i = 0; i <= maxsteps; i++ ) {
|
||||
PASS(errctx, akgl_collision_shape_bounds(shape, *x, *y, &box));
|
||||
PASS(errctx, akgl_collision_box_blocked(self, &box, AKGL_COLLISION_LAYER_STATIC, &blocked));
|
||||
if ( blocked == false ) {
|
||||
SUCCEED_RETURN(errctx);
|
||||
}
|
||||
// Up, because in a game with gravity the free space is above and the
|
||||
// floor is below. Lifting is the move that does not drop a character
|
||||
// through the world.
|
||||
*y -= step;
|
||||
}
|
||||
|
||||
FAIL_RETURN(
|
||||
errctx,
|
||||
AKERR_VALUE,
|
||||
"A shape at %f, %f is still inside solid geometry after being lifted %d tiles; "
|
||||
"the object is probably placed wrong in the level rather than the limit being low",
|
||||
*x,
|
||||
*y,
|
||||
maxsteps
|
||||
);
|
||||
}
|
||||
|
||||
@@ -90,6 +90,16 @@ akerr_ErrorContext *akgl_get_json_properties_string(json_t *obj, char *key, akgl
|
||||
SUCCEED_RETURN(errctx);
|
||||
}
|
||||
|
||||
akerr_ErrorContext *akgl_get_json_properties_boolean(json_t *obj, char *key, bool *dest)
|
||||
{
|
||||
PREPARE_ERROR(errctx);
|
||||
json_t *property = NULL;
|
||||
PASS(errctx, akgl_get_json_tilemap_property(obj, key, "bool", &property));
|
||||
PASS(errctx, akgl_get_json_boolean_value(property, "value", dest));
|
||||
|
||||
SUCCEED_RETURN(errctx);
|
||||
}
|
||||
|
||||
akerr_ErrorContext *akgl_get_json_properties_integer(json_t *obj, char *key, int *dest)
|
||||
{
|
||||
PREPARE_ERROR(errctx);
|
||||
@@ -394,6 +404,7 @@ akerr_ErrorContext *akgl_tilemap_load_layer_tile(akgl_Tilemap *dest, json_t *roo
|
||||
{
|
||||
PREPARE_ERROR(errctx);
|
||||
json_t *layerdata = NULL;
|
||||
bool collidable = false;
|
||||
int j;
|
||||
int layerdatalen;
|
||||
|
||||
@@ -416,6 +427,27 @@ akerr_ErrorContext *akgl_tilemap_load_layer_tile(akgl_Tilemap *dest, json_t *roo
|
||||
} PROCESS(errctx) {
|
||||
} FINISH(errctx, true);
|
||||
|
||||
/*
|
||||
* Which layers are solid is the map's business, not the game's. Before this
|
||||
* a game had to hard-code a layer index -- both example games do, because
|
||||
* akgl_TilemapLayer does not retain the name Tiled wrote -- and that index
|
||||
* changes the moment somebody reorders layers in the editor.
|
||||
*
|
||||
* A layer with no `collidable` property is not solid. That is the common
|
||||
* case, it is not an error, and it is why this is its own ATTEMPT block with
|
||||
* a HANDLE rather than a CATCH in the one above.
|
||||
*/
|
||||
ATTEMPT {
|
||||
CATCH(errctx, akgl_get_json_properties_boolean(root, "collidable", &collidable));
|
||||
if ( collidable == true ) {
|
||||
dest->collidablelayers |= (1u << layerid);
|
||||
}
|
||||
} CLEANUP {
|
||||
} PROCESS(errctx) {
|
||||
} HANDLE(errctx, AKERR_KEY) {
|
||||
// No such property. Not solid, and not a complaint.
|
||||
} FINISH(errctx, true);
|
||||
|
||||
SUCCEED_RETURN(errctx);
|
||||
}
|
||||
|
||||
|
||||
@@ -26,6 +26,7 @@
|
||||
#include <akgl/collision.h>
|
||||
#include <akgl/error.h>
|
||||
#include <akgl/heap.h>
|
||||
#include <akgl/tilemap.h>
|
||||
|
||||
#include "testutil.h"
|
||||
|
||||
@@ -434,6 +435,185 @@ akerr_ErrorContext *test_reset_and_empty(char *name)
|
||||
SUCCEED_RETURN(errctx);
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief A small map with a floor, a pillar, a gap and a one-tile corridor.
|
||||
*
|
||||
* Synthesized rather than loaded: collision reads `data[]`, `tilewidth`,
|
||||
* `tileheight`, `width` and `height` and nothing else, so a fixture needs no
|
||||
* image, no tileset and no loader. `tests/perf_render.c` builds its map the same
|
||||
* way for the same reason.
|
||||
*
|
||||
* Every shape here is one the two example games actually hit -- a floor to rest
|
||||
* on, a pillar to walk into, a gap to fall through, a corridor that blocks both
|
||||
* axes at once.
|
||||
*/
|
||||
/*
|
||||
* Static, not on the stack. sizeof(akgl_Tilemap) is about 26 MB -- the layer and
|
||||
* tileset arrays are sized for the worst case the format allows -- so a local
|
||||
* one overflows the stack before the first assertion runs. tilemap.h says so and
|
||||
* this fixture was written wrong once anyway.
|
||||
*/
|
||||
static akgl_Tilemap fixture_map;
|
||||
|
||||
static void build_map(akgl_Tilemap *map)
|
||||
{
|
||||
int x = 0;
|
||||
|
||||
memset(map, 0x00, sizeof(akgl_Tilemap));
|
||||
map->tilewidth = 16;
|
||||
map->tileheight = 16;
|
||||
map->width = 20;
|
||||
map->height = 10;
|
||||
map->numlayers = 2;
|
||||
map->layers[0].type = AKGL_TILEMAP_LAYER_TYPE_TILES;
|
||||
map->layers[1].type = AKGL_TILEMAP_LAYER_TYPE_TILES;
|
||||
|
||||
// Layer 0 is scenery and is not collidable. Layer 1 is terrain and is. If
|
||||
// the two were confused, an actor would collide with the background.
|
||||
for ( x = 0; x < map->width; x++ ) {
|
||||
map->layers[0].data[(2 * map->width) + x] = 99;
|
||||
}
|
||||
|
||||
// A floor along row 9, with a two-tile gap at columns 5 and 6.
|
||||
for ( x = 0; x < map->width; x++ ) {
|
||||
if ( (x == 5) || (x == 6) ) {
|
||||
continue;
|
||||
}
|
||||
map->layers[1].data[(9 * map->width) + x] = 1;
|
||||
}
|
||||
// A one-tile pillar at column 12, rows 7 and 8.
|
||||
map->layers[1].data[(7 * map->width) + 12] = 1;
|
||||
map->layers[1].data[(8 * map->width) + 12] = 1;
|
||||
|
||||
map->collidablelayers = (1u << 1);
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Solid tiles block, non-collidable layers do not, and off-map is open.
|
||||
*/
|
||||
akerr_ErrorContext *test_tiles_are_geometry(char *name)
|
||||
{
|
||||
akgl_CollisionWorld world;
|
||||
akgl_Tilemap *map = &fixture_map;
|
||||
SDL_FRect box;
|
||||
bool solid = false;
|
||||
bool blocked = false;
|
||||
|
||||
PREPARE_ERROR(errctx);
|
||||
|
||||
ATTEMPT {
|
||||
CATCH(errctx, akgl_heap_init());
|
||||
CATCH(errctx, akgl_collision_world_init(&world, name, 16.0f, 16.0f));
|
||||
build_map(map);
|
||||
CATCH(errctx, akgl_collision_bind_tilemap(&world, map));
|
||||
|
||||
TEST_ASSERT(errctx, (world.cellwidth == 16.0f),
|
||||
"binding a map left the cell width at %f rather than the tile width",
|
||||
world.cellwidth);
|
||||
|
||||
// On the floor.
|
||||
CATCH(errctx, akgl_collision_solid_at(&world, 8.0f, 152.0f, &solid));
|
||||
TEST_ASSERT(errctx, (solid == true), "%s does not see the floor tile at row 9", name);
|
||||
|
||||
// In the gap in the floor.
|
||||
CATCH(errctx, akgl_collision_solid_at(&world, 88.0f, 152.0f, &solid));
|
||||
TEST_ASSERT(errctx, (solid == false), "%s reports the gap in the floor as solid", name);
|
||||
|
||||
// On the scenery layer, which is not collidable. Getting this wrong
|
||||
// means an actor colliding with the background.
|
||||
CATCH(errctx, akgl_collision_solid_at(&world, 8.0f, 40.0f, &solid));
|
||||
TEST_ASSERT(errctx, (solid == false),
|
||||
"%s treats a non-collidable layer as solid; `collidable` is being ignored", name);
|
||||
|
||||
// Off the map is open, not solid. A pit has to be a pit.
|
||||
CATCH(errctx, akgl_collision_solid_at(&world, -100.0f, -100.0f, &solid));
|
||||
TEST_ASSERT(errctx, (solid == false), "%s reports off-map as solid", name);
|
||||
CATCH(errctx, akgl_collision_solid_at(&world, 8.0f, 10000.0f, &solid));
|
||||
TEST_ASSERT(errctx, (solid == false), "%s reports below the map as solid", name);
|
||||
|
||||
// A box resting exactly on the floor must not read as inside it. Without
|
||||
// the epsilon on the far edge, an actor standing flush against geometry
|
||||
// reads as overlapping it and every move it tries looks blocked.
|
||||
box.x = 0.0f;
|
||||
box.y = 128.0f;
|
||||
box.w = 16.0f;
|
||||
box.h = 16.0f;
|
||||
CATCH(errctx, akgl_collision_box_blocked(&world, &box, AKGL_COLLISION_LAYER_ALL, &blocked));
|
||||
TEST_ASSERT(errctx, (blocked == false),
|
||||
"%s reports a box resting exactly on the floor as inside it; an actor "
|
||||
"standing on the ground would be unable to move", name);
|
||||
|
||||
// One pixel lower and it is inside.
|
||||
box.y = 129.0f;
|
||||
CATCH(errctx, akgl_collision_box_blocked(&world, &box, AKGL_COLLISION_LAYER_ALL, &blocked));
|
||||
TEST_ASSERT(errctx, (blocked == true), "%s does not see a box overlapping the floor", name);
|
||||
|
||||
// The pillar blocks horizontally.
|
||||
box.x = 190.0f;
|
||||
box.y = 112.0f;
|
||||
CATCH(errctx, akgl_collision_box_blocked(&world, &box, AKGL_COLLISION_LAYER_ALL, &blocked));
|
||||
TEST_ASSERT(errctx, (blocked == true), "%s does not see the pillar", name);
|
||||
|
||||
// Detaching the map leaves nothing solid.
|
||||
CATCH(errctx, akgl_collision_bind_tilemap(&world, NULL));
|
||||
CATCH(errctx, akgl_collision_solid_at(&world, 8.0f, 152.0f, &solid));
|
||||
TEST_ASSERT(errctx, (solid == false), "%s still sees tiles after the map was detached", name);
|
||||
|
||||
TEST_EXPECT_STATUS(errctx, AKERR_NULLPOINTER, akgl_collision_solid_at(NULL, 0.0f, 0.0f, &solid),
|
||||
"a point query with no world");
|
||||
TEST_EXPECT_STATUS(errctx, AKERR_NULLPOINTER, akgl_collision_box_blocked(&world, &box, 0, NULL),
|
||||
"a box query with no destination");
|
||||
} CLEANUP {
|
||||
} PROCESS(errctx) {
|
||||
} FINISH(errctx, true);
|
||||
SUCCEED_RETURN(errctx);
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Settling lifts a spawn out of the ground, and refuses when it cannot.
|
||||
*/
|
||||
akerr_ErrorContext *test_settle_lifts_a_spawn(char *name)
|
||||
{
|
||||
akgl_CollisionWorld world;
|
||||
akgl_Tilemap *map = &fixture_map;
|
||||
akgl_CollisionShape shape;
|
||||
SDL_FRect body = { .x = 0.0f, .y = 0.0f, .w = 16.0f, .h = 16.0f };
|
||||
float32_t x = 0.0f;
|
||||
float32_t y = 0.0f;
|
||||
bool blocked = false;
|
||||
SDL_FRect box;
|
||||
|
||||
PREPARE_ERROR(errctx);
|
||||
|
||||
ATTEMPT {
|
||||
CATCH(errctx, akgl_heap_init());
|
||||
CATCH(errctx, akgl_collision_world_init(&world, name, 16.0f, 16.0f));
|
||||
build_map(map);
|
||||
CATCH(errctx, akgl_collision_bind_tilemap(&world, map));
|
||||
CATCH(errctx, akgl_collision_shape_box(&shape, &body, 0.0f));
|
||||
|
||||
// Placed straddling the floor, which is what an editor does when an
|
||||
// object is dropped near a step.
|
||||
x = 32.0f;
|
||||
y = 140.0f;
|
||||
CATCH(errctx, akgl_collision_settle(&world, &shape, &x, &y, 0));
|
||||
TEST_ASSERT(errctx, (y < 140.0f), "%s did not lift a shape spawned inside the floor", name);
|
||||
|
||||
CATCH(errctx, akgl_collision_shape_bounds(&shape, x, y, &box));
|
||||
CATCH(errctx, akgl_collision_box_blocked(&world, &box, AKGL_COLLISION_LAYER_STATIC, &blocked));
|
||||
TEST_ASSERT(errctx, (blocked == false), "%s settled a shape that is still inside geometry", name);
|
||||
|
||||
// Already clear: settling must not move it at all.
|
||||
x = 32.0f;
|
||||
y = 40.0f;
|
||||
CATCH(errctx, akgl_collision_settle(&world, &shape, &x, &y, 0));
|
||||
TEST_ASSERT_FEQ(errctx, y, 40.0f, "%s moved a shape that was already clear, to %f", name, y);
|
||||
} CLEANUP {
|
||||
} PROCESS(errctx) {
|
||||
} FINISH(errctx, true);
|
||||
SUCCEED_RETURN(errctx);
|
||||
}
|
||||
|
||||
akerr_ErrorContext *test_world_and_factory(void)
|
||||
{
|
||||
akgl_CollisionWorld world;
|
||||
@@ -497,6 +677,10 @@ int main(void)
|
||||
if ( inner != NULL ) { break; }
|
||||
inner = test_reset_and_empty(partitioners[i]);
|
||||
if ( inner != NULL ) { break; }
|
||||
inner = test_tiles_are_geometry(partitioners[i]);
|
||||
if ( inner != NULL ) { break; }
|
||||
inner = test_settle_lifts_a_spawn(partitioners[i]);
|
||||
if ( inner != NULL ) { break; }
|
||||
}
|
||||
CATCH(errctx, inner);
|
||||
} CLEANUP {
|
||||
|
||||
Reference in New Issue
Block a user