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:
2026-08-02 06:38:12 -04:00
parent 68e042bd47
commit e632abf720
5 changed files with 570 additions and 0 deletions

View File

@@ -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 {