Transform: scale, rotation and mirror as properties, world transform as a matrix chain, oriented colliders (#76)
game-maker / suite (push) Successful in 9m5s
game-maker / suite (push) Successful in 9m5s
Four new rows on sprite, text, collider and container (block TRANSFORM): scale, rotation in degrees clockwise, mirrorX, mirrorY. As properties they get override/reset/apply, loading of old projects, write-back after play and the Properties node for free; camera and behavior have none. The hierarchy composes T*R*S per level (composeAlongChain replaces sumAlongChain), so children rotate and scale with their parent. Reparenting and grouping keep the look (carriedTransform). Drawing goes through placeNode, the gizmo is a polygon, cull and objectRect use the AABB, drags are computed in the parent's system. Colliders are oriented boxes: SAT for box/box, box-circle in the box frame; exitDistance replaces axisSeparation/axisCorrection, moveAndSlide moves along the object's own axes. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
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@@ -96,8 +96,33 @@ export const COMMON_PROPS: PropertySchema = [
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{ key: 'enabled', label: 'Enabled', kind: 'boolean', default: true },
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];
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const COMMON_KEYS = new Set(COMMON_PROPS.map((d) => d.key));
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/**
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* How a drawn or grouping object is placed inside its parent, on top of its position. They cascade
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* like a position does (see `properties/transform.ts`), so a child turns and grows with its parent.
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*/
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export const TRANSFORM_PROPS: PropertySchema = [
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{ key: 'scale', label: 'Scale', kind: 'number', default: 1, min: 0, step: 0.1 },
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{ key: 'rotation', label: 'Rotation', kind: 'number', default: 0, step: 1 },
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{ key: 'mirrorX', label: 'Mirror X', kind: 'boolean', default: false },
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{ key: 'mirrorY', label: 'Mirror Y', kind: 'boolean', default: false },
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];
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/** Cameras and behaviors are placed by the chain but have no look of their own to turn or size. */
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const TRANSFORM_TYPES: ReadonlySet<AssetType> = new Set(['sprite', 'text', 'collider', 'container']);
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export function hasTransformProps(type: AssetType): boolean {
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return TRANSFORM_TYPES.has(type);
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}
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const TRANSFORM_KEYS = new Set(TRANSFORM_PROPS.map((d) => d.key));
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export function isTransformProp(key: string): boolean {
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return TRANSFORM_KEYS.has(key);
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}
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const COMMON_KEYS = new Set([...COMMON_PROPS, ...TRANSFORM_PROPS].map((d) => d.key));
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/** The switch and the transform rows: reserved names, shown apart from the type's own properties. */
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export function isCommonProp(key: string): boolean {
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return COMMON_KEYS.has(key);
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}
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@@ -203,7 +228,9 @@ const ASSET_SCHEMAS: Record<AssetType, PropertySchema> = {
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const FULL_SCHEMAS: Record<AssetType, PropertySchema> = Object.fromEntries(
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(Object.keys(ASSET_SCHEMAS) as AssetType[]).map((type) => [
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type,
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isPlaceableType(type) ? [...COMMON_PROPS, ...ASSET_SCHEMAS[type]] : ASSET_SCHEMAS[type],
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isPlaceableType(type)
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? [...COMMON_PROPS, ...(hasTransformProps(type) ? TRANSFORM_PROPS : []), ...ASSET_SCHEMAS[type]]
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: ASSET_SCHEMAS[type],
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]),
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) as Record<AssetType, PropertySchema>;
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@@ -1,8 +1,19 @@
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/**
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* Footprints in world units, shared by the viewport, by pointer hit tests in the running game and by
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* "Add collider", so all three agree on how big a thing is.
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* "Add collider", so all three agree on how big a thing is – and, through the object's transform, on
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* where its corners are.
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*/
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import type { AssetType } from '../model/AssetTypes';
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import { type AssetType, isSymbolType } from '../model/AssetTypes';
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import {
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apply,
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boxCorners,
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type Extent,
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extentOfPoints,
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invert,
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type Mat,
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scaleOf,
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translation,
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} from '../model/matrix';
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import { type PropertyBag, textOf, type Vec2 } from '../model/Properties';
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import { cameraFrame } from './camera';
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import { colliderSize } from './collider';
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@@ -53,9 +64,34 @@ export function footprintOf(type: AssetType, props: PropertyBag): { w: number; h
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}
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}
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export function footprintContains(type: AssetType, props: PropertyBag, centre: Vec2, point: Vec2): boolean {
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/**
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* How an item of this type is drawn: with its whole transform, or – for the icons of behaviors,
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* containers and the camera frame – upright and unscaled at its position, since an icon that turns
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* with its parent would only be harder to read. Colliders are symbols too but follow their body.
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*/
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export function placementOf(type: AssetType, m: Mat): Mat {
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return isSymbolType(type) && type !== 'collider' ? translation(m.tx, m.ty) : m;
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}
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function anchorOffset(type: AssetType, props: PropertyBag, w: number): number {
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return type === 'text' ? (0.5 - textAnchor(props)) * w : 0;
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}
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/** The footprint's corners in world units, grown by `pad` world units on every side. */
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export function footprintCorners(type: AssetType, props: PropertyBag, m: Mat, pad = 0): Vec2[] {
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const placed = placementOf(type, m);
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const { w, h } = footprintOf(type, props);
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const offset = type === 'text' ? (0.5 - textAnchor(props)) * w : 0;
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const x = centre.x + offset;
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return Math.abs(point.x - x) <= w / 2 && Math.abs(point.y - centre.y) <= h / 2;
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const local = pad / (scaleOf(placed) || 1);
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return boxCorners(placed, w + 2 * local, h + 2 * local, anchorOffset(type, props, w), 0);
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}
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/** The world rectangle around the drawn footprint – what culling, framing and labels need. */
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export function footprintExtent(type: AssetType, props: PropertyBag, m: Mat): Extent {
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return extentOfPoints(footprintCorners(type, props, m));
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}
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export function footprintContains(type: AssetType, props: PropertyBag, m: Mat, point: Vec2): boolean {
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const { w, h } = footprintOf(type, props);
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const local = apply(invert(placementOf(type, m)), point);
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return Math.abs(local.x - anchorOffset(type, props, w)) <= w / 2 && Math.abs(local.y) <= h / 2;
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}
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+126
-51
@@ -1,14 +1,18 @@
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/**
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* Collider geometry in world units, shared by the editor and the runtime so both agree on what
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* "overlaps" means.
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* "overlaps" means. A box is oriented: it turns and grows with the body it sits on.
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*/
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import { angleOf, type Mat, scaleOf } from '../model/matrix';
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import type { PropertyBag, Vec2 } from '../model/Properties';
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import { defaultsFor } from './PropertySchema';
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const DEFAULTS = defaultsFor('collider');
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/** Overlaps this shallow count as touching, so two rotated boxes at rest do not jitter. */
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const EPSILON = 1e-9;
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export type ColliderShape =
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| { kind: 'box'; x: number; y: number; w: number; h: number }
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| { kind: 'box'; x: number; y: number; w: number; h: number; angle: number }
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| { kind: 'circle'; x: number; y: number; r: number };
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type Box = Extract<ColliderShape, { kind: 'box' }>;
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@@ -17,20 +21,23 @@ type Circle = Extract<ColliderShape, { kind: 'circle' }>;
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/** A movement axis in the plane (`z` is draw order, not geometry). */
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export type PlaneAxis = 'x' | 'y';
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export function colliderShape(props: PropertyBag, centre: Vec2): ColliderShape {
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/** The shape as it sits in the world: sized by the transform's scale, a box turned by its angle. */
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export function colliderShape(props: PropertyBag, m: Mat): ColliderShape {
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const scale = scaleOf(m);
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if (props.shape === 'circle')
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return {
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kind: 'circle',
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x: centre.x,
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y: centre.y,
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r: Math.max(0, Number(props.radius ?? DEFAULTS.radius)),
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x: m.tx,
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y: m.ty,
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r: Math.max(0, Number(props.radius ?? DEFAULTS.radius)) * scale,
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};
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return {
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kind: 'box',
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x: centre.x,
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y: centre.y,
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w: Math.max(0, Number(props.width ?? DEFAULTS.width)),
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h: Math.max(0, Number(props.height ?? DEFAULTS.height)),
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x: m.tx,
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y: m.ty,
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w: Math.max(0, Number(props.width ?? DEFAULTS.width)) * scale,
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h: Math.max(0, Number(props.height ?? DEFAULTS.height)) * scale,
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angle: angleOf(m),
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};
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}
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@@ -39,75 +46,143 @@ export function isTrigger(props: PropertyBag): boolean {
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return Boolean(props.isTrigger ?? DEFAULTS.isTrigger);
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}
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/** The size in the collider's own units, before any transform. */
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export function colliderSize(props: PropertyBag): { w: number; h: number } {
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const shape = colliderShape(props, { x: 0, y: 0 });
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return shape.kind === 'circle' ? { w: shape.r * 2, h: shape.r * 2 } : { w: shape.w, h: shape.h };
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if (props.shape === 'circle') {
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const d = Math.max(0, Number(props.radius ?? DEFAULTS.radius)) * 2;
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return { w: d, h: d };
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}
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return {
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w: Math.max(0, Number(props.width ?? DEFAULTS.width)),
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h: Math.max(0, Number(props.height ?? DEFAULTS.height)),
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};
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}
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function axesOf(box: Box): [Vec2, Vec2] {
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const cos = Math.cos(box.angle);
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const sin = Math.sin(box.angle);
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return [
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{ x: cos, y: sin },
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{ x: -sin, y: cos },
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];
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}
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function dot(a: Vec2, b: Vec2): number {
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return a.x * b.x + a.y * b.y;
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}
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/** A world point in the box's own frame: origin at its centre, axes along its sides. */
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function toBoxFrame(box: Box, p: Vec2): Vec2 {
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const [ux, uy] = axesOf(box);
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const d = { x: p.x - box.x, y: p.y - box.y };
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return { x: dot(d, ux), y: dot(d, uy) };
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}
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/** Half of the box's projection onto the unit direction `n`. */
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function reach(box: Box, n: Vec2): number {
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const [ux, uy] = axesOf(box);
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return (box.w / 2) * Math.abs(dot(ux, n)) + (box.h / 2) * Math.abs(dot(uy, n));
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}
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/** How wide the shape is along the unit direction `n` – a turned box measures its own slant. */
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export function shapeExtent(shape: ColliderShape, n: Vec2): number {
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return shape.kind === 'circle' ? shape.r * 2 : reach(shape, n) * 2;
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}
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export function shapeContains(shape: ColliderShape, point: Vec2): boolean {
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if (shape.kind === 'circle')
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return (point.x - shape.x) ** 2 + (point.y - shape.y) ** 2 <= shape.r * shape.r;
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return Math.abs(point.x - shape.x) * 2 <= shape.w && Math.abs(point.y - shape.y) * 2 <= shape.h;
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const local = toBoxFrame(shape, point);
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return Math.abs(local.x) * 2 <= shape.w && Math.abs(local.y) * 2 <= shape.h;
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}
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/** Distance from a point to an axis-aligned box centred at the origin; 0 inside. */
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function distanceToBox(p: Vec2, hw: number, hh: number): number {
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const dx = Math.max(Math.abs(p.x) - hw, 0);
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const dy = Math.max(Math.abs(p.y) - hh, 0);
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return Math.hypot(dx, dy);
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}
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/** Shapes that merely touch along an edge do not count as overlapping. */
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export function shapesOverlap(a: ColliderShape, b: ColliderShape): boolean {
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if (a.kind === 'box' && b.kind === 'box') {
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return Math.abs(a.x - b.x) * 2 < a.w + b.w && Math.abs(a.y - b.y) * 2 < a.h + b.h;
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// Separating axes: the sides of both boxes. Apart along any one of them is apart.
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const centres = { x: a.x - b.x, y: a.y - b.y };
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for (const n of [...axesOf(a), ...axesOf(b)])
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if (reach(a, n) + reach(b, n) - Math.abs(dot(centres, n)) <= EPSILON) return false;
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return true;
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}
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if (a.kind === 'circle' && b.kind === 'circle') {
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const r = a.r + b.r;
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return (a.x - b.x) ** 2 + (a.y - b.y) ** 2 < r * r;
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}
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const { box, circle } = boxAndCircle(a, b);
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// Closest point of the box to the circle centre, then a plain distance check.
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const cx = Math.max(box.x - box.w / 2, Math.min(circle.x, box.x + box.w / 2));
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const cy = Math.max(box.y - box.h / 2, Math.min(circle.y, box.y + box.h / 2));
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return (circle.x - cx) ** 2 + (circle.y - cy) ** 2 < circle.r * circle.r;
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return distanceToBox(toBoxFrame(box, circle), box.w / 2, box.h / 2) < circle.r - EPSILON;
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}
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/**
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* The centre distance along `axis` at which the shapes exactly touch, given their current offset on
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* the other axis; 0 when they do not overlap on that other axis and so cannot collide along `axis`.
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* How far `mover` has to travel along `direction` until it just clears `obstacle`; 0 when they are
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* apart already. This is what stops a moving object at a wall: it is pushed back against its
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* travel by exactly this much.
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*/
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export function axisSeparation(a: ColliderShape, b: ColliderShape, axis: PlaneAxis): number {
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const other: PlaneAxis = axis === 'x' ? 'y' : 'x';
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const offset = Math.abs(a[other] - b[other]);
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if (a.kind === 'box' && b.kind === 'box') {
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return offset * 2 < extent(a, other) + extent(b, other) ? (extent(a, axis) + extent(b, axis)) / 2 : 0;
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export function exitDistance(mover: ColliderShape, obstacle: ColliderShape, direction: Vec2): number {
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const length = Math.hypot(direction.x, direction.y);
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if (length === 0 || !shapesOverlap(mover, obstacle)) return 0;
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const d = { x: direction.x / length, y: direction.y / length };
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if (mover.kind === 'box' && obstacle.kind === 'box') return boxesExit(mover, obstacle, d);
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if (mover.kind === 'circle' && obstacle.kind === 'circle') {
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const sep = { x: mover.x - obstacle.x, y: mover.y - obstacle.y };
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const r = mover.r + obstacle.r;
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const along = dot(sep, d);
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return -along + Math.sqrt(Math.max(0, along * along - dot(sep, sep) + r * r));
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}
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if (a.kind === 'circle' && b.kind === 'circle') {
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const r = a.r + b.r;
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return offset < r ? Math.sqrt(r * r - offset * offset) : 0;
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}
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const { box, circle } = boxAndCircle(a, b);
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const halfOther = extent(box, other) / 2;
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const halfAxis = extent(box, axis) / 2;
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// Circle centre within the box's span on the other axis: the flat side is hit.
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if (offset <= halfOther) return halfAxis + circle.r;
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// Otherwise the corner is the closest point: a circle-vs-point solution.
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const corner = offset - halfOther;
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return corner < circle.r ? halfAxis + Math.sqrt(circle.r * circle.r - corner * corner) : 0;
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const { box, circle } = boxAndCircle(mover, obstacle);
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// Seen from the box: the circle's centre travels along `d` (or against it when the box moves).
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const [ux, uy] = axesOf(box);
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const sign = mover.kind === 'circle' ? 1 : -1;
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const v = { x: sign * dot(d, ux), y: sign * dot(d, uy) };
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const start = toBoxFrame(box, circle);
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return circleExit(start, v, box.w / 2, box.h / 2, circle.r);
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}
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/**
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* How far `mover` has to be pushed back against its travel direction `dir` (±1) so it just touches
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* `obstacle`. Only valid when `mover` did not already overlap before its move.
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* The travel along `d` at which the first separating axis opens – for two boxes that is the exact
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* moment they stop overlapping. Along an axis the boxes may be moving apart or, when the mover is
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* already past the obstacle's centre, deeper in and out the far side.
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*/
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export function axisCorrection(
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mover: ColliderShape,
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obstacle: ColliderShape,
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axis: PlaneAxis,
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dir: 1 | -1,
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): number {
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if (!shapesOverlap(mover, obstacle)) return 0;
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return Math.max(0, dir * (mover[axis] - obstacle[axis]) + axisSeparation(mover, obstacle, axis));
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function boxesExit(mover: Box, obstacle: Box, d: Vec2): number {
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const centres = { x: mover.x - obstacle.x, y: mover.y - obstacle.y };
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let best = Infinity;
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for (const n of [...axesOf(mover), ...axesOf(obstacle)]) {
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const speed = dot(d, n);
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if (Math.abs(speed) < 1e-12) continue;
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const span = reach(mover, n) + reach(obstacle, n);
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const offset = dot(centres, n);
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const apart = offset === 0 || Math.sign(speed) === Math.sign(offset);
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const t = (apart ? span - Math.abs(offset) : span + Math.abs(offset)) / Math.abs(speed);
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if (t < best) best = t;
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}
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return Number.isFinite(best) ? best : 0;
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}
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/**
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* A circle's centre starting at `start` (inside the box grown by `r`) moving along `v` in the box's
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* frame: the travel at which it is `r` away from the box. The distance to a box is convex along a
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* line, so the crossing is found by bisection – exact for sides and corners alike.
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*/
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function circleExit(start: Vec2, v: Vec2, hw: number, hh: number, r: number): number {
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const outside = (t: number) => distanceToBox({ x: start.x + v.x * t, y: start.y + v.y * t }, hw, hh) - r;
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let hi = 1;
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for (let i = 0; i < 64 && outside(hi) <= 0; i++) hi *= 2;
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let lo = 0;
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for (let i = 0; i < 60; i++) {
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const mid = (lo + hi) / 2;
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if (outside(mid) <= 0) lo = mid;
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else hi = mid;
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}
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return hi;
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}
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function boxAndCircle(a: ColliderShape, b: ColliderShape): { box: Box; circle: Circle } {
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return a.kind === 'box' ? { box: a, circle: b as Circle } : { box: b as Box, circle: a };
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}
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function extent(box: Box, axis: PlaneAxis): number {
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return axis === 'x' ? box.w : box.h;
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}
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@@ -0,0 +1,151 @@
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/**
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* Where an object is in the world: its position, rotation, scale and mirror applied inside its
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* parent's, all the way up (`composeAlongChain`). The model side reads the transform rows off the
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* asset and the object's overrides; the running world reads them off the entity's props.
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*/
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import type { Asset } from '../model/Asset';
|
||||
import { findObject, type ObjectTree } from '../model/hierarchy';
|
||||
import {
|
||||
apply,
|
||||
decompose,
|
||||
determinant,
|
||||
IDENTITY,
|
||||
invert,
|
||||
linearOf,
|
||||
type Mat,
|
||||
multiply,
|
||||
sameLinear,
|
||||
scaleOf,
|
||||
angleOf,
|
||||
transformMatrix,
|
||||
} from '../model/matrix';
|
||||
import { findAsset, type Project } from '../model/Project';
|
||||
import type { Position, PropertyBag, Vec2 } from '../model/Properties';
|
||||
import type { SceneObject } from '../model/SceneObject';
|
||||
import { type ChainTransform, composeAlongChain } from '../model/walk';
|
||||
import { hasTransformProps, TRANSFORM_PROPS } from './PropertySchema';
|
||||
|
||||
export interface LocalTransform {
|
||||
rotation: number;
|
||||
scale: number;
|
||||
mirrorX: boolean;
|
||||
mirrorY: boolean;
|
||||
}
|
||||
|
||||
export const NEUTRAL: LocalTransform = { rotation: 0, scale: 1, mirrorX: false, mirrorY: false };
|
||||
|
||||
export function transformOf(props: PropertyBag): LocalTransform {
|
||||
return {
|
||||
rotation: finiteOr(props.rotation, 0),
|
||||
scale: finiteOr(props.scale, 1),
|
||||
mirrorX: props.mirrorX === true,
|
||||
mirrorY: props.mirrorY === true,
|
||||
};
|
||||
}
|
||||
|
||||
function finiteOr(value: unknown, fallback: number): number {
|
||||
const n = Number(value);
|
||||
return Number.isFinite(n) ? n : fallback;
|
||||
}
|
||||
|
||||
/** The object's own rows without resolving the whole bag: an override, else the asset's value. */
|
||||
export function transformOfObject(asset: Asset, object: SceneObject): LocalTransform {
|
||||
if (!hasTransformProps(asset.type)) return NEUTRAL;
|
||||
const bag: PropertyBag = {};
|
||||
for (const { key } of TRANSFORM_PROPS) {
|
||||
const value = object.overrides[key] ?? asset.props[key];
|
||||
if (value !== undefined) bag[key] = value;
|
||||
}
|
||||
return transformOf(bag);
|
||||
}
|
||||
|
||||
export function localMatrixOf(position: Vec2, t: LocalTransform): Mat {
|
||||
return transformMatrix(position.x, position.y, t.rotation, t.scale, t.mirrorX, t.mirrorY);
|
||||
}
|
||||
|
||||
function localOf(project: Project, object: SceneObject, withEditorOffset: boolean): ChainTransform {
|
||||
const asset = findAsset(project, object.assetId);
|
||||
const t = asset ? transformOfObject(asset, object) : NEUTRAL;
|
||||
const offset = withEditorOffset ? object.editorOffset : { x: 0, y: 0 };
|
||||
const at = { x: object.position.x + offset.x, y: object.position.y + offset.y };
|
||||
return { m: localMatrixOf(at, t), z: object.position.z };
|
||||
}
|
||||
|
||||
function chain(project: Project, tree: ObjectTree, object: SceneObject, withEditorOffset: boolean) {
|
||||
return composeAlongChain(
|
||||
object,
|
||||
(o) => (o.parentId ? findObject(tree, o.parentId) : undefined),
|
||||
(o) => localOf(project, o, withEditorOffset),
|
||||
);
|
||||
}
|
||||
|
||||
export function worldTransform(project: Project, tree: ObjectTree, object: SceneObject): ChainTransform {
|
||||
return chain(project, tree, object, false);
|
||||
}
|
||||
|
||||
/**
|
||||
* The world transform plus the editor offsets along the chain. A view aid only – the game,
|
||||
* collisions and the graph all use `worldTransform`.
|
||||
*/
|
||||
export function editorTransform(project: Project, tree: ObjectTree, object: SceneObject): ChainTransform {
|
||||
return chain(project, tree, object, true);
|
||||
}
|
||||
|
||||
export function positionOf({ m, z }: ChainTransform): Position {
|
||||
return { x: m.tx, y: m.ty, z };
|
||||
}
|
||||
|
||||
export function worldPosition(project: Project, tree: ObjectTree, object: SceneObject): Position {
|
||||
return positionOf(worldTransform(project, tree, object));
|
||||
}
|
||||
|
||||
export function editorPosition(project: Project, tree: ObjectTree, object: SceneObject): Position {
|
||||
return positionOf(editorTransform(project, tree, object));
|
||||
}
|
||||
|
||||
/** The world transform of a parent ('' = top level, the identity). */
|
||||
export function parentTransform(project: Project, tree: ObjectTree, parentId: string): ChainTransform {
|
||||
const parent = parentId ? findObject(tree, parentId) : undefined;
|
||||
return parent ? worldTransform(project, tree, parent) : { m: IDENTITY, z: 0 };
|
||||
}
|
||||
|
||||
/** The local position that puts an object at `world` under the given parent ('' = top level). */
|
||||
export function localPositionFor(
|
||||
project: Project,
|
||||
tree: ObjectTree,
|
||||
parentId: string,
|
||||
world: Position,
|
||||
): Position {
|
||||
const parent = parentTransform(project, tree, parentId);
|
||||
const local = apply(invert(parent.m), world);
|
||||
return { x: local.x, y: local.y, z: world.z - parent.z };
|
||||
}
|
||||
|
||||
/**
|
||||
* The rows that keep an object looking the same after the linear part above it changed from
|
||||
* `before` to `after` (re-parenting, grouping). Nothing changes when nothing has to: an object
|
||||
* moved between two upright parents keeps its own rows, mirror flags included.
|
||||
*/
|
||||
export function carriedTransform(own: LocalTransform, before: Mat, after: Mat): LocalTransform {
|
||||
const carry = multiply(invert(linearOf(after)), linearOf(before));
|
||||
if (sameLinear(carry, IDENTITY)) return own;
|
||||
if (determinant(carry) > 0)
|
||||
return {
|
||||
...own,
|
||||
rotation: own.rotation + (angleOf(carry) * 180) / Math.PI,
|
||||
scale: own.scale * scaleOf(carry),
|
||||
};
|
||||
return { ...decompose(multiply(carry, localMatrixOf({ x: 0, y: 0 }, own))), mirrorY: false };
|
||||
}
|
||||
|
||||
/** Writes the carried rows as overrides of a stored object; a type without the rows is left alone. */
|
||||
export function carryTransform(asset: Asset, object: SceneObject, before: Mat, after: Mat): void {
|
||||
if (!hasTransformProps(asset.type)) return;
|
||||
const own = transformOfObject(asset, object);
|
||||
const carried = carriedTransform(own, before, after);
|
||||
if (carried === own) return;
|
||||
object.overrides.scale = carried.scale;
|
||||
object.overrides.rotation = carried.rotation;
|
||||
object.overrides.mirrorX = carried.mirrorX;
|
||||
object.overrides.mirrorY = carried.mirrorY;
|
||||
}
|
||||
Reference in new issue
Block a user