Transform: scale, rotation and mirror as properties, world transform as a matrix chain, oriented colliders (#76)
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>
This commit is contained in:
rootandClaude Fable 5.1 committed 2026-09-13 17:25:06 +02:00
1 parent f85606427b
commit 016e83c9b5
33 files changed
+1346 -274

No files matched your search

+6
View File
@@ -28,6 +28,7 @@ import type { SceneObject } from '../../core/model/SceneObject';
import {
COMMON_PROPS,
isCommonProp,
isTransformProp,
type PropertyDef,
schemaFor,
schemaForObject,
@@ -155,6 +156,11 @@ export function buildObjectSection(host: InspectorHost, holderId: string, object
});
}
// Turn, size and mirror sit with the position: together they are where the object is.
const transform = schemaForObject(project, asset, object).filter((def) => isTransformProp(def.key));
if (transform.length > 0) addTitle(host, 'TRANSFORM');
for (const def of transform) propertyRow(host, holderId, objectId, asset, def, resolved);
// Where the object is *drawn* in the viewport, nothing else – for pulling stacked objects apart.
addTitle(host, 'EDITOR OFFSET (SCENE VIEW ONLY)');
for (const axis of OFFSET_AXES) {