Move with collision reacts along the contact normal: it travels to the surface, stays flush and slides the rest of the move along it with Coulomb friction (the mean of both colliders, a tile counts as 0.5), a circle now rolls over an edge instead of catching on it, pushed dynamic bodies move off along the normal, Move gains the outputs hit, normal x and normal y, an object without its own collider moves freely, and editor run and play share the same path through Solids; contact point and normal come from our own f64 geometry (contactBetween), because Rapier's castShape lands 3e-6 px inside the wall in f32 (#150)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -2,7 +2,15 @@ import { isHandleEnabled } from '../../core/graph';
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import { shapesOverlap } from '../../core/properties/collider';
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import type { Entity } from '../Entity';
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import type { World } from '../World';
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import { bodyOf, type CollisionPair, type CollisionSource, isCollisionBody, partsOf, Solids } from './solids';
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import {
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bodyOf,
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type CollisionPair,
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type CollisionSource,
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isCollisionBody,
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type MoveResult,
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partsOf,
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Solids,
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} from './solids';
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import type { System } from './System';
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/**
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@@ -67,12 +75,7 @@ export class CollisionSystem implements System, CollisionSource {
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return false;
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}
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moveAndSlide(
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world: World,
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entity: Entity,
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dx: number,
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dy: number,
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): { blockedX: boolean; blockedY: boolean } {
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moveAndSlide(world: World, entity: Entity, dx: number, dy: number): MoveResult {
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return this.solids.moveAndSlide(world, entity, dx, dy);
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}
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}
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