Let a joint glide on a rail and drive it with a motor (#154)
game-maker / gate (push) Successful in 3m4s
game-maker / suite (push) Successful in 14m2s

Step 2 of the joints: a door that opens by itself, a lift and a
piston need a joint that slides along one line and a motor that turns
or pushes. A graph also needs to read how far such a joint stands.

- Slider: a fifth joint type on Rapier's prismatic joint. Its rail is
  the joint's own x axis, so turning the joint turns the rail. Joints
  now carry Scale, Rotation and Mirror like a sprite.
- Limit distance with Min and Max, in world units from where the
  object was placed.
- Motor on hinge and slider: Off, Speed or Target, with Motor speed,
  Motor target and Max force (0 = no limit). Target goes there at no
  more than the speed and slows down for the last stretch.
- Changing speed, target or force keeps the engine joint. Switching
  the motor on or off builds it again.
- New node Joint position: value and speed of a hinge (degrees,
  counting past a full round) or a slider (world units).
- Scene view draws a slider's rail dashed, with a tick at each limit.
- shownFor in the schema takes a list of choices that must all hold.

Findings, measured with a probe against Rapier 0.20:
- A prismatic joint holds both bodies at one angle. Held to the scene
  or to an object without a rigidbody, the joint's own anchor body is
  turned by the placed difference, so nothing jumps. Between two
  rigidbodies the held one is turned to match, and the console says
  so once.
- Rapier reads no joint angle back. The position is worked out from
  the two bodies.
- A hinge motor is weak on a small body at the end of a long arm
  (box 20 on an arm of 100 does not lift itself). More solver
  iterations would help but cost every scene. A door of 100 x 20
  reaches -90 and holds it. This is written in the wiki.

Tests:
- Unit: 16 new in joints.test.ts, 1 in joint-links, 3 catalog cases.
- e2e 41: 27 checks (25 + 2), block 41f with a real mouse in the
  inspector and the motor in play (59.1 of 60 units in 1 s).
- 9 of 9 unit counter-probes fail as they should.
- Gate: 220 files, 3436 tests (3416 + 20), CHECK EXIT 0.
- e2e total 1701 is counted (1699 + 2), the full suite did not run.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 5.5 committed 2026-10-03 10:09:45 +02:00
1 parent 4716726b6b
commit f1e3bd8378
16 files changed
+738 -34

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+5
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@@ -97,6 +97,11 @@ export interface PhysicsControl {
applyImpulse(target: EntityHandle, x: number, y: number): boolean;
/** World units per second squared, for the rest of the run. */
setGravity(x: number, y: number): void;
/**
* How far a hinge has turned (degrees) or a slider has glided (world units) from how it was placed,
* and how fast; null for any other joint, for one that holds nothing, and for anything else (#154).
*/
jointStateOf(target: EntityHandle): { value: number; speed: number } | null;
}
/**
@@ -95,6 +95,24 @@ export const GetVelocity: NodeDef = {
},
};
export const JointPosition: NodeDef = {
type: 'JointPosition',
label: 'Joint position',
category: 'data',
description:
'Where a hinge or a slider stands while the game is played: how far it has turned (degrees, ' +
'a wheel counts on past a full round) or glided (world units) from how it was placed, and how fast ' +
'that changes. 0 for a spring, a rope, a fixed joint, a joint that holds nothing, and in the editor run.',
inputs: [obj('joint')],
outputs: [num('value'), num('speed')],
params: [],
run: (ctx, inputs) => {
const joint = asEntity(inputs.joint);
const state = (joint && ctx.physics?.jointStateOf(joint)) || { value: 0, speed: 0 };
return { outputs: { value: state.value, speed: state.speed } };
},
};
export const SetGravity: NodeDef = {
type: 'SetGravity',
label: 'Set gravity',
+2
View File
@@ -12,6 +12,7 @@ import {
ApplyForce,
ApplyImpulse,
GetVelocity,
JointPosition,
SetAngularVelocity,
SetGravity,
SetVelocity,
@@ -277,6 +278,7 @@ export const BUILT_IN_NODES: readonly NodeDef[] = [
Spawn,
Destroy,
AddJoint,
JointPosition,
Emit,
PlayAnimation,
PauseAnimation,
+24 -3
View File
@@ -1,10 +1,10 @@
/**
* A joint ties the object it is placed below to another one (#154): a hinge turns round one point, a
* spring pulls towards a length, a rope allows no more than one, and a fixed joint keeps the two as
* they were placed. These are the keys of its rows; what the engine reads off them is in
* `properties/joint.ts`.
* they were placed, and a slider lets it glide along one axis only. These are the keys of its rows;
* what the engine reads off them is in `properties/joint.ts`.
*/
export const JOINT_TYPES = ['hinge', 'spring', 'rope', 'fixed'] as const;
export const JOINT_TYPES = ['hinge', 'spring', 'rope', 'fixed', 'slider'] as const;
export type JointType = (typeof JOINT_TYPES)[number];
export const JOINT_TYPE_LABELS: Record<JointType, string> = {
@@ -12,6 +12,7 @@ export const JOINT_TYPE_LABELS: Record<JointType, string> = {
spring: 'Spring',
rope: 'Rope',
fixed: 'Fixed',
slider: 'Slider',
};
export const JOINT_TYPE_KEY = 'jointType';
@@ -24,8 +25,28 @@ export const JOINT_DAMPING_KEY = 'damping';
export const JOINT_LIMIT_KEY = 'limitAngle';
export const JOINT_MIN_ANGLE_KEY = 'minAngle';
export const JOINT_MAX_ANGLE_KEY = 'maxAngle';
export const JOINT_LIMIT_DISTANCE_KEY = 'limitDistance';
export const JOINT_MIN_DISTANCE_KEY = 'minDistance';
export const JOINT_MAX_DISTANCE_KEY = 'maxDistance';
export const JOINT_MOTOR_KEY = 'motor';
export const JOINT_MOTOR_SPEED_KEY = 'motorSpeed';
export const JOINT_MOTOR_TARGET_KEY = 'motorTarget';
export const JOINT_MAX_FORCE_KEY = 'maxForce';
export const JOINT_COLLIDE_KEY = 'collideConnected';
/** What a motor on a hinge or a slider does: nothing, turn or glide on, or go to a place and stay. */
export const JOINT_MOTORS = ['off', 'speed', 'target'] as const;
export type JointMotor = (typeof JOINT_MOTORS)[number];
export const JOINT_MOTOR_LABELS: Record<JointMotor, string> = {
off: 'Off',
speed: 'Speed',
target: 'Target',
};
/** The types that move along one axis, which a motor can drive and a position can be read of. */
export const AXIS_TYPES: readonly JointType[] = ['hinge', 'slider'];
/** The types with a point of their own on the other end; a hinge and a fixed joint have the one they sit on. */
export const TWO_ANCHOR_TYPES: readonly JointType[] = ['spring', 'rope'];
+94 -9
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@@ -41,15 +41,26 @@ import {
} from '../model/tile';
import { TILEMAP_COLUMNS_KEY, TILEMAP_MAX_CELLS, TILEMAP_ROWS_KEY, TILEMAP_TILE_KEY } from '../model/tilemap';
import {
AXIS_TYPES,
JOINT_ANCHOR_X_KEY,
JOINT_ANCHOR_Y_KEY,
JOINT_COLLIDE_KEY,
JOINT_CONNECTED_KEY,
JOINT_DAMPING_KEY,
JOINT_LENGTH_KEY,
JOINT_LIMIT_DISTANCE_KEY,
JOINT_LIMIT_KEY,
JOINT_MAX_ANGLE_KEY,
JOINT_MAX_DISTANCE_KEY,
JOINT_MAX_FORCE_KEY,
JOINT_MIN_ANGLE_KEY,
JOINT_MIN_DISTANCE_KEY,
JOINT_MOTOR_KEY,
JOINT_MOTOR_LABELS,
JOINT_MOTOR_SPEED_KEY,
JOINT_MOTOR_TARGET_KEY,
JOINT_MOTORS,
type JointMotor,
JOINT_STIFFNESS_KEY,
JOINT_TYPE_KEY,
JOINT_TYPE_LABELS,
@@ -110,7 +121,8 @@ type Extras<K extends FlatKind> = K extends 'number'
* object's: that default is no value of the kind but its tagged place (`ObjectDef`).
* `shownWith` names a switch on the same bag; the inspector shows the row only while it is on
* (see `isRowShown`), everything else – graph, defaults, files – always has it. `shownFor` does the
* same by a choice: the row is shown while the enum under `key` holds one of `values` (#154).
* same by a choice: the row is shown while the enum under `key` holds one of `values` (#154); a
* list of such choices must all hold.
*/
export type FlatDef<K extends FlatKind = FlatKind> = {
[P in Exclude<K, 'object'>]: {
@@ -121,7 +133,7 @@ export type FlatDef<K extends FlatKind = FlatKind> = {
/** What a new asset starts with when it differs from `default`, the value a missing key reads as. */
initial?: ValueOf<P>;
shownWith?: string;
shownFor?: { key: string; values: readonly string[] };
shownFor?: ShownFor | readonly ShownFor[];
} & Extras<P>;
}[Exclude<K, 'object'>];
@@ -130,15 +142,17 @@ export function initialOf(def: PropertyDef): PropertyValue {
return 'initial' in def && def.initial !== undefined ? def.initial : def.default;
}
interface ShownFor {
key: string;
values: readonly string[];
}
/** Whether the inspector shows the row, given the values of the bag it is on. */
export function isRowShown(def: PropertyDef, values: PropertyBag): boolean {
if ('noRow' in def && def.noRow) return false;
if (
'shownFor' in def &&
def.shownFor &&
!def.shownFor.values.includes(textOf(values[def.shownFor.key] ?? ''))
)
return false;
const choices: readonly ShownFor[] =
'shownFor' in def && def.shownFor ? ('key' in def.shownFor ? [def.shownFor] : def.shownFor) : [];
if (choices.some(({ key, values: wanted }) => !wanted.includes(textOf(values[key] ?? '')))) return false;
return !('shownWith' in def) || def.shownWith === undefined || values[def.shownWith] === true;
}
@@ -190,6 +204,11 @@ const jointRows = (...values: JointType[]) => ({ shownFor: { key: JOINT_TYPE_KEY
const JOINT_ENDS = jointRows(...TWO_ANCHOR_TYPES);
const ONLY_SPRING = jointRows('spring');
const ONLY_HINGE = jointRows('hinge');
const ONLY_SLIDER = jointRows('slider');
const ON_AXIS = jointRows(...AXIS_TYPES);
const motorRows = (...values: JointMotor[]) => ({
shownFor: [ON_AXIS.shownFor, { key: JOINT_MOTOR_KEY, values }],
});
/** The inspector is generated from these entries, so a new property is one line in a schema below. */
export type PropertyDef =
@@ -290,7 +309,10 @@ export const TRANSFORM_PROPS: PropertySchema = [
{ key: 'mirrorY', label: 'Mirror Y', kind: 'boolean', default: false },
];
/** Cameras and behaviors are placed by the chain but have no look of their own to turn or size. */
/**
* Cameras and behaviors are placed by the chain but have no look of their own to turn or size. A
* joint turns for a slider's sake, whose rail is its x axis (#154).
*/
const TRANSFORM_TYPES: ReadonlySet<AssetType> = new Set([
'sprite',
'text',
@@ -299,6 +321,7 @@ const TRANSFORM_TYPES: ReadonlySet<AssetType> = new Set([
'clip',
'particles',
'tilemap',
'joint',
]);
export function hasTransformProps(type: AssetType): boolean {
@@ -744,6 +767,68 @@ const ASSET_SCHEMAS: Record<AssetType, PropertySchema> = {
shownWith: JOINT_LIMIT_KEY,
...ONLY_HINGE,
},
// A slider glides along the joint's own x axis: turning the joint turns the rail.
{
key: JOINT_LIMIT_DISTANCE_KEY,
label: 'Limit distance',
kind: 'boolean',
default: false,
...ONLY_SLIDER,
},
{
key: JOINT_MIN_DISTANCE_KEY,
label: 'Min distance',
kind: 'number',
default: -100,
max: 0,
step: 1,
shownWith: JOINT_LIMIT_DISTANCE_KEY,
...ONLY_SLIDER,
},
{
key: JOINT_MAX_DISTANCE_KEY,
label: 'Max distance',
kind: 'number',
default: 100,
min: 0,
step: 1,
shownWith: JOINT_LIMIT_DISTANCE_KEY,
...ONLY_SLIDER,
},
// Degrees for a hinge, world units for a slider, both counted from how it was placed.
{
key: JOINT_MOTOR_KEY,
label: 'Motor',
kind: 'enum',
default: 'off',
options: JOINT_MOTORS.map((value) => ({ value, label: JOINT_MOTOR_LABELS[value] })),
...ON_AXIS,
},
{
key: JOINT_MOTOR_SPEED_KEY,
label: 'Motor speed',
kind: 'number',
default: 90,
step: 1,
...motorRows('speed', 'target'),
},
{
key: JOINT_MOTOR_TARGET_KEY,
label: 'Motor target',
kind: 'number',
default: 0,
step: 1,
...motorRows('target'),
},
{
key: JOINT_MAX_FORCE_KEY,
label: 'Max force (0 = no limit)',
kind: 'number',
default: 0,
min: 0,
step: 10,
...motorRows('speed', 'target'),
},
{ key: JOINT_COLLIDE_KEY, label: 'Collide with connected', kind: 'boolean', default: false },
],
// A container is pure structure: its content is the template, not a property.
+72 -1
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@@ -1,20 +1,29 @@
/** What the physics engine and the scene view read off a joint (#154). */
import {
AXIS_TYPES,
hasConnectedAnchor,
JOINT_ANCHOR_X_KEY,
JOINT_ANCHOR_Y_KEY,
JOINT_COLLIDE_KEY,
JOINT_DAMPING_KEY,
JOINT_LENGTH_KEY,
JOINT_LIMIT_DISTANCE_KEY,
JOINT_LIMIT_KEY,
JOINT_MAX_ANGLE_KEY,
JOINT_MAX_DISTANCE_KEY,
JOINT_MAX_FORCE_KEY,
JOINT_MIN_ANGLE_KEY,
JOINT_MIN_DISTANCE_KEY,
JOINT_MOTOR_KEY,
JOINT_MOTOR_SPEED_KEY,
JOINT_MOTOR_TARGET_KEY,
type JointMotor,
JOINT_STIFFNESS_KEY,
JOINT_TYPE_KEY,
JOINT_TYPES,
type JointType,
} from '../model/joint';
import { apply, type Mat } from '../model/matrix';
import { apply, applyVector, type Mat } from '../model/matrix';
import type { PropertyBag, Vec2 } from '../model/Properties';
import { defaultsFor } from './PropertySchema';
@@ -30,9 +39,22 @@ export interface JointSettings {
damping: number;
/** How far a hinge turns either way from how it was placed, in degrees; null for all the way round. */
limits: { min: number; max: number } | null;
/** How far a slider glides either way from where it was placed, in world units; null for no end. */
distanceLimits: { min: number; max: number } | null;
/** What drives a hinge or a slider; null for every other type and with the motor off. */
motor: JointMotorSettings | null;
collideConnected: boolean;
}
/** Degrees for a hinge, world units for a slider; positions count from how the joint was placed. */
export interface JointMotorSettings {
mode: Exclude<JointMotor, 'off'>;
speed: number;
target: number;
/** World units × kg per second² – for a hinge, pushing 100 units from its pin; 0 for no limit. */
maxForce: number;
}
function num(value: unknown, fallback: unknown): number {
const n = Number(value ?? fallback);
return Number.isFinite(n) ? n : Number(fallback);
@@ -43,9 +65,21 @@ export function jointTypeOf(props: PropertyBag): JointType {
return (JOINT_TYPES as readonly unknown[]).includes(type) ? (type as JointType) : 'hinge';
}
function motorOf(type: JointType, props: PropertyBag): JointMotorSettings | null {
const mode = props[JOINT_MOTOR_KEY];
if (!AXIS_TYPES.includes(type) || (mode !== 'speed' && mode !== 'target')) return null;
return {
mode,
speed: num(props[JOINT_MOTOR_SPEED_KEY], JOINT[JOINT_MOTOR_SPEED_KEY]),
target: num(props[JOINT_MOTOR_TARGET_KEY], JOINT[JOINT_MOTOR_TARGET_KEY]),
maxForce: Math.max(0, num(props[JOINT_MAX_FORCE_KEY], JOINT[JOINT_MAX_FORCE_KEY])),
};
}
export function jointSettings(props: PropertyBag): JointSettings {
const type = jointTypeOf(props);
const limited = type === 'hinge' && props[JOINT_LIMIT_KEY] === true;
const railed = type === 'slider' && props[JOINT_LIMIT_DISTANCE_KEY] === true;
return {
type,
connectedAnchor: {
@@ -61,10 +95,47 @@ export function jointSettings(props: PropertyBag): JointSettings {
max: Math.max(0, num(props[JOINT_MAX_ANGLE_KEY], JOINT[JOINT_MAX_ANGLE_KEY])),
}
: null,
distanceLimits: railed
? {
min: Math.min(0, num(props[JOINT_MIN_DISTANCE_KEY], JOINT[JOINT_MIN_DISTANCE_KEY])),
max: Math.max(0, num(props[JOINT_MAX_DISTANCE_KEY], JOINT[JOINT_MAX_DISTANCE_KEY])),
}
: null,
motor: motorOf(type, props),
collideConnected: props[JOINT_COLLIDE_KEY] === true,
};
}
/** The direction a slider glides in: the x axis of the joint as it stands in the world. */
export function sliderAxis(m: Mat): Vec2 {
const v = applyVector(m, { x: 1, y: 0 });
const length = Math.hypot(v.x, v.y) || 1;
return { x: v.x / length, y: v.y / length };
}
/** How far the scene view draws a slider's rail either way when it has no limits, in world units. */
export const OPEN_RAIL = 60;
/** The stretch of a slider's rail the scene view draws through `at`: its limits, or a piece of it. */
export function sliderRail(settings: JointSettings, at: Vec2, axis: Vec2): { from: Vec2; to: Vec2 } {
const { min, max } = settings.distanceLimits ?? { min: -OPEN_RAIL, max: OPEN_RAIL };
const along = (d: number) => ({ x: at.x + axis.x * d, y: at.y + axis.y * d });
return { from: along(min), to: along(max) };
}
/** How quickly a motor going to its target slows down near it: the speed per unit still to go, per second. */
export const MOTOR_GAIN = 10;
/**
* The speed a motor asks for this frame: the one set, or towards its target at no more than that
* speed – slowing down for the last stretch, so it stops there rather than going past.
*/
export function motorSpeed(motor: JointMotorSettings, position: number): number {
if (motor.mode === 'speed') return motor.speed;
const most = Math.abs(motor.speed);
return Math.max(-most, Math.min(most, (motor.target - position) * MOTOR_GAIN));
}
/**
* Where the joint's other end is in the world. A spring and a rope end at their connected anchor,
* on the connected object or – without one – in the scene. A hinge and a fixed joint have no second