Colliders take a frame's outline and tiles have their own surface (#193)
Issue #193 asked where friction, bounciness and density of a tile live. Tiles had a fixed surface (friction 0.5, bounciness 0) and a collider could not use the outline drawn on a texture frame (#141). Both gaps are closed here. - A collider has a fifth shape "Frame collision" with a Frame row. The frame is picked like a sprite's texture and stored as the value 'frame'. - The shape is linked, not copied. Redrawing the outline in the texture tab changes every collider using that frame, in the editor and on the next play. - The frame centre sits on the collider origin, one image pixel is one unit. The shape turns, scales and mirrors like any other. - Every outline ring blocks. Each ring is split into convex parts the same way a polygon is. - Without a frame, with a whole texture or with a frame that has no outline, the collider is drawn red as a box and blocks nothing. - Move, Rapier, raycast, detection, hit test, drawing and footprint all resolve the frame. At runtime an entity looks the frame up live in the current project. - A tile has Friction and Bounciness next to Solid and One-way. The rows only show when Solid is on. Defaults and mixing rules match the collider. Density is left out because a tilemap never moves. - Tilemap cells are grouped by surface as well as by one-way angle. Ice and stone never merge into one rectangle, and every cell brings its surface to Move and Rapier. Findings: - A tile with a collision scale below 1 is no longer flush with a neighbour of another surface. It is inset there like at an open side, the same as next to one-way tiles today. - A bounce test first measured 0.84. The ball had landed on the hero at the origin, not on the tile. On the tile it measures 0.993. Tests: - ./check.sh: 130 files, 1931 tests, exit 0 (was 129 / 1917). - 14 new unit tests in tests/core/surface.test.ts. The Move tests run against the editor run and the physics system. - 3 new e2e checks: 40l (surface rows follow Solid), 42e (collider has frame size, a walker climbs the slope in the frame). - GM_STEPS=1-8,39-43 freshly seeded: ALL PASSED, 376 checks. - Three counter-probes bite: Move ignores the tile surface (2 fail), Rapier ignores it (1 fails), frame shape falls back to a box (5 fail). - Check sum 1198 is computed (1195 + 3), the full run belongs to CI. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -9,7 +9,7 @@ import { descendantsBelow } from '../core/model/walk';
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import { findAsset, findScene, type Project } from '../core/model/Project';
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import { createSceneObject, type SceneObject } from '../core/model/SceneObject';
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import { footprintContains } from '../core/properties/bounds';
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import { colliderShape, shapeContains } from '../core/properties/collider';
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import { colliderFrame, colliderShape, shapeContains } from '../core/properties/collider';
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import { resolveSceneObjectProps } from '../core/properties/resolve';
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import type { Entity } from './Entity';
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import type { System } from './systems/System';
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@@ -176,6 +176,10 @@ export class World {
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props: {},
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parent: null,
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};
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if (asset.type === 'collider') {
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const collider = entity;
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collider.wornFrame = () => colliderFrame(this.project, collider.props);
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}
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this.entities.push(entity);
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}
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entity.assetId = asset.id;
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@@ -309,7 +313,9 @@ export class World {
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const parts = [entity, ...this.descendantsOf(entity)].filter((e) => isHandleEnabled(e));
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const colliders = parts.filter((e) => e.type === 'collider');
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if (colliders.length > 0)
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return colliders.some((c) => shapeContains(colliderShape(c.props, worldMatrixOf(c)), point));
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return colliders.some((c) =>
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shapeContains(colliderShape(c.props, worldMatrixOf(c), c.wornFrame?.()), point),
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);
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return parts.some(
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(e) =>
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(e.type === 'sprite' || e.type === 'text') &&
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