f4cc681 fills tilemap solids only for the selected map and layer, and
texture collision only for the selected frame. Neither the scene view
wiring nor the texture canvas had a test for that.
- __gm.tilemap.solids() now reports the cells that were filled, and
__gm.texture.drawInfo() counts the filled outlines.
- e2e 40l-iii: a selected tile fills nothing. The map selected with
the upper layer fills only cell (4,0), with the lower layer only the
3x3 block. Two selected objects fill nothing again.
- e2e 42: a selected frame fills its one outline. Deselected it fills
none, while the outline stays visible.
- README check total goes from 1375 to 1377. CI confirmed 1375, the
new total is counted, not yet measured.
Tests:
- ./check.sh: 159 files, 2337 tests, CHECK EXIT 0
- e2e 39-43: ALL PASSED, 147 checks (before 145)
- Counter checks: a scene view that fills every map fails only the
tilemap check. A texture canvas that fills every frame fails only
the texture check.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
With a large sheet the texture tab stalled on every mouse move. A
profile over a pan with 1728 frames showed two causes. Half of the time
went into convexPieces, which split every outline into convex pieces
only to pick its colour. And every pointer move during a pan rebuilt
and re-tessellated the whole overlay geometry.
- TextureCanvas draws on two layers. `sheet` holds every frame except
the selected one and is rebuilt only when the zoom, the selection or
one of those frames changes. `overlay` holds the selected frame, its
handles and the rubber band of a new frame.
- Both layers are drawn without the pan. A pan only moves the
container and places the name labels again.
- SheetCanvas has a new hook `panned()`. By default it calls `redraw()`
as before, so Pixel Art and Vector Art are unchanged.
- The validity of an outline is remembered per outline and comes from
polygonProblem, with the same result. This works because the model
replaces an outline list on every change and never edits it in
place, the same as frameOutline.ts already relies on.
- The name plates stay below the outlines and the texts on top. Checked
on a screenshot: the corner handle next to a label sits on top.
- New debug hook `__gm.texture.drawInfo()` with the rebuild count, the
outline count and the screen positions of outlines and names.
Measured with a throwaway probe, 1728 frames, 120 moves, main thread
time per move, before and after in the same browser:
- Middle-click pan: 76.9 ms -> 4.7 ms (4.4 ms without frames)
- Dragging a frame: 51.7 ms -> 10.1 ms
- Wheel zoom: 52.2 ms -> 30.9 ms
- Selecting another frame: 67.6 ms -> 41.0 ms
Findings:
- Wheel zoom and selection still rebuild `sheet` once on purpose. That
stays a single hitch per notch or click on very large sheets.
Tests:
- ./check.sh: 148 files, 2214 tests, CHECK EXIT 0.
- e2e 1-16,37,39-43 on the final build: ALL PASSED, 641 checks.
- Three new checks in 42c-ii. A corner drag does not rebuild the other
frames. An undo on an unselected frame reaches the picture (1 -> 2
outlines). A pan moves outlines and names by exactly 40/25 px without
a rebuild.
- Counter-checks: a missing outline in the cache key and a pan that
does not move each fail at their check. The selected frame in the
key fails alone with 9 rebuilds during an 8-step drag.
- Check total 1333 -> 1336 (confirmed by CI at ceaa44e, task 259).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Drawing an outline by hand for every frame of a sheet is slow, and the
outline mostly follows the opaque part of the image anyway. The texture
tab now traces it: one click, a corner budget, and every Frame
collision collider and tile using that frame blocks with the result.
- "Generate collision..." sits in the texture tab header and is off
while the texture has no frames.
- The dialog has Max points (default 8, 3 to 64), Solid from ... %
alpha (default 50) and All frames of the texture. A live line says
what Generate will write, and Generate stays off when nothing is
solid enough.
- traceCollision walks each island of solid pixels along the pixel
edges, then drops the least important corners until at most N are
left and no stair step remains. A slope becomes one straight edge.
- An outline never crosses itself. Where the image would force that,
the island's convex hull is taken instead.
- Crumbs under 1 % of the frame area are dropped unless they are the
only island. Holes are not reproduced.
- Existing outlines are replaced. One frame or all frames is a single
undo step.
- TextureLibrary hands out the sheet's RGBA data, and a pure function
cuts a frame's region from it.
Findings:
- The wedge in the e2e fixture gets 4 corners, not 3. Its tip is one
pixel wide in the image, and that real edge stays while corners are
still free.
Tests:
- ./check.sh: 131 files, 1941 tests, CHECK EXIT 0 (was 130 / 1931).
- 10 new unit tests in tests/core/trace-collision.test.ts, including
150 random shapes that must all be valid and within the budget.
- GM_STEPS=42, freshly seeded: ALL PASSED, 20 checks (was 16).
- Three counter-probes bite: no hull fallback, no stair threshold,
dialog ignoring the alpha threshold.
- Check sum 1202 in README is computed (1198 + 4), CI measures it.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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>