castle-web-cli 0.4.90 → 0.4.92

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@@ -1,21 +1,30 @@
1
- // Single source of truth for the Collider rect. Lives in engine/ (not
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- // behaviors/) so SceneRuntime can use it directly, with behaviors/Collider.jsx
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- // (its `draw`, and its `getColliderRect`/`intersects` re-exports) delegating
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- // here instead of keeping a second, drifting copy.
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+ // Single source of truth for Collider geometry. Lives in engine/ so SceneRuntime
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+ // can use it directly; behaviors/Collider.jsx delegates here (its draw + the
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+ // getColliderRect/intersects re-exports).
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+ //
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+ // A Collider is a LIST of shapes (`Collider.shapes`), each stored as a FRACTION
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+ // of the actor's Layout box -- so a collider keeps its relative size and position
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+ // when the box is resized (blueprint default OR per-instance override). Shapes:
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+ // box: { type:'box', x, y, w, h } center + size, fractions of box
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+ // circle: { type:'circle', x, y, r } center frac; r = frac of min(box side)
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+ // triangle: { type:'triangle', points:[{x,y}×3] } fractions of box
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+ // polygon: { type:'polygon', points:[{x,y}×N] }
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+ // (x,y) are fractions of the box where (0,0)=top-left, (1,1)=bottom-right, so the
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+ // box center is (0.5, 0.5); a circle radius `r` is a fraction of the box's SHORTER
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+ // side (keeps circles round under non-uniform box scaling). Legacy single-shape
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+ // colliders (shape/width/height/radius/offset[/mode]) normalize to one box shape.
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+ //
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+ // Shapes are in the UNROTATED box frame; the draw pipeline (scene.js) and the
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+ // matter body (matterBridge) apply Layout.rotation, so nothing here rotates.
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  import { frameCount, renderSpriteFrame } from './pxart';
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  import { spriteDestRect } from './spriteGeometry';
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21
 
8
- // Union bounding box (fraction of native resolution, 0..1) of every opaque
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- // (alpha > 0) pixel across ALL animation frames of a sprite, or null when the
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- // art is fully transparent. Unioning across frames keeps an animated sprite's
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- // collider from pulsing frame to frame. Cached in a WeakMap keyed by the
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- // sprite object -- a sprite edit produces a fresh object (same invalidation
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- // lifecycle as Sprite.jsx's rendered-canvas cache), so a stale entry never
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- // outlives the art it was computed from.
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+ // ---------------------------------------------------------------------------
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+ // Sprite opaque-bounds -- only used now for the "auto-fit to sprite" action and
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+ // the empty-actor placeholder. Colliders no longer live-track the sprite.
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+ // ---------------------------------------------------------------------------
15
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  const opaqueBoundsCache = new WeakMap();
16
27
 
17
- // Expand `acc` (in pixel units) to cover every opaque pixel of the canvas's
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- // current contents.
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  function accumulateOpaquePixels(acc, ctx, canvas) {
20
29
  if (!ctx || canvas.width === 0 || canvas.height === 0) return;
21
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  const { data } = ctx.getImageData(0, 0, canvas.width, canvas.height);
@@ -32,7 +41,6 @@ function accumulateOpaquePixels(acc, ctx, canvas) {
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41
 
33
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  function opaqueBoundsFraction(sprite) {
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  if (opaqueBoundsCache.has(sprite)) return opaqueBoundsCache.get(sprite);
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-
36
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  const { width, height } = sprite.resolution;
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  const canvas = document.createElement('canvas');
38
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  const ctx = canvas.getContext('2d');
@@ -42,7 +50,6 @@ function opaqueBoundsFraction(sprite) {
42
50
  renderSpriteFrame(sprite, frame, canvas);
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  accumulateOpaquePixels(acc, ctx, canvas);
44
52
  }
45
-
46
53
  const bounds =
47
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  acc.minX <= acc.maxX && acc.minY <= acc.maxY && width > 0 && height > 0
48
55
  ? {
@@ -56,21 +63,12 @@ function opaqueBoundsFraction(sprite) {
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63
  return bounds;
57
64
  }
58
65
 
59
- // True when a resolved sprite has no opaque pixels across any frame -- fully
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- // transparent art (e.g. a brand-new blank drawing). The editor draws an
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- // empty-actor placeholder for these so a blank actor isn't invisible. Shares
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- // `opaqueBoundsFraction`'s per-sprite cache (a sprite edit yields a fresh
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- // object, which invalidates it).
66
+ // True when a resolved sprite has no opaque pixels across any frame.
64
67
  export function spriteIsEmpty(sprite) {
65
68
  return !sprite || opaqueBoundsFraction(sprite) === null;
66
69
  }
67
70
 
68
- // The `mode: 'auto'` rect (before offsets), in world units, or null when auto
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- // falls back to the full Layout box: no Sprite, an unresolved sprite file,
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- // `Sprite.mode === 'tile'` (tiled art fills its cell by definition, so a
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- // per-cell bbox doesn't compose), or fully transparent art. Deliberately does
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- // NOT follow Sprite.jsx's FALLBACK_FILE placeholder-art fallback -- an
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- // unresolvable file means the Layout box, period.
71
+ // The sprite's opaque-pixel rect in world units through the draw mode, or null.
74
72
  function autoRect(layout, spriteProps, sprite) {
75
73
  if (!sprite || spriteProps.mode === 'tile') return null;
76
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  const bounds = opaqueBoundsFraction(sprite);
@@ -82,14 +80,10 @@ function autoRect(layout, spriteProps, sprite) {
82
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  width: bounds.width * dest.width,
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81
  height: bounds.height * dest.height,
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  };
85
- // `cover`'s dest overflows the Layout box and the draw clips to it, so the
86
- // opaque-bounds rect can spill outside the actor -- clamp to the visible box.
87
- // A no-op for `stretch`/`fit`, whose dest already sits inside the box.
88
83
  if (spriteProps.mode === 'cover') return intersectRect(rect, layout);
89
84
  return rect;
90
85
  }
91
86
 
92
- // Rect intersection in world units; zero-size (never negative) when disjoint.
93
87
  function intersectRect(rect, box) {
94
88
  const x0 = Math.max(rect.x, box.x);
95
89
  const y0 = Math.max(rect.y, box.y);
@@ -98,101 +92,125 @@ function intersectRect(rect, box) {
98
92
  return { x: x0, y: y0, width: Math.max(0, x1 - x0), height: Math.max(0, y1 - y0) };
99
93
  }
100
94
 
101
- // `mode: 'manual'` rect (before offsets): `width`/`height`, centered in the
102
- // Layout box.
103
- function manualRect(layout, collider) {
104
- const width = collider.width ?? layout.width;
105
- const height = collider.height ?? layout.height;
106
- return {
107
- x: layout.x + (layout.width - width) / 2,
108
- y: layout.y + (layout.height - height) / 2,
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- width,
110
- height,
111
- };
95
+ // ---------------------------------------------------------------------------
96
+ // Shape model
97
+ // ---------------------------------------------------------------------------
98
+ export const FULL_BOX_SHAPE = { type: 'box', x: 0.5, y: 0.5, w: 1, h: 1 };
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+
100
+ // A collider's shapes as box-fraction shapes: the stored `shapes` list, or a
101
+ // single shape migrated from the retired single-shape fields.
102
+ export function colliderShapeFractions(collider, layout) {
103
+ if (Array.isArray(collider.shapes) && collider.shapes.length > 0) return collider.shapes;
104
+ return [legacyShapeFraction(collider, layout)];
112
105
  }
113
106
 
114
- const fullLayoutRect = (layout) => ({ x: layout.x, y: layout.y, width: layout.width, height: layout.height });
107
+ // Migrate retired single-shape fields (shape/width/height/radius/offset) to one
108
+ // box-fraction shape. `mode: 'auto'` decks lose the live sprite-fit (a one-time
109
+ // snapshot isn't available here) and fall back to the full box.
110
+ function legacyShapeFraction(collider, layout) {
111
+ const bw = layout?.width || 1;
112
+ const bh = layout?.height || 1;
113
+ const cx = 0.5 + (collider.offsetX ?? 0) / bw;
114
+ const cy = 0.5 + (collider.offsetY ?? 0) / bh;
115
+ if (collider.shape === 'circle') {
116
+ const r =
117
+ collider.radius > 0
118
+ ? collider.radius / Math.min(bw, bh)
119
+ : Math.min((collider.width ?? bw) / bw, (collider.height ?? bh) / bh) / 2;
120
+ return { type: 'circle', x: cx, y: cy, r };
121
+ }
122
+ return { type: 'box', x: cx, y: cy, w: (collider.width ?? bw) / bw, h: (collider.height ?? bh) / bh };
123
+ }
115
124
 
116
- // The un-offset rect. Colliders are sized by their explicit `width`/`height`
117
- // (the "auto vs manual" mode is gone -- use the inspector's "Auto-fit to sprite"
118
- // action to snap those to the sprite). Legacy decks that still carry
119
- // `mode: 'auto'` keep their dynamic sprite fit for back-compat.
120
- function modeRect(layout, collider, spriteProps, sprites) {
121
- if (collider.mode === 'auto') {
122
- const sprite = spriteProps ? sprites?.[spriteProps.file] : null;
123
- return autoRect(layout, spriteProps, sprite) ?? fullLayoutRect(layout);
125
+ // Resolve one box-fraction shape to world coordinates (unrotated box frame).
126
+ function resolveShape(shape, layout) {
127
+ const bx = layout.x;
128
+ const by = layout.y;
129
+ const bw = layout.width;
130
+ const bh = layout.height;
131
+ const wx = (fx) => bx + fx * bw;
132
+ const wy = (fy) => by + fy * bh;
133
+ if (shape.type === 'circle') {
134
+ return { type: 'circle', cx: wx(shape.x ?? 0.5), cy: wy(shape.y ?? 0.5), radius: (shape.r ?? 0.5) * Math.min(bw, bh) };
124
135
  }
125
- return manualRect(layout, collider);
136
+ if (shape.type === 'triangle' || shape.type === 'polygon') {
137
+ return { type: shape.type, points: (shape.points ?? []).map((p) => ({ x: wx(p.x), y: wy(p.y) })) };
138
+ }
139
+ const w = (shape.w ?? 1) * bw;
140
+ const h = (shape.h ?? 1) * bh;
141
+ const cx = wx(shape.x ?? 0.5);
142
+ const cy = wy(shape.y ?? 0.5);
143
+ return { type: 'box', cx, cy, width: w, height: h, x: cx - w / 2, y: cy - h / 2 };
126
144
  }
127
145
 
128
- // The Collider rect for an actor, from its Layout + Collider (+ Sprite, for
129
- // `mode: 'auto'`), or null if it lacks a Layout or Collider. `sprites` is the
130
- // scene's sprite map (file path -> parsed sprite); omit it (or pass a map
131
- // missing the actor's file) to force the Layout-box fallback, e.g. from a
132
- // caller that only has raw scene data and no loaded sprites.
133
- export function getColliderRect(actor, sprites) {
146
+ // World-space shapes for an actor's collider (list), or null if no Layout/Collider.
147
+ export function getColliderShapes(actor) {
134
148
  const layout = actor?.components?.Layout;
135
149
  const collider = actor?.components?.Collider;
136
150
  if (!layout || !collider) return null;
151
+ return colliderShapeFractions(collider, layout).map((s) => resolveShape(s, layout));
152
+ }
137
153
 
138
- const rect = modeRect(layout, collider, actor.components.Sprite, sprites);
139
- return {
140
- x: rect.x + (collider.offsetX ?? 0),
141
- y: rect.y + (collider.offsetY ?? 0),
142
- width: rect.width,
143
- height: rect.height,
144
- };
154
+ // Back-compat single-shape accessor (the first shape).
155
+ export function getColliderShape(actor) {
156
+ const shapes = getColliderShapes(actor);
157
+ return shapes && shapes.length ? shapes[0] : null;
145
158
  }
146
159
 
147
- // Full collider geometry: the AABB rect (`x/y/width/height`, offset-applied)
148
- // PLUS the shape and, for circles, the center + radius. This is the SINGLE
149
- // SOURCE OF TRUTH for collider shape -- the physics body (matterBridge), the
150
- // play-mode debug draw (Collider.draw), and the editor selection overlay all
151
- // derive their geometry from here, so the visual preview always matches the
152
- // simulated collider. `radius` of 0 means "derive from the rect" (min side / 2),
153
- // so a circle shows a real size even before you set an explicit radius.
154
- export function getColliderShape(actor, sprites) {
155
- const rect = getColliderRect(actor, sprites);
156
- if (!rect) return null;
157
- const collider = actor.components.Collider;
158
- const shape = collider.shape === 'circle' ? 'circle' : 'box';
159
- const radius = collider.radius > 0 ? collider.radius : Math.min(rect.width, rect.height) / 2;
160
- return {
161
- shape,
162
- x: rect.x,
163
- y: rect.y,
164
- width: rect.width,
165
- height: rect.height,
166
- cx: rect.x + rect.width / 2,
167
- cy: rect.y + rect.height / 2,
168
- radius,
169
- };
160
+ function shapeAabb(s) {
161
+ if (s.type === 'circle') return [s.cx - s.radius, s.cy - s.radius, s.cx + s.radius, s.cy + s.radius];
162
+ if (s.type === 'triangle' || s.type === 'polygon') {
163
+ let x0 = Infinity;
164
+ let y0 = Infinity;
165
+ let x1 = -Infinity;
166
+ let y1 = -Infinity;
167
+ for (const p of s.points) {
168
+ if (p.x < x0) x0 = p.x;
169
+ if (p.y < y0) y0 = p.y;
170
+ if (p.x > x1) x1 = p.x;
171
+ if (p.y > y1) y1 = p.y;
172
+ }
173
+ return [x0, y0, x1, y1];
174
+ }
175
+ return [s.x, s.y, s.x + s.width, s.y + s.height];
170
176
  }
171
177
 
172
- // The explicit `width`/`height`/`offsetX`/`offsetY` a collider would need to
173
- // exactly match its sprite's opaque-pixel fit -- what "auto" used to compute
174
- // dynamically. Returns null when there's nothing to fit to (no Sprite, tile
175
- // mode, or fully transparent art). Powers the inspector's "Auto-fit to sprite".
176
- export function computeAutoFit(actor, sprites) {
178
+ // AABB of the whole collider (union of all shapes), world units -- for
179
+ // scene.overlaps / camera / coarse queries. Second arg accepted for call-site
180
+ // compat (colliders no longer read sprites at resolve time).
181
+ export function getColliderRect(actor) {
182
+ const shapes = getColliderShapes(actor);
183
+ if (!shapes || shapes.length === 0) return null;
184
+ let minX = Infinity;
185
+ let minY = Infinity;
186
+ let maxX = -Infinity;
187
+ let maxY = -Infinity;
188
+ for (const s of shapes) {
189
+ const [x0, y0, x1, y1] = shapeAabb(s);
190
+ if (x0 < minX) minX = x0;
191
+ if (y0 < minY) minY = y0;
192
+ if (x1 > maxX) maxX = x1;
193
+ if (y1 > maxY) maxY = y1;
194
+ }
195
+ return { x: minX, y: minY, width: maxX - minX, height: maxY - minY };
196
+ }
197
+
198
+ // A single box-fraction shape matching the sprite's opaque bounds through the
199
+ // draw mode, or null when there's nothing to fit to. `asCircle` returns a circle
200
+ // that encloses those bounds. Powers the inspector's "Auto-fit to sprite".
201
+ export function computeAutoFit(actor, sprites, asCircle = false) {
177
202
  const rawLayout = actor?.components?.Layout;
178
203
  const spriteProps = actor?.components?.Sprite;
179
204
  if (!rawLayout || !spriteProps) return null;
180
- // Blueprint templates omit x/y (position is instance-local). x/y cancel out of
181
- // the offset delta below, so default them to 0 -- otherwise an undefined x/y
182
- // (auto-fitting a template, e.g. on add) turns the offsets into NaN.
183
205
  const layout = { ...rawLayout, x: rawLayout.x ?? 0, y: rawLayout.y ?? 0 };
184
206
  const rect = autoRect(layout, spriteProps, sprites?.[spriteProps.file]);
185
207
  if (!rect || rect.width <= 0 || rect.height <= 0) return null;
186
- // manualRect centers a width x height box in the Layout box; the offset is the
187
- // delta from that centered position to the sprite-fit rect.
188
- const centeredX = layout.x + (layout.width - rect.width) / 2;
189
- const centeredY = layout.y + (layout.height - rect.height) / 2;
190
- return {
191
- width: Math.round(rect.width),
192
- height: Math.round(rect.height),
193
- offsetX: Math.round(rect.x - centeredX),
194
- offsetY: Math.round(rect.y - centeredY),
195
- };
208
+ const x = (rect.x + rect.width / 2 - layout.x) / layout.width;
209
+ const y = (rect.y + rect.height / 2 - layout.y) / layout.height;
210
+ const w = rect.width / layout.width;
211
+ const h = rect.height / layout.height;
212
+ if (asCircle) return { type: 'circle', x, y, r: Math.max(w, h) / 2 };
213
+ return { type: 'box', x, y, w, h };
196
214
  }
197
215
 
198
216
  export function intersects(a, b) {
@@ -281,7 +281,15 @@ export class SceneRuntime {
281
281
  }
282
282
 
283
283
  actorAt(x, y) {
284
+ return this.actorsAt(x, y)[0] ?? null;
285
+ }
286
+
287
+ // All actors whose Layout box contains the point, ordered topmost-first (high
288
+ // z -> low z). Used by the editor's click-to-cycle so repeated clicks in the
289
+ // same spot can walk down through overlapping actors.
290
+ actorsAt(x, y) {
284
291
  const actors = this.getActors().slice().reverse();
292
+ const hits = [];
285
293
  for (const actor of actors) {
286
294
  const layout = getLayout(actor);
287
295
  if (!layout) continue;
@@ -291,10 +299,10 @@ export class SceneRuntime {
291
299
  y >= layout.y &&
292
300
  y <= layout.y + layout.height
293
301
  ) {
294
- return actor;
302
+ hits.push(actor);
295
303
  }
296
304
  }
297
- return null;
305
+ return hits;
298
306
  }
299
307
 
300
308
  actorIdsInRect(rect) {
@@ -26,6 +26,9 @@ export class RigidBody {
26
26
  freezeRotation: false,
27
27
  velocityX: 0,
28
28
  velocityY: 0,
29
+ // Initial spin, degrees per fixed step (like velocityX/Y are px per step),
30
+ // applied once when play starts.
31
+ angularVelocity: 0,
29
32
  };
30
33
 
31
34
  constructor(props) {
@@ -16,6 +16,7 @@
16
16
  // emulated here (applyWorldGravity, and kinematic == static-moved-from-Layout).
17
17
 
18
18
  import Matter from 'matter-js';
19
+ import { getColliderShapes } from '../engine/collider';
19
20
 
20
21
  export const DEG_TO_RAD = Math.PI / 180;
21
22
  export const RAD_TO_DEG = 180 / Math.PI;
@@ -46,39 +47,78 @@ export function rectCenter(rect) {
46
47
  return { x: rect.x + rect.width / 2, y: rect.y + rect.height / 2 };
47
48
  }
48
49
 
49
- function bodyRadius(actor, rect) {
50
- // `radius` of 0 (the default) means "derive from the collider size" -- note
51
- // `??` won't do here since 0 is a real number; a 0 radius would be a
52
- // degenerate, zero-mass body that NaNs the simulation.
53
- const r = actor.components.Collider.radius;
54
- return r && r > 0 ? r : Math.min(rect.width, rect.height) / 2;
50
+ // One matter part (a body) for a resolved, world-space collider shape. Triangles
51
+ // and convex polygons go through `fromVertices`; a concave polygon (which would
52
+ // need the poly-decomp lib we don't ship) or a degenerate shape falls back to its
53
+ // AABB box so it still collides.
54
+ function shapeToPart(s) {
55
+ if (!s) return null;
56
+ if (s.type === 'circle') return Matter.Bodies.circle(s.cx, s.cy, s.radius > 0 ? s.radius : 0.5);
57
+ if ((s.type === 'triangle' || s.type === 'polygon') && s.points && s.points.length >= 3) {
58
+ let cx = 0;
59
+ let cy = 0;
60
+ let x0 = Infinity;
61
+ let y0 = Infinity;
62
+ let x1 = -Infinity;
63
+ let y1 = -Infinity;
64
+ for (const p of s.points) {
65
+ cx += p.x;
66
+ cy += p.y;
67
+ if (p.x < x0) x0 = p.x;
68
+ if (p.y < y0) y0 = p.y;
69
+ if (p.x > x1) x1 = p.x;
70
+ if (p.y > y1) y1 = p.y;
71
+ }
72
+ const part = Matter.Bodies.fromVertices(cx / s.points.length, cy / s.points.length, [s.points]);
73
+ if (part) return part;
74
+ return Matter.Bodies.rectangle((x0 + x1) / 2, (y0 + y1) / 2, Math.max(1, x1 - x0), Math.max(1, y1 - y0));
75
+ }
76
+ return Matter.Bodies.rectangle(s.cx, s.cy, Math.max(1, s.width), Math.max(1, s.height));
55
77
  }
56
78
 
57
- // Structural signature: when this changes we rebuild the body (shape/size/type)
58
- // rather than live-patching material props in place.
59
- export function bodySignature(actor, rect) {
60
- const shape = actor.components.Collider.shape ?? 'box';
61
- const dims =
62
- shape === 'circle'
63
- ? `r${Math.round(bodyRadius(actor, rect))}`
64
- : `${Math.round(rect.width)}x${Math.round(rect.height)}`;
65
- return `${shape}|${dims}|${rigidBodyType(actor)}`;
79
+ // Structural signature: when this changes we rebuild the body (shape set / sizes
80
+ // / type) rather than live-patching material props in place. Resolved sizes are
81
+ // included, so resizing the Layout box (which rescales every fraction shape)
82
+ // triggers a rebuild.
83
+ export function bodySignature(actor) {
84
+ const shapes = getColliderShapes(actor) ?? [];
85
+ const sig = shapes
86
+ .map((s) =>
87
+ s.type === 'circle'
88
+ ? `c${Math.round(s.radius)}`
89
+ : s.type === 'box'
90
+ ? `b${Math.round(s.width)}x${Math.round(s.height)}`
91
+ : `${s.type[0]}${(s.points ?? []).length}`
92
+ )
93
+ .join(',');
94
+ return `${sig}|${rigidBodyType(actor)}`;
66
95
  }
67
96
 
68
- // Build a fresh matter body at the collider rect's center, oriented by Layout.
97
+ // Build a fresh matter body -- a single part, or a compound of all collider
98
+ // shapes -- anchored so `body.position` is the collider's AABB center (matching
99
+ // the center-offset PhysicsSystem caches), oriented by Layout.
69
100
  export function createBody(actor, rect) {
70
- const center = rectCenter(rect);
71
- const options = { angle: (actor.components.Layout.rotation ?? 0) * DEG_TO_RAD };
72
- const body =
73
- (actor.components.Collider.shape ?? 'box') === 'circle'
74
- ? Matter.Bodies.circle(center.x, center.y, bodyRadius(actor, rect), options)
75
- : Matter.Bodies.rectangle(center.x, center.y, rect.width, rect.height, options);
101
+ const parts = (getColliderShapes(actor) ?? []).map(shapeToPart).filter(Boolean);
102
+ let body;
103
+ if (parts.length === 0) {
104
+ const c = rectCenter(rect);
105
+ body = Matter.Bodies.rectangle(c.x, c.y, Math.max(1, rect.width), Math.max(1, rect.height));
106
+ } else if (parts.length === 1) {
107
+ body = parts[0];
108
+ } else {
109
+ body = Matter.Body.create({ parts });
110
+ }
111
+ Matter.Body.setPosition(body, rectCenter(rect));
112
+ Matter.Body.setAngle(body, (actor.components.Layout.rotation ?? 0) * DEG_TO_RAD);
76
113
  body.plugin.actorId = actor.id;
77
114
  Matter.Body.setStatic(body, rigidBodyType(actor) !== 'dynamic');
78
115
  patchBody(body, actor);
79
116
  const rb = actor.components.RigidBody;
80
- if (rb && rigidBodyType(actor) === 'dynamic' && (rb.velocityX || rb.velocityY)) {
81
- Matter.Body.setVelocity(body, { x: rb.velocityX ?? 0, y: rb.velocityY ?? 0 });
117
+ if (rb && rigidBodyType(actor) === 'dynamic') {
118
+ if (rb.velocityX || rb.velocityY) {
119
+ Matter.Body.setVelocity(body, { x: rb.velocityX ?? 0, y: rb.velocityY ?? 0 });
120
+ }
121
+ if (rb.angularVelocity) Matter.Body.setAngularVelocity(body, rb.angularVelocity * DEG_TO_RAD);
82
122
  }
83
123
  return body;
84
124
  }
@@ -89,12 +129,21 @@ export function patchBody(body, actor) {
89
129
  const rb = actor.components.RigidBody;
90
130
  body.restitution = collider.bounciness ?? 0;
91
131
  body.friction = collider.friction ?? 0.1;
132
+ body.frictionStatic = collider.frictionStatic ?? 0.5;
92
133
  // `isTrigger` is the source of truth for solid-vs-sensor; legacy decks that
93
134
  // used the retired `kind: 'pickup'` label are still honored as sensors.
94
135
  body.isSensor = Boolean(collider.isTrigger || collider.kind === 'pickup');
95
136
  body.frictionAir = rb?.drag ?? 0.01;
96
137
  body.plugin.gravityScale = rb?.gravityScale ?? 1;
97
138
  body.plugin.angularDrag = rb?.angularDrag ?? 0;
139
+ // Density sets mass (= density x area) -- DYNAMIC bodies only. On a static or
140
+ // kinematic body, setDensity would replace the infinite mass that setStatic
141
+ // gave it with a finite inverse mass, corrupting it as an immovable obstacle
142
+ // (things fall through it / the sim NaNs). It recomputes inertia, so it runs
143
+ // before the freezeRotation override below.
144
+ if (rigidBodyType(actor) === 'dynamic') {
145
+ Matter.Body.setDensity(body, collider.density > 0 ? collider.density : 0.001);
146
+ }
98
147
  if (rb?.freezeRotation) Matter.Body.setInertia(body, Infinity);
99
148
  }
100
149
 
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "castle-web-cli",
3
- "version": "0.4.90",
3
+ "version": "0.4.92",
4
4
  "type": "module",
5
5
  "bin": {
6
6
  "castle-web": "./dist/index.js"
@@ -1,28 +0,0 @@
1
- // Behavior field extensions. A self-contained kit module (like `physics/`) can
2
- // add fields to a behavior defined in the shared core WITHOUT editing that
3
- // behavior's file -- so the core behavior stays byte-identical across kits and
4
- // the module owns its own additions. Each extension module under any
5
- // `<module>/extensions/*.js` exports:
6
- //
7
- // export const behaviorExtension = {
8
- // behaviorName: 'Collider',
9
- // defaultProps: { bounciness: 0, friction: 0.1 },
10
- // };
11
- //
12
- // A behavior folds its registered extensions into its own `defaultProps` (see
13
- // behaviors/Collider.jsx `...extensionDefaultProps('Collider')`); the inspector
14
- // already renders leftover defaultProps generically, so registered fields show
15
- // up with no inspector change. Empty in a kit with no `*/extensions/` dir (e.g.
16
- // basic-2d). Symmetric with engine/systemRegistry.js and editors/behaviorRegistry.js.
17
- const modules = import.meta.glob('../*/extensions/*.js', { eager: true });
18
- const extensions = Object.values(modules)
19
- .map((mod) => mod.behaviorExtension)
20
- .filter(Boolean);
21
-
22
- // Merged defaultProps that registered extensions contribute to `behaviorName`
23
- // (empty object when none). Later extensions win on a key collision.
24
- export function extensionDefaultProps(behaviorName) {
25
- return extensions
26
- .filter((ext) => ext.behaviorName === behaviorName)
27
- .reduce((acc, ext) => ({ ...acc, ...ext.defaultProps }), {});
28
- }
@@ -1,15 +0,0 @@
1
- // Physics contributes material fields to the shared Collider behavior WITHOUT
2
- // editing behaviors/Collider.jsx -- that file stays identical to basic-2d's, so
3
- // the drift check treats it as a converged shared file. These fields are read
4
- // by the physics simulation (see physics/matterBridge.js); a kit without the
5
- // physics module never registers them, so its Collider has no material fields.
6
- // See engine/behaviorExtensions.js for how this is discovered.
7
- export const behaviorExtension = {
8
- behaviorName: 'Collider',
9
- defaultProps: {
10
- // `bounciness` = restitution: 0 (dead) to ~1 (very bouncy); can exceed 1.
11
- bounciness: 0,
12
- // `friction` = surface friction.
13
- friction: 0.1,
14
- },
15
- };