castle-web-cli 0.4.94 → 0.4.95
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/init.js +1 -1
- package/kits/physics-2d/CLAUDE.md +116 -6
- package/kits/physics-2d/behaviors/Collider.jsx +76 -10
- package/kits/physics-2d/behaviors/Sprite.jsx +6 -1
- package/kits/physics-2d/drawings/joint-rope.pxart +26 -0
- package/kits/physics-2d/editors/SceneEditor.jsx +58 -0
- package/kits/physics-2d/editors/SelectionOverlay.jsx +48 -19
- package/kits/physics-2d/editors/behaviorRegistry.js +8 -2
- package/kits/physics-2d/engine/blueprint.js +39 -3
- package/kits/physics-2d/engine/collider.js +13 -3
- package/kits/physics-2d/engine/files.js +26 -5
- package/kits/physics-2d/engine/scene.js +9 -1
- package/kits/physics-2d/engine/systemRegistry.js +5 -1
- package/kits/physics-2d/package-lock.json +10 -3
- package/kits/physics-2d/physics/PhysicsSystem.js +112 -0
- package/kits/physics-2d/physics/behaviors/Joints.jsx +291 -0
- package/kits/physics-2d/physics/jointArt.js +57 -0
- package/kits/physics-2d/physics/joints.js +136 -0
- package/kits/physics-2d/physics/matterBridge.js +22 -2
- package/package.json +1 -1
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import React, { useState } from 'react';
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import { Panel, SelectField, NumberField, CheckboxField, Button } from '../../engine/ui';
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import { centerOf, inActorWorldSpace } from '../controls';
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import { JOINT_TYPES } from '../joints';
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import { drawJointArt } from '../jointArt';
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const RENDER_MODES = ['line', 'hidden', 'sprite'];
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// Bound anchor offsets (px, local frame). A large offset lengthens the pivot's
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// lever arm, which is what destabilizes a weld -- so the UI caps it well
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// inside the safe range rather than letting a broken value be typed.
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const ANCHOR_MAX = 120;
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// Joints: connect this actor to one or more `target` actors with physics links.
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// The component holds a LIST so an actor can carry several links at once (a
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// a body both sprung and roped, a truss node). Each entry picks a TYPE -- spring
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// (elastic), rod (rigid stick, ends rotate; also the hinge -- to a static anchor),
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// weld (fused, no relative rotation), rope (slack, taut at max length). The
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// simulation builds the matter constraints
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// (see physics/joints.js); this behavior owns the authoring UI + editor overlay.
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//
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// Both actors of a link need a Collider (to have a body); the owner is usually a
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// dynamic RigidBody and each target either dynamic or a static anchor. `target`
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// is instance-local -- pick it per instance, since a blueprint-level target would
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// point every instance at the same actor.
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export class Joints {
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static behaviorName = 'Joints';
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static defaultProps = { list: [] };
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// A freshly-added Joints behavior starts with one blank link to fill in.
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static initialProps() {
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return { list: [defaultJoint()] };
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}
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constructor(props) {
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this.props = props;
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}
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// Draw every link. In the EDITOR (options.editPlaceholders) it's an authoring
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// overlay -- always shown so connections are visible, sprite-art previewed
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// WYSIWYG, and even `hidden` joints drawn as a faint line so you don't lose
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// them. In PLAY each joint's `render` decides: `hidden` (nothing), `line` (the
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// schematic) or `sprite` (art along the joint). Drawn in world space so the
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// link doesn't spin with the actor's rotation (see inActorWorldSpace).
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draw(actor, scene, ctx, options) {
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const list = Array.isArray(this.props.list) ? this.props.list : [];
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if (!list.length) return;
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const editing = Boolean(options.editPlaceholders);
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const emphasized =
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options.colliderOverlayIds?.includes(actor.id) ||
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(Boolean(options.dimBlueprintPath) && actor.blueprint === options.dimBlueprintPath);
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const a = centerOf(actor.components.Layout);
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inActorWorldSpace(ctx, actor.components.Layout, (g) => {
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for (const joint of list) {
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const target = joint?.target && scene.getActor(joint.target);
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if (!target || target.id === actor.id) continue;
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const b = centerOf(target.components.Layout);
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// hidden shows as a faint line in the editor, nothing in play.
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let render = joint.render ?? 'line';
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if (editing && render === 'hidden') render = 'line';
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if (render === 'hidden') continue;
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if (render === 'sprite' && drawJointArt(g, scene, joint, a, b)) continue;
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g.globalAlpha = editing ? (emphasized ? 1 : 0.45) : 0.7;
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g.strokeStyle = '#c9a9ff';
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g.fillStyle = '#c9a9ff';
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g.lineWidth = 2;
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drawLink(g, a, b, joint.type ?? 'spring');
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g.globalAlpha = 1;
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}
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});
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}
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static Inspector({ component, setComponent, override, beginPick, pickActive, files }) {
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const list = Array.isArray(component.list) ? component.list : [];
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const spriteFiles = Object.keys(files ?? {}).filter((f) => f.endsWith('.pxart'));
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// Which entry's target-pick is live. Combined with the editor's global
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// `pickActive` so a cancel (Esc/empty click) clears every entry's state.
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const [pickingIndex, setPickingIndex] = useState(null);
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const update = (next) => setComponent({ list: next });
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const patchAt = (i, patch) => update(list.map((j, k) => (k === i ? { ...j, ...patch } : j)));
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const onPickToggle = (i) => {
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if (pickActive && pickingIndex === i) return beginPick?.(null);
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setPickingIndex(i);
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return beginPick?.((id) => patchAt(i, { target: id }));
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};
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return (
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<Panel title="Joints" overridden={override?.anyOverridden()}>
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{list.map((joint, i) => (
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<JointEntry
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key={i}
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index={i}
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joint={joint}
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spriteFiles={spriteFiles}
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active={pickActive && pickingIndex === i}
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onPickToggle={() => onPickToggle(i)}
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onPatch={(patch) => patchAt(i, patch)}
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onRemove={() => update(list.filter((_, k) => k !== i))}
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/>
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))}
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<Button onClick={() => update([...list, defaultJoint()])}>+ Add joint</Button>
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</Panel>
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);
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}
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}
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function defaultJoint() {
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return { type: 'spring', target: '', length: -1, springiness: 0.4, damping: 0.1, render: 'line' };
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}
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// One editable link in the list: type, target picker, type-specific fields, and
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// how it renders in play (line / hidden / sprite art along the joint).
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function JointEntry({ index, joint, spriteFiles, active, onPickToggle, onPatch, onRemove }) {
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const [showAnchors, setShowAnchors] = useState(false);
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const type = joint.type ?? 'spring';
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const isPivot = type === 'weld';
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const soft = type === 'spring' || type === 'rope';
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const target = joint.target || '';
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const render = joint.render ?? 'line';
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const lengthAuto = (joint.length ?? -1) < 0;
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const lengthLabel = type === 'rope' ? 'Max length (px)' : 'Length (px)';
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return (
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<div style={entryBox}>
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<div style={entryHead}>
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<strong style={entryTitle}>Joint {index + 1}</strong>
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<button type="button" style={removeLink} onClick={onRemove}>
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Remove
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</button>
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</div>
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<SelectField label="Type" value={type} onChange={(t) => onPatch({ type: t })} options={JOINT_TYPES} />
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<div style={targetRow}>
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<span style={targetText}>
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Target: <strong>{target || '(none)'}</strong>
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</span>
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<div style={{ display: 'flex', gap: 6 }}>
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<Button active={active} onClick={onPickToggle}>
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{active ? 'Click an actor…' : target ? 'Re-pick' : 'Pick target'}
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</Button>
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{target ? <Button onClick={() => onPatch({ target: '' })}>Clear</Button> : null}
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</div>
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</div>
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{!isPivot ? (
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<>
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{/* Auto = -1 sentinel, but the UI expresses it as a checkbox so you
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can't type a broken negative length. */}
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<CheckboxField label="Auto length" checked={lengthAuto} onChange={(on) => onPatch({ length: on ? -1 : 100 })} />
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{!lengthAuto ? (
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<NumberField label={lengthLabel} value={joint.length} min={0} onChange={(v) => onPatch({ length: v })} />
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) : null}
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</>
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) : null}
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{soft ? (
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<NumberField
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label={type === 'rope' ? 'Springiness (0=dead → 1=bungee)' : 'Springiness'}
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value={joint.springiness ?? 0.4}
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min={0}
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max={1}
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step={0.05}
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onChange={(v) => onPatch({ springiness: v })}
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/>
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) : null}
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{type === 'spring' ? (
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<NumberField
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label="Damping"
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value={joint.damping ?? 0.1}
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min={0}
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max={1}
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step={0.05}
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onChange={(v) => onPatch({ damping: v })}
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/>
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) : null}
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<button type="button" style={anchorToggle} onClick={() => setShowAnchors((s) => !s)}>
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{showAnchors ? '▾' : '▸'} Anchor offsets
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</button>
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{showAnchors ? <AnchorFields joint={joint} isPivot={isPivot} onPatch={onPatch} /> : null}
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<SelectField label="Show in play" value={render} onChange={(v) => onPatch({ render: v })} options={RENDER_MODES} />
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{render === 'sprite' ? (
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<>
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<SelectField
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label="Art"
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value={joint.sprite || ''}
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onChange={(v) => onPatch({ sprite: v })}
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options={['', ...spriteFiles]}
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/>
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<NumberField label="Thickness" value={joint.thickness ?? 12} min={1} onChange={(v) => onPatch({ thickness: v })} />
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<SelectField
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label="Fit"
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value={joint.fit ?? 'tile'}
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onChange={(v) => onPatch({ fit: v })}
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options={['tile', 'stretch']}
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/>
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</>
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) : null}
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</div>
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);
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}
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// Attach-point offsets (advanced, tucked behind a toggle). For weld the owner
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// offset moves the shared pivot; for spring/rod/rope the owner + target offsets
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// move each end's attach point. All bounded to ±ANCHOR_MAX.
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function AnchorFields({ joint, isPivot, onPatch }) {
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const field = (label, key) => (
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<NumberField
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label={label}
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value={joint[key] ?? 0}
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min={-ANCHOR_MAX}
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max={ANCHOR_MAX}
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onChange={(v) => onPatch({ [key]: v })}
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/>
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);
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return isPivot ? (
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<>
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{field('Pivot offset X', 'anchorX')}
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{field('Pivot offset Y', 'anchorY')}
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</>
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) : (
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<>
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{field('Anchor X', 'anchorX')}
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{field('Anchor Y', 'anchorY')}
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{field('Target anchor X', 'targetAnchorX')}
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{field('Target anchor Y', 'targetAnchorY')}
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</>
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);
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}
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const entryBox = { borderTop: '1px solid var(--castle-inspector-divider)', paddingTop: 8, marginBottom: 6 };
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const anchorToggle = {
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background: 'none',
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border: 'none',
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padding: '2px 0',
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margin: '2px 0 8px',
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color: '#4aa3ff',
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fontSize: 12,
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cursor: 'pointer',
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};
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const entryHead = { display: 'flex', justifyContent: 'space-between', alignItems: 'center', marginBottom: 6 };
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const entryTitle = { color: '#c9a9ff', fontSize: 13 };
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const removeLink = { background: 'none', border: 'none', padding: 0, color: '#ff7a7a', fontSize: 12, cursor: 'pointer' };
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const targetRow = { display: 'flex', flexDirection: 'column', gap: 6, margin: '4px 0 10px' };
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const targetText = { fontSize: 13, color: 'var(--castle-inspector-text)' };
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// Draw the link between two world points, styled by joint type: spring coils,
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// rope dashes, weld doubles the line, rod is a plain line.
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function drawLink(ctx, a, b, type) {
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if (type === 'spring') return drawCoil(ctx, a, b);
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if (type === 'rope') {
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ctx.setLineDash([6, 5]);
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line(ctx, a, b);
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ctx.setLineDash([]);
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return;
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}
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if (type === 'weld') return drawDouble(ctx, a, b);
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line(ctx, a, b); // rod (and any fallthrough)
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}
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function line(ctx, a, b) {
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ctx.beginPath();
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ctx.moveTo(a.x, a.y);
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ctx.lineTo(b.x, b.y);
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ctx.stroke();
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}
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// Two parallel lines offset along the perpendicular -- the "fused" read.
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function drawDouble(ctx, a, b) {
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const dx = b.x - a.x;
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const dy = b.y - a.y;
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const len = Math.hypot(dx, dy) || 1;
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const nx = (-dy / len) * 3;
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const ny = (dx / len) * 3;
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line(ctx, { x: a.x + nx, y: a.y + ny }, { x: b.x + nx, y: b.y + ny });
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line(ctx, { x: a.x - nx, y: a.y - ny }, { x: b.x - nx, y: b.y - ny });
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}
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// A zig-zag coil between the endpoints, straight stubs at each end.
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function drawCoil(ctx, a, b) {
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const dx = b.x - a.x;
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const dy = b.y - a.y;
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const len = Math.hypot(dx, dy) || 1;
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const px = -dy / len;
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const py = dx / len;
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const coils = Math.max(3, Math.min(10, Math.round(len / 22)));
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const amp = 6;
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ctx.beginPath();
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ctx.moveTo(a.x, a.y);
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for (let i = 1; i < coils; i++) {
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const t = i / coils;
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const side = i % 2 === 0 ? 1 : -1;
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ctx.lineTo(a.x + dx * t + px * amp * side, a.y + dy * t + py * amp * side);
|
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}
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ctx.lineTo(b.x, b.y);
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ctx.stroke();
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}
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@@ -0,0 +1,57 @@
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1
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+
// Draws a joint's `sprite` art along the segment between its two endpoints,
|
|
2
|
+
// rotated to the joint's angle and scaled to its current length -- so a rope
|
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3
|
+
// visibly stretches as a spring extends. Two fits:
|
|
4
|
+
// tile repeat a segment along the length (rope, chain)
|
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5
|
+
// stretch one image end-to-end (stick, beam, plank)
|
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6
|
+
// Used by Joints.draw() for `render: 'sprite'`. Reuses the kit's pxart renderer;
|
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7
|
+
// a small WeakMap caches the native-resolution frame canvas per sprite object.
|
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8
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+
|
|
9
|
+
/* global document */
|
|
10
|
+
import { resolveDeckFile } from 'castle-web-sdk';
|
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11
|
+
import { renderSpriteFrame } from '../engine/pxart';
|
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12
|
+
|
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13
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+
export const DEFAULT_JOINT_SPRITE = 'drawings/joint-rope.pxart';
|
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14
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+
|
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15
|
+
const canvasCache = new WeakMap();
|
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+
function frameCanvas(sprite) {
|
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+
let canvas = canvasCache.get(sprite);
|
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+
if (!canvas) {
|
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+
canvas = document.createElement('canvas');
|
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+
renderSpriteFrame(sprite, 0, canvas);
|
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+
canvasCache.set(sprite, canvas);
|
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+
}
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+
return canvas;
|
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+
}
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25
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+
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+
// Draw the art from world point `a` to `b`. Returns false if the sprite can't be
|
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27
|
+
// resolved (so the caller can fall back to the schematic line).
|
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|
+
export function drawJointArt(ctx, scene, joint, a, b) {
|
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+
// `drawings/x.pxart` is this deck's; `@imports/<alias>/drawings/x.pxart` is an
|
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30
|
+
// import's -- same rule the Sprite behavior follows.
|
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|
+
const path = resolveDeckFile(joint.sprite || DEFAULT_JOINT_SPRITE);
|
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32
|
+
const sprite = scene.sprites?.[path] ?? scene.sprites?.[DEFAULT_JOINT_SPRITE];
|
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|
+
if (!sprite) return false;
|
|
34
|
+
const canvas = frameCanvas(sprite);
|
|
35
|
+
if (!canvas.width || !canvas.height) return false;
|
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+
const dx = b.x - a.x;
|
|
37
|
+
const dy = b.y - a.y;
|
|
38
|
+
const len = Math.hypot(dx, dy);
|
|
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|
+
if (len < 1) return true;
|
|
40
|
+
const thickness = joint.thickness > 0 ? joint.thickness : 12;
|
|
41
|
+
ctx.save();
|
|
42
|
+
ctx.translate(a.x, a.y);
|
|
43
|
+
ctx.rotate(Math.atan2(dy, dx));
|
|
44
|
+
ctx.imageSmoothingEnabled = sprite.cornerRadius > 0;
|
|
45
|
+
const top = -thickness / 2;
|
|
46
|
+
if ((joint.fit ?? 'tile') === 'stretch') {
|
|
47
|
+
ctx.drawImage(canvas, 0, top, len, thickness);
|
|
48
|
+
} else {
|
|
49
|
+
const tileW = Math.max(2, thickness * (canvas.width / canvas.height));
|
|
50
|
+
ctx.beginPath();
|
|
51
|
+
ctx.rect(0, top, len, thickness);
|
|
52
|
+
ctx.clip();
|
|
53
|
+
for (let x = 0; x < len; x += tileW) ctx.drawImage(canvas, x, top, tileW, thickness);
|
|
54
|
+
}
|
|
55
|
+
ctx.restore();
|
|
56
|
+
return true;
|
|
57
|
+
}
|
|
@@ -0,0 +1,136 @@
|
|
|
1
|
+
// Joints connect two physics actors with matter-js constraints. matter has one
|
|
2
|
+
// primitive -- Matter.Constraint (a point-to-point distance link with stiffness
|
|
3
|
+
// / damping / length) -- so every joint TYPE here is composed from one or two of
|
|
4
|
+
// them:
|
|
5
|
+
//
|
|
6
|
+
// spring soft elastic tether 1 constraint, low stiffness, at rest length
|
|
7
|
+
// rod rigid fixed-distance link 1 constraint, high stiffness, free rotation
|
|
8
|
+
// weld fused, no relative rotation 1 zero-length pivot + frozen rotation
|
|
9
|
+
// rope slack, taut only at max length 1 constraint, stiffness toggled per step
|
|
10
|
+
//
|
|
11
|
+
// The joint lives on the OWNER actor (bodyA) and points at a `target` actor
|
|
12
|
+
// (bodyB). Anchors are px offsets in each body's local (unrotated) frame; default
|
|
13
|
+
// (0,0) attaches at the body center. Geometry is resolved against the live matter
|
|
14
|
+
// bodies, so a joint tracks whatever the collider/rigidbody reconcile produced.
|
|
15
|
+
|
|
16
|
+
import Matter from 'matter-js';
|
|
17
|
+
|
|
18
|
+
// No `pin` (free-rotating coincident-pivot hinge): a length-0 revolute between two
|
|
19
|
+
// dynamic bodies is matter's most unstable case and no tuning made it robust. Use
|
|
20
|
+
// `rod` (to a static anchor) for a hinge / pendulum instead.
|
|
21
|
+
export const JOINT_TYPES = ['spring', 'rod', 'weld', 'rope'];
|
|
22
|
+
|
|
23
|
+
const sub = (a, b) => ({ x: a.x - b.x, y: a.y - b.y });
|
|
24
|
+
|
|
25
|
+
// A body-local point (unrotated frame) -> world, and the inverse. matter rotates
|
|
26
|
+
// a constraint's local point by the body angle when solving, so we store points
|
|
27
|
+
// in that same local frame.
|
|
28
|
+
function toWorld(body, local) {
|
|
29
|
+
return Matter.Vector.add(body.position, Matter.Vector.rotate(local, body.angle));
|
|
30
|
+
}
|
|
31
|
+
function toLocal(body, world) {
|
|
32
|
+
return Matter.Vector.rotate(sub(world, body.position), -body.angle);
|
|
33
|
+
}
|
|
34
|
+
|
|
35
|
+
// springiness (0..1) -> matter stiffness. Kept low so springs read as springs;
|
|
36
|
+
// rigid types use a fixed high stiffness instead.
|
|
37
|
+
function springStiffness(springiness) {
|
|
38
|
+
const s = Math.min(1, Math.max(0, springiness ?? 0.4));
|
|
39
|
+
return 0.002 + s * 0.05;
|
|
40
|
+
}
|
|
41
|
+
|
|
42
|
+
// Rope stiffness WHEN TAUT, from `springiness`: 0 = a dead rope (stiff 0.9, holds
|
|
43
|
+
// firm at max length), 1 = a bungee (very soft ~0.002, stretches well past and
|
|
44
|
+
// springs back). Geometric interpolation -- a light body barely stretches a stiff
|
|
45
|
+
// constraint, so the useful range is tiny stiffnesses and a linear map would waste
|
|
46
|
+
// most of the slider in the "firm" zone.
|
|
47
|
+
function ropeStiffness(springiness) {
|
|
48
|
+
const s = Math.min(1, Math.max(0, springiness ?? 0));
|
|
49
|
+
return 0.9 * Math.pow(0.0025, s);
|
|
50
|
+
}
|
|
51
|
+
|
|
52
|
+
function ownerAnchorLocal(joint) {
|
|
53
|
+
return { x: joint.anchorX ?? 0, y: joint.anchorY ?? 0 };
|
|
54
|
+
}
|
|
55
|
+
function targetAnchorLocal(joint) {
|
|
56
|
+
return { x: joint.targetAnchorX ?? 0, y: joint.targetAnchorY ?? 0 };
|
|
57
|
+
}
|
|
58
|
+
|
|
59
|
+
// Structural signature: a change here rebuilds the constraint set; everything
|
|
60
|
+
// else (length, springiness, damping) is live-patched in place.
|
|
61
|
+
export function jointSignature(joint) {
|
|
62
|
+
const a = ownerAnchorLocal(joint);
|
|
63
|
+
const b = targetAnchorLocal(joint);
|
|
64
|
+
return `${joint.type ?? 'spring'}|${joint.target ?? ''}|${a.x},${a.y}|${b.x},${b.y}`;
|
|
65
|
+
}
|
|
66
|
+
|
|
67
|
+
// Distance between the two resolved anchor world points right now.
|
|
68
|
+
function anchorGap(bodyA, bodyB, joint) {
|
|
69
|
+
const wa = toWorld(bodyA, ownerAnchorLocal(joint));
|
|
70
|
+
const wb = toWorld(bodyB, targetAnchorLocal(joint));
|
|
71
|
+
return Matter.Vector.magnitude(sub(wa, wb));
|
|
72
|
+
}
|
|
73
|
+
|
|
74
|
+
// The rest/target length for distance-style joints: authored `length`, or the
|
|
75
|
+
// current gap when length is auto (-1).
|
|
76
|
+
function restLength(bodyA, bodyB, joint) {
|
|
77
|
+
const len = joint.length ?? -1;
|
|
78
|
+
return len >= 0 ? len : anchorGap(bodyA, bodyB, joint);
|
|
79
|
+
}
|
|
80
|
+
|
|
81
|
+
// Build the matter constraint(s) for a joint. `weld` is a single zero-length
|
|
82
|
+
// pivot link; PhysicsSystem additionally freezes both bodies' rotation so they
|
|
83
|
+
// can't turn relative to each other (a rigid fuse). A single stable pivot avoids
|
|
84
|
+
// the numerical blow-up that two fighting stiff length-0 links cause under
|
|
85
|
+
// collision, especially with a diagonal offset.
|
|
86
|
+
export function buildJointConstraints(bodyA, bodyB, joint) {
|
|
87
|
+
const type = joint.type ?? 'spring';
|
|
88
|
+
if (type === 'weld') return [pivotConstraint(bodyA, bodyB, joint)];
|
|
89
|
+
const pointA = ownerAnchorLocal(joint);
|
|
90
|
+
const pointB = targetAnchorLocal(joint);
|
|
91
|
+
const length = restLength(bodyA, bodyB, joint);
|
|
92
|
+
const stiffness =
|
|
93
|
+
type === 'spring' ? springStiffness(joint.springiness) : type === 'rope' ? ropeStiffness(joint.springiness) : 0.9;
|
|
94
|
+
// Rope carries no damping so a bungee actually bounces; spring/rod use theirs.
|
|
95
|
+
const damping = type === 'rope' ? 0 : joint.damping ?? 0.1;
|
|
96
|
+
return [Matter.Constraint.create({ bodyA, bodyB, pointA, pointB, length, stiffness, damping })];
|
|
97
|
+
}
|
|
98
|
+
|
|
99
|
+
// Zero-length link at the midpoint of the two centers, shifted by the owner
|
|
100
|
+
// anchor -- the position half of a weld (rotation is frozen separately). 0.7 is
|
|
101
|
+
// firm but below matter's length-0 instability threshold; the velocity clamp in
|
|
102
|
+
// PhysicsSystem backstops any residual runaway.
|
|
103
|
+
function pivotConstraint(bodyA, bodyB, joint) {
|
|
104
|
+
const a = ownerAnchorLocal(joint);
|
|
105
|
+
const pivotWorld = {
|
|
106
|
+
x: (bodyA.position.x + bodyB.position.x) / 2 + a.x,
|
|
107
|
+
y: (bodyA.position.y + bodyB.position.y) / 2 + a.y,
|
|
108
|
+
};
|
|
109
|
+
return Matter.Constraint.create({
|
|
110
|
+
bodyA,
|
|
111
|
+
bodyB,
|
|
112
|
+
pointA: toLocal(bodyA, pivotWorld),
|
|
113
|
+
pointB: toLocal(bodyB, pivotWorld),
|
|
114
|
+
length: 0,
|
|
115
|
+
stiffness: 0.7,
|
|
116
|
+
damping: 0.1,
|
|
117
|
+
});
|
|
118
|
+
}
|
|
119
|
+
|
|
120
|
+
// Live-patch the mutable feel of an existing constraint set (no rebuild). Rope is
|
|
121
|
+
// one-sided: it pulls only when stretched past its length (stiffness from
|
|
122
|
+
// `springiness` -- dead rope to bungee), and goes fully slack (zero stiffness)
|
|
123
|
+
// when closer -- matter has no native max-only constraint.
|
|
124
|
+
export function patchJoint(constraints, bodyA, bodyB, joint) {
|
|
125
|
+
const type = joint.type ?? 'spring';
|
|
126
|
+
if (type === 'weld') return;
|
|
127
|
+
const c = constraints[0];
|
|
128
|
+
if (!c) return;
|
|
129
|
+
if ((joint.length ?? -1) >= 0) c.length = joint.length;
|
|
130
|
+
if (type === 'spring') {
|
|
131
|
+
c.stiffness = springStiffness(joint.springiness);
|
|
132
|
+
c.damping = joint.damping ?? 0.1;
|
|
133
|
+
} else if (type === 'rope') {
|
|
134
|
+
c.stiffness = anchorGap(bodyA, bodyB, joint) > c.length ? ropeStiffness(joint.springiness) : 0;
|
|
135
|
+
}
|
|
136
|
+
}
|
|
@@ -27,6 +27,13 @@ export const FIXED_STEP_MS = 1000 / 60;
|
|
|
27
27
|
export const FIXED_STEP_S = FIXED_STEP_MS / 1000;
|
|
28
28
|
export const MAX_STEPS_PER_FRAME = 5;
|
|
29
29
|
|
|
30
|
+
// Hard cap on a body's speed (px per fixed step) -- a safety net so a constraint
|
|
31
|
+
// blow-up (a stiff joint at a bad angle can inject huge velocity in one step)
|
|
32
|
+
// can't fling a body off screen. Well above any intended motion (a slingshot
|
|
33
|
+
// launch is ~20), so normal gameplay never touches it; it only ever engages to
|
|
34
|
+
// bound a runaway.
|
|
35
|
+
export const MAX_SPEED = 60;
|
|
36
|
+
|
|
30
37
|
// World gravity in matter's own units. `scale` matches matter's internal
|
|
31
38
|
// default; `y` is what a scene tunes (1 ~= a gentle arcade fall).
|
|
32
39
|
export const DEFAULT_GRAVITY = { x: 0, y: 1, scale: 0.001 };
|
|
@@ -73,7 +80,10 @@ function shapeToPart(s) {
|
|
|
73
80
|
if (part) return part;
|
|
74
81
|
return Matter.Bodies.rectangle((x0 + x1) / 2, (y0 + y1) / 2, Math.max(1, x1 - x0), Math.max(1, y1 - y0));
|
|
75
82
|
}
|
|
76
|
-
|
|
83
|
+
// `s.angle` (deg) rotates the box part about its center at creation; the
|
|
84
|
+
// compound body's Layout.rotation composes on top.
|
|
85
|
+
const opts = s.angle ? { angle: s.angle * DEG_TO_RAD } : undefined;
|
|
86
|
+
return Matter.Bodies.rectangle(s.cx, s.cy, Math.max(1, s.width), Math.max(1, s.height), opts);
|
|
77
87
|
}
|
|
78
88
|
|
|
79
89
|
// Structural signature: when this changes we rebuild the body (shape set / sizes
|
|
@@ -87,7 +97,7 @@ export function bodySignature(actor) {
|
|
|
87
97
|
s.type === 'circle'
|
|
88
98
|
? `c${Math.round(s.radius)}`
|
|
89
99
|
: s.type === 'box'
|
|
90
|
-
? `b${Math.round(s.width)}x${Math.round(s.height)}`
|
|
100
|
+
? `b${Math.round(s.width)}x${Math.round(s.height)}@${Math.round(s.angle ?? 0)}`
|
|
91
101
|
: `${s.type[0]}${(s.points ?? []).length}`
|
|
92
102
|
)
|
|
93
103
|
.join(',');
|
|
@@ -173,3 +183,13 @@ export function applyAngularDrag(bodies) {
|
|
|
173
183
|
if (drag > 0 && !body.isStatic) body.angularVelocity *= Math.max(0, 1 - drag * FIXED_STEP_S);
|
|
174
184
|
}
|
|
175
185
|
}
|
|
186
|
+
|
|
187
|
+
// Safety clamp: bound each body's speed to MAX_SPEED so a constraint blow-up
|
|
188
|
+
// can't fling it off screen. Run right after each Engine.update.
|
|
189
|
+
export function clampSpeeds(bodies) {
|
|
190
|
+
for (const body of bodies) {
|
|
191
|
+
if (body.isStatic) continue;
|
|
192
|
+
const s = Math.hypot(body.velocity.x, body.velocity.y);
|
|
193
|
+
if (s > MAX_SPEED) Matter.Body.setVelocity(body, { x: (body.velocity.x / s) * MAX_SPEED, y: (body.velocity.y / s) * MAX_SPEED });
|
|
194
|
+
}
|
|
195
|
+
}
|