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- Added a shared canonical world/screen transform helper in `src/engine/rendering/WorldScreenTransform.js`.
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- Kept Asteroids runtime as the source of truth: object world coordinates map 1:1 to canvas pixels at `CANONICAL_WORLD_TO_SCREEN_SCALE = 1`.
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- Moved runtime object render translate/rotate/scale composition in `ObjectVectorRuntimeAssetService` through the shared helper while preserving prior instance scale semantics.
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- Updated Collision Inspector V2 to use the shared helper for viewport sizing, canvas CSS sizing, pointer-to-world conversion, and zoom transform composition.
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- Kept Collision Inspector zoom as additional user zoom only.
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- Kept Object Vector Studio V2 as an editor surface with editor viewport zoom only; added status text that explicitly separates editor zoom from runtime/world scale.
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- Preserved intentional asteroid instance scale tuning, ship flame flicker behavior, manifest geometry SSoT, and manifest-only object rendering.
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## Prior Reference
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- Read `docs/dev/PROJECT_INSTRUCTIONS.md`.
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- Used current PR_26139_010 implementation and `docs/dev/reports/PR_26139_010-collision-inspector-usability-polish_report.md` as the available prior reference.
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- Requested `docs/dev/reports/PR_26139_010-size-scale-differences_report.md` was not present in this workspace.
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## Scale Normalization Rule
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- Asteroids runtime: canonical world scale is `1 world unit = 1 canvas pixel`; per-object gameplay/art tuning remains `options.scale`.
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- Collision Inspector V2: uses the same canonical world-to-screen transform and manifest screen dimensions; `collisionZoomInput` applies user zoom after canonical world scaling.
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- Object Vector Studio V2: uses editor-only viewport/grid zoom for authoring; it does not apply runtime/world scale to the editor work surface.
this.logger.write(`INFO Shared world-to-screen scale is ${CANONICAL_WORLD_TO_SCREEN_SCALE}:1; Collision Inspector zoom is additional user zoom only.`);
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