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webeditor3d/tests/unit/first-person-navigation-controller.test.ts

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import { PerspectiveCamera } from "three";
import { afterEach, describe, expect, it, vi } from "vitest";
import type { Vec3 } from "../../src/core/vector";
import { createEmptySceneDocument } from "../../src/document/scene-document";
import { createPlayerStartEntity } from "../../src/entities/entity-instances";
import type {
FirstPersonPlayerShape,
ResolvedPlayerMotion
} from "../../src/runtime-three/player-collision";
import { buildRuntimeSceneFromDocument } from "../../src/runtime-three/runtime-scene-build";
import { FirstPersonNavigationController } from "../../src/runtime-three/first-person-navigation-controller";
function createMockGamepad(options: {
axes?: number[];
pressedButtons?: number[];
} = {}): Gamepad {
return {
connected: true,
axes: options.axes ?? [0, 0],
buttons: Array.from({ length: 16 }, (_, index) => ({
pressed: options.pressedButtons?.includes(index) ?? false,
touched: false,
value: options.pressedButtons?.includes(index) ?? false ? 1 : 0
})),
id: "mock-standard-gamepad",
index: 0,
mapping: "standard",
timestamp: 0,
vibrationActuator: null,
hapticActuators: []
} as unknown as Gamepad;
}
function createRuntimeControllerContext(
playerStart = createPlayerStartEntity({
id: "entity-player-start-main"
}),
resolveFirstPersonMotion: (
feetPosition: Vec3,
motion: Vec3
) => ResolvedPlayerMotion | null = () => null
) {
const runtimeScene = buildRuntimeSceneFromDocument(
{
...createEmptySceneDocument({ name: "Pointer Lock Scene" }),
entities: {
[playerStart.id]: playerStart
}
},
{
navigationMode: "firstPerson"
}
);
const domElement = document.createElement("canvas");
return {
domElement,
context: {
camera: new PerspectiveCamera(70, 1, 0.05, 1000),
domElement,
getRuntimeScene: () => runtimeScene,
resolveFirstPersonMotion: (
feetPosition: Vec3,
motion: Vec3,
_shape: FirstPersonPlayerShape
) => resolveFirstPersonMotion(feetPosition, motion),
resolvePlayerVolumeState: () => ({
inWater: false,
inFog: false
}),
resolveThirdPersonCameraCollision: (
_pivot: Vec3,
desiredCameraPosition: Vec3
) => ({
...desiredCameraPosition
}),
setRuntimeMessage: vi.fn(),
setFirstPersonTelemetry: vi.fn()
}
};
}
describe("FirstPersonNavigationController", () => {
afterEach(() => {
vi.restoreAllMocks();
});
it("can deactivate during a scene transition without releasing pointer lock", () => {
const { context, domElement } = createRuntimeControllerContext();
const controller = new FirstPersonNavigationController();
const exitPointerLockSpy = vi.fn();
Object.defineProperty(document, "exitPointerLock", {
configurable: true,
value: exitPointerLockSpy
});
Object.defineProperty(document, "pointerLockElement", {
configurable: true,
get: () => domElement
});
controller.activate(context);
controller.deactivate(context, {
releasePointerLock: false
});
expect(exitPointerLockSpy).not.toHaveBeenCalled();
});
it("still releases pointer lock for a normal deactivation", () => {
const { context, domElement } = createRuntimeControllerContext();
const controller = new FirstPersonNavigationController();
const exitPointerLockSpy = vi.fn();
Object.defineProperty(document, "exitPointerLock", {
configurable: true,
value: exitPointerLockSpy
});
Object.defineProperty(document, "pointerLockElement", {
configurable: true,
get: () => domElement
});
controller.activate(context);
controller.deactivate(context);
expect(exitPointerLockSpy).toHaveBeenCalledTimes(1);
});
it("uses authored gamepad bindings instead of the hardcoded stick mapping", () => {
const playerStart = createPlayerStartEntity({
id: "entity-player-start-custom-gamepad",
inputBindings: {
gamepad: {
moveForward: "dpadUp",
moveBackward: "dpadDown",
moveLeft: "dpadLeft",
moveRight: "dpadRight"
}
}
});
const { context } = createRuntimeControllerContext(
playerStart,
(feetPosition, motion) => ({
feetPosition: {
x: feetPosition.x + motion.x,
y: feetPosition.y + motion.y,
z: feetPosition.z + motion.z
},
grounded: false,
collidedAxes: {
x: false,
y: false,
z: false
}
})
);
const controller = new FirstPersonNavigationController();
const getGamepads = vi.fn<() => Gamepad[]>(() => [
createMockGamepad({
axes: [0, -1]
})
]);
Object.defineProperty(navigator, "getGamepads", {
configurable: true,
value: getGamepads
});
controller.activate(context);
controller.update(1);
expect(context.camera.position.z).toBe(0);
getGamepads.mockReturnValue([
createMockGamepad({
pressedButtons: [12]
})
]);
controller.update(1);
expect(context.camera.position.z).toBeGreaterThan(0);
controller.deactivate(context, {
releasePointerLock: false
});
});
it("uses the authored movement template speed for first-person motion telemetry", () => {
const playerStart = createPlayerStartEntity({
id: "entity-player-start-custom-movement",
movementTemplate: {
moveSpeed: 2.25
}
});
const { context } = createRuntimeControllerContext(
playerStart,
(feetPosition, motion) => ({
feetPosition: {
x: feetPosition.x + motion.x,
y: feetPosition.y + motion.y,
z: feetPosition.z + motion.z
},
grounded: true,
collidedAxes: {
x: false,
y: false,
z: false
}
})
);
const controller = new FirstPersonNavigationController();
controller.activate(context);
window.dispatchEvent(new KeyboardEvent("keydown", { code: "KeyW" }));
controller.update(1);
const telemetry = context.setFirstPersonTelemetry.mock.calls.at(-1)?.[0];
expect(telemetry?.feetPosition.z).toBeCloseTo(2.25);
expect(telemetry?.movement).toMatchObject({
templateKind: "default",
moveSpeed: 2.25,
capabilities: {
jump: true,
sprint: true,
crouch: true
}
});
window.dispatchEvent(new KeyboardEvent("keyup", { code: "KeyW" }));
controller.deactivate(context, {
releasePointerLock: false
});
});
it("uses the gamepad right stick for camera look without requiring pointer lock", () => {
const { context } = createRuntimeControllerContext();
const controller = new FirstPersonNavigationController();
const getGamepads = vi.fn<() => Gamepad[]>(() => [
createMockGamepad({
axes: [0, 0, 1, 0]
})
]);
Object.defineProperty(navigator, "getGamepads", {
configurable: true,
value: getGamepads
});
controller.activate(context);
const initialCameraYaw = context.camera.rotation.y;
controller.update(1);
expect(context.camera.rotation.y).not.toBe(initialCameraYaw);
controller.deactivate(context, {
releasePointerLock: false
});
});
});