Update runtime interaction tests to use directional view vectors instead of discrete rays

This commit is contained in:
2026-04-27 15:18:22 +02:00
parent b80a62d180
commit 2a8474a73b

View File

@@ -84,9 +84,7 @@ function createRuntimeSceneFixture(options: {
}
describe("runtime interaction targeting", () => {
const centerRay = { x: 0, y: 0, z: 1 };
const leftRay = { x: -0.3, y: 0, z: 1 };
const rightRay = { x: 0.3, y: 0, z: 1 };
const centerView = { x: 0, y: 0, z: 1 };
it("orders visible NPC and interactable targets by view and distance score", () => {
const centerNpc = createNpc({
@@ -184,68 +182,68 @@ describe("runtime interaction targeting", () => {
expect(
system.resolveClickInteractionPrompt(
{ x: 0, y: 1, z: 0 },
{ x: 0, y: 1.6, z: -1 },
[centerRay],
{ x: 0, y: 0, z: 1 },
1.5,
30,
scene
)
).toBeNull();
});
it("prefers the center ray over side-ray hits when both are valid", () => {
const centerNpc = createNpc({
entityId: "npc-center",
name: "Center",
position: { x: 0, y: 0, z: 3 }
});
const sideNpc = createNpc({
entityId: "npc-side",
name: "Side",
position: { x: 0.9, y: 0, z: 3 }
it("captures off-center targets without ray dead zones", () => {
const npc = createNpc({
entityId: "npc-dead-zone",
name: "Dead Zone",
position: { x: 0.52, y: 0, z: 2.55 }
});
const scene = createRuntimeSceneFixture({
npcs: [centerNpc, sideNpc],
links: [createClickLink(centerNpc.entityId), createClickLink(sideNpc.entityId)]
npcs: [npc],
links: [createClickLink(npc.entityId)]
});
const system = new RuntimeInteractionSystem();
const prompt = system.resolveClickInteractionPrompt(
{ x: 0, y: 1, z: 0 },
{ x: 0, y: 1, z: 0 },
[centerRay, leftRay, rightRay],
centerView,
3,
30,
scene
);
expect(prompt?.sourceEntityId).toBe(centerNpc.entityId);
expect(prompt?.sourceEntityId).toBe(npc.entityId);
});
it("falls back to the nearest side-ray hit when the center ray misses", () => {
const leftNpc = createNpc({
entityId: "npc-left",
name: "Left",
position: { x: -0.9, y: 0, z: 2.4 }
});
const rightNpc = createNpc({
entityId: "npc-right",
name: "Right",
position: { x: 0.9, y: 0, z: 3.4 }
it("uses the authored interaction angle to widen prompt acquisition", () => {
const npc = createNpc({
entityId: "npc-angle",
name: "Angle",
position: { x: 1.15, y: 0, z: 2.35 }
});
const scene = createRuntimeSceneFixture({
npcs: [leftNpc, rightNpc],
links: [createClickLink(leftNpc.entityId), createClickLink(rightNpc.entityId)]
npcs: [npc],
links: [createClickLink(npc.entityId)]
});
const system = new RuntimeInteractionSystem();
const prompt = system.resolveClickInteractionPrompt(
{ x: 0, y: 1, z: 0 },
{ x: 0, y: 1, z: 0 },
[centerRay, leftRay, rightRay],
4,
scene
);
expect(
system.resolveClickInteractionPrompt(
{ x: 0, y: 1, z: 0 },
centerView,
3,
20,
scene
)
).toBeNull();
expect(prompt?.sourceEntityId).toBe(leftNpc.entityId);
expect(
system.resolveClickInteractionPrompt(
{ x: 0, y: 1, z: 0 },
centerView,
3,
60,
scene
)?.sourceEntityId
).toBe(npc.entityId);
});
it("uses the authored interaction reach to extend prompt distance", () => {
@@ -263,9 +261,9 @@ describe("runtime interaction targeting", () => {
expect(
system.resolveClickInteractionPrompt(
{ x: 0, y: 1, z: 0 },
{ x: 0, y: 1, z: 0 },
[centerRay],
centerView,
1.5,
30,
scene
)
).toBeNull();
@@ -273,9 +271,9 @@ describe("runtime interaction targeting", () => {
expect(
system.resolveClickInteractionPrompt(
{ x: 0, y: 1, z: 0 },
{ x: 0, y: 1, z: 0 },
[centerRay],
centerView,
2.5,
30,
scene
)?.sourceEntityId
).toBe(npc.entityId);
@@ -295,9 +293,9 @@ describe("runtime interaction targeting", () => {
const prompt = system.resolveClickInteractionPrompt(
{ x: 0, y: 1, z: 2.5 },
{ x: 0, y: 1, z: 0 },
[centerRay],
centerView,
1.5,
30,
scene
);