Add test for airborne planar momentum preservation
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@@ -56,6 +56,11 @@ function stepForwardOnSlope(normal: Vec3) {
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standingShape: FIRST_PERSON_PLAYER_SHAPE,
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verticalVelocity: 0,
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previousLocomotionState: undefined,
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previousPlanarDisplacement: {
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x: 0,
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y: 0,
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z: 0
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},
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jumpBufferRemainingMs: 0,
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coyoteTimeRemainingMs: 0,
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jumpHoldRemainingMs: 0,
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@@ -123,4 +128,67 @@ describe("player-locomotion", () => {
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expect(step?.feetPosition.z).toBeCloseTo(0.45);
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expect(step?.feetPosition.y ?? 0).toBeLessThan(-0.25);
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});
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it("preserves airborne planar momentum when movement input is released", () => {
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const step = stepPlayerLocomotion({
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dt: 0.1,
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feetPosition: {
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x: 0,
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y: 1,
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z: 0
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},
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movementYawRadians: 0,
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standingShape: FIRST_PERSON_PLAYER_SHAPE,
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verticalVelocity: 2,
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previousLocomotionState: createIdleRuntimeLocomotionState("airborne"),
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previousPlanarDisplacement: {
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x: 0,
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y: 0,
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z: 0.45
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},
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jumpBufferRemainingMs: 0,
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coyoteTimeRemainingMs: 0,
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jumpHoldRemainingMs: 0,
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crouched: false,
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wasJumpPressed: false,
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input: {
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...FORWARD_INPUT,
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moveForward: 0
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},
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movement: DEFAULT_MOVEMENT,
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resolveMotion: (feetPosition, motion): ResolvedPlayerMotion => ({
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feetPosition: {
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x: feetPosition.x + motion.x,
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y: feetPosition.y + motion.y,
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z: feetPosition.z + motion.z
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},
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grounded: false,
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collisionCount: 0,
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groundCollisionNormal: null,
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collidedAxes: {
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x: false,
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y: false,
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z: false
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}
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}),
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resolveVolumeState: () => ({
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inWater: false,
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inFog: false
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}),
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probeGround: () => ({
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grounded: false,
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distance: null,
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normal: null,
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slopeDegrees: null
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}),
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canOccupyShape: () => true
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});
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expect(step).not.toBeNull();
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expect(step?.locomotionState.locomotionMode).toBe("airborne");
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expect(step?.locomotionState.inputMagnitude).toBe(0);
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expect(step?.locomotionState.requestedPlanarSpeed).toBeCloseTo(4.5);
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expect(step?.locomotionState.planarSpeed).toBeCloseTo(4.5);
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expect(step?.planarDisplacement.z).toBeCloseTo(0.45);
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});
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});
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