Add test for first-person motion against terrain heightfield colliders

This commit is contained in:
2026-04-04 08:21:45 +02:00
parent cc8dd23768
commit 7df881227a

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@@ -1,5 +1,5 @@
import { describe, expect, it } from "vitest";
import { BoxGeometry } from "three";
import { BoxGeometry, PlaneGeometry } from "three";
import { createModelInstance } from "../../src/assets/model-instances";
import { createBoxBrush } from "../../src/document/brushes";
@@ -98,4 +98,81 @@ describe("RapierCollisionWorld", () => {
collisionWorld.dispose();
}
});
it("initializes and resolves first-person motion against terrain heightfield colliders", async () => {
const terrainGeometry = new PlaneGeometry(6, 6, 2, 2);
terrainGeometry.rotateX(-Math.PI / 2);
const positionAttribute = terrainGeometry.getAttribute("position");
positionAttribute.setY(4, 0.5);
positionAttribute.needsUpdate = true;
terrainGeometry.computeVertexNormals();
const { asset, loadedAsset } = createFixtureLoadedModelAssetFromGeometry("asset-model-terrain", terrainGeometry);
const terrainInstance = createModelInstance({
id: "model-instance-terrain",
assetId: asset.id,
position: {
x: 0,
y: 0,
z: 0
},
collision: {
mode: "terrain",
visible: true
}
});
const runtimeScene = buildRuntimeSceneFromDocument(
{
...createEmptySceneDocument({ name: "Terrain Collision Scene" }),
assets: {
[asset.id]: asset
},
modelInstances: {
[terrainInstance.id]: terrainInstance
}
},
{
loadedModelAssets: {
[asset.id]: loadedAsset
}
}
);
const collisionWorld = await RapierCollisionWorld.create(runtimeScene.colliders, FIRST_PERSON_PLAYER_SHAPE);
try {
const landing = collisionWorld.resolveFirstPersonMotion(
{
x: 0,
y: 2,
z: 0
},
{
x: 0,
y: -3,
z: 0
},
FIRST_PERSON_PLAYER_SHAPE
);
expect(landing.grounded).toBe(true);
expect(landing.feetPosition.y).toBeGreaterThan(0.45);
expect(landing.feetPosition.y).toBeLessThan(0.55);
const traversed = collisionWorld.resolveFirstPersonMotion(
landing.feetPosition,
{
x: 1,
y: 0,
z: 0
},
FIRST_PERSON_PLAYER_SHAPE
);
expect(traversed.feetPosition.x).toBeGreaterThan(0.5);
expect(traversed.collidedAxes.x).toBe(false);
} finally {
collisionWorld.dispose();
}
});
});