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