Add tests for jumping and crouching in FirstPersonNavigationController

This commit is contained in:
2026-04-11 18:43:31 +02:00
parent 601decc9c3
commit a1c066fb92

View File

@@ -6,6 +6,7 @@ import { createEmptySceneDocument } from "../../src/document/scene-document";
import { createPlayerStartEntity } from "../../src/entities/entity-instances";
import type {
FirstPersonPlayerShape,
PlayerGroundProbeResult,
ResolvedPlayerMotion
} from "../../src/runtime-three/player-collision";
import { buildRuntimeSceneFromDocument } from "../../src/runtime-three/runtime-scene-build";
@@ -39,7 +40,18 @@ function createRuntimeControllerContext(
resolveFirstPersonMotion: (
feetPosition: Vec3,
motion: Vec3
) => ResolvedPlayerMotion | null = () => null
) => ResolvedPlayerMotion | null = () => null,
options: {
probePlayerGround?: (
feetPosition: Vec3,
shape: FirstPersonPlayerShape,
maxDistance: number
) => PlayerGroundProbeResult;
canOccupyPlayerShape?: (
feetPosition: Vec3,
shape: FirstPersonPlayerShape
) => boolean;
} = {}
) {
const runtimeScene = buildRuntimeSceneFromDocument(
{
@@ -65,6 +77,21 @@ function createRuntimeControllerContext(
motion: Vec3,
_shape: FirstPersonPlayerShape
) => resolveFirstPersonMotion(feetPosition, motion),
probePlayerGround: (
feetPosition: Vec3,
shape: FirstPersonPlayerShape,
maxDistance: number
) =>
options.probePlayerGround?.(feetPosition, shape, maxDistance) ?? {
grounded: false,
distance: null,
normal: null,
slopeDegrees: null
},
canOccupyPlayerShape: (
feetPosition: Vec3,
shape: FirstPersonPlayerShape
) => options.canOccupyPlayerShape?.(feetPosition, shape) ?? true,
resolvePlayerVolumeState: () => ({
inWater: false,
inFog: false
@@ -264,4 +291,121 @@ describe("FirstPersonNavigationController", () => {
releasePointerLock: false
});
});
it("publishes jumping locomotion state when the jump action starts from grounded contact", () => {
const { context } = createRuntimeControllerContext(
createPlayerStartEntity({
id: "entity-player-start-jump"
}),
(feetPosition, motion) => ({
feetPosition: {
x: feetPosition.x + motion.x,
y: feetPosition.y + motion.y,
z: feetPosition.z + motion.z
},
grounded: false,
collisionCount: 0,
groundCollisionNormal: null,
collidedAxes: {
x: false,
y: false,
z: false
}
}),
{
probePlayerGround: vi
.fn<
(
feetPosition: Vec3,
shape: FirstPersonPlayerShape,
maxDistance: number
) => PlayerGroundProbeResult
>()
.mockReturnValueOnce({
grounded: true,
distance: 0,
normal: { x: 0, y: 1, z: 0 },
slopeDegrees: 0
})
.mockReturnValue({
grounded: false,
distance: null,
normal: null,
slopeDegrees: null
})
}
);
const controller = new FirstPersonNavigationController();
controller.activate(context);
window.dispatchEvent(new KeyboardEvent("keydown", { code: "Space" }));
controller.update(0.1);
const telemetry = context.setFirstPersonTelemetry.mock.calls.at(-1)?.[0];
expect(telemetry?.grounded).toBe(false);
expect(telemetry?.locomotionState.locomotionMode).toBe("airborne");
expect(telemetry?.locomotionState.airborneKind).toBe("jumping");
expect(telemetry?.locomotionState.verticalVelocity).toBeGreaterThan(0);
expect(telemetry?.feetPosition.y ?? 0).toBeGreaterThan(0);
window.dispatchEvent(new KeyboardEvent("keyup", { code: "Space" }));
controller.deactivate(context, {
releasePointerLock: false
});
});
it("lowers the eye height and locomotion gait when crouch is held", () => {
const { context } = createRuntimeControllerContext(
createPlayerStartEntity({
id: "entity-player-start-crouch"
}),
(feetPosition, motion) => ({
feetPosition: {
x: feetPosition.x + motion.x,
y: feetPosition.y,
z: feetPosition.z + motion.z
},
grounded: true,
collisionCount: 1,
groundCollisionNormal: { x: 0, y: 1, z: 0 },
collidedAxes: {
x: false,
y: true,
z: false
}
}),
{
probePlayerGround: () => ({
grounded: true,
distance: 0,
normal: { x: 0, y: 1, z: 0 },
slopeDegrees: 0
}),
canOccupyPlayerShape: () => true
}
);
const controller = new FirstPersonNavigationController();
controller.activate(context);
window.dispatchEvent(
new KeyboardEvent("keydown", { code: "ControlLeft" })
);
controller.update(0.1);
const telemetry = context.setFirstPersonTelemetry.mock.calls.at(-1)?.[0];
expect(telemetry?.locomotionState.gait).toBe("crouch");
expect(telemetry?.locomotionState.crouched).toBe(true);
expect(telemetry?.eyePosition.y ?? Number.POSITIVE_INFINITY).toBeLessThan(
1.6
);
window.dispatchEvent(
new KeyboardEvent("keyup", { code: "ControlLeft" })
);
controller.deactivate(context, {
releasePointerLock: false
});
});
});