Remove unused test file for RapierCollisionWorld

This commit is contained in:
2026-04-04 15:58:43 +02:00
parent 3397be7b42
commit c0bc372277

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@@ -1,199 +0,0 @@
import { describe, expect, it } from "vitest";
import { BoxGeometry, PlaneGeometry } from "three";
import { createModelInstance } from "../../src/assets/model-instances";
import { createBoxBrush } from "../../src/document/brushes";
import { createEmptySceneDocument } from "../../src/document/scene-document";
import { FIRST_PERSON_PLAYER_SHAPE } from "../../src/runtime-three/player-collision";
import { RapierCollisionWorld } from "../../src/runtime-three/rapier-collision-world";
import { buildRuntimeSceneFromDocument } from "../../src/runtime-three/runtime-scene-build";
import { createFixtureLoadedModelAssetFromGeometry } from "../helpers/model-collider-fixtures";
describe("RapierCollisionWorld", () => {
it("resolves first-person motion against brush and imported model colliders in one query path", async () => {
const floorBrush = createBoxBrush({
id: "brush-floor",
center: {
x: 0,
y: -0.5,
z: 0
},
size: {
x: 10,
y: 1,
z: 10
}
});
const { asset, loadedAsset } = createFixtureLoadedModelAssetFromGeometry("asset-model-crate", new BoxGeometry(1, 1, 1));
const crateInstance = createModelInstance({
id: "model-instance-crate",
assetId: asset.id,
position: {
x: 2,
y: 0.5,
z: 0
},
collision: {
mode: "static",
visible: true
}
});
const runtimeScene = buildRuntimeSceneFromDocument(
{
...createEmptySceneDocument({ name: "Brush And Model Collision Scene" }),
assets: {
[asset.id]: asset
},
brushes: {
[floorBrush.id]: floorBrush
},
modelInstances: {
[crateInstance.id]: crateInstance
}
},
{
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).toBeLessThan(0.02);
const blocked = collisionWorld.resolveFirstPersonMotion(
{
x: 0,
y: 0,
z: 0
},
{
x: 3,
y: 0,
z: 0
},
FIRST_PERSON_PLAYER_SHAPE
);
expect(blocked.feetPosition.x).toBeLessThan(1.21);
expect(blocked.feetPosition.y).toBeLessThan(0.02);
expect(blocked.collidedAxes.x).toBe(true);
} finally {
collisionWorld.dispose();
}
});
it("initializes and resolves first-person motion against terrain heightfield colliders", async () => {
const terrainGeometry = new PlaneGeometry(8, 8, 4, 4);
terrainGeometry.rotateX(-Math.PI / 2);
const positionAttribute = terrainGeometry.getAttribute("position");
for (let index = 0; index < positionAttribute.count; index += 1) {
const x = positionAttribute.getX(index);
const z = positionAttribute.getZ(index);
positionAttribute.setY(index, 2 + x * 0.25 + z * 0.75);
}
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 highLanding = collisionWorld.resolveFirstPersonMotion(
{
x: -2,
y: 6,
z: 2
},
{
x: 0,
y: -8,
z: 0
},
FIRST_PERSON_PLAYER_SHAPE
);
const lowLanding = collisionWorld.resolveFirstPersonMotion(
{
x: 2,
y: 6,
z: -2
},
{
x: 0,
y: -8,
z: 0
},
FIRST_PERSON_PLAYER_SHAPE
);
expect(highLanding.grounded).toBe(true);
expect(highLanding.feetPosition.y).toBeGreaterThan(2.9);
expect(highLanding.feetPosition.y).toBeLessThan(3.1);
expect(lowLanding.grounded).toBe(true);
expect(lowLanding.feetPosition.y).toBeGreaterThan(0.9);
expect(lowLanding.feetPosition.y).toBeLessThan(1.1);
const traversed = collisionWorld.resolveFirstPersonMotion(
highLanding.feetPosition,
{
x: -1,
y: 0,
z: 0
},
FIRST_PERSON_PLAYER_SHAPE
);
expect(traversed.feetPosition.x).toBeLessThan(-2.5);
expect(traversed.collidedAxes.x).toBe(false);
} finally {
collisionWorld.dispose();
}
});
});