Add tests for RapierCollisionWorld
This commit is contained in:
349
tests/domain/rapier-collision-world.test.ts
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349
tests/domain/rapier-collision-world.test.ts
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import { describe, expect, it } from "vitest";
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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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import { createEmptySceneDocument } from "../../src/document/scene-document";
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import { createPlayerStartEntity } from "../../src/entities/entity-instances";
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import { RapierCollisionWorld } from "../../src/runtime-three/rapier-collision-world";
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import { buildRuntimeSceneFromDocument } from "../../src/runtime-three/runtime-scene-build";
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import { createFixtureLoadedModelAssetFromGeometry } from "../helpers/model-collider-fixtures";
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describe("RapierCollisionWorld", () => {
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it("resolves first-person motion against brush and imported model colliders in one query path", async () => {
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const floorBrush = createBoxBrush({
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id: "brush-floor",
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center: {
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x: 0,
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y: -0.5,
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z: 0
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},
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size: {
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x: 10,
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y: 1,
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z: 10
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}
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});
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const { asset, loadedAsset } = createFixtureLoadedModelAssetFromGeometry("asset-model-crate", new BoxGeometry(1, 1, 1));
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const crateInstance = createModelInstance({
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id: "model-instance-crate",
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assetId: asset.id,
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position: {
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x: 2,
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y: 0.5,
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z: 0
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},
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collision: {
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mode: "static",
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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: "Brush And Model Collision Scene" }),
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assets: {
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[asset.id]: asset
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},
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brushes: {
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[floorBrush.id]: floorBrush
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},
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modelInstances: {
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[crateInstance.id]: crateInstance
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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, runtimeScene.playerCollider);
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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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runtimeScene.playerCollider
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);
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expect(landing.grounded).toBe(true);
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expect(landing.feetPosition.y).toBeLessThan(0.02);
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const blocked = collisionWorld.resolveFirstPersonMotion(
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{
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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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{
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x: 3,
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y: 0,
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z: 0
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},
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runtimeScene.playerCollider
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);
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expect(blocked.feetPosition.x).toBeLessThan(1.21);
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expect(blocked.feetPosition.y).toBeLessThan(0.02);
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expect(blocked.collidedAxes.x).toBe(true);
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} finally {
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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(8, 8, 4, 4);
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terrainGeometry.rotateX(-Math.PI / 2);
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const positionAttribute = terrainGeometry.getAttribute("position");
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for (let index = 0; index < positionAttribute.count; index += 1) {
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const x = positionAttribute.getX(index);
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const z = positionAttribute.getZ(index);
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positionAttribute.setY(index, 2 + x * 0.25 + z * 0.75);
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}
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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, runtimeScene.playerCollider);
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try {
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const highLanding = collisionWorld.resolveFirstPersonMotion(
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{
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x: -2,
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y: 6,
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z: 2
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},
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{
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x: 0,
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y: -8,
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z: 0
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},
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runtimeScene.playerCollider
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);
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const lowLanding = collisionWorld.resolveFirstPersonMotion(
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{
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x: 2,
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y: 6,
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z: -2
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},
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{
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x: 0,
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y: -8,
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z: 0
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},
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runtimeScene.playerCollider
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);
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expect(highLanding.grounded).toBe(true);
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expect(highLanding.feetPosition.y).toBeGreaterThan(2.9);
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expect(highLanding.feetPosition.y).toBeLessThan(3.1);
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expect(lowLanding.grounded).toBe(true);
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expect(lowLanding.feetPosition.y).toBeGreaterThan(0.9);
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expect(lowLanding.feetPosition.y).toBeLessThan(1.1);
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const traversed = collisionWorld.resolveFirstPersonMotion(
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highLanding.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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runtimeScene.playerCollider
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);
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expect(traversed.feetPosition.x).toBeLessThan(-2.5);
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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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it("uses the authored Player Start box collider in the Rapier motion path", async () => {
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const floorBrush = createBoxBrush({
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id: "brush-floor-box-player",
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center: {
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x: 0,
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y: -0.5,
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z: 0
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},
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size: {
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x: 10,
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y: 1,
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z: 10
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}
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});
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const wallBrush = createBoxBrush({
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id: "brush-wall-box-player",
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center: {
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x: 1.2,
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y: 1,
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z: 0
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},
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size: {
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x: 0.4,
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y: 2,
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z: 4
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}
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});
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const playerStart = createPlayerStartEntity({
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id: "entity-player-start-box",
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collider: {
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mode: "box",
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eyeHeight: 1.4,
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capsuleRadius: 0.3,
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capsuleHeight: 1.8,
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boxSize: {
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x: 0.8,
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y: 1.6,
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z: 0.8
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}
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}
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});
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const runtimeScene = buildRuntimeSceneFromDocument({
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...createEmptySceneDocument({ name: "Box Player Collider Scene" }),
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brushes: {
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[floorBrush.id]: floorBrush,
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[wallBrush.id]: wallBrush
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},
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entities: {
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[playerStart.id]: playerStart
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}
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});
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const collisionWorld = await RapierCollisionWorld.create(runtimeScene.colliders, runtimeScene.playerCollider);
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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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runtimeScene.playerCollider
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);
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expect(landing.grounded).toBe(true);
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expect(landing.feetPosition.y).toBeLessThan(0.02);
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const blocked = collisionWorld.resolveFirstPersonMotion(
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landing.feetPosition,
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{
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x: 2,
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y: 0,
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z: 0
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},
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runtimeScene.playerCollider
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);
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expect(blocked.collidedAxes.x).toBe(true);
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expect(blocked.feetPosition.x).toBeLessThan(0.41);
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} finally {
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collisionWorld.dispose();
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}
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});
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it("supports authored Player Start collision mode none without world clipping", async () => {
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const wallBrush = createBoxBrush({
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id: "brush-wall-no-collision",
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center: {
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x: 0.5,
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y: 1,
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z: 0
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},
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size: {
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x: 0.4,
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y: 2,
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z: 4
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}
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});
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const playerStart = createPlayerStartEntity({
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id: "entity-player-start-none",
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collider: {
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mode: "none",
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eyeHeight: 1.6,
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capsuleRadius: 0.3,
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capsuleHeight: 1.8,
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boxSize: {
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x: 0.6,
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y: 1.8,
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z: 0.6
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}
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}
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});
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const runtimeScene = buildRuntimeSceneFromDocument({
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...createEmptySceneDocument({ name: "No Collision Player Scene" }),
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brushes: {
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[wallBrush.id]: wallBrush
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},
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entities: {
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[playerStart.id]: playerStart
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}
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});
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const collisionWorld = await RapierCollisionWorld.create(runtimeScene.colliders, runtimeScene.playerCollider);
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try {
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const moved = collisionWorld.resolveFirstPersonMotion(
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{
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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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{
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x: 2,
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y: 0,
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z: 0
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},
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runtimeScene.playerCollider
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);
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expect(moved.collidedAxes.x).toBe(false);
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expect(moved.feetPosition.x).toBe(2);
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expect(moved.feetPosition.y).toBe(0);
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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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