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webeditor3d/tests/domain/rapier-collision-world.test.js
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2026-04-05 02:25:29 +02:00

353 lines
12 KiB
JavaScript

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 { createPlayerStartEntity } from "../../src/entities/entity-instances";
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, runtimeScene.playerCollider);
try {
const landing = collisionWorld.resolveFirstPersonMotion({
x: 0,
y: 2,
z: 0
}, {
x: 0,
y: -3,
z: 0
}, runtimeScene.playerCollider);
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
}, runtimeScene.playerCollider);
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, runtimeScene.playerCollider);
try {
const highLanding = collisionWorld.resolveFirstPersonMotion({
x: -2,
y: 6,
z: 2
}, {
x: 0,
y: -8,
z: 0
}, runtimeScene.playerCollider);
const lowLanding = collisionWorld.resolveFirstPersonMotion({
x: 2,
y: 6,
z: -2
}, {
x: 0,
y: -8,
z: 0
}, runtimeScene.playerCollider);
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
}, runtimeScene.playerCollider);
expect(traversed.feetPosition.x).toBeLessThan(-2.5);
expect(traversed.collidedAxes.x).toBe(false);
}
finally {
collisionWorld.dispose();
}
});
it("resolves motion against freely rotated whitebox box colliders", async () => {
const floorBrush = createBoxBrush({
id: "brush-floor-rotated-wall",
center: {
x: 0,
y: -0.5,
z: 0
},
size: {
x: 10,
y: 1,
z: 10
}
});
const wallBrush = createBoxBrush({
id: "brush-wall-rotated",
center: {
x: 1.2,
y: 1,
z: 0
},
rotationDegrees: {
x: 0,
y: 45,
z: 0
},
size: {
x: 0.4,
y: 2,
z: 4
}
});
const runtimeScene = buildRuntimeSceneFromDocument({
...createEmptySceneDocument({ name: "Rotated Brush Collision Scene" }),
brushes: {
[floorBrush.id]: floorBrush,
[wallBrush.id]: wallBrush
}
});
const collisionWorld = await RapierCollisionWorld.create(runtimeScene.colliders, runtimeScene.playerCollider);
try {
const blocked = collisionWorld.resolveFirstPersonMotion({
x: 0,
y: 0,
z: 0
}, {
x: 2,
y: 0,
z: 0
}, runtimeScene.playerCollider);
expect(blocked.collidedAxes.x).toBe(true);
expect(blocked.feetPosition.x).toBeLessThan(1.3);
expect(blocked.feetPosition.z).toBeGreaterThan(0.25);
expect(blocked.feetPosition.z).toBeLessThan(1.25);
}
finally {
collisionWorld.dispose();
}
});
it("uses the authored Player Start box collider in the Rapier motion path", async () => {
const floorBrush = createBoxBrush({
id: "brush-floor-box-player",
center: {
x: 0,
y: -0.5,
z: 0
},
size: {
x: 10,
y: 1,
z: 10
}
});
const wallBrush = createBoxBrush({
id: "brush-wall-box-player",
center: {
x: 1.2,
y: 1,
z: 0
},
size: {
x: 0.4,
y: 2,
z: 4
}
});
const playerStart = createPlayerStartEntity({
id: "entity-player-start-box",
collider: {
mode: "box",
eyeHeight: 1.4,
capsuleRadius: 0.3,
capsuleHeight: 1.8,
boxSize: {
x: 0.8,
y: 1.6,
z: 0.8
}
}
});
const runtimeScene = buildRuntimeSceneFromDocument({
...createEmptySceneDocument({ name: "Box Player Collider Scene" }),
brushes: {
[floorBrush.id]: floorBrush,
[wallBrush.id]: wallBrush
},
entities: {
[playerStart.id]: playerStart
}
});
const collisionWorld = await RapierCollisionWorld.create(runtimeScene.colliders, runtimeScene.playerCollider);
try {
const landing = collisionWorld.resolveFirstPersonMotion({
x: 0,
y: 2,
z: 0
}, {
x: 0,
y: -3,
z: 0
}, runtimeScene.playerCollider);
expect(landing.grounded).toBe(true);
expect(landing.feetPosition.y).toBeLessThan(0.02);
const blocked = collisionWorld.resolveFirstPersonMotion(landing.feetPosition, {
x: 2,
y: 0,
z: 0
}, runtimeScene.playerCollider);
expect(blocked.collidedAxes.x).toBe(true);
expect(blocked.feetPosition.x).toBeLessThan(0.61);
}
finally {
collisionWorld.dispose();
}
});
it("supports authored Player Start collision mode none without world clipping", async () => {
const wallBrush = createBoxBrush({
id: "brush-wall-no-collision",
center: {
x: 0.5,
y: 1,
z: 0
},
size: {
x: 0.4,
y: 2,
z: 4
}
});
const playerStart = createPlayerStartEntity({
id: "entity-player-start-none",
collider: {
mode: "none",
eyeHeight: 1.6,
capsuleRadius: 0.3,
capsuleHeight: 1.8,
boxSize: {
x: 0.6,
y: 1.8,
z: 0.6
}
}
});
const runtimeScene = buildRuntimeSceneFromDocument({
...createEmptySceneDocument({ name: "No Collision Player Scene" }),
brushes: {
[wallBrush.id]: wallBrush
},
entities: {
[playerStart.id]: playerStart
}
});
const collisionWorld = await RapierCollisionWorld.create(runtimeScene.colliders, runtimeScene.playerCollider);
try {
const moved = collisionWorld.resolveFirstPersonMotion({
x: 0,
y: 0,
z: 0
}, {
x: 2,
y: 0,
z: 0
}, runtimeScene.playerCollider);
expect(moved.collidedAxes.x).toBe(false);
expect(moved.feetPosition.x).toBe(2);
expect(moved.feetPosition.y).toBe(0);
}
finally {
collisionWorld.dispose();
}
});
});