958 lines
23 KiB
TypeScript
958 lines
23 KiB
TypeScript
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 {
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createNpcEntity,
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createPlayerStartEntity
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} 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("blocks first-person motion against authored NPC colliders", async () => {
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const floorBrush = createBoxBrush({
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id: "brush-floor-npc-collision",
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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 npc = createNpcEntity({
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id: "entity-npc-guard",
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actorId: "actor-gate-guard",
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position: {
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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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collider: {
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mode: "box",
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eyeHeight: 1.6,
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boxSize: {
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x: 1,
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y: 1.8,
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z: 1
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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: "NPC Collision Scene" }),
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brushes: {
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[floorBrush.id]: floorBrush
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},
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entities: {
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[npc.id]: npc
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}
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});
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const collisionWorld = await RapierCollisionWorld.create(
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runtimeScene.colliders,
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runtimeScene.playerCollider
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);
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try {
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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("blocks motion against static-simple boxified wall colliders derived from open meshes", async () => {
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const floorBrush = createBoxBrush({
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id: "brush-floor-static-simple-wall",
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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 wallGeometry = new PlaneGeometry(4, 4, 4, 4);
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wallGeometry.rotateY(Math.PI * 0.5);
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const { asset, loadedAsset } = createFixtureLoadedModelAssetFromGeometry("asset-model-static-simple-wall", wallGeometry);
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const wallInstance = createModelInstance({
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id: "model-instance-static-simple-wall",
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assetId: asset.id,
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position: {
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x: 2,
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y: 2,
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z: 0
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},
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collision: {
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mode: "static-simple",
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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: "Static Simple Wall 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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[wallInstance.id]: wallInstance
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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 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.collidedAxes.x).toBe(true);
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expect(blocked.feetPosition.x).toBeLessThan(1.8);
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expect(blocked.feetPosition.y).toBeLessThan(0.02);
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} finally {
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collisionWorld.dispose();
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}
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});
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it("resolves motion against freely rotated whitebox box colliders", async () => {
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const floorBrush = createBoxBrush({
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id: "brush-floor-rotated-wall",
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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-rotated",
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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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rotationDegrees: {
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x: 0,
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y: 45,
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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 runtimeScene = buildRuntimeSceneFromDocument({
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...createEmptySceneDocument({ name: "Rotated Brush Collision 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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});
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const collisionWorld = await RapierCollisionWorld.create(runtimeScene.colliders, runtimeScene.playerCollider);
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try {
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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: 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(1.3);
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expect(blocked.feetPosition.z).toBeGreaterThan(0.25);
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expect(blocked.feetPosition.z).toBeLessThan(1.25);
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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(0.61);
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} finally {
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collisionWorld.dispose();
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}
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});
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it("does not climb a wall when repeatedly walking into it from the ground", async () => {
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const floorBrush = createBoxBrush({
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id: "brush-floor-repeat-wall-walk",
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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-repeat-wall-walk",
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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 runtimeScene = buildRuntimeSceneFromDocument({
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...createEmptySceneDocument({ name: "Repeat Wall Walk 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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});
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const collisionWorld = await RapierCollisionWorld.create(
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runtimeScene.colliders,
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runtimeScene.playerCollider
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);
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try {
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let feetPosition = {
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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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for (let index = 0; index < 12; index += 1) {
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const moved = collisionWorld.resolveFirstPersonMotion(
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feetPosition,
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{
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x: 0.3,
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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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feetPosition = moved.feetPosition;
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}
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expect(feetPosition.y).toBeLessThan(0.05);
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expect(feetPosition.x).toBeLessThan(0.75);
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} finally {
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collisionWorld.dispose();
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}
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});
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it("does not autostep onto a ledge while airborne without floor support", async () => {
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const floorBrush = createBoxBrush({
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id: "brush-floor-airborne-ledge",
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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 ledgeBrush = createBoxBrush({
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id: "brush-airborne-ledge",
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center: {
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x: 1.2,
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y: 0.35,
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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: 0.7,
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z: 4
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}
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});
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const runtimeScene = buildRuntimeSceneFromDocument({
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...createEmptySceneDocument({ name: "Airborne Ledge Collision Scene" }),
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brushes: {
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[floorBrush.id]: floorBrush,
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[ledgeBrush.id]: ledgeBrush
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}
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});
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const collisionWorld = await RapierCollisionWorld.create(
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runtimeScene.colliders,
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runtimeScene.playerCollider
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);
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try {
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const airborne = collisionWorld.resolveFirstPersonMotion(
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{
|
|
x: 0,
|
|
y: 0.45,
|
|
z: 0
|
|
},
|
|
{
|
|
x: 2,
|
|
y: -0.05,
|
|
z: 0
|
|
},
|
|
runtimeScene.playerCollider
|
|
);
|
|
|
|
expect(airborne.grounded).toBe(false);
|
|
expect(airborne.feetPosition.y).toBeLessThan(0.55);
|
|
expect(airborne.feetPosition.x).toBeLessThan(0.95);
|
|
expect(airborne.collidedAxes.x).toBe(true);
|
|
} finally {
|
|
collisionWorld.dispose();
|
|
}
|
|
});
|
|
|
|
it("keeps falling smoothly when airborne input pushes into a wall", async () => {
|
|
const floorBrush = createBoxBrush({
|
|
id: "brush-floor-airborne-wall-fall",
|
|
center: {
|
|
x: 0,
|
|
y: -0.5,
|
|
z: 0
|
|
},
|
|
size: {
|
|
x: 10,
|
|
y: 1,
|
|
z: 10
|
|
}
|
|
});
|
|
const wallBrush = createBoxBrush({
|
|
id: "brush-airborne-fall-wall",
|
|
center: {
|
|
x: 1.2,
|
|
y: 1,
|
|
z: 0
|
|
},
|
|
size: {
|
|
x: 0.4,
|
|
y: 2,
|
|
z: 4
|
|
}
|
|
});
|
|
const runtimeScene = buildRuntimeSceneFromDocument({
|
|
...createEmptySceneDocument({ name: "Airborne Wall Fall Scene" }),
|
|
brushes: {
|
|
[floorBrush.id]: floorBrush,
|
|
[wallBrush.id]: wallBrush
|
|
}
|
|
});
|
|
const collisionWorld = await RapierCollisionWorld.create(
|
|
runtimeScene.colliders,
|
|
runtimeScene.playerCollider
|
|
);
|
|
|
|
try {
|
|
const start = {
|
|
x: 0.2,
|
|
y: 1.2,
|
|
z: 0
|
|
};
|
|
const fallingOnly = collisionWorld.resolveFirstPersonMotion(
|
|
start,
|
|
{
|
|
x: 0,
|
|
y: -0.2,
|
|
z: 0
|
|
},
|
|
runtimeScene.playerCollider
|
|
);
|
|
const againstWall = collisionWorld.resolveFirstPersonMotion(
|
|
start,
|
|
{
|
|
x: 0.6,
|
|
y: -0.2,
|
|
z: 0
|
|
},
|
|
runtimeScene.playerCollider
|
|
);
|
|
|
|
expect(againstWall.collidedAxes.x).toBe(true);
|
|
expect(againstWall.feetPosition.y).toBeCloseTo(fallingOnly.feetPosition.y, 5);
|
|
expect(againstWall.feetPosition.y).toBeLessThan(start.y - 0.15);
|
|
} finally {
|
|
collisionWorld.dispose();
|
|
}
|
|
});
|
|
|
|
it("autosteps up authored stairs when the top surface is within the max step height", async () => {
|
|
const floorBrush = createBoxBrush({
|
|
id: "brush-floor-stair-climb",
|
|
center: {
|
|
x: 0,
|
|
y: -0.5,
|
|
z: 0
|
|
},
|
|
size: {
|
|
x: 8,
|
|
y: 1,
|
|
z: 10
|
|
}
|
|
});
|
|
const stepOne = createBoxBrush({
|
|
id: "brush-stair-step-one",
|
|
center: {
|
|
x: 0,
|
|
y: 0.1,
|
|
z: 0.9
|
|
},
|
|
size: {
|
|
x: 2,
|
|
y: 0.2,
|
|
z: 0.8
|
|
}
|
|
});
|
|
const stepTwo = createBoxBrush({
|
|
id: "brush-stair-step-two",
|
|
center: {
|
|
x: 0,
|
|
y: 0.2,
|
|
z: 1.7
|
|
},
|
|
size: {
|
|
x: 2,
|
|
y: 0.4,
|
|
z: 0.8
|
|
}
|
|
});
|
|
const stepThree = createBoxBrush({
|
|
id: "brush-stair-step-three",
|
|
center: {
|
|
x: 0,
|
|
y: 0.3,
|
|
z: 2.5
|
|
},
|
|
size: {
|
|
x: 2,
|
|
y: 0.6,
|
|
z: 0.8
|
|
}
|
|
});
|
|
const runtimeScene = buildRuntimeSceneFromDocument({
|
|
...createEmptySceneDocument({ name: "Stair Climb Scene" }),
|
|
brushes: {
|
|
[floorBrush.id]: floorBrush,
|
|
[stepOne.id]: stepOne,
|
|
[stepTwo.id]: stepTwo,
|
|
[stepThree.id]: stepThree
|
|
}
|
|
});
|
|
const collisionWorld = await RapierCollisionWorld.create(
|
|
runtimeScene.colliders,
|
|
runtimeScene.playerCollider,
|
|
{
|
|
maxStepHeight: 0.25
|
|
}
|
|
);
|
|
|
|
try {
|
|
let feetPosition = {
|
|
x: 0,
|
|
y: 0,
|
|
z: -0.4
|
|
};
|
|
|
|
for (let index = 0; index < 32; index += 1) {
|
|
feetPosition = collisionWorld.resolveFirstPersonMotion(
|
|
feetPosition,
|
|
{
|
|
x: 0,
|
|
y: 0,
|
|
z: 0.1
|
|
},
|
|
runtimeScene.playerCollider
|
|
).feetPosition;
|
|
}
|
|
|
|
expect(feetPosition.z).toBeGreaterThan(2.2);
|
|
expect(feetPosition.y).toBeGreaterThan(0.45);
|
|
expect(feetPosition.y).toBeLessThan(0.62);
|
|
} 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();
|
|
}
|
|
});
|
|
|
|
it("treats only gentle ramps as walkable ground", async () => {
|
|
const walkableSlopeAngle = Math.PI / 6;
|
|
const steepSlopeAngle = Math.PI / 3;
|
|
const walkableGeometry = new PlaneGeometry(8, 8, 1, 1);
|
|
const steepGeometry = new PlaneGeometry(8, 8, 1, 1);
|
|
|
|
walkableGeometry.rotateX(-Math.PI / 2 - walkableSlopeAngle);
|
|
steepGeometry.rotateX(-Math.PI / 2 - steepSlopeAngle);
|
|
|
|
const walkableAssetFixture = createFixtureLoadedModelAssetFromGeometry(
|
|
"asset-model-walkable-slope",
|
|
walkableGeometry
|
|
);
|
|
const steepAssetFixture = createFixtureLoadedModelAssetFromGeometry(
|
|
"asset-model-steep-slope",
|
|
steepGeometry
|
|
);
|
|
const walkableSlope = createModelInstance({
|
|
id: "model-instance-walkable-slope",
|
|
assetId: walkableAssetFixture.asset.id,
|
|
position: {
|
|
x: -6,
|
|
y: 4 * Math.sin(walkableSlopeAngle),
|
|
z: 4 * Math.cos(walkableSlopeAngle)
|
|
},
|
|
collision: {
|
|
mode: "static",
|
|
visible: true
|
|
}
|
|
});
|
|
const steepSlope = createModelInstance({
|
|
id: "model-instance-steep-slope",
|
|
assetId: steepAssetFixture.asset.id,
|
|
position: {
|
|
x: 6,
|
|
y: 4 * Math.sin(steepSlopeAngle),
|
|
z: 4 * Math.cos(steepSlopeAngle)
|
|
},
|
|
collision: {
|
|
mode: "static",
|
|
visible: true
|
|
}
|
|
});
|
|
const runtimeScene = buildRuntimeSceneFromDocument(
|
|
{
|
|
...createEmptySceneDocument({ name: "Slope Walkability Scene" }),
|
|
assets: {
|
|
[walkableAssetFixture.asset.id]: walkableAssetFixture.asset,
|
|
[steepAssetFixture.asset.id]: steepAssetFixture.asset
|
|
},
|
|
modelInstances: {
|
|
[walkableSlope.id]: walkableSlope,
|
|
[steepSlope.id]: steepSlope
|
|
}
|
|
},
|
|
{
|
|
loadedModelAssets: {
|
|
[walkableAssetFixture.asset.id]: walkableAssetFixture.loadedAsset,
|
|
[steepAssetFixture.asset.id]: steepAssetFixture.loadedAsset
|
|
}
|
|
}
|
|
);
|
|
const collisionWorld = await RapierCollisionWorld.create(
|
|
runtimeScene.colliders,
|
|
runtimeScene.playerCollider
|
|
);
|
|
|
|
try {
|
|
const walkableProbe = collisionWorld.probePlayerGround(
|
|
{
|
|
x: -6,
|
|
y: Math.tan(walkableSlopeAngle) * 2 + 0.05,
|
|
z: 2
|
|
},
|
|
runtimeScene.playerCollider,
|
|
0.2
|
|
);
|
|
const steepProbe = collisionWorld.probePlayerGround(
|
|
{
|
|
x: 6,
|
|
y: Math.tan(steepSlopeAngle) * 2 + 0.05,
|
|
z: 2
|
|
},
|
|
runtimeScene.playerCollider,
|
|
0.2
|
|
);
|
|
|
|
expect(walkableProbe.grounded).toBe(true);
|
|
expect(walkableProbe.slopeDegrees ?? 0).toBeGreaterThan(25);
|
|
expect(walkableProbe.slopeDegrees ?? 0).toBeLessThan(35);
|
|
expect(steepProbe.grounded).toBe(false);
|
|
expect(steepProbe.slopeDegrees ?? 0).toBeGreaterThan(55);
|
|
expect(steepProbe.slopeDegrees ?? 0).toBeLessThan(65);
|
|
} finally {
|
|
collisionWorld.dispose();
|
|
}
|
|
});
|
|
});
|