Files
webeditor3d/tests/domain/rapier-collision-world.test.ts
Victor Giers 94dec56eb4 auto-git:
[add] src/rendering/terrain-layer-material.ts
 [add] tests/domain/terrains.test.ts
 [change] src/app/App.tsx
 [change] src/core/terrain-brush.ts
 [change] src/document/migrate-scene-document.ts
 [change] src/document/scene-document-validation.ts
 [change] src/document/scene-document.ts
 [change] src/document/terrains.ts
 [change] src/geometry/terrain-brush.ts
 [change] src/geometry/terrain-mesh.ts
 [change] src/runtime-three/rapier-collision-world.ts
 [change] src/runtime-three/runtime-host.ts
 [change] src/runtime-three/runtime-scene-build.ts
 [change] src/viewport-three/ViewportCanvas.tsx
 [change] src/viewport-three/ViewportPanel.tsx
 [change] src/viewport-three/viewport-host.ts
 [change] tests/domain/build-runtime-scene.test.ts
 [change] tests/domain/rapier-collision-world.test.ts
 [change] tests/domain/terrain.command.test.ts
 [change] tests/domain/water-material.test.ts
 [change] tests/geometry/terrain-brush.test.ts
 [change] tests/geometry/terrain-mesh.test.ts
 [change] tests/serialization/scene-document-json.test.ts
 [change] tests/unit/terrain-foundation.integration.test.tsx
 [change] tests/unit/viewport-canvas.test.tsx
2026-04-20 02:37:01 +02:00

1048 lines
25 KiB
TypeScript

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 { createTerrain } from "../../src/document/terrains";
import {
createNpcEntity,
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("blocks first-person motion against authored NPC colliders", async () => {
const floorBrush = createBoxBrush({
id: "brush-floor-npc-collision",
center: {
x: 0,
y: -0.5,
z: 0
},
size: {
x: 10,
y: 1,
z: 10
}
});
const npc = createNpcEntity({
id: "entity-npc-guard",
actorId: "actor-gate-guard",
position: {
x: 2,
y: 0,
z: 0
},
collider: {
mode: "box",
eyeHeight: 1.6,
boxSize: {
x: 1,
y: 1.8,
z: 1
}
}
});
const runtimeScene = buildRuntimeSceneFromDocument({
...createEmptySceneDocument({ name: "NPC Collision Scene" }),
brushes: {
[floorBrush.id]: floorBrush
},
entities: {
[npc.id]: npc
}
});
const collisionWorld = await RapierCollisionWorld.create(
runtimeScene.colliders,
runtimeScene.playerCollider
);
try {
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("blocks motion against static-simple boxified wall colliders derived from open meshes", async () => {
const floorBrush = createBoxBrush({
id: "brush-floor-static-simple-wall",
center: {
x: 0,
y: -0.5,
z: 0
},
size: {
x: 10,
y: 1,
z: 10
}
});
const wallGeometry = new PlaneGeometry(4, 4, 4, 4);
wallGeometry.rotateY(Math.PI * 0.5);
const { asset, loadedAsset } = createFixtureLoadedModelAssetFromGeometry("asset-model-static-simple-wall", wallGeometry);
const wallInstance = createModelInstance({
id: "model-instance-static-simple-wall",
assetId: asset.id,
position: {
x: 2,
y: 2,
z: 0
},
collision: {
mode: "static-simple",
visible: true
}
});
const runtimeScene = buildRuntimeSceneFromDocument(
{
...createEmptySceneDocument({ name: "Static Simple Wall Collision Scene" }),
assets: {
[asset.id]: asset
},
brushes: {
[floorBrush.id]: floorBrush
},
modelInstances: {
[wallInstance.id]: wallInstance
}
},
{
loadedModelAssets: {
[asset.id]: loadedAsset
}
}
);
const collisionWorld = await RapierCollisionWorld.create(runtimeScene.colliders, runtimeScene.playerCollider);
try {
const blocked = collisionWorld.resolveFirstPersonMotion(
{
x: 0,
y: 0,
z: 0
},
{
x: 3,
y: 0,
z: 0
},
runtimeScene.playerCollider
);
expect(blocked.collidedAxes.x).toBe(true);
expect(blocked.feetPosition.x).toBeLessThan(1.8);
expect(blocked.feetPosition.y).toBeLessThan(0.02);
} 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("does not climb a wall when repeatedly walking into it from the ground", async () => {
const floorBrush = createBoxBrush({
id: "brush-floor-repeat-wall-walk",
center: {
x: 0,
y: -0.5,
z: 0
},
size: {
x: 10,
y: 1,
z: 10
}
});
const wallBrush = createBoxBrush({
id: "brush-repeat-wall-walk",
center: {
x: 1.2,
y: 1,
z: 0
},
size: {
x: 0.4,
y: 2,
z: 4
}
});
const runtimeScene = buildRuntimeSceneFromDocument({
...createEmptySceneDocument({ name: "Repeat Wall Walk Scene" }),
brushes: {
[floorBrush.id]: floorBrush,
[wallBrush.id]: wallBrush
}
});
const collisionWorld = await RapierCollisionWorld.create(
runtimeScene.colliders,
runtimeScene.playerCollider
);
try {
let feetPosition = {
x: 0,
y: 0,
z: 0
};
for (let index = 0; index < 12; index += 1) {
const moved = collisionWorld.resolveFirstPersonMotion(
feetPosition,
{
x: 0.3,
y: 0,
z: 0
},
runtimeScene.playerCollider
);
feetPosition = moved.feetPosition;
}
expect(feetPosition.y).toBeLessThan(0.05);
expect(feetPosition.x).toBeLessThan(0.75);
} finally {
collisionWorld.dispose();
}
});
it("does not autostep onto a ledge while airborne without floor support", async () => {
const floorBrush = createBoxBrush({
id: "brush-floor-airborne-ledge",
center: {
x: 0,
y: -0.5,
z: 0
},
size: {
x: 10,
y: 1,
z: 10
}
});
const ledgeBrush = createBoxBrush({
id: "brush-airborne-ledge",
center: {
x: 1.2,
y: 0.35,
z: 0
},
size: {
x: 0.4,
y: 0.7,
z: 4
}
});
const runtimeScene = buildRuntimeSceneFromDocument({
...createEmptySceneDocument({ name: "Airborne Ledge Collision Scene" }),
brushes: {
[floorBrush.id]: floorBrush,
[ledgeBrush.id]: ledgeBrush
}
});
const collisionWorld = await RapierCollisionWorld.create(
runtimeScene.colliders,
runtimeScene.playerCollider
);
try {
const airborne = collisionWorld.resolveFirstPersonMotion(
{
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();
}
});
it("initializes and resolves first-person motion against authored terrain colliders", async () => {
const terrain = createTerrain({
id: "terrain-authored-collision",
position: {
x: -4,
y: 0,
z: -4
},
sampleCountX: 5,
sampleCountZ: 5,
cellSize: 2,
heights: [
0,
0.25,
0.5,
0.75,
1,
0.75,
1,
1.25,
1.5,
1.75,
1.5,
1.75,
2,
2.25,
2.5,
2.25,
2.5,
2.75,
3,
3.25,
3,
3.25,
3.5,
3.75,
4
]
});
const runtimeScene = buildRuntimeSceneFromDocument({
...createEmptySceneDocument({ name: "Authored Terrain Collision Scene" }),
terrains: {
[terrain.id]: terrain
}
});
const collisionWorld = await RapierCollisionWorld.create(
runtimeScene.colliders,
runtimeScene.playerCollider
);
try {
const highLanding = collisionWorld.resolveFirstPersonMotion(
{
x: 4,
y: 8,
z: 4
},
{
x: 0,
y: -10,
z: 0
},
runtimeScene.playerCollider
);
const lowLanding = collisionWorld.resolveFirstPersonMotion(
{
x: -2,
y: 8,
z: -2
},
{
x: 0,
y: -10,
z: 0
},
runtimeScene.playerCollider
);
expect(highLanding.grounded).toBe(true);
expect(highLanding.feetPosition.y).toBeGreaterThan(3.9);
expect(highLanding.feetPosition.y).toBeLessThan(4.1);
expect(lowLanding.grounded).toBe(true);
expect(lowLanding.feetPosition.y).toBeGreaterThan(1.0);
expect(lowLanding.feetPosition.y).toBeLessThan(1.2);
} finally {
collisionWorld.dispose();
}
});
});