Files
feuerwerk/tests/core/collider.test.ts
T
rootandClaude Fable 5.1 0a59513b74 Collider asset type, CollisionSystem and collision nodes
- Asset type 'collider' (box/circle) placed as child of a body object
- 'Add collider' shortcut (hierarchy context menu + inspector)
- CollisionSystem with enter/stay/exit pairs, sibling colliders excluded
- Nodes: On collision enter/stay/exit, Is touching
- Green outline in edit mode, hidden in play

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-07 15:25:04 +02:00

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import { describe, expect, it } from 'vitest';
import { CreateAssetCommand } from '../../src/core/commands/assetCommands';
import { AddColliderCommand } from '../../src/core/commands/colliderCommands';
import { CommandStack } from '../../src/core/commands/CommandStack';
import { AddNodeCommand, ConnectCommand } from '../../src/core/commands/graphCommands';
import { PlaceAssetCommand, SetOverrideCommand } from '../../src/core/commands/sceneObjectCommands';
import type { BehaviorAsset } from '../../src/core/model/Asset';
import { createEmptyProject, findScene } from '../../src/core/model/Project';
import { colliderShape, shapesOverlap } from '../../src/core/properties/collider';
import { deserializeProject, serializeProject } from '../../src/core/store/serialize';
import { BehaviorSystem } from '../../src/runtime/systems/BehaviorSystem';
import { CollisionSystem } from '../../src/runtime/systems/CollisionSystem';
import { Input } from '../../src/runtime/systems/Input';
import { World } from '../../src/runtime/World';
const box = (x: number, y: number, w: number, h: number) => ({ kind: 'box' as const, x, y, w, h });
const circle = (x: number, y: number, r: number) => ({ kind: 'circle' as const, x, y, r });
describe('collider geometry', () => {
it('box vs box: overlapping yes, touching edges no', () => {
expect(shapesOverlap(box(0, 0, 100, 100), box(90, 0, 100, 100))).toBe(true);
expect(shapesOverlap(box(0, 0, 100, 100), box(100, 0, 100, 100))).toBe(false);
expect(shapesOverlap(box(0, 0, 100, 100), box(0, 150, 100, 100))).toBe(false);
});
it('circle vs circle and box vs circle (corner case: the closest point is a box corner)', () => {
expect(shapesOverlap(circle(0, 0, 10), circle(15, 0, 10))).toBe(true);
expect(shapesOverlap(circle(0, 0, 10), circle(20, 0, 10))).toBe(false);
expect(shapesOverlap(box(0, 0, 100, 100), circle(60, 0, 20))).toBe(true);
expect(shapesOverlap(box(0, 0, 100, 100), circle(80, 0, 20))).toBe(false);
// Corner at (50,50): a circle at (60,60) with r=10 has distance √200 ≈ 14.1 → no overlap; r=15 → overlap.
expect(shapesOverlap(circle(60, 60, 10), box(0, 0, 100, 100))).toBe(false);
expect(shapesOverlap(circle(60, 60, 15), box(0, 0, 100, 100))).toBe(true);
});
it('builds shapes from properties with defaults', () => {
expect(colliderShape({}, { x: 1, y: 2 })).toEqual(box(1, 2, 100, 100));
expect(colliderShape({ shape: 'circle', radius: 7 }, { x: 0, y: 0 })).toEqual(circle(0, 0, 7));
});
});
/** A scene with two crates (100×60) 300 apart, each with a collider child; a behavior on crate A. */
function setup() {
const project = createEmptyProject('p', 'Colliders');
const stack = new CommandStack(project);
const scene = new CreateAssetCommand('scene', 'Level');
const sprite = new CreateAssetCommand('sprite', 'Crate');
const behavior = new CreateAssetCommand('behavior', 'Hit');
for (const c of [scene, sprite, behavior]) stack.execute(c);
sprite.asset.props.height = 60;
const a = new PlaceAssetCommand(scene.asset.id, sprite.asset.id, { x: 0, y: 0 });
const b = new PlaceAssetCommand(scene.asset.id, sprite.asset.id, { x: 300, y: 0 });
stack.execute(a);
stack.execute(b);
const colA = new AddColliderCommand(scene.asset.id, a.objectId);
const colB = new AddColliderCommand(scene.asset.id, b.objectId);
stack.execute(colA);
stack.execute(colB);
const place = new PlaceAssetCommand(scene.asset.id, behavior.asset.id, { x: 0, y: 0 }, a.objectId);
stack.execute(place);
return { project, stack, sceneId: scene.asset.id, spriteId: sprite.asset.id, behavior: behavior.asset as BehaviorAsset, a: a.objectId, b: b.objectId, colA, colB };
}
describe('AddColliderCommand', () => {
it('creates a collider asset sized like the sprite, parented to it; undo removes both', () => {
const { project, stack, sceneId, a, colA } = setup();
const asset = project.assets.find((x) => x.id === colA.assetId)!;
expect(asset.type).toBe('collider');
expect(asset.name).toBe('Crate collider');
expect(asset.props).toMatchObject({ shape: 'box', width: 100, height: 60 });
const object = findScene(project, sceneId)!.objects.find((o) => o.id === colA.objectId)!;
expect(object.parentId).toBe(a);
expect(object.position).toEqual({ x: 0, y: 0, z: 0 });
// Undo of the last three commands: behavior placement, collider B, collider A.
stack.undo();
stack.undo();
stack.undo();
expect(project.assets.some((x) => x.id === colA.assetId)).toBe(false);
expect(findScene(project, sceneId)!.objects.some((o) => o.id === colA.objectId)).toBe(false);
stack.redo();
expect(project.assets.some((x) => x.id === colA.assetId)).toBe(true);
});
it('refuses a collider on a collider and survives a round trip', () => {
const { project, stack, sceneId, colA } = setup();
expect(() => stack.execute(new AddColliderCommand(sceneId, colA.objectId))).toThrow(/cannot have a collider/);
const loaded = deserializeProject(serializeProject(project));
expect(loaded.assets.find((x) => x.id === colA.assetId)?.props).toMatchObject({ shape: 'box', width: 100, height: 60, radius: 50 });
});
});
describe('CollisionSystem', () => {
it('reports enter, stay and exit as colliders move (parents carry their colliders)', () => {
const { project, sceneId, a, b } = setup();
const world = World.instantiate(project, sceneId);
const collisions = new CollisionSystem();
world.addSystem(collisions);
const crateA = world.findByObjectId(a)!;
const crateB = world.findByObjectId(b)!;
world.tick(0.1);
expect(collisions.enters).toHaveLength(0);
crateB.x = 90; // boxes of width 100 overlap once the centres are closer than 100
world.tick(0.1);
expect(collisions.enters).toHaveLength(1);
expect(collisions.stays).toHaveLength(0);
world.tick(0.1);
expect(collisions.enters).toHaveLength(0);
expect(collisions.stays).toHaveLength(1);
expect(collisions.touching(world, crateA, crateB)).toBe(true);
crateB.x = 300;
world.tick(0.1);
expect(collisions.exits).toHaveLength(1);
expect(collisions.stays).toHaveLength(0);
expect(collisions.touching(world, crateA, crateB)).toBe(false);
});
it('respects overrides and circles; two colliders of the same body never collide', () => {
const { project, stack, sceneId, a, b, colA, colB } = setup();
stack.execute(new SetOverrideCommand(sceneId, colB.objectId, 'shape', 'circle'));
stack.execute(new SetOverrideCommand(sceneId, colB.objectId, 'radius', 30));
const second = new AddColliderCommand(sceneId, a);
stack.execute(second); // a second collider on crate A, overlapping colA completely
const world = World.instantiate(project, sceneId);
const collisions = new CollisionSystem();
world.addSystem(collisions);
world.tick(0.1);
expect(collisions.enters).toHaveLength(0); // colA and the second collider share a body
world.findByObjectId(b)!.x = 75; // circle r=30 at 75 vs box half-width 50 → overlap
world.tick(0.1);
expect(collisions.enters).toHaveLength(2); // circle B against both colliders of A
expect(collisions.enters.every((p) => p.a.objectId === colA.objectId || p.b.objectId === colA.objectId || p.a.objectId === second.objectId || p.b.objectId === second.objectId)).toBe(true);
});
});
describe('collision events in behaviors', () => {
it('fires On collision enter/exit on the body\'s behavior with the other body; Is touching agrees', () => {
const { project, stack, sceneId, behavior, b } = setup();
// Graph: On collision enter → Log(other); On collision exit → Log("bye"); On update → Log(Is touching(Owner, Object by name "B"))
const enter = new AddNodeCommand(behavior.id, 'OnCollisionEnter', 0, 0);
const logEnter = new AddNodeCommand(behavior.id, 'Log', 0, 0);
const exit = new AddNodeCommand(behavior.id, 'OnCollisionExit', 0, 0);
const logExit = new AddNodeCommand(behavior.id, 'Log', 0, 0, { message: 'bye' });
const update = new AddNodeCommand(behavior.id, 'OnUpdate', 0, 0);
const owner = new AddNodeCommand(behavior.id, 'Owner', 0, 0);
const byName = new AddNodeCommand(behavior.id, 'ObjectByName', 0, 0, { name: 'B' });
const touching = new AddNodeCommand(behavior.id, 'IsTouching', 0, 0);
const logTouch = new AddNodeCommand(behavior.id, 'Log', 0, 0);
for (const c of [enter, logEnter, exit, logExit, update, owner, byName, touching, logTouch]) stack.execute(c);
const connect = (from: AddNodeCommand, fp: string, to: AddNodeCommand, tp: string) =>
stack.execute(new ConnectCommand(behavior.id, { node: from.node.id, port: fp }, { node: to.node.id, port: tp }));
connect(enter, 'exec', logEnter, 'exec');
connect(enter, 'other', logEnter, 'message');
connect(exit, 'exec', logExit, 'exec');
connect(update, 'exec', logTouch, 'exec');
connect(owner, 'object', touching, 'a');
connect(byName, 'object', touching, 'b');
connect(touching, 'result', logTouch, 'message');
findScene(project, sceneId)!.objects.find((o) => o.id === b)!.name = 'B';
const world = World.instantiate(project, sceneId);
const collisions = new CollisionSystem();
world.addSystem(collisions);
world.addSystem(new BehaviorSystem(project, new Input(), collisions));
const crateB = world.findByObjectId(b)!;
world.tick(0.1);
expect(world.log).toEqual(['false']);
crateB.x = 50;
world.tick(0.1);
expect(world.log).toEqual(['false', 'B', 'true']);
crateB.x = 500;
world.tick(0.1);
expect(world.log).toEqual(['false', 'B', 'true', 'bye', 'false']);
});
});