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feuerwerk/tools/e2e/41-physics.mjs
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import { edge, node } from '../lib/builders.mjs';
import { LANES, MAKE_OBJECT } from './lib/scaffold.mjs';
/** Kicks its owner in On start, with the scene's gravity switched off first: it glides at 100 per second. */
const KICK = 200;
const KICKED_MASS = 2;
const kickGraph = {
nodes: [
node('pk-start', 'OnStart', 0, 0),
node('pk-gravity', 'SetGravity', 300, 0, { x: 0, y: 0 }),
node('pk-owner', 'Owner', 300, 160),
node('pk-kick', 'ApplyImpulse', 600, 0, { x: KICK, y: 0 }),
],
edges: [
edge('pk-e1', 'pk-start', 'exec', 'pk-gravity', 'exec'),
edge('pk-e2', 'pk-gravity', 'exec', 'pk-kick', 'exec'),
edge('pk-e3', 'pk-owner', 'object', 'pk-kick', 'object'),
],
};
/** Walks its owner right at 120 per second with "Collide with solids" on. */
const WALK = 120;
const walkGraph = {
nodes: [
node('pw-update', 'OnUpdate', 0, 0),
node('pw-owner', 'Owner', 0, 160),
node('pw-move', 'Move', 300, 0, { dx: 1, scale: WALK, collide: true }),
],
edges: [
edge('pw-e1', 'pw-update', 'exec', 'pw-move', 'exec'),
edge('pw-e2', 'pw-update', 'dt', 'pw-move', 'dt'),
edge('pw-e3', 'pw-owner', 'object', 'pw-move', 'object'),
],
};
/**
* A point of a panel (`panel` and `point` are hook expressions), scrolled into view first: a
* collider's material rows sit below the fold of the inspector, and after the earlier steps the
* hierarchy is long enough to hide this step's objects. A click beside the panel would land on
* whatever is drawn there instead.
*/
async function inView(t, panel, point) {
for (let i = 0; i < 15; i++) {
const rect = await t.json(panel);
const at = await t.json(point);
if (!rect) return null;
if (at && at.y > rect.y + 8 && at.y < rect.y + rect.h - 8) return at;
await t.wheel(rect.x + rect.w / 2, rect.y + rect.h / 2, at && at.y < rect.y ? -200 : 200);
await t.settle();
}
return null;
}
/**
* The physics engine (Rapier) loads in the editor, in the background after the first project is
* open, from a chunk of its own – the editor bundle does not carry it. A played scene simulates its
* rigidbodies on it (#146).
*/
export async function physics(t) {
const { check, json, waitUntil, consoleLog, evaluate, mutate, select, click, clickText, press, typeText } =
t;
const { has, object, asset, objects, state, settle, sleep, play, stop, shot } = t;
await waitUntil(`['ready', 'failed'].includes(__gm.physics().state)`, { timeout: 15000 });
const status = await json('__gm.physics()');
check(
'Rapier loads in the editor without Play',
status.state === 'ready' && status.version === '0.20.0',
JSON.stringify(status),
);
const scripts = await json(
`performance.getEntriesByType('resource').map((e) => e.name).filter((n) => n.endsWith('.js')).map((n) => n.split('/').pop())`,
);
check(
'it comes from a chunk of its own',
scripts.some((name) => /^rapier-.+\.js$/.test(name)),
JSON.stringify(scripts),
);
check(
'loading it writes nothing to the console',
!consoleLog.some((line) => /\[physics\]|rapier/i.test(line)),
consoleLog.filter((line) => /\[physics\]|rapier/i.test(line)).join(' | '),
);
// 41b. A crate and a ball above a ground on a lane of their own, each with a collider and no
// rigidbody yet. The rigidbodies come from the hierarchy menu, the ball's bounciness is typed
// into its collider's field, and the played scene is sampled frame by frame.
const Y = LANES.physics;
const REST = Y + 200 - 20 - 20; // the ground's top face minus half of a 40-high body
await mutate(`
const scene = __gm.state.activeScene;
const assets = __gm.state.project.assets;
${MAKE_OBJECT}
const collider = (id, props) =>
assets.push({ id, type: 'collider', name: id, props: { shape: 'box', width: 40, height: 40, radius: 20, isTrigger: false, ...props } });
collider('phys-col-ground', { width: 600, height: 40 });
collider('phys-col-crate', {});
collider('phys-col-ball', { shape: 'circle' });
const put = (id, assetId, parentId, x, y, name, overrides = {}) => {
const o = make(id, assetId, parentId, y, name);
o.position.x = x;
o.overrides = overrides;
scene.objects.push(o);
};
put('phys-ground', 'crate', '', 0, ${Y + 200}, 'Physics ground', { width: 600, height: 40 });
put('phys-crate', 'crate', '', -100, ${Y}, 'Physics crate', { width: 40, height: 40 });
put('phys-ball', 'crate', '', 100, ${Y}, 'Physics ball', { width: 40, height: 40 });
put('phys-ground-col', 'phys-col-ground', 'phys-ground', 0, 0);
put('phys-crate-col', 'phys-col-crate', 'phys-crate', 0, 0);
put('phys-ball-col', 'phys-col-ball', 'phys-ball', 0, 0);
__gm.state.select(null)`);
const selectObject = (id) => select({ kind: 'object', holderId: 'scene1', objectId: id, objectIds: [id] });
const rigidbodyFromMenu = async (id) => {
await selectObject(id);
const row = await inView(t, '__gm.leftColumn().objects', `__gm.hierarchyRow(${JSON.stringify(id)})`);
const before = (await objects()).length;
await click(row.x, row.y, 'right');
await clickText('Add rigidbody');
await press('Escape');
const s = await state();
const selected = s.selection?.kind === 'object' ? await object(s.selection.objectId) : null;
return { added: (await objects()).length - before, selected };
};
const crate = await rigidbodyFromMenu('phys-crate');
const crateBody = crate.selected;
check(
'Add rigidbody puts a dynamic rigidbody below the object and shows its settings',
crate.added === 1 &&
crateBody?.parentId === 'phys-crate' &&
(await asset(crateBody.assetId))?.type === 'rigidbody' &&
(await has('Body type')) &&
(await has('Dynamic')),
JSON.stringify(crate),
);
check(
'the rigidbody is drawn as an icon in the overlay',
crateBody && (await evaluate(`__gm.layerOf('${crateBody.id}')`)) === 'overlay',
);
const again = await rigidbodyFromMenu('phys-crate');
check('the menu offers no second rigidbody', again.added === 0, JSON.stringify(again));
const ballBody = (await rigidbodyFromMenu('phys-ball')).selected;
await evaluate(`__gm.lookAt(0, ${Y + 100})`);
await settle();
await shot('41-rigidbody');
await selectObject('phys-ball-col');
const field = await inView(t, '__gm.inspectorRect()', "__gm.inspectorField('Bounciness')");
if (field) {
await click(field.x, field.y);
await press('a', { ctrl: true });
await typeText('0.8');
await press('Enter');
}
await settle();
check(
"the collider's Bounciness field takes 0.8",
(await object('phys-ball-col'))?.overrides?.bounciness === 0.8,
JSON.stringify({ field, overrides: (await object('phys-ball-col'))?.overrides }),
);
await select(null);
await play();
await evaluate(`(() => {
const out = (window.__physicsSamples = []);
const start = performance.now();
const sample = () => {
const w = __gm.world();
if (!w) return;
const y = (id) => w.entities.find((e) => e.objectId === id)?.worldY;
out.push({ t: performance.now() - start, crate: y('phys-crate'), ball: y('phys-ball') });
if (performance.now() - start < 3000) requestAnimationFrame(sample);
};
requestAnimationFrame(sample);
})()`);
await sleep(3300);
const samples = await json('window.__physicsSamples');
await stop();
const last = samples.slice(-20).map((s) => s.crate);
check(
'the crate falls onto the ground and stays there',
samples.length > 100 && samples[0].crate < REST - 50 && last.every((y) => Math.abs(y - REST) < 1),
JSON.stringify({ frames: samples.length, first: samples[0], last: last.slice(-3), rest: REST }),
);
// The heights the ball climbs back to: the highest point between two landings.
const peaks = [];
let landings = 0;
let down = false;
let top = Infinity;
for (const { ball } of samples) {
if (ball > REST - 1) {
if (!down && landings++ > 0 && Number.isFinite(top)) peaks.push(REST - top);
down = true;
top = Infinity;
} else {
down = false;
if (landings > 0) top = Math.min(top, ball);
}
}
const drop = REST - Y;
check(
'the ball bounces back up and every bounce is lower than the one before',
peaks.length >= 2 &&
peaks[0] / drop > 0.4 &&
peaks[0] / drop < 0.8 &&
peaks.every((h, i) => i === 0 || h < peaks[i - 1]),
JSON.stringify({ drop, peaks: peaks.map((h) => Math.round(h * 10) / 10), frames: samples.length }),
);
check(
'playing left the scene as it was',
(await object('phys-crate'))?.position.y === Y && (await object('phys-ball'))?.position.y === Y,
);
const bodies = [crateBody?.id, ballBody?.id].filter(Boolean);
await mutate(`
const p = __gm.state.project;
const scene = __gm.state.activeScene;
const gone = new Set(${JSON.stringify(bodies)});
const assets = new Set(scene.objects.filter((o) => gone.has(o.id)).map((o) => o.assetId));
scene.objects = scene.objects.filter((o) => !o.id.startsWith('phys-') && !gone.has(o.id));
p.assets = p.assets.filter((a) => !a.id.startsWith('phys-col-') && !assets.has(a.id));
__gm.state.select(null)`);
// 41c. The graph drives the physics (#147): a crate kicked in On start with gravity switched off
// by Set gravity, and a walker whose Move with "Collide with solids" runs into a free crate.
const hintsBefore = consoleLog.filter((line) => line.includes('[physics]')).length;
await mutate(`
const scene = __gm.state.activeScene;
const p = __gm.state.project;
const assets = p.assets;
${MAKE_OBJECT}
const behavior = (id, name, graph) => {
const asset = structuredClone(assets.find((a) => a.id === 'mover'));
Object.assign(asset, { id, name, props: { enabled: true, runInEditor: false }, variables: [], graph });
assets.push(asset);
};
behavior('phys-kick', 'Physics kick', ${JSON.stringify(kickGraph)});
behavior('phys-walk', 'Physics walk', ${JSON.stringify(walkGraph)});
assets.push({ id: 'phys-col-box', type: 'collider', name: 'phys-col-box', props: { shape: 'box', width: 40, height: 40, radius: 20, isTrigger: false } });
assets.push({ id: 'phys-rb-kicked', type: 'rigidbody', name: 'phys-rb-kicked', props: { bodyType: 'dynamic', mass: ${KICKED_MASS} } });
assets.push({ id: 'phys-rb-free', type: 'rigidbody', name: 'phys-rb-free', props: { bodyType: 'dynamic', mass: 0 } });
const put = (id, assetId, parentId, x, y, name, overrides = {}) => {
const o = make(id, assetId, parentId, y, name);
o.position.x = x;
o.overrides = overrides;
scene.objects.push(o);
};
const box = { width: 40, height: 40 };
put('phys-kicked', 'crate', '', -200, ${Y}, 'Kicked crate', box);
put('phys-kicked-col', 'phys-col-box', 'phys-kicked', 0, 0);
put('phys-kicked-rb', 'phys-rb-kicked', 'phys-kicked', 0, 0);
put('phys-kicked-kick', 'phys-kick', 'phys-kicked', 0, 0);
put('phys-walker', 'crate', '', 0, ${Y + 100}, 'Walker', box);
put('phys-walker-col', 'phys-col-box', 'phys-walker', 0, 0);
put('phys-walker-walk', 'phys-walk', 'phys-walker', 0, 0);
put('phys-pushed', 'crate', '', 60, ${Y + 100}, 'Pushed crate', box);
put('phys-pushed-col', 'phys-col-box', 'phys-pushed', 0, 0);
put('phys-pushed-rb', 'phys-rb-free', 'phys-pushed', 0, 0);
__gm.state.select(null)`);
await play();
// A model event while playing re-reads the scene (CI had one in the first frames): what the run
// set with Set gravity has to outlive it.
await evaluate(`__gm.state.preview()`);
await evaluate(`(() => {
const out = (window.__physicsGraph = []);
const start = performance.now();
const sample = () => {
const w = __gm.world();
if (!w) return;
const at = (id) => w.entities.find((e) => e.objectId === id);
const kicked = at('phys-kicked');
out.push({
t: (performance.now() - start) / 1000,
kickedX: kicked?.worldX,
kickedY: kicked?.worldY,
walker: at('phys-walker')?.worldX,
pushed: at('phys-pushed')?.worldX,
});
if (performance.now() - start < 2000) requestAnimationFrame(sample);
};
requestAnimationFrame(sample);
})()`);
await sleep(2300);
const run = await json('window.__physicsGraph');
await stop();
const at = (seconds) =>
run.reduce((best, s) => (Math.abs(s.t - seconds) < Math.abs(best.t - seconds) ? s : best));
const [early, late] = [at(0.5), at(1.5)];
const glide = (late.kickedX - early.kickedX) / (late.t - early.t);
const speed = KICK / KICKED_MASS;
check(
`Set gravity and Apply impulse in On start: the crate glides straight at impulse ÷ mass (${speed} per second)`,
run.length > 60 &&
Math.abs(glide - speed) < speed * 0.05 &&
run.every((s) => Math.abs(s.kickedY - Y) < 0.5),
JSON.stringify({ frames: run.length, glide: Math.round(glide * 10) / 10, early, late }),
);
const gap = Math.min(...run.map((s) => s.pushed - 20 - (s.walker + 20)));
const pushed = run.at(-1).pushed - 60;
check(
'Move with "Collide with solids" pushes the crate in its way and never gets into it',
pushed > 100 && gap > -0.01,
JSON.stringify({
pushed: Math.round(pushed * 10) / 10,
walked: Math.round(run.at(-1).walker * 10) / 10,
gap,
}),
);
const hints = consoleLog.filter((line) => line.includes('[physics]')).slice(hintsBefore);
check('nothing in the step made the physics hint at a no-op', hints.length === 0, hints.join(' | '));
await mutate(`
const p = __gm.state.project;
const scene = __gm.state.activeScene;
scene.objects = scene.objects.filter((o) => !o.id.startsWith('phys-'));
p.assets = p.assets.filter((a) => !a.id.startsWith('phys-'));
__gm.state.select(null)`);
}