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feuerwerk/tests/core/raycast.test.ts
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import { beforeAll, describe, expect, it } from 'vitest';
import { CreateAssetCommand, SetAssetPropertyCommand } from '../../src/core/commands/assetCommands';
import { AddColliderCommand } from '../../src/core/commands/colliderCommands';
import { SetOverrideCommand } from '../../src/core/commands/sceneObjectCommands';
import { PaintTilesCommand } from '../../src/core/commands/tilemapCommands';
import type { TilemapAsset } from '../../src/core/model/Asset';
import { IDENTITY, type Mat } from '../../src/core/model/matrix';
import type { PropertyValue, Vec2 } from '../../src/core/model/Properties';
import { findAsset } from '../../src/core/model/Project';
import { TILE_SOLID_KEY } from '../../src/core/model/tile';
import { TILEMAP_COLUMNS_KEY, TILEMAP_ROWS_KEY } from '../../src/core/model/tilemap';
import { colliderShape, type ColliderShape } from '../../src/core/properties/collider';
import { rayCast } from '../../src/core/properties/ray';
import { loadPhysics } from '../../src/runtime/physics/engine';
import { RAY_SHOWN } from '../../src/runtime/World';
import {
COLLISION_SYSTEMS,
graphEditor,
makeBehavior,
makeSpriteScene,
place,
type SceneFixture,
startWorld,
} from '../helpers';
beforeAll(async () => {
await loadPhysics();
});
const P = (...xy: number[]) =>
Array.from({ length: xy.length / 2 }, (_, i) => ({ x: xy[2 * i]!, y: xy[2 * i + 1]! }));
const turned = (degrees: number, x = 0, y = 0): Mat => {
const a = (degrees * Math.PI) / 180;
return { a: Math.cos(a), b: Math.sin(a), c: -Math.sin(a), d: Math.cos(a), tx: x, ty: y };
};
const shape = (props: Record<string, PropertyValue>, m: Mat = IDENTITY): ColliderShape =>
colliderShape(props, m);
const RIGHT = { x: 1, y: 0 };
const DOWN = { x: 0, y: 1 };
describe('where a ray meets a shape (#153)', () => {
it('meets a box on the face it comes in through, from every side', () => {
const box = shape({ width: 40, height: 20 });
expect(rayCast(box, { x: -100, y: 5 }, RIGHT, 1000)).toEqual({ distance: 80, normal: { x: -1, y: 0 } });
expect(rayCast(box, { x: 3, y: -50 }, DOWN, 1000)).toEqual({ distance: 40, normal: { x: 0, y: -1 } });
expect(rayCast(box, { x: 100, y: 0 }, { x: -1, y: 0 }, 1000)).toEqual({
distance: 80,
normal: { x: 1, y: 0 },
});
expect(rayCast(box, { x: 0, y: 60 }, { x: 0, y: -1 }, 1000)).toEqual({
distance: 50,
normal: { x: 0, y: 1 },
});
});
it('meets a turned box on its slanted face', () => {
const box = shape({ width: 40, height: 40 }, turned(45));
const hit = rayCast(box, { x: -100, y: 0 }, RIGHT, 1000)!;
// The corner of the diamond points left, at x = −20·√2.
expect(hit.distance).toBeCloseTo(100 - 20 * Math.SQRT2, 9);
expect(Math.abs(hit.normal.y)).toBeCloseTo(Math.SQRT1_2, 9);
expect(hit.normal.x).toBeCloseTo(-Math.SQRT1_2, 9);
});
it('meets a circle where it is round, off-centre too', () => {
const circle = shape({ shape: 'circle', radius: 10 });
expect(rayCast(circle, { x: -50, y: 0 }, RIGHT, 1000)).toEqual({ distance: 40, normal: { x: -1, y: 0 } });
const hit = rayCast(circle, { x: -50, y: 6 }, RIGHT, 1000)!;
expect(hit.distance).toBeCloseTo(50 - 8, 9);
expect(hit.normal.x).toBeCloseTo(-0.8, 9);
expect(hit.normal.y).toBeCloseTo(0.6, 9);
});
it('meets a capsule on its flat side and on its round end', () => {
const capsule = shape({ shape: 'capsule', width: 20, height: 60 }); // round ends at y = ±20, radius 10
expect(rayCast(capsule, { x: -50, y: 0 }, RIGHT, 1000)).toEqual({
distance: 40,
normal: { x: -1, y: 0 },
});
expect(rayCast(capsule, { x: 0, y: -100 }, DOWN, 1000)).toEqual({
distance: 70,
normal: { x: 0, y: -1 },
});
const hit = rayCast(capsule, { x: 6, y: -100 }, DOWN, 1000)!;
expect(hit.distance).toBeCloseTo(100 - 20 - 8, 9);
expect(hit.normal.x).toBeCloseTo(0.6, 9);
});
it('goes down into the notch of a concave polygon and meets its inner floor, not the hull', () => {
const u = shape({
shape: 'polygon',
points: P(-60, -50, -40, -50, -40, 30, 40, 30, 40, -50, 60, -50, 60, 50, -60, 50),
});
expect(rayCast(u, { x: 0, y: -100 }, DOWN, 1000)).toEqual({ distance: 130, normal: { x: 0, y: -1 } });
expect(rayCast(u, { x: -50, y: -100 }, DOWN, 1000)).toEqual({ distance: 50, normal: { x: 0, y: -1 } });
});
it('a polygon square answers exactly as the box it stands for, for 900 rays in every direction', () => {
const box = shape({ width: 40, height: 30 }, turned(20, 5, -3));
const square = shape(
{ shape: 'polygon', points: P(-20, -15, 20, -15, 20, 15, -20, 15) },
turned(20, 5, -3),
);
let seed = 7;
const random = () => ((seed = (seed * 16807) % 2147483647) / 2147483647) * 2 - 1;
let hits = 0;
for (let i = 0; i < 900; i++) {
const from = { x: random() * 80, y: random() * 80 };
const a = random() * Math.PI;
const dir = { x: Math.cos(a), y: Math.sin(a) };
const p = rayCast(box, from, dir, 200);
const q = rayCast(square, from, dir, 200);
expect(q === null, `ray ${i}`).toBe(p === null);
if (!p || !q) continue;
hits++;
expect(q.distance, `ray ${i}`).toBeCloseTo(p.distance, 9);
expect(q.normal.x, `ray ${i}`).toBeCloseTo(p.normal.x, 9);
expect(q.normal.y, `ray ${i}`).toBeCloseTo(p.normal.y, 9);
}
expect(hits).toBeGreaterThan(80);
});
it('a ray starting inside a shape does not meet it; one on its outline meets it at 0 going in, not going out', () => {
const box = shape({ width: 40, height: 20 });
expect(rayCast(box, { x: 0, y: 0 }, RIGHT, 1000)).toBeNull();
expect(rayCast(shape({ shape: 'circle', radius: 10 }), { x: 2, y: 0 }, RIGHT, 1000)).toBeNull();
expect(rayCast(box, { x: -20, y: 0 }, RIGHT, 1000)).toEqual({ distance: 0, normal: { x: -1, y: 0 } });
expect(rayCast(box, { x: -20, y: 0 }, { x: -1, y: 0 }, 1000)).toBeNull();
});
it('inside a shape made of parts the ray does not stop at a seam between them', () => {
// Inside the capsule's straight part but outside its end circle: upwards it would enter the circle.
const capsule = shape({ shape: 'capsule', width: 20, height: 60 });
expect(rayCast(capsule, { x: 9, y: -12 }, { x: 0, y: -1 }, 1000)).toBeNull();
// Along the bottom bar of the U, across the seams of its convex pieces.
const u = shape({
shape: 'polygon',
points: P(-60, -50, -40, -50, -40, 30, 40, 30, 40, -50, 60, -50, 60, 50, -60, 50),
});
expect(rayCast(u, { x: -55, y: 40 }, RIGHT, 1000)).toBeNull();
});
it('a ray grazing a corner meets it; one passing by or falling short does not', () => {
const box = shape({ width: 40, height: 20 });
expect(rayCast(box, { x: -100, y: -10 }, RIGHT, 1000)?.distance).toBeCloseTo(80, 12);
expect(rayCast(box, { x: -100, y: -10.001 }, RIGHT, 1000)).toBeNull();
expect(rayCast(box, { x: -100, y: 0 }, RIGHT, 79.9)).toBeNull();
expect(rayCast(box, { x: -100, y: 0 }, RIGHT, 80)?.distance).toBe(80);
});
});
/** A scene of objects with one collider each; `add` returns the object and collider ids. */
function scene() {
const f = makeSpriteScene('Thing');
const add = (at: Vec2, collider: Record<string, PropertyValue>, parent?: string) => {
const id = place(f, f.spriteId, at, parent);
const command = new AddColliderCommand(f.sceneId, id);
f.stack.execute(command);
for (const [key, value] of Object.entries(collider))
f.stack.execute(new SetOverrideCommand(f.sceneId, command.objectId, key, value));
return { id, collider: command.objectId };
};
return { ...f, add };
}
function run(f: SceneFixture, physics: boolean) {
const started = startWorld(f, { physics, collisions: true, behaviors: true });
const entity = (id: string) => started.world.findByObjectId(id)!;
const cast = (from: Vec2, dir: Vec2, length = 1000, ignore: string | null = null, triggers = false) =>
started.collisions.raycast(started.world, from, dir, length, {
ignore: ignore ? entity(ignore) : null,
triggers,
});
return { ...started, entity, cast };
}
describe.each(COLLISION_SYSTEMS)('$system: a ray through the world (#153)', ({ physics }) => {
it('meets the nearest collider, and says which one, where and how far', () => {
const s = scene();
const far = s.add({ x: 300, y: 0 }, { width: 20, height: 100 });
const near = s.add({ x: 100, y: 0 }, { shape: 'circle', radius: 10 });
const r = run(s, physics);
expect(r.cast({ x: 0, y: 0 }, RIGHT)).toEqual({
collider: r.entity(near.collider),
point: { x: 90, y: 0 },
normal: { x: -1, y: 0 },
distance: 90,
});
expect(r.cast({ x: 0, y: 30 }, RIGHT)?.collider).toBe(r.entity(far.collider));
expect(r.cast({ x: 0, y: 30 }, RIGHT, 200)).toBeNull();
});
it('passes triggers unless asked, and what it ignores – with everything parented below it', () => {
const s = scene();
const trigger = s.add({ x: 50, y: 0 }, { width: 10, height: 100, isTrigger: true });
const owner = s.add({ x: 100, y: 0 }, { width: 10, height: 100 });
const child = s.add({ x: 150, y: 0 }, { width: 10, height: 100 }, owner.id);
const wall = s.add({ x: 300, y: 0 }, { width: 10, height: 100 });
const r = run(s, physics);
expect(r.cast({ x: 0, y: 0 }, RIGHT)?.collider).toBe(r.entity(owner.collider));
expect(r.cast({ x: 0, y: 0 }, RIGHT, 1000, null, true)?.collider).toBe(r.entity(trigger.collider));
expect(r.cast({ x: 0, y: 0 }, RIGHT, 1000, owner.id)?.collider).toBe(r.entity(wall.collider));
expect(r.cast({ x: 200, y: 0 }, { x: -1, y: 0 }, 1000, owner.id)).toBeNull();
expect(r.cast({ x: 120, y: 0 }, RIGHT)?.collider).toBe(r.entity(child.collider));
});
it('meets a one-way platform only from the side it blocks from (#155)', () => {
const s = scene();
s.add({ x: 0, y: 104 }, { width: 200, height: 8, oneWay: true });
const r = run(s, physics);
expect(r.cast({ x: 0, y: 0 }, DOWN)).toMatchObject({ distance: 100, normal: { x: 0, y: -1 } });
expect(r.cast({ x: 0, y: 200 }, { x: 0, y: -1 })).toBeNull();
expect(r.cast({ x: -300, y: 104 }, RIGHT)).toBeNull();
});
it('meets the cells of a tilemap, the map being the collider', () => {
const s = scene();
const wall = new CreateAssetCommand('tile', 'Wall');
const map = new CreateAssetCommand('tilemap', 'Ground');
s.stack.execute(wall);
s.stack.execute(map);
s.stack.execute(new SetAssetPropertyCommand(wall.asset.id, TILE_SOLID_KEY, true));
s.stack.execute(new SetAssetPropertyCommand(map.asset.id, TILEMAP_COLUMNS_KEY, 10));
s.stack.execute(new SetAssetPropertyCommand(map.asset.id, TILEMAP_ROWS_KEY, 10));
const mapObject = place(s, map.asset.id, { x: 0, y: 0 });
const layer = (findAsset(s.project, map.asset.id) as TilemapAsset).layers[0]!.id;
// Cells of 48, centred: the bottom row's top face is at 4·48 = 192, a pillar in column 7 from row 5.
const cells = [
...Array.from({ length: 10 }, (_, x) => ({ x, y: 9, tileId: wall.asset.id })),
...[5, 6, 7, 8].map((y) => ({ x: 7, y, tileId: wall.asset.id })),
];
s.stack.execute(new PaintTilesCommand(map.asset.id, layer, cells));
const r = run(s, physics);
expect(r.cast({ x: 0, y: 0 }, DOWN)).toEqual({
collider: r.entity(mapObject),
point: { x: 0, y: 192 },
normal: { x: 0, y: -1 },
distance: 192,
});
expect(r.cast({ x: 0, y: 100 }, RIGHT)).toMatchObject({
point: { x: 96, y: 100 },
normal: { x: -1, y: 0 },
});
});
it('the Raycast node casts from the graph, skips its owner and hands on what it met', () => {
const s = scene();
const hero = s.add({ x: 0, y: 0 }, { width: 20, height: 20 });
s.add({ x: 0, y: 150 }, { width: 200, height: 20 }); // top face at 140
const behavior = makeBehavior(s, 'Eyes');
place(s, behavior.id, { x: 0, y: 0 }, hero.id);
const edit = graphEditor(s, behavior);
const update = edit.addNode('OnUpdate');
const ray = edit.addNode('Raycast', { fromX: 0, fromY: 0, dirX: 0, dirY: 1, length: 500 });
const logHit = edit.addNode('Log');
const logDistance = edit.addNode('Log');
edit.wire([
[update, 'exec', ray, 'exec'],
[ray, 'exec', logHit, 'exec'],
[ray, 'hit', logHit, 'message'],
[logHit, 'exec', logDistance, 'exec'],
[ray, 'distance', logDistance, 'message'],
]);
const r = run(s, physics);
r.frame(1 / 60);
// It starts inside its own hero, which it would not meet anyway; the floor is 140 down.
expect(r.world.log).toEqual(['true', '140']);
expect(r.world.rays).toEqual([{ from: { x: 0, y: 0 }, to: { x: 0, y: 140 }, hit: true, time: 1 / 60 }]);
});
});
describe('the rays a run remembers for drawing (#153)', () => {
it('keeps those of the last moment only, and a ray that met nothing ends at its length', () => {
const s = scene();
const r = run(s, false);
r.world.noteRay({ x: 0, y: 0 }, { x: 10, y: 0 }, false);
r.frame(RAY_SHOWN / 2);
r.world.noteRay({ x: 0, y: 0 }, { x: 20, y: 0 }, true);
r.frame(RAY_SHOWN);
r.world.noteRay({ x: 0, y: 0 }, { x: 30, y: 0 }, false);
expect(r.world.rays.map((ray) => ray.to.x)).toEqual([20, 30]);
});
});