box3d-rust 0.1.1

Pure Rust port of the Box3D 3D physics engine
Documentation
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//! Port of box3d-cpp-reference/test/test_mover.c.
//!
//! SPDX-FileCopyrightText: 2025 Erin Catto
//! SPDX-License-Identifier: MIT

use crate::geometry::{
    collide_mover_and_capsule, collide_mover_and_hull, collide_mover_and_sphere, Capsule,
    CollisionPlane, PlaneResult, Sphere,
};
use crate::hull::make_box_hull;
use crate::math_functions::{dot, is_normalized, Plane, Vec3, VEC3_ZERO};
use crate::mover::solve_planes;

fn ensure_small(value: f32, tolerance: f32) {
    assert!(
        !(value < -tolerance || tolerance < value),
        "|{value}| > tolerance {tolerance}"
    );
}

#[test]
fn parallel_planes() {
    let mut planes = [CollisionPlane::default(); 3];
    planes[0].plane = Plane {
        normal: Vec3 {
            x: 0.0,
            y: 0.0,
            z: 1.0,
        },
        offset: 0.5,
    };
    planes[0].push_limit = f32::MAX;
    planes[1].plane = Plane {
        normal: Vec3 {
            x: 0.0,
            y: 0.0,
            z: 1.0,
        },
        offset: 1.0,
    };
    planes[1].push_limit = f32::MAX;

    let target = VEC3_ZERO;
    let result = solve_planes(target, &mut planes[..2]);

    assert_eq!(result.iteration_count, 2);
    ensure_small(result.delta.z - 1.0, 0.0055);
}

#[test]
fn game_planes() {
    // This scenario takes many iterations because the target is deep into the plane.
    let mut planes = [CollisionPlane::default(); 3];
    planes[0].plane = Plane {
        normal: Vec3 {
            x: 0.0,
            y: -0.23941046,
            z: 0.970918416,
        },
        offset: 0.390724182,
    };
    planes[0].push_limit = f32::MAX;
    planes[1].plane = Plane {
        normal: Vec3 {
            x: 0.0,
            y: 0.0,
            z: 1.0,
        },
        offset: 1.49998093,
    };
    planes[1].push_limit = f32::MAX;

    let mut target = Vec3 {
        x: -2.5390625,
        y: 0.0,
        z: -73.6880798,
    };

    planes[0].plane.offset -= dot(planes[0].plane.normal, target);
    planes[1].plane.offset -= dot(planes[1].plane.normal, target);
    target = VEC3_ZERO;

    let result = solve_planes(target, &mut planes[..2]);

    assert_eq!(result.iteration_count, 20);
}

// ---------------------------------------------------------------------------
// Mover-collide overlap handling
//
// collide_mover_and_sphere / capsule / hull must never emit a plane with a
// degenerate (zero) normal, even when the mover deeply penetrates the shape.
// ---------------------------------------------------------------------------

#[test]
fn mover_sphere_separated() {
    let shape = Sphere {
        center: VEC3_ZERO,
        radius: 0.5,
    };
    let mover = Capsule {
        center1: Vec3 {
            x: 4.0,
            y: 3.0,
            z: 0.0,
        },
        center2: Vec3 {
            x: 6.0,
            y: 3.0,
            z: 0.0,
        },
        radius: 0.2,
    };

    let mut result = PlaneResult::default();
    let count = collide_mover_and_sphere(&mut result, &shape, &mover);
    assert_eq!(count, 0);
}

#[test]
fn mover_sphere_touching() {
    let shape = Sphere {
        center: VEC3_ZERO,
        radius: 0.5,
    };

    // Mover core segment runs along X at y = 0.6, leaving it 0.1 inside the
    // 0.7 combined radius.
    let mover = Capsule {
        center1: Vec3 {
            x: -1.0,
            y: 0.6,
            z: 0.0,
        },
        center2: Vec3 {
            x: 1.0,
            y: 0.6,
            z: 0.0,
        },
        radius: 0.2,
    };

    let mut result = PlaneResult::default();
    let count = collide_mover_and_sphere(&mut result, &shape, &mover);
    assert_eq!(count, 1);
    assert!(is_normalized(result.plane.normal));

    // Push-out points from the sphere straight up toward the mover.
    assert!(result.plane.normal.y > 0.99);
    ensure_small(result.plane.offset - 0.1, 1e-5);
}

#[test]
fn mover_sphere_deep_overlap() {
    let shape = Sphere {
        center: VEC3_ZERO,
        radius: 0.5,
    };

    // Mover axis runs straight through the sphere center: the bug case where
    // GJK reports a zero normal.
    let mover = Capsule {
        center1: Vec3 {
            x: -1.0,
            y: 0.0,
            z: 0.0,
        },
        center2: Vec3 {
            x: 1.0,
            y: 0.0,
            z: 0.0,
        },
        radius: 0.2,
    };

    let mut result = PlaneResult::default();
    let count = collide_mover_and_sphere(&mut result, &shape, &mover);
    assert_eq!(count, 1);

    // The normal must still be a valid unit vector.
    assert!(is_normalized(result.plane.normal));

    // The fallback axis is perpendicular to the mover axis (X).
    ensure_small(result.plane.normal.x, 1e-5);

    // Deepest possible penetration: the full combined radius.
    ensure_small(result.plane.offset - 0.7, 1e-5);
}

#[test]
fn mover_capsule_separated() {
    let shape = Capsule {
        center1: Vec3 {
            x: -1.0,
            y: 0.0,
            z: 0.0,
        },
        center2: Vec3 {
            x: 1.0,
            y: 0.0,
            z: 0.0,
        },
        radius: 0.3,
    };
    let mover = Capsule {
        center1: Vec3 {
            x: -1.0,
            y: 5.0,
            z: 0.0,
        },
        center2: Vec3 {
            x: 1.0,
            y: 5.0,
            z: 0.0,
        },
        radius: 0.2,
    };

    let mut result = PlaneResult::default();
    let count = collide_mover_and_capsule(&mut result, &shape, &mover);
    assert_eq!(count, 0);
}

#[test]
fn mover_capsule_touching() {
    let shape = Capsule {
        center1: Vec3 {
            x: -1.0,
            y: 0.0,
            z: 0.0,
        },
        center2: Vec3 {
            x: 1.0,
            y: 0.0,
            z: 0.0,
        },
        radius: 0.3,
    };

    // Parallel mover 0.4 above, leaving it 0.1 inside the 0.5 combined radius.
    let mover = Capsule {
        center1: Vec3 {
            x: -1.0,
            y: 0.4,
            z: 0.0,
        },
        center2: Vec3 {
            x: 1.0,
            y: 0.4,
            z: 0.0,
        },
        radius: 0.2,
    };

    let mut result = PlaneResult::default();
    let count = collide_mover_and_capsule(&mut result, &shape, &mover);
    assert_eq!(count, 1);
    assert!(is_normalized(result.plane.normal));
    assert!(result.plane.normal.y > 0.99);
    ensure_small(result.plane.offset - 0.1, 1e-5);
}

#[test]
fn mover_capsule_deep_overlap() {
    // Shape capsule along X, mover capsule along Z; their core segments cross
    // exactly at the origin, so GJK reports a zero normal.
    let shape = Capsule {
        center1: Vec3 {
            x: -1.0,
            y: 0.0,
            z: 0.0,
        },
        center2: Vec3 {
            x: 1.0,
            y: 0.0,
            z: 0.0,
        },
        radius: 0.3,
    };
    let mover = Capsule {
        center1: Vec3 {
            x: 0.0,
            y: 0.0,
            z: -1.0,
        },
        center2: Vec3 {
            x: 0.0,
            y: 0.0,
            z: 1.0,
        },
        radius: 0.2,
    };

    let mut result = PlaneResult::default();
    let count = collide_mover_and_capsule(&mut result, &shape, &mover);
    assert_eq!(count, 1);
    assert!(is_normalized(result.plane.normal));

    // The separating axis of two crossing segments is perpendicular to both.
    ensure_small(result.plane.normal.x, 1e-5);
    ensure_small(result.plane.normal.z, 1e-5);
    ensure_small(result.plane.offset - 0.5, 1e-5);
}

#[test]
fn mover_capsule_parallel_overlap() {
    // Mover core segment coincides with the shape core segment: the cross-product
    // axis degenerates, so a perpendicular of the mover axis is used instead.
    let shape = Capsule {
        center1: Vec3 {
            x: -1.0,
            y: 0.0,
            z: 0.0,
        },
        center2: Vec3 {
            x: 1.0,
            y: 0.0,
            z: 0.0,
        },
        radius: 0.3,
    };
    let mover = Capsule {
        center1: Vec3 {
            x: -1.0,
            y: 0.0,
            z: 0.0,
        },
        center2: Vec3 {
            x: 1.0,
            y: 0.0,
            z: 0.0,
        },
        radius: 0.2,
    };

    let mut result = PlaneResult::default();
    let count = collide_mover_and_capsule(&mut result, &shape, &mover);
    assert_eq!(count, 1);
    assert!(is_normalized(result.plane.normal));

    // The fallback axis is perpendicular to the mover axis (X).
    ensure_small(result.plane.normal.x, 1e-5);
    ensure_small(result.plane.offset - 0.5, 1e-5);
}

#[test]
fn mover_hull_separated() {
    let box_hull = make_box_hull(0.5, 0.5, 0.5);
    let mover = Capsule {
        center1: Vec3 {
            x: -0.3,
            y: 5.0,
            z: 0.0,
        },
        center2: Vec3 {
            x: 0.3,
            y: 5.0,
            z: 0.0,
        },
        radius: 0.2,
    };

    let mut result = PlaneResult::default();
    let count = collide_mover_and_hull(&mut result, &box_hull.base, &mover);
    assert_eq!(count, 0);
}

#[test]
fn mover_hull_touching() {
    let box_hull = make_box_hull(0.5, 0.5, 0.5);

    // Mover core segment above the +Y face; the 0.2 radius reaches 0.1 into it.
    let mover = Capsule {
        center1: Vec3 {
            x: -0.3,
            y: 0.6,
            z: 0.0,
        },
        center2: Vec3 {
            x: 0.3,
            y: 0.6,
            z: 0.0,
        },
        radius: 0.2,
    };

    let mut result = PlaneResult::default();
    let count = collide_mover_and_hull(&mut result, &box_hull.base, &mover);
    assert_eq!(count, 1);
    assert!(is_normalized(result.plane.normal));
    assert!(result.plane.normal.y > 0.99);
    ensure_small(result.plane.offset - 0.1, 1e-4);
}

#[test]
fn mover_hull_deep_overlap() {
    let box_hull = make_box_hull(0.5, 0.5, 0.5);

    // Mover core segment lies entirely inside the box, so GJK reports overlap.
    let mover = Capsule {
        center1: Vec3 {
            x: -0.2,
            y: 0.0,
            z: 0.0,
        },
        center2: Vec3 {
            x: 0.2,
            y: 0.0,
            z: 0.0,
        },
        radius: 0.1,
    };

    let mut result = PlaneResult::default();
    let count = collide_mover_and_hull(&mut result, &box_hull.base, &mover);

    // The overlap guard drops the plane rather than emit a zero normal.
    // todo replace with SAT once collide_mover_and_hull resolves overlaps.
    assert_eq!(count, 0);
}