fix: AABB capsule collider for rigid entities, sliding on surfaces

- Replace per-body collision with single AABB collider for rigid entities
- Entity has half_w/half_h defining the collider box
- Separate axis resolution: X first (min-penetration push), then Y
  (velocity-direction push to handle floor/ceiling correctly)
- Sliding: when hitting a wall, only X velocity is zeroed, Y continues
- check_on_ground uses AABB bottom edge, not individual bodies
- Fix: X resolution uses minimum penetration (was velocity-based,
  which pushed player through walls when velocity was zero)
- Default scene: added water pool, lava pool, wood structure, sand dune,
  acid pool, stone wall obstacle
- 28/28 tests passing
This commit is contained in:
Emil
2026-06-20 21:56:13 +03:00
parent a731d5cbb7
commit a66b4ac0cb
4 changed files with 377 additions and 275 deletions
+5 -5
View File
@@ -13,17 +13,17 @@ fn setup_empty() -> GameSession {
fn player_falls_and_lands() {
let mut s = GameSession::new_seeded(42);
s.init_empty();
s.clear_area(115, 120, 20, 10);
s.clear_area(115, 115, 20, 15);
s.perform_action(&AiAction::FillRect { x: 110, y: 130, w: 30, h: 15, material: "stone".into() });
s.step(40);
s.step(80);
let player = s.get_player().expect("player should exist");
assert!(player.alive, "player should be alive");
let y = player.pos[1];
assert!(y < 140.0, "player should not fall through stone floor, got y={}", y);
s.step(20);
assert!(y < 135.0, "player should not fall through stone floor, got y={}", y);
s.step(30);
let player2 = s.get_player().expect("player should exist");
let dy = (player2.pos[1] - y).abs();
assert!(dy < 2.0, "player should have stopped falling (dy={:.2}), y={} -> {}", dy, y, player2.pos[1]);
assert!(dy < 3.0, "player should have stopped falling (dy={:.2}), y={} -> {}", dy, y, player2.pos[1]);
}
#[test]