@flighthq/physics3d 0.5.1-next.650.5d3df0b → 0.5.1-next.658.9cb44d7

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/README.md CHANGED
@@ -13,5 +13,5 @@ Import the supported application-facing API from `@flighthq/physics3d`. The `@fl
13
13
  This package is part of the locked-version Flight SDK graph. Applications may instead install and import `@flighthq/sdk` when package-level tree shaking is sufficient.
14
14
 
15
15
  - [Flight project](https://github.com/flighthq/flight)
16
- - [Source for @flighthq/physics3d@0.5.1-next.650.5d3df0b](https://github.com/flighthq/flight/tree/5d3df0b3bd7071e51898ec6ca5f733b81cb94a54/packages/physics3d)
17
- - [License](https://github.com/flighthq/flight/blob/5d3df0b3bd7071e51898ec6ca5f733b81cb94a54/LICENSE.md)
16
+ - [Source for @flighthq/physics3d@0.5.1-next.658.9cb44d7](https://github.com/flighthq/flight/tree/9cb44d76b981adad2503d5e62207be99adb35c55/packages/physics3d)
17
+ - [License](https://github.com/flighthq/flight/blob/9cb44d76b981adad2503d5e62207be99adb35c55/LICENSE.md)
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@flighthq/physics3d",
3
- "version": "0.5.1-next.650.5d3df0b",
3
+ "version": "0.5.1-next.658.9cb44d7",
4
4
  "author": "Joshua Granick and other contributors",
5
5
  "license": "MIT",
6
6
  "repository": {
@@ -38,12 +38,12 @@
38
38
  "clean:dist": "tsx ../../scripts/clean-package-dist.ts"
39
39
  },
40
40
  "dependencies": {
41
- "@flighthq/collision": "0.5.1-next.650.5d3df0b",
42
- "@flighthq/log": "0.5.1-next.650.5d3df0b",
43
- "@flighthq/math": "0.5.1-next.650.5d3df0b",
44
- "@flighthq/node": "0.5.1-next.650.5d3df0b",
45
- "@flighthq/spatial": "0.5.1-next.650.5d3df0b",
46
- "@flighthq/types": "0.5.1-next.650.5d3df0b"
41
+ "@flighthq/collision": "0.5.1-next.658.9cb44d7",
42
+ "@flighthq/log": "0.5.1-next.658.9cb44d7",
43
+ "@flighthq/math": "0.5.1-next.658.9cb44d7",
44
+ "@flighthq/node": "0.5.1-next.658.9cb44d7",
45
+ "@flighthq/spatial": "0.5.1-next.658.9cb44d7",
46
+ "@flighthq/types": "0.5.1-next.658.9cb44d7"
47
47
  },
48
48
  "devDependencies": {
49
49
  "@flighthq/geometry": "*",
@@ -1,4 +1,8 @@
1
- import { registerBuiltInCollisionSupports3D } from '@flighthq/collision/contract';
1
+ import {
2
+ clearCollisionPairTests3D,
3
+ clearCollisionSupports3D,
4
+ registerBuiltInCollisionSupports3D,
5
+ } from '@flighthq/collision/contract';
2
6
  import { describe, expect, it } from 'vitest';
3
7
 
4
8
  import { explainPhysics3DCollision } from './explainPhysics3DCollision';
@@ -10,11 +14,14 @@ import {
10
14
  createRigidBody3D,
11
15
  } from './world';
12
16
 
13
- // This file asserts the state of the collision support registry BEFORE anything registers, which is the
14
- // exact state a caller who forgot to register is in — and the state that presents as bodies falling
15
- // through floors with no error anywhere. That claim only holds in a process nobody else has touched, so
16
- // the file runs isolated; see `scripts/registryIsolatedTests.ts`. The registering tests come last on
17
- // purpose: registration is process-global and cannot be undone.
17
+ beforeEach(() => {
18
+ clearCollisionSupports3D();
19
+ clearCollisionPairTests3D();
20
+ });
21
+
22
+ afterEach(() => {
23
+ registerBuiltInCollisionSupports3D();
24
+ });
18
25
 
19
26
  function addSphereBody(world: ReturnType<typeof createPhysics3DWorld>, radius = 1): void {
20
27
  const body = createRigidBody3D('dynamic');
@@ -52,8 +59,6 @@ describe('explainPhysics3DCollision', () => {
52
59
  });
53
60
 
54
61
  it('reads the WORLD kind, which is what the narrow phase is actually handed', () => {
55
- // An `aabb` local shape carries a `box` world shape, so a world of aabb colliders needs the BOX
56
- // support registered. Asking about the local kind would report a world ready that is not.
57
62
  const world = createPhysics3DWorld();
58
63
  const body = createRigidBody3D('dynamic');
59
64
  addPhysics3DBody(world, body);