test-grab
iwsdk CLIを使用して、グラブ例に対するテストグラブシステム(遠距離グラブ、片手グラブ、両手グラブ)を実行します。
npx skills add https://github.com/facebook/immersive-web-sdk --skill test-grabGrab System Test
Run 5 test suites covering distance grab, one-hand grab, two-hand grab, system/component registration, and stability.
Configuration:
- EXAMPLE_DIR:
$IWSDK_REPO_ROOT/examples/grab
Tool calls: every tool call is npx @iwsdk/cli <subcommand> [--input-json '<JSON>'] [--timeout <ms>], run from inside the example workspace (cwd $EXAMPLE_DIR). The CLI auto-discovers the IWSDK app root from cwd, so no path tricks are required. Run npx @iwsdk/cli mcp inspect from the example to discover available tools and their CLI subcommands.
<JSON>is a JSON object string. Omit--input-jsonif no arguments are needed.- Output is JSON on stdout:
{ok, workspaceRoot, operation, result}. Parse it to check assertions. - Use
--timeout 20000for operations that may take longer (reload, xr enter, xr animate-to, screenshot).
IMPORTANT: Run each Bash command one at a time. Parse the JSON output and verify assertions before moving to the next command. Do NOT chain multiple CLI commands together.
IMPORTANT: When the instructions say "wait N seconds", use sleep N as a separate Bash command.
Step 1: Install Dependencies
cd $IWSDK_REPO_ROOT/examples/grab && npm run fresh:install
Wait for this to complete before proceeding.
Step 2: Start Dev Server
Start the dev server as a background task using the Bash tool's run_in_background: true parameter:
cd $IWSDK_REPO_ROOT/examples/grab && npm run dev
IMPORTANT: This command MUST be run with run_in_background: true on the Bash tool — do NOT append & to the command itself.
Once the background task is launched, poll the output for Vite's ready message (up to 60s). You can also run npx @iwsdk/cli dev status from the example directory until state.running becomes true. You do not need to extract or manage the port yourself; subsequent commands resolve the active runtime through the CLI automatically.
If the server fails to start within 60 seconds, report FAIL for all suites and skip to Step 5.
Step 3: Verify Connectivity
npx @iwsdk/cli ecs systems 2>/dev/null
This must return JSON with a list of systems. If it fails:
- Check the dev server output for errors
- Try killing and restarting the server (Step 2)
- If it still fails, report FAIL for all suites and skip to Step 5
Step 4: Run Test Suites
Pre-test Setup
Run these commands in order:
-
npx @iwsdk/cli browser reload --timeout 20000 2>/dev/nullThen:sleep 3 -
npx @iwsdk/cli xr enter --timeout 20000 2>/dev/nullThen:sleep 2 -
npx @iwsdk/cli browser logs --input-json '{"count":20,"level":["error","warn"]}' 2>/dev/nullAssert: No error-level logs.
Entity Discovery
Discover all grab entities dynamically:
npx @iwsdk/cli ecs find --input-json '{"withComponents":["DistanceGrabbable"]}' 2>/dev/null
Assert: At least 1 entity. In the runtime hierarchy below, select the entity
whose sceneNodeId is pyramid-distance-grab (the
Distance Grabbable Pyramid) and save its entity index as <distance>. This
example's Earth is also distance-grabbable, but it uses RotateAtSource and
therefore is not valid for the positional MoveTowardsTarget assertion in
Test 1.3.
npx @iwsdk/cli ecs find --input-json '{"withComponents":["OneHandGrabbable"]}' 2>/dev/null
Assert: At least 1 entity. Save first as <onehand>.
npx @iwsdk/cli ecs find --input-json '{"withComponents":["TwoHandsGrabbable"]}' 2>/dev/null
Assert: At least 1 entity. Save first as <twohand>.
Get entity positions via scene hierarchy:
npx @iwsdk/cli scene runtime-hierarchy --input-json '{"maxDepth":3}' 2>/dev/null
Find Object3D UUIDs for each grab entity, then query their transforms:
npx @iwsdk/cli scene transform --input-json '{"uuid":"<entity-uuid>"}' 2>/dev/null
Save positionRelativeToXROrigin as <distance-pos>, <onehand-pos>, <twohand-pos>.
Verify GrabSystem is active:
npx @iwsdk/cli ecs systems 2>/dev/null
Assert: GrabSystem at priority -3.
Component Reference
| Component | Pointer Type | Activation |
|---|---|---|
DistanceGrabbable | Ray (trigger) | npx @iwsdk/cli xr set-select-value |
OneHandGrabbable | Grip sphere (squeeze) | npx @iwsdk/cli xr set-gamepad-state button 1 |
TwoHandsGrabbable | Grip sphere (squeeze) | npx @iwsdk/cli xr set-gamepad-state button 1, both hands |
Critical Distinction: Distance grab uses trigger (npx @iwsdk/cli xr set-select-value). One-hand and two-hand grab use squeeze (npx @iwsdk/cli xr set-gamepad-state button index 1). Wrong button silently fails.
Suite 1: Distance Grab (Ray + Trigger)
Test 1.1: Ray Hover
npx @iwsdk/cli xr look-at --input-json '{"device":"controller-right","target":{"x":<distance-pos.x>,"y":<distance-pos.y>,"z":<distance-pos.z>},"moveToDistance":0.8}' 2>/dev/null
Then: sleep 1
npx @iwsdk/cli ecs query --input-json '{"entityIndex":<distance>,"components":["Hovered"]}' 2>/dev/null
Assert: Hovered present.
Test 1.2: Trigger to Grab
npx @iwsdk/cli ecs snapshot --input-json '{"label":"before-grab"}' 2>/dev/null
npx @iwsdk/cli xr set-select-value --input-json '{"device":"controller-right","value":1}' 2>/dev/null
Then: sleep 0.5
npx @iwsdk/cli ecs query --input-json '{"entityIndex":<distance>,"components":["Hovered","Pressed"]}' 2>/dev/null
Assert: Both Hovered and Pressed present.
Test 1.3: Move While Grabbed
npx @iwsdk/cli xr animate-to --input-json '{"device":"controller-right","position":{"x":0.5,"y":1.5,"z":-1.0},"duration":1.0}' --timeout 20000 2>/dev/null
Then: sleep 1.5
npx @iwsdk/cli ecs snapshot --input-json '{"label":"after-move"}' 2>/dev/null
npx @iwsdk/cli ecs diff --input-json '{"from":"before-grab","to":"after-move"}' 2>/dev/null
Assert: Entity's Transform.position must differ from initial.
Test 1.4: Release Trigger
npx @iwsdk/cli xr set-select-value --input-json '{"device":"controller-right","value":0}' 2>/dev/null
Then: sleep 0.5
npx @iwsdk/cli ecs query --input-json '{"entityIndex":<distance>,"components":["Hovered","Pressed"]}' 2>/dev/null
Assert: Pressed removed. Handle persists (it's permanent).
Test 1.5: Point Away — Clean State
npx @iwsdk/cli xr look-at --input-json '{"device":"controller-right","target":{"x":0,"y":1.6,"z":-5}}' 2>/dev/null
Then: sleep 1
npx @iwsdk/cli ecs query --input-json '{"entityIndex":<distance>,"components":["Hovered"]}' 2>/dev/null
Assert: Hovered removed.
Suite 2: One-Hand Grab (Squeeze)
Test 2.1: Ray Isolation — Ray Cannot Interact
npx @iwsdk/cli xr look-at --input-json '{"device":"controller-right","target":{"x":<onehand-pos.x>,"y":<onehand-pos.y>,"z":<onehand-pos.z>},"moveToDistance":0.5}' 2>/dev/null
Then: sleep 1
npx @iwsdk/cli ecs query --input-json '{"entityIndex":<onehand>,"components":["Hovered","Pressed"]}' 2>/dev/null
Assert: No Hovered or Pressed on entity (ray is denied by pointerEventsType).
Test 2.2: Position Controller at Object + Squeeze
npx @iwsdk/cli xr set-transform --input-json '{"device":"controller-right","position":{"x":<onehand-pos.x>,"y":<onehand-pos.y>,"z":<onehand-pos.z>},"orientation":{"pitch":0,"roll":0,"yaw":0}}' 2>/dev/null
npx @iwsdk/cli xr set-gamepad-state --input-json '{"device":"controller-right","buttons":[{"index":1,"value":1,"touched":true}]}' 2>/dev/null
Then: sleep 0.5
npx @iwsdk/cli ecs snapshot --input-json '{"label":"before-onehand"}' 2>/dev/null
Test 2.3: Move While Squeezing
npx @iwsdk/cli xr animate-to --input-json '{"device":"controller-right","position":{"x":<onehand-pos.x>,"y":<onehand-pos.y + 0.3>,"z":<onehand-pos.z + 0.3>},"duration":1.0}' --timeout 20000 2>/dev/null
Then: sleep 1.5
npx @iwsdk/cli ecs snapshot --input-json '{"label":"after-onehand-move"}' 2>/dev/null
npx @iwsdk/cli ecs diff --input-json '{"from":"before-onehand","to":"after-onehand-move"}' 2>/dev/null
Assert: Entity's Transform.position must have changed to follow the controller.
Test 2.4: Release Squeeze
npx @iwsdk/cli xr set-gamepad-state --input-json '{"device":"controller-right","buttons":[{"index":1,"value":0,"touched":false}]}' 2>/dev/null
Assert: Entity stops moving (Transform remains at released position).
Suite 3: Two-Hand Grab (Both Controllers Squeeze)
Test 3.1: Position Both Controllers Near Object
npx @iwsdk/cli xr set-transform --input-json '{"device":"controller-left","position":{"x":<twohand-pos.x - 0.15>,"y":<twohand-pos.y>,"z":<twohand-pos.z>},"orientation":{"pitch":0,"roll":0,"yaw":0}}' 2>/dev/null
npx @iwsdk/cli xr set-transform --input-json '{"device":"controller-right","position":{"x":<twohand-pos.x + 0.15>,"y":<twohand-pos.y>,"z":<twohand-pos.z>},"orientation":{"pitch":0,"roll":0,"yaw":0}}' 2>/dev/null
Test 3.2: Both Squeeze + Snapshot
npx @iwsdk/cli ecs snapshot --input-json '{"label":"before-twohand"}' 2>/dev/null
npx @iwsdk/cli xr set-gamepad-state --input-json '{"device":"controller-left","buttons":[{"index":1,"value":1,"touched":true}]}' 2>/dev/null
npx @iwsdk/cli xr set-gamepad-state --input-json '{"device":"controller-right","buttons":[{"index":1,"value":1,"touched":true}]}' 2>/dev/null
Then: sleep 0.5
Test 3.3: Spread Hands — Scale Up
npx @iwsdk/cli xr animate-to --input-json '{"device":"controller-left","position":{"x":<twohand-pos.x - 0.5>,"y":<twohand-pos.y>,"z":<twohand-pos.z>},"duration":1.0}' --timeout 20000 2>/dev/null
npx @iwsdk/cli xr animate-to --input-json '{"device":"controller-right","position":{"x":<twohand-pos.x + 0.5>,"y":<twohand-pos.y>,"z":<twohand-pos.z>},"duration":1.0}' --timeout 20000 2>/dev/null
Then: sleep 1.5
npx @iwsdk/cli ecs snapshot --input-json '{"label":"after-twohand-scale"}' 2>/dev/null
npx @iwsdk/cli ecs diff --input-json '{"from":"before-twohand","to":"after-twohand-scale"}' 2>/dev/null
Assert: Entity Transform.scale should be larger than initial.
Test 3.4: Release Both
npx @iwsdk/cli xr set-gamepad-state --input-json '{"device":"controller-left","buttons":[{"index":1,"value":0,"touched":false}]}' 2>/dev/null
npx @iwsdk/cli xr set-gamepad-state --input-json '{"device":"controller-right","buttons":[{"index":1,"value":0,"touched":false}]}' 2>/dev/null
Suite 4: System & Component Registration
Test 4.1: GrabSystem at Correct Priority
npx @iwsdk/cli ecs systems 2>/dev/null
Assert: GrabSystem present at priority -3.
Test 4.2: Components Registered
npx @iwsdk/cli ecs components 2>/dev/null
Assert: Must include: OneHandGrabbable, TwoHandsGrabbable, DistanceGrabbable, Handle.
Suite 5: Stability
npx @iwsdk/cli browser logs --input-json '{"count":30,"level":["error","warn"]}' 2>/dev/null
Assert: No application-level errors or warnings. Pre-existing 404 resource errors from page load are acceptable.
Step 5: Cleanup & Results
Kill the dev server:
cd $IWSDK_REPO_ROOT/examples/grab && npx @iwsdk/cli dev down
Output a summary table:
| Suite | Result |
|-------------------------------|-----------|
| 1. Distance Grab | PASS/FAIL |
| 2. One-Hand Grab | PASS/FAIL |
| 3. Two-Hand Grab | PASS/FAIL |
| 4. System/Component Reg. | PASS/FAIL |
| 5. Stability | PASS/FAIL |
If any suite fails, include which assertion failed and actual vs expected values.
Recovery
If at any point a transient error occurs (server crash, WebSocket timeout, connection refused, etc.) that is NOT caused by a source code bug:
- Stop the dev server:
cd $IWSDK_REPO_ROOT/examples/grab && npx @iwsdk/cli dev down - Restart: re-run Step 2 to start a fresh dev server
- Re-run the Pre-test Setup (reload, accept session)
- Retry the failed suite
Only give up after one retry attempt per suite. If the same suite fails twice, mark it FAIL and continue to the next suite.
Known Issues & Workarounds
No Hovered/Pressed for near-field grabs
OneHandGrabbable and TwoHandsGrabbable entities do NOT get Hovered or Pressed tags. Only distance grab (via ray) gets these tags. Use npx @iwsdk/cli ecs snapshot/npx @iwsdk/cli ecs diff to verify near-field grabs.
Handle component is permanent
Handle is added by GrabSystem at init time and never removed. Grab state is tracked inside Handle.instance.outputState.
Trigger vs Squeeze confusion
Distance grab uses trigger (set_select_value), not squeeze. One-hand and two-hand grab use squeeze (set_gamepad_state button index 1). Wrong button silently fails.
Grab sphere radius is 0.07m
The grab sphere intersector has a default radius of 7cm. Position the controller at the object's center for reliable detection.
Entity indices change on reload
Never cache entity indices across page reloads. Always re-discover via npx @iwsdk/cli ecs find.