Test Havok physics system (gravity, rigid bodies, static vs dynamic) against the physics example using the iwsdk CLI.
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npx tessl skill review --optimize ./.claude/skills/test-physics/SKILL.mdRun 5 test suites covering gravity, static body verification, PhysicsBody state, system/component registration, and stability.
All tool calls go through npx iwsdk from the example workspace. The helper below keeps the existing MCP-style tool names, but it resolves them through iwsdk mcp inspect and then executes the matching CLI command directly.
Configuration:
SHORTHAND: Throughout this document, MCPCALL means this shell function:
MCPCALL() {
local tool=""
local args=""
local timeout=""
while [ "$#" -gt 0 ]; do
case "$1" in
--tool) tool="$2"; shift 2 ;;
--args) args="$2"; shift 2 ;;
--timeout) timeout="$2"; shift 2 ;;
*) echo "Unknown argument: $1" >&2; return 1 ;;
esac
done
node --input-type=module - "$tool" "${args:-}" "${timeout:-}" <<'EOF'
import { spawnSync } from 'node:child_process';
const [toolName, rawArgs, timeout] = process.argv.slice(2);
const inspect = spawnSync('npx', ['iwsdk', 'mcp', 'inspect'], {
cwd: process.cwd(),
encoding: 'utf8',
});
if (inspect.status !== 0) {
if (inspect.stderr) process.stderr.write(inspect.stderr);
process.exit(inspect.status ?? 1);
}
const parsed = JSON.parse(inspect.stdout);
const tool = parsed.data.tools.find((entry) => entry.mcpName === toolName);
if (!tool) {
console.error(`Unknown tool: ${toolName}`);
process.exit(1);
}
const cliArgs = ['iwsdk', ...tool.cliPath.split(' ')];
if (rawArgs) cliArgs.push('--input-json', rawArgs);
if (timeout) cliArgs.push('--timeout', timeout);
const result = spawnSync('npx', cliArgs, {
cwd: process.cwd(),
encoding: 'utf8',
});
if (result.stdout) process.stdout.write(result.stdout);
if (result.stderr) process.stderr.write(result.stderr);
process.exit(result.status ?? 1);
EOF
}Tool calling pattern: Every tool call is a Bash command using the MCPCALL shorthand:
MCPCALL --tool <TOOL_NAME> --args '<JSON_ARGS>' 2>/dev/null<TOOL_NAME> uses MCP-style names (e.g. browser_reload_page, xr_accept_session). The shell helper resolves them to direct CLI commands.<JSON_ARGS> is a JSON object string. Omit --args if no arguments needed.--timeout 20000 for operations that may take longer (reload, accept_session, screenshot).npx iwsdk can resolve the nearest IWSDK app root.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 MCPCALL commands together.
IMPORTANT: When the instructions say "wait N seconds", use sleep N as a separate Bash command.
cd /Users/felixz/Projects/immersive-web-sdk/examples/physics && npm run fresh:installWait for this to complete before proceeding.
Start the dev server as a background task using the Bash tool's run_in_background: true parameter:
cd /Users/felixz/Projects/immersive-web-sdk/examples/physics && npm run devIMPORTANT: 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 dev status from the example directory until state.running becomes true. You do not need to extract or manage the port yourself; all subsequent MCPCALL commands resolve the active runtime through the CLI.
If the server fails to start within 60 seconds, report FAIL for all suites and skip to Step 5.
MCPCALL --tool ecs_list_systems 2>/dev/nullThis must return JSON with a list of systems. If it fails:
Run these commands in order:
MCPCALL --tool browser_reload_page --timeout 20000 2>/dev/null
Then: sleep 3
MCPCALL --tool xr_accept_session --timeout 20000 2>/dev/null
Then: sleep 2
MCPCALL --tool browser_get_console_logs --args '{"count":20,"level":["error","warn"]}' 2>/dev/null
Assert: No error-level logs.
Find all physics bodies:
MCPCALL --tool ecs_find_entities --args '{"withComponents":["PhysicsBody"]}' 2>/dev/nullAssert: At least 1 entity.
For each entity found, query to identify dynamic vs static:
MCPCALL --tool ecs_query_entity --args '{"entityIndex":<N>,"components":["PhysicsBody"]}' 2>/dev/nullCheck state field: "DYNAMIC" or "STATIC".
Save the dynamic entity as <sphere> and any static entity as <floor>.
Verify PhysicsSystem:
MCPCALL --tool ecs_list_systems 2>/dev/nullAssert: PhysicsSystem at priority -2, physicsEntities count >= 1.
Test 1.1: Verify Dynamic Entity Exists
MCPCALL --tool ecs_query_entity --args '{"entityIndex":<sphere>,"components":["PhysicsBody","Transform"]}' 2>/dev/nullAssert:
state: "DYNAMIC"_engineBody: > 0 (Havok body created)gravityFactor: 1Note: By the time you query, the sphere may have already fallen and come to rest.
Test 1.2: Deterministic Gravity Test
Reset the sphere position, then use pause/step to observe fall:
MCPCALL --tool ecs_pause 2>/dev/nullMCPCALL --tool ecs_set_component --args '{"entityIndex":<sphere>,"componentId":"Transform","field":"position","value":"[0, 3, -1.5]"}' 2>/dev/nullMCPCALL --tool ecs_snapshot --args '{"label":"before-fall"}' 2>/dev/nullMCPCALL --tool ecs_step --args '{"count":50}' 2>/dev/nullMCPCALL --tool ecs_snapshot --args '{"label":"after-fall"}' 2>/dev/nullMCPCALL --tool ecs_diff --args '{"from":"before-fall","to":"after-fall"}' 2>/dev/nullAssert:
Transform.position[1] (Y) decreased from 3.0MCPCALL --tool ecs_resume 2>/dev/nullTest 2.1: Static Floor Stays Put
If a static entity was found during setup:
MCPCALL --tool ecs_query_entity --args '{"entityIndex":<floor>,"components":["PhysicsBody","Transform"]}' 2>/dev/nullAssert:
state: "STATIC"_linearVelocity: [0, 0, 0]_angularVelocity: [0, 0, 0]Note: If no separate static PhysicsBody entity exists (environment geometry may not use PhysicsBody), skip this suite and report SKIP.
Test 3.1: Inspect Dynamic Body Fields
MCPCALL --tool ecs_query_entity --args '{"entityIndex":<sphere>,"components":["PhysicsBody"]}' 2>/dev/nullAssert:
state: "DYNAMIC"linearDamping: 0angularDamping: 0gravityFactor: 1_engineBody: > 0 (non-zero Havok handle)Test 4.1: PhysicsSystem at Correct Priority
MCPCALL --tool ecs_list_systems 2>/dev/nullAssert:
gravityTest 4.2: Physics Components Registered
MCPCALL --tool ecs_list_components 2>/dev/nullAssert:
PhysicsBody: state (Enum), linearDamping (Float32), angularDamping (Float32), gravityFactor (Float32), _linearVelocity (Vec3), _angularVelocity (Vec3), _engineBody (Float64)PhysicsShape: shape (Enum), dimensions (Vec3), density (Float32), restitution (Float32), friction (Float32), _engineShape (Float64)PhysicsManipulation: force (Vec3), linearVelocity (Vec3), angularVelocity (Vec3)MCPCALL --tool browser_get_console_logs --args '{"count":30,"level":["error","warn"]}' 2>/dev/nullAssert: No application-level errors or warnings. Pre-existing 404 resource errors from page load are acceptable.
Kill the dev server:
cd /Users/felixz/Projects/immersive-web-sdk/examples/physics && npx iwsdk dev downOutput a summary table:
| Suite | Result |
|---------------------------|----------------|
| 1. Gravity | PASS/FAIL |
| 2. Static Body | PASS/FAIL/SKIP |
| 3. PhysicsBody State | 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.
If at any point a transient error occurs (server crash, WebSocket timeout, connection refused, etc.) that is NOT caused by a source code bug:
cd /Users/felixz/Projects/immersive-web-sdk/examples/physics && npx iwsdk dev downOnly give up after one retry attempt per suite. If the same suite fails twice, mark it FAIL and continue to the next suite.
The dynamic sphere starts falling as soon as the Havok body is created. Use ecs_pause immediately after reload to catch it, or use the deterministic reset approach.
PhysicsManipulation is automatically removed after forces are applied in a single frame. You cannot query it after processing.
While PhysicsSystem is running, it may overwrite your position on the next frame. Use ecs_pause before modifying positions.
Bodies may not be created on the first frame. The _engineBody field transitions from 0 to non-zero once Havok processes the entity.
Never cache entity indices across page reloads. Always re-discover via ecs_find_entities.
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