add more tests for collider offset and scale manipulators with non-uniform scale
Signed-off-by: greerdv <greerdv@amazon.com>
This commit is contained in:
@@ -17,7 +17,9 @@
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#include <AzToolsFramework/ViewportSelection/EditorSelectionUtil.h>
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#include <AzToolsFramework/Entity/EditorEntityHelpers.h>
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#include <AzToolsFramework/ViewportUi/ViewportUiManager.h>
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#include <AzToolsFramework/ToolsComponents/EditorNonUniformScaleComponent.h>
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#include <Tests/Viewport/ViewportUiManagerTests.cpp>
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#include <EditorColliderComponent.h>
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namespace UnitTest
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{
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@@ -437,4 +439,277 @@ namespace UnitTest
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EXPECT_NEAR(assetScale.GetY(), 1.0f, tolerance);
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EXPECT_NEAR(assetScale.GetZ(), 1.0f, tolerance);
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}
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class PhysXEditorColliderComponentFixture : public UnitTest::ToolsApplicationFixture
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{
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public:
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void SetUpEditorFixtureImpl() override;
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void TearDownEditorFixtureImpl() override;
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void SetupTransform(const AZ::Quaternion& rotation, const AZ::Vector3& translation, float uniformScale);
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void SetupCollider(
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const Physics::ShapeConfiguration& shapeConfiguration,
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const AZ::Quaternion& colliderRotation,
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const AZ::Vector3& colliderOffset);
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void SetupNonUniformScale(const AZ::Vector3& nonUniformScale);
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void EnterColliderSubMode(PhysX::ColliderComponentModeRequests::SubMode subMode);
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AZ::Entity* m_entity = nullptr;
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AZ::EntityComponentIdPair m_idPair;
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};
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void PhysXEditorColliderComponentFixture::SetUpEditorFixtureImpl()
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{
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AZ::SerializeContext* serializeContext = nullptr;
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AZ::ComponentApplicationBus::BroadcastResult(serializeContext, &AZ::ComponentApplicationBus::Events::GetSerializeContext);
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UnitTest::CreateDefaultEditorEntity("EditorColliderComponentEntity", &m_entity);
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}
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void PhysXEditorColliderComponentFixture::TearDownEditorFixtureImpl()
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{
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AzToolsFramework::EditorEntityContextRequestBus::Broadcast(
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&AzToolsFramework::EditorEntityContextRequestBus::Events::DestroyEditorEntity, m_entity->GetId());
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m_entity = nullptr;
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}
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void PhysXEditorColliderComponentFixture::SetupTransform(
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const AZ::Quaternion& rotation, const AZ::Vector3& translation, float uniformScale)
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{
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const AZ::Transform transform = AZ::Transform::CreateFromQuaternionAndTranslation(rotation, translation);
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AZ::TransformBus::Event(m_entity->GetId(), &AZ::TransformBus::Events::SetWorldTM, transform);
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AZ::TransformBus::Event(m_entity->GetId(), &AZ::TransformBus::Events::SetLocalUniformScale, uniformScale);
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}
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void PhysXEditorColliderComponentFixture::SetupCollider(
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const Physics::ShapeConfiguration& shapeConfiguration, const AZ::Quaternion& colliderRotation, const AZ::Vector3& colliderOffset)
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{
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m_entity->Deactivate();
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auto* colliderComponent =
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m_entity->CreateComponent<PhysX::EditorColliderComponent>(Physics::ColliderConfiguration(), shapeConfiguration);
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m_entity->Activate();
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m_idPair = AZ::EntityComponentIdPair(m_entity->GetId(), colliderComponent->GetId());
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PhysX::EditorColliderComponentRequestBus::Event(
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m_idPair, &PhysX::EditorColliderComponentRequests::SetColliderOffset, colliderOffset);
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PhysX::EditorColliderComponentRequestBus::Event(
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m_idPair, &PhysX::EditorColliderComponentRequests::SetColliderRotation, colliderRotation);
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}
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void PhysXEditorColliderComponentFixture::SetupNonUniformScale(const AZ::Vector3& nonUniformScale)
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{
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m_entity->Deactivate();
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m_entity->CreateComponent(AzToolsFramework::Components::EditorNonUniformScaleComponent::RTTI_Type());
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m_entity->Activate();
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AZ::NonUniformScaleRequestBus::Event(m_entity->GetId(), &AZ::NonUniformScaleRequests::SetScale, nonUniformScale);
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}
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void PhysXEditorColliderComponentFixture::EnterColliderSubMode(PhysX::ColliderComponentModeRequests::SubMode subMode)
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{
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AzToolsFramework::SelectEntity(m_entity->GetId());
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EnterComponentMode<PhysX::EditorColliderComponent>();
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PhysX::ColliderComponentModeRequestBus::Broadcast(&PhysX::ColliderComponentModeRequests::SetCurrentMode, subMode);
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}
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using PhysXEditorColliderComponentManipulatorFixture =
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UnitTest::IndirectCallManipulatorViewportInteractionFixtureMixin<PhysXEditorColliderComponentFixture>;
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// use a reasonably large tolerance because manipulator precision is limited by viewport resolution
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static const float ManipulatorTolerance = 0.01f;
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TEST_F(PhysXEditorColliderComponentManipulatorFixture, OffsetManipulatorsCorrectlyLocatedRelativeToCollider)
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{
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const AZ::Vector3 boxDimensions(2.0f, 3.0f, 1.5f);
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const AZ::Quaternion boxRotation(0.1f, 0.1f, 0.7f, 0.7f);
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const AZ::Vector3 boxOffset(3.0f, 1.0f, 2.0f);
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SetupCollider(Physics::BoxShapeConfiguration(boxDimensions), boxRotation, boxOffset);
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const AZ::Quaternion entityRotation(0.8f, 0.2f, 0.4f, 0.4f);
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const AZ::Vector3 entityTranslation(2.0f, -3.0f, 0.5f);
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const float uniformScale = 2.0f;
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SetupTransform(entityRotation, entityTranslation, uniformScale);
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EnterColliderSubMode(PhysX::ColliderComponentModeRequests::SubMode::Offset);
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// the expected position of the collider centre based on the combination of entity transform and collider offset
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const AZ::Vector3 expectedColliderPosition(8.8f, -2.28f, 3.54f);
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// the expected world space direction of the collider offset x-axis based on the entity transform
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const AZ::Vector3 expectedXAxis(0.6f, 0.64f, 0.48f);
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// position the camera to look down at the collider from above
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AzFramework::SetCameraTransform(
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m_cameraState,
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AZ::Transform::CreateFromQuaternionAndTranslation(
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AZ::Quaternion::CreateRotationX(-AZ::Constants::HalfPi), expectedColliderPosition + AZ::Vector3::CreateAxisZ(10.0f)));
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// position in world space, slightly moved along the x-axis in order to grab the x translation manipulator
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const AZ::Vector3 worldStart = expectedColliderPosition + 0.5f * expectedXAxis;
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// position in world space to move to
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const AZ::Vector3 worldEnd = worldStart + 2.0f * expectedXAxis;
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const auto screenStart = AzFramework::WorldToScreen(worldStart, m_cameraState);
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const auto screenEnd = AzFramework::WorldToScreen(worldEnd, m_cameraState);
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m_actionDispatcher
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->CameraState(m_cameraState)
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// move the mouse to the position of the x offset manipulator
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->MousePosition(screenStart)
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// drag to move the manipulator
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->MouseLButtonDown()
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->MousePosition(screenEnd)
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->MouseLButtonUp();
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AZ::Vector3 newColliderOffset = AZ::Vector3::CreateZero();
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PhysX::EditorColliderComponentRequestBus::EventResult(
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newColliderOffset, m_idPair, &PhysX::EditorColliderComponentRequests::GetColliderOffset);
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EXPECT_THAT(newColliderOffset, IsCloseTolerance(AZ::Vector3(4.0f, 1.0f, 2.0f), ManipulatorTolerance));
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}
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TEST_F(PhysXEditorColliderComponentManipulatorFixture, OffsetManipulatorsCorrectlyLocatedRelativeToColliderWithNonUniformScale)
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{
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const float capsuleRadius = 0.5f;
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const float capsuleHeight = 2.0f;
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const AZ::Quaternion capsuleRotation(0.2f, -0.4f, 0.8f, 0.4f);
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const AZ::Vector3 capsuleOffset(-2.0f, 3.0f, -1.0f);
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SetupCollider(Physics::CapsuleShapeConfiguration(capsuleHeight, capsuleRadius), capsuleRotation, capsuleOffset);
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const AZ::Quaternion entityRotation(-0.1f, 0.7f, -0.7f, 0.1f);
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const AZ::Vector3 entityTranslation(-1.0f, 1.0f, -2.5f);
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const float uniformScale = 1.5f;
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SetupTransform(entityRotation, entityTranslation, uniformScale);
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const AZ::Vector3 nonUniformScale(2.0f, 0.5f, 1.5f);
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SetupNonUniformScale(nonUniformScale);
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EnterColliderSubMode(PhysX::ColliderComponentModeRequests::SubMode::Offset);
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// the expected position of the collider centre based on the combination of entity transform, collider offset and non-uniform scale
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const AZ::Vector3 expectedColliderPosition(4.13f, 4.84f, -4.75f);
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// the expected world space direction of the collider offset z-axis based on the entity transform
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const AZ::Vector3 expectedZAxis(0.28f, -0.96f, 0.0f);
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// position the camera to look at the collider from underneath
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AzFramework::SetCameraTransform(
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m_cameraState,
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AZ::Transform::CreateFromQuaternionAndTranslation(
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AZ::Quaternion::CreateRotationX(AZ::Constants::HalfPi), expectedColliderPosition - AZ::Vector3::CreateAxisZ(10.0f)));
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// position in world space, slightly moved along the z-axis in order to grab the z translation manipulator
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// need to go in the negative z direction because the camera angle causes the manipulator to flip
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const AZ::Vector3 worldStart = expectedColliderPosition - 0.5f * expectedZAxis;
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// position in world space to move to
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const AZ::Vector3 worldEnd = worldStart - 2.25f * expectedZAxis;
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const auto screenStart = AzFramework::WorldToScreen(worldStart, m_cameraState);
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const auto screenEnd = AzFramework::WorldToScreen(worldEnd, m_cameraState);
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m_actionDispatcher
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->CameraState(m_cameraState)
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// move the mouse to the position of the z offset manipulator
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->MousePosition(screenStart)
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// drag to move the manipulator
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->MouseLButtonDown()
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->MousePosition(screenEnd)
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->MouseLButtonUp();
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AZ::Vector3 newColliderOffset = AZ::Vector3::CreateZero();
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PhysX::EditorColliderComponentRequestBus::EventResult(
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newColliderOffset, m_idPair, &PhysX::EditorColliderComponentRequests::GetColliderOffset);
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EXPECT_THAT(newColliderOffset, IsCloseTolerance(AZ::Vector3(-2.0f, 3.0f, -2.0f), ManipulatorTolerance));
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}
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TEST_F(PhysXEditorColliderComponentManipulatorFixture, BoxColliderScaleManipulatorsCorrectlyLocatedRelativeToColliderWithNonUniformScale)
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{
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const AZ::Vector3 boxDimensions(2.0f, 2.0f, 3.0f);
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const AZ::Quaternion boxRotation(0.7f, 0.7f, -0.1f, 0.1f);
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const AZ::Vector3 boxOffset(0.5f, 1.5f, 2.0f);
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SetupCollider(Physics::BoxShapeConfiguration(boxDimensions), boxRotation, boxOffset);
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const AZ::Quaternion entityRotation(0.2f, 0.4f, -0.4f, 0.8f);
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const AZ::Vector3 entityTranslation(2.0f, -3.0f, -2.0f);
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const float uniformScale = 0.5f;
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SetupTransform(entityRotation, entityTranslation, uniformScale);
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const AZ::Vector3 nonUniformScale(3.0f, 1.5f, 2.5f);
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SetupNonUniformScale(nonUniformScale);
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EnterColliderSubMode(PhysX::ColliderComponentModeRequests::SubMode::Dimensions);
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// the expected position of the collider centre based on the combination of entity transform, collider offset and non-uniform scale
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const AZ::Vector3 expectedColliderPosition(4.37f, -4.285f, -1.1f);
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// the expected position of the y scale manipulator relative to the centre of the collider, based on collider
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// rotation, entity rotation and scale, and non-uniform scale
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const AZ::Vector3 scaleManipulatorYDelta(0.54f, -0.72f, -1.2f);
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// position the camera to look at the collider along the x-y diagonal
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AzFramework::SetCameraTransform(
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m_cameraState,
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AZ::Transform::CreateFromQuaternionAndTranslation(
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AZ::Quaternion::CreateRotationZ(-AZ::Constants::QuarterPi), expectedColliderPosition - AZ::Vector3(2.0f, 2.0f, 0.0f)));
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const AZ::Vector3 worldStart = expectedColliderPosition + scaleManipulatorYDelta;
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const AZ::Vector3 worldEnd = worldStart + 0.1f * scaleManipulatorYDelta;
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const auto screenStart = AzFramework::WorldToScreen(worldStart, m_cameraState);
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const auto screenEnd = AzFramework::WorldToScreen(worldEnd, m_cameraState);
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m_actionDispatcher
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->CameraState(m_cameraState)
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// move the mouse to the position of the y scale manipulator
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->MousePosition(screenStart)
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// drag to move the manipulator
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->MouseLButtonDown()
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->MousePosition(screenEnd)
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->MouseLButtonUp();
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AZ::Vector3 newBoxDimensions = AZ::Vector3::CreateZero();
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AzToolsFramework::BoxManipulatorRequestBus::EventResult(
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newBoxDimensions, m_idPair, &AzToolsFramework::BoxManipulatorRequests::GetDimensions);
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EXPECT_THAT(newBoxDimensions, IsCloseTolerance(AZ::Vector3(2.0f, 2.2f, 3.0f), ManipulatorTolerance));
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}
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TEST_F(PhysXEditorColliderComponentManipulatorFixture, SphereColliderScaleManipulatorsCorrectlyLocatedRelativeToColliderWithNonUniformScale)
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{
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const float sphereRadius = 1.0f;
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const AZ::Quaternion sphereRotation(-0.1f, 0.7f, -0.7f, 0.1f);
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const AZ::Vector3 sphereOffset(-2.0f, 1.0f, -3.0f);
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SetupCollider(Physics::SphereShapeConfiguration(sphereRadius), sphereRotation, sphereOffset);
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const AZ::Quaternion entityRotation(-0.4f, -0.2f, 0.4f, 0.8f);
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const AZ::Vector3 entityTranslation(-1.0f, -3.0f, 3.0f);
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const float uniformScale = 1.5f;
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SetupTransform(entityRotation, entityTranslation, uniformScale);
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const AZ::Vector3 nonUniformScale(1.5f, 0.5f, 2.0f);
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SetupNonUniformScale(nonUniformScale);
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EnterColliderSubMode(PhysX::ColliderComponentModeRequests::SubMode::Dimensions);
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// the expected position of the collider centre based on the combination of entity transform, collider offset and non-uniform scale
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const AZ::Vector3 expectedColliderPosition(1.7f, -10.65f, -3.0f);
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// position the camera to look at the collider along the y-axis
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AzFramework::SetCameraTransform(
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m_cameraState, AZ::Transform::CreateTranslation(expectedColliderPosition - AZ::Vector3(0.0f, 5.0f, 0.0f)));
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// the expected position of the scale manipulator relative to the centre of the collider, based on collider
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// rotation, entity scale, non-uniform scale and camera state
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const AZ::Vector3 scaleManipulatorDelta(-1.1952f, -1.8036f, 0.168f);
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const AZ::Vector3 worldStart = expectedColliderPosition + scaleManipulatorDelta;
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const AZ::Vector3 worldEnd = worldStart - 0.1f * scaleManipulatorDelta;
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const auto screenStart = AzFramework::WorldToScreen(worldStart, m_cameraState);
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const auto screenEnd = AzFramework::WorldToScreen(worldEnd, m_cameraState);
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m_actionDispatcher
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->CameraState(m_cameraState)
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// move the mouse to the position of the y scale manipulator
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->MousePosition(screenStart)
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// drag to move the manipulator
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->MouseLButtonDown()
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->MousePosition(screenEnd)
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->MouseLButtonUp();
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float newSphereRadius = 0.0f;
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PhysX::EditorColliderComponentRequestBus::EventResult(
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newSphereRadius, m_idPair, &PhysX::EditorColliderComponentRequests::GetSphereRadius);
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EXPECT_NEAR(newSphereRadius, 0.9f, ManipulatorTolerance);
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}
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} // namespace UnitTest
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