Integrating up through commit 90f050496
This commit is contained in:
@@ -15,12 +15,15 @@
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#include <AzTest/GemTestEnvironment.h>
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#include <gmock/gmock.h>
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#include <AzFramework/Physics/Material.h>
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#include <AzFramework/Physics/PhysicsScene.h>
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#include <AzFramework/Physics/Shape.h>
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#include <AzFramework/Physics/ShapeConfiguration.h>
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#include <AzFramework/Physics/World.h>
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#include <AzFramework/Physics/ShapeConfiguration.h>
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#include <AzFramework/Components/TransformComponent.h>
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#include <AzFramework/Physics/Collision/CollisionGroups.h>
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#include <AzFramework/Physics/Collision/CollisionLayers.h>
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#include <AzFramework/Physics/Common/PhysicsSimulatedBody.h>
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#include <AzFramework/Physics/Common/PhysicsTypes.h>
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#include <WorldNodes.h>
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namespace ScriptCanvasPhysics
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@@ -53,7 +56,7 @@ namespace ScriptCanvasPhysics
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const AZStd::string& collisionGroup,
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AZ::EntityId ignore);
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extern AZStd::vector<Physics::RayCastHit> RayCastMultipleLocalSpaceWithGroup(const AZ::EntityId& fromEntityId,
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extern AZStd::vector<AzPhysics::SceneQueryHit> RayCastMultipleLocalSpaceWithGroup(const AZ::EntityId& fromEntityId,
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const AZ::Vector3& direction,
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float distance,
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const AZStd::string& collisionGroup,
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@@ -62,7 +65,7 @@ namespace ScriptCanvasPhysics
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extern Result ShapecastQuery(float distance,
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const AZ::Transform& pose,
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const AZ::Vector3& direction,
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Physics::ShapeConfiguration& shape,
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AZStd::shared_ptr<Physics::ShapeConfiguration> shape,
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const AZStd::string& collisionGroup,
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AZ::EntityId ignore);
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}
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@@ -72,59 +75,103 @@ namespace ScriptCanvasPhysicsTests
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{
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using namespace ::testing;
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class MockWorld
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: public Physics::WorldRequestBus::Handler
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//Mocked of the AzPhysics Scene Interface. To keep things simple just mocked functions that have a return value OR required for a test.
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class MockPhysicsSceneInterface
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: AZ::Interface<AzPhysics::SceneInterface>::Registrar
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{
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public:
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MockWorld()
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{
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Physics::WorldRequestBus::Handler::BusConnect(Physics::DefaultPhysicsWorldId);
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}
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~MockWorld() override
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{
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Physics::WorldRequestBus::Handler::BusDisconnect();
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}
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MOCK_METHOD1(Update, void(float deltaTime));
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MOCK_METHOD1(StartSimulation, void(float deltaTime));
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MOCK_METHOD0(FinishSimulation, void());
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MOCK_METHOD1(RayCast, Physics::RayCastHit(const Physics::RayCastRequest& request));
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MOCK_METHOD1(RayCastMultiple, AZStd::vector<Physics::RayCastHit>(const Physics::RayCastRequest& request));
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MOCK_METHOD1(ShapeCast, Physics::RayCastHit(const Physics::ShapeCastRequest& request));
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MOCK_METHOD1(ShapeCastMultiple, AZStd::vector<Physics::RayCastHit>(const Physics::ShapeCastRequest& request));
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MOCK_METHOD1(Overlap, AZStd::vector<Physics::OverlapHit>(const Physics::OverlapRequest& request));
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MOCK_METHOD2(OverlapUnbounded, void(const Physics::OverlapRequest& request, const Physics::HitCallback<Physics::OverlapHit>& hitCallback));
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MOCK_METHOD2(RegisterSuppressedCollision, void(const Physics::WorldBody& body0, const Physics::WorldBody& body1));
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MOCK_METHOD2(UnregisterSuppressedCollision, void(const Physics::WorldBody& body0, const Physics::WorldBody& body1));
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MOCK_METHOD1(AddBody, void(Physics::WorldBody& body));
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MOCK_METHOD1(RemoveBody, void(Physics::WorldBody& body));
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MOCK_METHOD1(SetSimFunc, void(std::function<void(void*)> func));
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MOCK_METHOD1(SetEventHandler, void(Physics::WorldEventHandler* eventHandler));
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MOCK_CONST_METHOD0(GetGravity, AZ::Vector3());
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MOCK_METHOD1(SetGravity, void(const AZ::Vector3& gravity));
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MOCK_METHOD1(SetMaxDeltaTime, void(float maxDeltaTime));
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MOCK_METHOD1(SetFixedDeltaTime, void(float fixedDeltaTime));
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MOCK_METHOD1(DeferDelete, void(AZStd::unique_ptr<Physics::WorldBody> worldBody));
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MOCK_METHOD1(SetTriggerEventCallback, void(Physics::ITriggerEventCallback* triggerCallback));
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MOCK_CONST_METHOD0(GetWorldId, AZ::Crc32());
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void StartSimulation(
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[[maybe_unused]] AzPhysics::SceneHandle sceneHandle,
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[[maybe_unused]] float deltatime) override {}
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void FinishSimulation([[maybe_unused]] AzPhysics::SceneHandle sceneHandle) override {}
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void SetEnabled(
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[[maybe_unused]] AzPhysics::SceneHandle sceneHandle,
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[[maybe_unused]] bool enable) override {}
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void RemoveSimulatedBody(
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[[maybe_unused]] AzPhysics::SceneHandle sceneHandle,
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[[maybe_unused]] AzPhysics::SimulatedBodyHandle bodyHandle) override {}
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void RemoveSimulatedBodies(
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[[maybe_unused]] AzPhysics::SceneHandle sceneHandle,
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[[maybe_unused]] const AzPhysics::SimulatedBodyHandleList& bodyHandles) override {}
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void EnableSimulationOfBody(
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[[maybe_unused]] AzPhysics::SceneHandle sceneHandle,
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[[maybe_unused]] AzPhysics::SimulatedBodyHandle bodyHandle) override {}
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void DisableSimulationOfBody(
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[[maybe_unused]] AzPhysics::SceneHandle sceneHandle,
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[[maybe_unused]] AzPhysics::SimulatedBodyHandle bodyHandle) override {}
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void SuppressCollisionEvents(
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[[maybe_unused]] AzPhysics::SceneHandle sceneHandle,
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[[maybe_unused]] const AzPhysics::SimulatedBodyHandle& bodyHandleA,
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[[maybe_unused]] const AzPhysics::SimulatedBodyHandle& bodyHandleB) override {}
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void UnsuppressCollisionEvents(
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[[maybe_unused]] AzPhysics::SceneHandle sceneHandle,
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[[maybe_unused]] const AzPhysics::SimulatedBodyHandle& bodyHandleA,
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[[maybe_unused]] const AzPhysics::SimulatedBodyHandle& bodyHandleB) override {}
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void SetGravity(
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[[maybe_unused]] AzPhysics::SceneHandle sceneHandle,
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[[maybe_unused]] const AZ::Vector3& gravity) override {}
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void RegisterSceneConfigurationChangedEventHandler(
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[[maybe_unused]] AzPhysics::SceneHandle sceneHandle,
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[[maybe_unused]] AzPhysics::SceneEvents::OnSceneConfigurationChanged::Handler& handler) override {}
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void RegisterSimulationBodyAddedHandler(
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[[maybe_unused]] AzPhysics::SceneHandle sceneHandle,
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[[maybe_unused]] AzPhysics::SceneEvents::OnSimulationBodyAdded::Handler& handler) override {}
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void RegisterSimulationBodyRemovedHandler(
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[[maybe_unused]] AzPhysics::SceneHandle sceneHandle,
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[[maybe_unused]] AzPhysics::SceneEvents::OnSimulationBodyRemoved::Handler& handler) override {}
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void RegisterSimulationBodySimulationEnabledHandler(
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[[maybe_unused]] AzPhysics::SceneHandle sceneHandle,
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[[maybe_unused]] AzPhysics::SceneEvents::OnSimulationBodySimulationEnabled::Handler& handler) override {}
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void RegisterSimulationBodySimulationDisabledHandler(
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[[maybe_unused]] AzPhysics::SceneHandle sceneHandle,
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[[maybe_unused]] AzPhysics::SceneEvents::OnSimulationBodySimulationDisabled::Handler& handler) override {}
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void RegisterSceneSimulationStartHandler(
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[[maybe_unused]] AzPhysics::SceneHandle sceneHandle,
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[[maybe_unused]] AzPhysics::SceneEvents::OnSceneSimulationStartHandler& handler) override {}
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void RegisterSceneActiveSimulatedBodiesHandler(
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[[maybe_unused]] AzPhysics::SceneHandle sceneHandle,
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[[maybe_unused]] AzPhysics::SceneEvents::OnSceneActiveSimulatedBodiesEvent::Handler& handler) override {}
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void RegisterSceneCollisionEventHandler(
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[[maybe_unused]] AzPhysics::SceneHandle sceneHandle,
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[[maybe_unused]] AzPhysics::SceneEvents::OnSceneCollisionsEvent::Handler& handler) override {}
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void RegisterSceneTriggersEventHandler(
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[[maybe_unused]] AzPhysics::SceneHandle sceneHandle,
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[[maybe_unused]] AzPhysics::SceneEvents::OnSceneTriggersEvent::Handler& handler) override {}
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void RegisterSceneGravityChangedEvent(
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[[maybe_unused]] AzPhysics::SceneHandle sceneHandle,
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[[maybe_unused]] AzPhysics::SceneEvents::OnSceneGravityChangedEvent::Handler& handler) override {}
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MOCK_METHOD1(GetSceneHandle, AzPhysics::SceneHandle(const AZStd::string& sceneName));
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MOCK_CONST_METHOD1(IsEnabled, bool(AzPhysics::SceneHandle sceneHandle));
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MOCK_METHOD2(AddSimulatedBody, AzPhysics::SimulatedBodyHandle(AzPhysics::SceneHandle sceneHandle, const AzPhysics::SimulatedBodyConfiguration* simulatedBodyConfig));
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MOCK_METHOD2(AddSimulatedBodies, AzPhysics::SimulatedBodyHandleList(AzPhysics::SceneHandle sceneHandle, const AzPhysics::SimulatedBodyConfigurationList& simulatedBodyConfigs));
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MOCK_METHOD2(GetSimulatedBodyFromHandle, AzPhysics::SimulatedBody* (AzPhysics::SceneHandle sceneHandle, AzPhysics::SimulatedBodyHandle bodyHandle));
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MOCK_METHOD2(GetSimulatedBodiesFromHandle, AzPhysics::SimulatedBodyList(AzPhysics::SceneHandle sceneHandle, const AzPhysics::SimulatedBodyHandleList& bodyHandles));
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MOCK_CONST_METHOD1(GetGravity, AZ::Vector3(AzPhysics::SceneHandle sceneHandle));
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MOCK_METHOD2(RegisterSceneSimulationFinishHandler, void(AzPhysics::SceneHandle sceneHandle, AzPhysics::SceneEvents::OnSceneSimulationFinishHandler& handler));
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MOCK_CONST_METHOD2(GetLegacyBody, AzPhysics::SimulatedBody* (AzPhysics::SceneHandle sceneHandle, AzPhysics::SimulatedBodyHandle handle));
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MOCK_METHOD2(QueryScene, AzPhysics::SceneQueryHits(AzPhysics::SceneHandle sceneHandle, const AzPhysics::SceneQueryRequest* request));
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MOCK_METHOD2(QuerySceneBatch, AzPhysics::SceneQueryHitsList(AzPhysics::SceneHandle sceneHandle, const AzPhysics::SceneQueryRequests& requests));
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MOCK_METHOD4(QuerySceneAsync, bool(AzPhysics::SceneHandle sceneHandle, AzPhysics::SceneQuery::AsyncRequestId requestId,
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const AzPhysics::SceneQueryRequest* request, AzPhysics::SceneQuery::AsyncCallback callback));
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MOCK_METHOD4(QuerySceneAsyncBatch, bool(AzPhysics::SceneHandle sceneHandle, AzPhysics::SceneQuery::AsyncRequestId requestId,
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const AzPhysics::SceneQueryRequests& requests, AzPhysics::SceneQuery::AsyncBatchCallback callback));
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};
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class MockWorldBody
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: public Physics::WorldBody
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class MockSimulatedBody
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: public AzPhysics::SimulatedBody
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{
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public:
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MOCK_CONST_METHOD0(GetEntityId, AZ::EntityId());
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MOCK_CONST_METHOD0(GetWorld, Physics::World*());
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MOCK_CONST_METHOD0(GetTransform, AZ::Transform());
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MOCK_METHOD1(SetTransform, void(const AZ::Transform& transform));
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MOCK_CONST_METHOD0(GetPosition, AZ::Vector3());
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MOCK_CONST_METHOD0(GetOrientation, AZ::Quaternion());
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MOCK_CONST_METHOD0(GetAabb, AZ::Aabb());
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MOCK_METHOD1(RayCast, Physics::RayCastHit(const Physics::RayCastRequest& request));
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MOCK_METHOD1(RayCast, AzPhysics::SceneQueryHit(const AzPhysics::RayCastRequest& request));
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MOCK_CONST_METHOD0(GetNativeType, AZ::Crc32());
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MOCK_CONST_METHOD0(GetNativePointer, void*());
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MOCK_METHOD1(AddToWorld, void(Physics::World&));
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MOCK_METHOD1(RemoveFromWorld, void(Physics::World&));
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};
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class MockShape
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@@ -144,8 +191,8 @@ namespace ScriptCanvasPhysicsTests
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MOCK_CONST_METHOD0(GetTag, AZ::Crc32());
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MOCK_METHOD1(AttachedToActor, void(void* actor));
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MOCK_METHOD0(DetachedFromActor, void());
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MOCK_METHOD2(RayCast, Physics::RayCastHit(const Physics::RayCastRequest& worldSpaceRequest, const AZ::Transform& worldTransform));
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MOCK_METHOD1(RayCastLocal, Physics::RayCastHit(const Physics::RayCastRequest& localSpaceRequest));
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MOCK_METHOD2(RayCast, AzPhysics::SceneQueryHit(const AzPhysics::RayCastRequest& worldSpaceRequest, const AZ::Transform& worldTransform));
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MOCK_METHOD1(RayCastLocal, AzPhysics::SceneQueryHit(const AzPhysics::RayCastRequest& localSpaceRequest));
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MOCK_METHOD3(GetGeometry, void(AZStd::vector<AZ::Vector3>&, AZStd::vector<AZ::u32>&, AZ::Aabb*));
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MOCK_CONST_METHOD1(GetAabb, AZ::Aabb(const AZ::Transform& worldTransform));
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MOCK_CONST_METHOD0(GetAabbLocal, AZ::Aabb());
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@@ -198,28 +245,34 @@ namespace ScriptCanvasPhysicsTests
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ON_CALL(m_material, GetSurfaceType())
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.WillByDefault(Return(AZ::Crc32("CustomSurface")));
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m_hit.m_body = &m_worldBody;
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m_hit.m_position = AZ::Vector3(1.f, 2.f, 3.f);
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m_hit.m_distance = 2.5f;
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m_hit.m_normal = AZ::Vector3(-1.f, 3.5f, 0.5f);
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m_hit.m_shape = &m_shape;
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m_hit.m_material = &m_material;
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m_hit.m_resultFlags = AzPhysics::SceneQuery::ResultFlags::Position |
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AzPhysics::SceneQuery::ResultFlags::Distance |
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AzPhysics::SceneQuery::ResultFlags::Normal |
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AzPhysics::SceneQuery::ResultFlags::Shape |
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AzPhysics::SceneQuery::ResultFlags::Material;
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m_hitResult.m_hits.push_back(m_hit);
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}
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NiceMock<MockWorldBody> m_worldBody;
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NiceMock<MockSimulatedBody> m_worldBody;
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NiceMock<MockShape> m_shape;
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NiceMock<MockPhysicsMaterial> m_material;
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NiceMock<MockWorld> m_worldMock;
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Physics::RayCastHit m_hit;
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NiceMock<MockPhysicsSceneInterface> m_sceneInterfaceMock;
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AzPhysics::SceneQueryHit m_hit;
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AzPhysics::SceneQueryHits m_hitResult;
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bool ResultIsEqualToHit(const ScriptCanvasPhysics::WorldNodes::Result& result, const Physics::RayCastHit& hit)
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bool ResultIsEqualToHit(const ScriptCanvasPhysics::WorldNodes::Result& result, const AzPhysics::SceneQueryHit& hit)
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{
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return
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AZStd::get<0>(result) == (hit.m_body != nullptr) &&
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AZStd::get<0>(result) == hit.IsValid() &&
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AZStd::get<1>(result) == hit.m_position &&
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AZStd::get<2>(result) == hit.m_normal &&
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AZStd::get<3>(result) == hit.m_distance &&
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AZStd::get<4>(result) == (hit.m_body ? hit.m_body->GetEntityId() : AZ::EntityId()) &&
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AZStd::get<4>(result) == hit.m_entityId &&
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AZStd::get<5>(result) == (hit.m_material ? hit.m_material->GetSurfaceType() : AZ::Crc32())
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;
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}
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@@ -228,8 +281,8 @@ namespace ScriptCanvasPhysicsTests
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TEST_F(ScriptCanvasPhysicsTest, WorldNodes_RayCastWorldSpaceWithGroup_FT)
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{
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ON_CALL(m_worldMock, RayCast(_))
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.WillByDefault(Return(m_hit));
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ON_CALL(m_sceneInterfaceMock, QueryScene(_, _))
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.WillByDefault(Return(m_hitResult));
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// given raycast data
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const AZ::Vector3 start = AZ::Vector3::CreateZero();
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@@ -253,8 +306,8 @@ namespace ScriptCanvasPhysicsTests
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TEST_F(ScriptCanvasPhysicsTest, WorldNodes_RayCastLocalSpaceWithGroup_FT)
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{
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ON_CALL(m_worldMock, RayCast(_))
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.WillByDefault(Return(m_hit));
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ON_CALL(m_sceneInterfaceMock, QueryScene(_, _))
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.WillByDefault(Return(m_hitResult));
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// given raycast data
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const AZ::Vector3 start = AZ::Vector3::CreateZero();
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@@ -283,11 +336,11 @@ namespace ScriptCanvasPhysicsTests
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TEST_F(ScriptCanvasPhysicsTest, WorldNodes_RayCastMultipleLocalSpaceWithGroup_FT)
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{
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AZStd::vector<Physics::RayCastHit> hits;
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AZStd::vector<AzPhysics::SceneQueryHit> hits;
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hits.push_back(m_hit);
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ON_CALL(m_worldMock, RayCastMultiple(_))
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.WillByDefault(Return(hits));
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ON_CALL(m_sceneInterfaceMock, QueryScene(_, _))
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.WillByDefault(Return(m_hitResult));
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// given raycast data
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const AZ::Vector3 start = AZ::Vector3::CreateZero();
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@@ -315,7 +368,6 @@ namespace ScriptCanvasPhysicsTests
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for (auto result : results)
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{
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EXPECT_EQ(result.m_body, m_hit.m_body);
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EXPECT_EQ(result.m_distance, m_hit.m_distance);
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EXPECT_EQ(result.m_material, m_hit.m_material);
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EXPECT_EQ(result.m_normal, m_hit.m_normal);
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@@ -326,8 +378,8 @@ namespace ScriptCanvasPhysicsTests
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TEST_F(ScriptCanvasPhysicsTest, WorldNodes_ShapecastQuery_FT)
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{
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ON_CALL(m_worldMock, ShapeCast(_))
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.WillByDefault(Return(m_hit));
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ON_CALL(m_sceneInterfaceMock, QueryScene(_, _))
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.WillByDefault(Return(m_hitResult));
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// given shapecast data
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const AZ::Vector3 start = AZ::Vector3::CreateZero();
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@@ -336,14 +388,13 @@ namespace ScriptCanvasPhysicsTests
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const AZStd::string collisionGroup = "default";
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const AZ::EntityId ignoreEntityId;
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const AZ::Transform pose = AZ::Transform::CreateIdentity();
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Physics::BoxShapeConfiguration boxShapeConfiguration = Physics::BoxShapeConfiguration();
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// when a shapecast is performed
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auto result = ScriptCanvasPhysics::WorldNodes::ShapecastQuery(
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distance,
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pose,
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direction,
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boxShapeConfiguration,
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AZStd::make_shared<Physics::BoxShapeConfiguration>(),
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collisionGroup,
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ignoreEntityId
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);
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