Merge remote-tracking branch 'upstream/stabilization/2106' into nvsickle/MergeStabilizationJun18

This commit is contained in:
nvsickle
2021-06-18 13:25:53 -07:00
578 changed files with 19526 additions and 20039 deletions
@@ -425,6 +425,43 @@ namespace UnitTest
EXPECT_TRUE(finalEntityTransform.IsClose(finalTransformWorld, 0.01f));
}
TEST_F(EditorTransformComponentSelectionManipulatorTestFixture, TranslatingEntityWithLinearManipulatorNotifiesOnEntityTransformChanged)
{
EditorEntityComponentChangeDetector editorEntityChangeDetector(m_entity1);
// the initial starting position of the entity (in front and to the left of the camera)
const auto initialTransformWorld = AZ::Transform::CreateTranslation(AZ::Vector3(-10.0f, 10.0f, 0.0f));
// where the entity should end up (in front and to the right of the camera)
const auto finalTransformWorld = AZ::Transform::CreateTranslation(AZ::Vector3(10.0f, 10.0f, 0.0f));
// calculate the position in screen space of the initial position of the entity
const auto initialPositionScreen = AzFramework::WorldToScreen(initialTransformWorld.GetTranslation(), m_cameraState);
// calculate the position in screen space of the final position of the entity
const auto finalPositionScreen = AzFramework::WorldToScreen(finalTransformWorld.GetTranslation(), m_cameraState);
// move the entity to its starting position
AzToolsFramework::SetWorldTransform(m_entity1, initialTransformWorld);
// select the entity (this will cause the manipulators to appear in EditorTransformComponentSelection)
AzToolsFramework::SelectEntity(m_entity1);
// create an offset along the linear manipulator pointing along the x-axis (perpendicular to the camera view)
const auto mouseOffsetOnManipulator = AzFramework::ScreenVector(10, 0);
// store the mouse down position on the manipulator
const auto mouseDownPosition = initialPositionScreen + mouseOffsetOnManipulator;
// final position in screen space of the mouse
const auto mouseMovePosition = finalPositionScreen + mouseOffsetOnManipulator;
m_actionDispatcher->CameraState(m_cameraState)
->MousePosition(mouseDownPosition)
->MouseLButtonDown()
->MousePosition(mouseMovePosition)
->MouseLButtonUp();
// verify a EditorTransformChangeNotificationBus::OnEntityTransformChanged occurred
using ::testing::UnorderedElementsAreArray;
EXPECT_THAT(editorEntityChangeDetector.m_entityIds, UnorderedElementsAreArray(m_entityIds));
}
// simple widget to listen for a mouse wheel event and then forward it on to the ViewportSelectionRequestBus
class WheelEventWidget : public QWidget
{
@@ -29,15 +29,20 @@ namespace Benchmark
{},
m_pathString));
auto& prefabDom = m_prefabSystemComponent->FindTemplateDom(instance->GetTemplateId());
for (auto _ : state)
{
state.PauseTiming();
AzFramework::Spawnable spawnable;
AzToolsFramework::Prefab::SpawnableUtils::CreateSpawnable(spawnable, prefabDom);
state.ResumeTiming();
// Create a vector to store spawnables so that they don't get destroyed immediately after construction.
AZStd::vector<AZStd::unique_ptr<AzFramework::Spawnable>> spawnables;
spawnables.reserve(numSpawnables);
for (int spwanableCounter = 0; spwanableCounter < numSpawnables; ++spwanableCounter)
{
AZStd::unique_ptr<AzFramework::Spawnable> spawnable = AZStd::make_unique<AzFramework::Spawnable>();
AzToolsFramework::Prefab::SpawnableUtils::CreateSpawnable(*spawnable, prefabDom);
spawnables.push_back(AZStd::move(spawnable));
}
}
state.SetComplexityN(numSpawnables);
@@ -50,3 +55,4 @@ namespace Benchmark
}
#endif