/* * Copyright (c) Contributors to the Open 3D Engine Project. * For complete copyright and license terms please see the LICENSE at the root of this distribution. * * SPDX-License-Identifier: Apache-2.0 OR MIT * */ #pragma once #include "AzCore/Component/Component.h" #include #include #include namespace PhysX { //! CollisionCallbacksListener listens to collision events for a particular sceneHandle and simulatedBodyHandle class CollisionCallbacksListener { public: explicit CollisionCallbacksListener(AZ::EntityId entityId); CollisionCallbacksListener(AzPhysics::SceneHandle sceneHandle, AzPhysics::SimulatedBodyHandle bodyHandle); ~CollisionCallbacksListener(); AZStd::vector m_beginCollisions; AZStd::vector m_persistCollisions; AZStd::vector m_endCollisions; AZStd::function m_onCollisionBegin; AZStd::function m_onCollisionPersist; AZStd::function m_onCollisionEnd; private: void InitCollisionHandlers(); AzPhysics::SimulatedBodyEvents::OnCollisionBegin::Handler m_onCollisionBeginHandler; AzPhysics::SimulatedBodyEvents::OnCollisionPersist::Handler m_onCollisionPersistHandler; AzPhysics::SimulatedBodyEvents::OnCollisionEnd::Handler m_onCollisionEndHandler; }; //! TestTriggerAreaNotificationListener listens to trigger events for a particular sceneHandle and simulatedBodyHandle class TestTriggerAreaNotificationListener { public: explicit TestTriggerAreaNotificationListener(AZ::EntityId entityId); TestTriggerAreaNotificationListener(AzPhysics::SceneHandle sceneHandle, AzPhysics::SimulatedBodyHandle bodyHandle); ~TestTriggerAreaNotificationListener(); const AZStd::vector& GetEnteredEvents() const { return m_enteredEvents; } const AZStd::vector& GetExitedEvents() const { return m_exitedEvents; } AZStd::function m_onTriggerEnter; AZStd::function m_onTriggerExit; private: void InitTriggerHandlers(); AZStd::vector m_enteredEvents; AZStd::vector m_exitedEvents; AzPhysics::SimulatedBodyEvents::OnTriggerEnter::Handler m_onTriggerEnterHandler; AzPhysics::SimulatedBodyEvents::OnTriggerExit::Handler m_onTriggerExitHandler; }; //! Dummy component emulating presence of terrain by connecting to TerrainDataRequestBus //! PhysX Terrain Component skips activation if there's no terrain present, //! so in order to test it we also add the DummyTestTerrainComponent. class DummyTestTerrainComponent : public AZ::Component , private AzFramework::Terrain::TerrainDataRequestBus::Handler { public: AZ_COMPONENT(DummyTestTerrainComponent, "{EE4ECA23-9C27-4D5D-9C6F-271A19C0333E}"); static void GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& provided) { provided.push_back(AZ_CRC_CE("TerrainService")); } private: //////////////////////////////////////////////////////////////////////// // AZ::Component interface implementation void Activate() override { AzFramework::Terrain::TerrainDataRequestBus::Handler::BusConnect(); } void Deactivate() override { AzFramework::Terrain::TerrainDataRequestBus::Handler::BusDisconnect(); } //////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////// // TerrainDataRequestBus interface dummy implementation AZ::Vector2 GetTerrainGridResolution() const override { return {}; } AZ::Aabb GetTerrainAabb() const override { return {}; } float GetHeight(AZ::Vector3, Sampler, bool*) const override { return {}; } float GetHeightFromFloats(float, float, Sampler, bool*) const override { return {}; } AzFramework::SurfaceData::SurfaceTagWeight GetMaxSurfaceWeight(AZ::Vector3, Sampler, bool*) const override { return {}; } AzFramework::SurfaceData::SurfaceTagWeight GetMaxSurfaceWeightFromFloats(float, float, Sampler, bool*) const override { return {}; } const char* GetMaxSurfaceName(AZ::Vector3, Sampler, bool*) const override { return {}; } bool GetIsHoleFromFloats(float, float, Sampler) const override { return {}; } AZ::Vector3 GetNormal(AZ::Vector3, Sampler, bool*) const override { return {}; } AZ::Vector3 GetNormalFromFloats(float, float, Sampler, bool*) const override { return {}; } //////////////////////////////////////////////////////////////////////// }; } // namespace PhysX