/* * 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 * */ #include #include #include #include #include #include #include #include #include #include #include #include #include namespace ScriptCanvasPhysics { namespace WorldNodes { using Result = AZStd::tuple< bool /*true if an object was hit*/, AZ::Vector3 /*world space position*/, AZ::Vector3 /*surface normal*/, float /*distance to the hit*/, AZ::EntityId /*entity hit, if any*/, AZ::Crc32 /*tag of material surface hit, if any*/ >; using OverlapResult = AZStd::tuple< bool, /*true if the overlap returned hits*/ AZStd::vector /*list of entityIds*/ >; extern Result RayCastWorldSpaceWithGroup(const AZ::Vector3& start, const AZ::Vector3& direction, float distance, const AZStd::string& collisionGroup, AZ::EntityId ignore); extern Result RayCastLocalSpaceWithGroup(const AZ::EntityId& fromEntityId, const AZ::Vector3& direction, float distance, const AZStd::string& collisionGroup, AZ::EntityId ignore); extern AZStd::vector RayCastMultipleLocalSpaceWithGroup(const AZ::EntityId& fromEntityId, const AZ::Vector3& direction, float distance, const AZStd::string& collisionGroup, AZ::EntityId ignore); extern Result ShapecastQuery(float distance, const AZ::Transform& pose, const AZ::Vector3& direction, AZStd::shared_ptr shape, const AZStd::string& collisionGroup, AZ::EntityId ignore); } } namespace ScriptCanvasPhysicsTests { using namespace ::testing; //Mocked of the AzPhysics Scene Interface. To keep things simple just mocked functions that have a return value OR required for a test. class MockPhysicsSceneInterface : AZ::Interface::Registrar { public: void StartSimulation( [[maybe_unused]] AzPhysics::SceneHandle sceneHandle, [[maybe_unused]] float deltatime) override {} void FinishSimulation([[maybe_unused]] AzPhysics::SceneHandle sceneHandle) override {} void SetEnabled( [[maybe_unused]] AzPhysics::SceneHandle sceneHandle, [[maybe_unused]] bool enable) override {} void RemoveSimulatedBody( [[maybe_unused]] AzPhysics::SceneHandle sceneHandle, [[maybe_unused]] AzPhysics::SimulatedBodyHandle& bodyHandle) override {} void RemoveSimulatedBodies( [[maybe_unused]] AzPhysics::SceneHandle sceneHandle, [[maybe_unused]] AzPhysics::SimulatedBodyHandleList& bodyHandles) override {} void EnableSimulationOfBody( [[maybe_unused]] AzPhysics::SceneHandle sceneHandle, [[maybe_unused]] AzPhysics::SimulatedBodyHandle bodyHandle) override {} void DisableSimulationOfBody( [[maybe_unused]] AzPhysics::SceneHandle sceneHandle, [[maybe_unused]] AzPhysics::SimulatedBodyHandle bodyHandle) override {} void RemoveJoint( [[maybe_unused]]AzPhysics::SceneHandle sceneHandle, [[maybe_unused]] AzPhysics::JointHandle jointHandle) override {} void SuppressCollisionEvents( [[maybe_unused]] AzPhysics::SceneHandle sceneHandle, [[maybe_unused]] const AzPhysics::SimulatedBodyHandle& bodyHandleA, [[maybe_unused]] const AzPhysics::SimulatedBodyHandle& bodyHandleB) override {} void UnsuppressCollisionEvents( [[maybe_unused]] AzPhysics::SceneHandle sceneHandle, [[maybe_unused]] const AzPhysics::SimulatedBodyHandle& bodyHandleA, [[maybe_unused]] const AzPhysics::SimulatedBodyHandle& bodyHandleB) override {} void SetGravity( [[maybe_unused]] AzPhysics::SceneHandle sceneHandle, [[maybe_unused]] const AZ::Vector3& gravity) override {} void RegisterSceneConfigurationChangedEventHandler( [[maybe_unused]] AzPhysics::SceneHandle sceneHandle, [[maybe_unused]] AzPhysics::SceneEvents::OnSceneConfigurationChanged::Handler& handler) override {} void RegisterSimulationBodyAddedHandler( [[maybe_unused]] AzPhysics::SceneHandle sceneHandle, [[maybe_unused]] AzPhysics::SceneEvents::OnSimulationBodyAdded::Handler& handler) override {} void RegisterSimulationBodyRemovedHandler( [[maybe_unused]] AzPhysics::SceneHandle sceneHandle, [[maybe_unused]] AzPhysics::SceneEvents::OnSimulationBodyRemoved::Handler& handler) override {} void RegisterSimulationBodySimulationEnabledHandler( [[maybe_unused]] AzPhysics::SceneHandle sceneHandle, [[maybe_unused]] AzPhysics::SceneEvents::OnSimulationBodySimulationEnabled::Handler& handler) override {} void RegisterSimulationBodySimulationDisabledHandler( [[maybe_unused]] AzPhysics::SceneHandle sceneHandle, [[maybe_unused]] AzPhysics::SceneEvents::OnSimulationBodySimulationDisabled::Handler& handler) override {} void RegisterSceneSimulationStartHandler( [[maybe_unused]] AzPhysics::SceneHandle sceneHandle, [[maybe_unused]] AzPhysics::SceneEvents::OnSceneSimulationStartHandler& handler) override {} void RegisterSceneActiveSimulatedBodiesHandler( [[maybe_unused]] AzPhysics::SceneHandle sceneHandle, [[maybe_unused]] AzPhysics::SceneEvents::OnSceneActiveSimulatedBodiesEvent::Handler& handler) override {} void RegisterSceneCollisionEventHandler( [[maybe_unused]] AzPhysics::SceneHandle sceneHandle, [[maybe_unused]] AzPhysics::SceneEvents::OnSceneCollisionsEvent::Handler& handler) override {} void RegisterSceneTriggersEventHandler( [[maybe_unused]] AzPhysics::SceneHandle sceneHandle, [[maybe_unused]] AzPhysics::SceneEvents::OnSceneTriggersEvent::Handler& handler) override {} void RegisterSceneGravityChangedEvent( [[maybe_unused]] AzPhysics::SceneHandle sceneHandle, [[maybe_unused]] AzPhysics::SceneEvents::OnSceneGravityChangedEvent::Handler& handler) override {} MOCK_METHOD1(GetSceneHandle, AzPhysics::SceneHandle(const AZStd::string& sceneName)); MOCK_CONST_METHOD1(IsEnabled, bool(AzPhysics::SceneHandle sceneHandle)); MOCK_METHOD2(AddSimulatedBody, AzPhysics::SimulatedBodyHandle(AzPhysics::SceneHandle sceneHandle, const AzPhysics::SimulatedBodyConfiguration* simulatedBodyConfig)); MOCK_METHOD2(AddSimulatedBodies, AzPhysics::SimulatedBodyHandleList(AzPhysics::SceneHandle sceneHandle, const AzPhysics::SimulatedBodyConfigurationList& simulatedBodyConfigs)); MOCK_METHOD2(GetSimulatedBodyFromHandle, AzPhysics::SimulatedBody* (AzPhysics::SceneHandle sceneHandle, AzPhysics::SimulatedBodyHandle bodyHandle)); MOCK_METHOD2(GetSimulatedBodiesFromHandle, AzPhysics::SimulatedBodyList(AzPhysics::SceneHandle sceneHandle, const AzPhysics::SimulatedBodyHandleList& bodyHandles)); MOCK_METHOD4(AddJoint, AzPhysics::JointHandle(AzPhysics::SceneHandle sceneHandle, const AzPhysics::JointConfiguration* jointConfig, AzPhysics::SimulatedBodyHandle parentBody, AzPhysics::SimulatedBodyHandle childBody)); MOCK_METHOD2( GetJointFromHandle, AzPhysics::Joint*(AzPhysics::SceneHandle sceneHandle, AzPhysics::JointHandle jointHandle)); MOCK_CONST_METHOD1(GetGravity, AZ::Vector3(AzPhysics::SceneHandle sceneHandle)); MOCK_METHOD2(RegisterSceneSimulationFinishHandler, void(AzPhysics::SceneHandle sceneHandle, AzPhysics::SceneEvents::OnSceneSimulationFinishHandler& handler)); MOCK_CONST_METHOD2(GetLegacyBody, AzPhysics::SimulatedBody* (AzPhysics::SceneHandle sceneHandle, AzPhysics::SimulatedBodyHandle handle)); MOCK_METHOD2(QueryScene, AzPhysics::SceneQueryHits(AzPhysics::SceneHandle sceneHandle, const AzPhysics::SceneQueryRequest* request)); MOCK_METHOD2(QuerySceneBatch, AzPhysics::SceneQueryHitsList(AzPhysics::SceneHandle sceneHandle, const AzPhysics::SceneQueryRequests& requests)); MOCK_METHOD4(QuerySceneAsync, bool(AzPhysics::SceneHandle sceneHandle, AzPhysics::SceneQuery::AsyncRequestId requestId, const AzPhysics::SceneQueryRequest* request, AzPhysics::SceneQuery::AsyncCallback callback)); MOCK_METHOD4(QuerySceneAsyncBatch, bool(AzPhysics::SceneHandle sceneHandle, AzPhysics::SceneQuery::AsyncRequestId requestId, const AzPhysics::SceneQueryRequests& requests, AzPhysics::SceneQuery::AsyncBatchCallback callback)); }; class MockSimulatedBody : public AzPhysics::SimulatedBody { public: MOCK_CONST_METHOD0(GetEntityId, AZ::EntityId()); MOCK_CONST_METHOD0(GetTransform, AZ::Transform()); MOCK_METHOD1(SetTransform, void(const AZ::Transform& transform)); MOCK_CONST_METHOD0(GetPosition, AZ::Vector3()); MOCK_CONST_METHOD0(GetOrientation, AZ::Quaternion()); MOCK_CONST_METHOD0(GetAabb, AZ::Aabb()); MOCK_METHOD1(RayCast, AzPhysics::SceneQueryHit(const AzPhysics::RayCastRequest& request)); MOCK_CONST_METHOD0(GetNativeType, AZ::Crc32()); MOCK_CONST_METHOD0(GetNativePointer, void*()); }; class MockShape : public Physics::Shape { public: MOCK_METHOD1(SetMaterial, void(const AZStd::shared_ptr& material)); MOCK_CONST_METHOD0(GetMaterial, AZStd::shared_ptr()); MOCK_METHOD1(SetCollisionLayer, void(const AzPhysics::CollisionLayer& layer)); MOCK_CONST_METHOD0(GetCollisionLayer, AzPhysics::CollisionLayer()); MOCK_METHOD1(SetCollisionGroup, void(const AzPhysics::CollisionGroup& group)); MOCK_CONST_METHOD0(GetCollisionGroup, AzPhysics::CollisionGroup()); MOCK_METHOD1(SetName, void(const char* name)); MOCK_METHOD2(SetLocalPose, void(const AZ::Vector3& offset, const AZ::Quaternion& rotation)); MOCK_CONST_METHOD0(GetLocalPose, AZStd::pair()); MOCK_METHOD0(GetNativePointer, void*()); MOCK_CONST_METHOD0(GetTag, AZ::Crc32()); MOCK_METHOD1(AttachedToActor, void(void* actor)); MOCK_METHOD0(DetachedFromActor, void()); MOCK_METHOD2(RayCast, AzPhysics::SceneQueryHit(const AzPhysics::RayCastRequest& worldSpaceRequest, const AZ::Transform& worldTransform)); MOCK_METHOD1(RayCastLocal, AzPhysics::SceneQueryHit(const AzPhysics::RayCastRequest& localSpaceRequest)); MOCK_METHOD3(GetGeometry, void(AZStd::vector&, AZStd::vector&, AZ::Aabb*)); MOCK_CONST_METHOD1(GetAabb, AZ::Aabb(const AZ::Transform& worldTransform)); MOCK_CONST_METHOD0(GetAabbLocal, AZ::Aabb()); MOCK_CONST_METHOD0(GetRestOffset, float()); MOCK_METHOD1(SetRestOffset, void(float)); MOCK_CONST_METHOD0(GetContactOffset, float()); MOCK_METHOD1(SetContactOffset, void(float)); }; class MockPhysicsMaterial : public Physics::Material { public: virtual ~MockPhysicsMaterial() = default; MOCK_CONST_METHOD0(GetSurfaceType, AZ::Crc32()); MOCK_CONST_METHOD0(GetSurfaceTypeName, const AZStd::string&()); MOCK_METHOD1(SetSurfaceTypeName, void(const AZStd::string&)); MOCK_CONST_METHOD0(GetDynamicFriction, float()); MOCK_METHOD1(SetDynamicFriction, void(float)); MOCK_CONST_METHOD0(GetStaticFriction, float()); MOCK_METHOD1(SetStaticFriction, void(float)); MOCK_CONST_METHOD0(GetRestitution, float()); MOCK_METHOD1(SetRestitution, void(float)); MOCK_CONST_METHOD0(GetFrictionCombineMode, CombineMode()); MOCK_METHOD1(SetFrictionCombineMode, void(CombineMode)); MOCK_CONST_METHOD0(GetRestitutionCombineMode, CombineMode()); MOCK_METHOD1(SetRestitutionCombineMode, void(CombineMode)); MOCK_CONST_METHOD0(GetCryEngineSurfaceId, AZ::u32()); MOCK_METHOD0(GetNativePointer, void*()); MOCK_CONST_METHOD0(GetDensity, float()); MOCK_METHOD1(SetDensity, void(float)); MOCK_CONST_METHOD0(GetDebugColor, AZ::Color()); MOCK_METHOD1(SetDebugColor, void(const AZ::Color&)); }; class ScriptCanvasPhysicsTestEnvironment : public AZ::Test::GemTestEnvironment { void AddGemsAndComponents() override { AddComponentDescriptors({ AzFramework::TransformComponent::CreateDescriptor() }); } }; class ScriptCanvasPhysicsTest : public ::testing::Test { protected: void SetUp() override { ::testing::Test::SetUp(); ON_CALL(m_material, GetSurfaceType()) .WillByDefault(Return(AZ::Crc32("CustomSurface"))); m_hit.m_position = AZ::Vector3(1.f, 2.f, 3.f); m_hit.m_distance = 2.5f; m_hit.m_normal = AZ::Vector3(-1.f, 3.5f, 0.5f); m_hit.m_shape = &m_shape; m_hit.m_material = &m_material; m_hit.m_resultFlags = AzPhysics::SceneQuery::ResultFlags::Position | AzPhysics::SceneQuery::ResultFlags::Distance | AzPhysics::SceneQuery::ResultFlags::Normal | AzPhysics::SceneQuery::ResultFlags::Shape | AzPhysics::SceneQuery::ResultFlags::Material; m_hitResult.m_hits.push_back(m_hit); } NiceMock m_worldBody; NiceMock m_shape; NiceMock m_material; NiceMock m_sceneInterfaceMock; AzPhysics::SceneQueryHit m_hit; AzPhysics::SceneQueryHits m_hitResult; bool ResultIsEqualToHit(const ScriptCanvasPhysics::WorldNodes::Result& result, const AzPhysics::SceneQueryHit& hit) { return AZStd::get<0>(result) == hit.IsValid() && AZStd::get<1>(result) == hit.m_position && AZStd::get<2>(result) == hit.m_normal && AZStd::get<3>(result) == hit.m_distance && AZStd::get<4>(result) == hit.m_entityId && AZStd::get<5>(result) == (hit.m_material ? hit.m_material->GetSurfaceType() : AZ::Crc32()) ; } }; TEST_F(ScriptCanvasPhysicsTest, WorldNodes_RayCastWorldSpaceWithGroup_FT) { ON_CALL(m_sceneInterfaceMock, QueryScene(_, _)) .WillByDefault(Return(m_hitResult)); // given raycast data const AZ::Vector3 start = AZ::Vector3::CreateZero(); const AZ::Vector3 direction = AZ::Vector3(0.f,1.f,0.f); const float distance = 1.f; const AZStd::string collisionGroup = "default"; const AZ::EntityId ignoreEntityId; // when a raycast is performed auto result = ScriptCanvasPhysics::WorldNodes::RayCastWorldSpaceWithGroup( start, direction, distance, collisionGroup, ignoreEntityId ); // expect a valid hit is returned EXPECT_TRUE(ResultIsEqualToHit(result, m_hit)); } TEST_F(ScriptCanvasPhysicsTest, WorldNodes_RayCastLocalSpaceWithGroup_FT) { ON_CALL(m_sceneInterfaceMock, QueryScene(_, _)) .WillByDefault(Return(m_hitResult)); // given raycast data const AZ::Vector3 direction = AZ::Vector3(0.f,1.f,0.f); const float distance = 1.f; const AZStd::string collisionGroup = "default"; const AZ::EntityId ignoreEntityId; auto fromEntity = AZStd::make_unique("Entity"); fromEntity->CreateComponent()->SetWorldTM(AZ::Transform::Identity()); fromEntity->Init(); fromEntity->Activate(); // when a raycast is performed auto result = ScriptCanvasPhysics::WorldNodes::RayCastLocalSpaceWithGroup( fromEntity->GetId(), direction, distance, collisionGroup, fromEntity->GetId() ); // expect a valid hit is returned EXPECT_TRUE(ResultIsEqualToHit(result, m_hit)); } TEST_F(ScriptCanvasPhysicsTest, WorldNodes_RayCastMultipleLocalSpaceWithGroup_FT) { AZStd::vector hits; hits.push_back(m_hit); ON_CALL(m_sceneInterfaceMock, QueryScene(_, _)) .WillByDefault(Return(m_hitResult)); // given raycast data const AZ::Vector3 direction = AZ::Vector3(0.f,1.f,0.f); const float distance = 1.f; const AZStd::string collisionGroup = "default"; const AZ::EntityId ignoreEntityId; auto fromEntity = AZStd::make_unique("Entity"); fromEntity->CreateComponent()->SetWorldTM(AZ::Transform::Identity()); fromEntity->Init(); fromEntity->Activate(); // when a raycast is performed auto results = ScriptCanvasPhysics::WorldNodes::RayCastMultipleLocalSpaceWithGroup( fromEntity->GetId(), direction, distance, collisionGroup, fromEntity->GetId() ); // expect valid hits are returned EXPECT_FALSE(results.empty()); for (auto result : results) { EXPECT_EQ(result.m_distance, m_hit.m_distance); EXPECT_EQ(result.m_material, m_hit.m_material); EXPECT_EQ(result.m_normal, m_hit.m_normal); EXPECT_EQ(result.m_position, m_hit.m_position); EXPECT_EQ(result.m_shape, m_hit.m_shape); } } TEST_F(ScriptCanvasPhysicsTest, WorldNodes_ShapecastQuery_FT) { ON_CALL(m_sceneInterfaceMock, QueryScene(_, _)) .WillByDefault(Return(m_hitResult)); // given shapecast data const AZ::Vector3 direction = AZ::Vector3(0.f,1.f,0.f); const float distance = 1.f; const AZStd::string collisionGroup = "default"; const AZ::EntityId ignoreEntityId; const AZ::Transform pose = AZ::Transform::CreateIdentity(); // when a shapecast is performed auto result = ScriptCanvasPhysics::WorldNodes::ShapecastQuery( distance, pose, direction, AZStd::make_shared(), collisionGroup, ignoreEntityId ); // expect a valid hit is returned EXPECT_TRUE(ResultIsEqualToHit(result, m_hit)); } } AZ_UNIT_TEST_HOOK(new ScriptCanvasPhysicsTests::ScriptCanvasPhysicsTestEnvironment);