/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ #include "PhysX_precompiled.h" #include #include #include namespace PhysXEditorTests { TEST_F(PhysXEditorFixture, EditorCharacterControllerComponent_CharacterControllerPlusRigidBodyComponents_EntityIsInvalid) { EntityPtr entity = CreateInactiveEditorEntity("ShapeColliderComponentEditorEntity"); entity->CreateComponent(); entity->CreateComponent(); // the entity should be in an invalid state because the character controller is incompatible with the rigid body AZ::Entity::DependencySortOutcome sortOutcome = entity->EvaluateDependenciesGetDetails(); EXPECT_FALSE(sortOutcome.IsSuccess()); EXPECT_TRUE(sortOutcome.GetError().m_code == AZ::Entity::DependencySortResult::HasIncompatibleServices); } } // namespace PhysXEditorTests