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o3de/Gems/FastNoise/Code/Tests/FastNoiseEditorTest.cpp

45 lines
1.7 KiB
C++

/*
* 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 <AzTest/AzTest.h>
#include <AzCore/Component/Entity.h>
#include <AzCore/UnitTest/TestTypes.h>
#include <EditorFastNoiseGradientComponent.h>
#include <FastNoiseTest.h>
class FastNoiseEditorTestApp : public ::testing::Test
{
};
TEST_F(FastNoiseEditorTestApp, FastNoise_EditorCreateGameEntity)
{
AZStd::unique_ptr<AZ::Entity> noiseEntity(aznew AZ::Entity("editor_noise_entity"));
ASSERT_TRUE(noiseEntity != nullptr);
FastNoiseGem::EditorFastNoiseGradientComponent editor;
auto* editorBase = static_cast<AzToolsFramework::Components::EditorComponentBase*>(&editor);
editorBase->BuildGameEntity(noiseEntity.get());
// the new game entity's FastNoise component should look like the default one
FastNoiseGem::FastNoiseGradientConfig defaultConfig;
FastNoiseGem::FastNoiseGradientConfig gameComponentConfig;
FastNoiseGem::FastNoiseGradientComponent* noiseComp = noiseEntity->FindComponent<FastNoiseGem::FastNoiseGradientComponent>();
ASSERT_TRUE(noiseComp != nullptr);
// Change a value in the gameComponentConfig just to verify that it got overwritten instead of simply matching the default.
gameComponentConfig.m_seed++;
noiseComp->WriteOutConfig(&gameComponentConfig);
ASSERT_EQ(defaultConfig, gameComponentConfig);
}
// This uses custom test / benchmark hooks so that we can load LmbrCentral and GradientSignal Gems.
AZ_UNIT_TEST_HOOK(new UnitTest::FastNoiseTestEnvironment, UnitTest::FastNoiseBenchmarkEnvironment);