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