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o3de/Gems/ScriptCanvasPhysics/Code/Tests/ScriptCanvasPhysicsTest.cpp

409 lines
19 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/GemTestEnvironment.h>
#include <gmock/gmock.h>
#include <AzFramework/Physics/Material.h>
#include <AzFramework/Physics/PhysicsScene.h>
#include <AzFramework/Physics/Shape.h>
#include <AzFramework/Physics/ShapeConfiguration.h>
#include <AzFramework/Physics/ShapeConfiguration.h>
#include <AzFramework/Components/TransformComponent.h>
#include <AzFramework/Physics/Collision/CollisionGroups.h>
#include <AzFramework/Physics/Collision/CollisionLayers.h>
#include <AzFramework/Physics/Common/PhysicsSimulatedBody.h>
#include <AzFramework/Physics/Common/PhysicsTypes.h>
#include <WorldNodes.h>
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<AZ::EntityId> /*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<AzPhysics::SceneQueryHit> 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<Physics::ShapeConfiguration> 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<AzPhysics::SceneInterface>::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<Physics::Material>& material));
MOCK_CONST_METHOD0(GetMaterial, AZStd::shared_ptr<Physics::Material>());
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<AZ::Vector3, AZ::Quaternion>());
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<AZ::Vector3>&, AZStd::vector<AZ::u32>&, 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:
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<MockSimulatedBody> m_worldBody;
NiceMock<MockShape> m_shape;
NiceMock<MockPhysicsMaterial> m_material;
NiceMock<MockPhysicsSceneInterface> 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<AZ::Entity>("Entity");
fromEntity->CreateComponent<AzFramework::TransformComponent>()->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<AzPhysics::SceneQueryHit> 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<AZ::Entity>("Entity");
fromEntity->CreateComponent<AzFramework::TransformComponent>()->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<Physics::BoxShapeConfiguration>(),
collisionGroup,
ignoreEntityId
);
// expect a valid hit is returned
EXPECT_TRUE(ResultIsEqualToHit(result, m_hit));
}
}
AZ_UNIT_TEST_HOOK(new ScriptCanvasPhysicsTests::ScriptCanvasPhysicsTestEnvironment);