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716 lines
36 KiB
C++
716 lines
36 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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#include "TestColliderComponent.h"
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#include <AzManipulatorTestFramework/IndirectManipulatorViewportInteraction.h>
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#include <AzManipulatorTestFramework/AzManipulatorTestFrameworkTestHelpers.h>
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#include <AZTestShared/Math/MathTestHelpers.h>
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#include <AzToolsFramework/UnitTest/AzToolsFrameworkTestHelpers.h>
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#include <AzToolsFramework/ViewportSelection/EditorInteractionSystemViewportSelectionRequestBus.h>
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#include <AzToolsFramework/ViewportSelection/EditorDefaultSelection.h>
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#include <AzToolsFramework/ViewportSelection/EditorSelectionUtil.h>
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#include <AzToolsFramework/Entity/EditorEntityHelpers.h>
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#include <AzToolsFramework/ViewportUi/ViewportUiManager.h>
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#include <AzToolsFramework/ToolsComponents/EditorNonUniformScaleComponent.h>
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#include <Tests/Viewport/ViewportUiManagerTests.cpp>
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#include <EditorColliderComponent.h>
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namespace UnitTest
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{
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class PhysXColliderComponentModeTest
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: public ToolsApplicationFixture
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{
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protected:
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using EntityPtr = AZ::Entity*;
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AZ::ComponentId m_colliderComponentId;
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EntityPtr CreateColliderComponent()
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{
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AZ::Entity* entity = nullptr;
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AZ::EntityId entityId = CreateDefaultEditorEntity("ComponentModeEntity", &entity);
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entity->Deactivate();
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// Add placeholder component which implements component mode.
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auto colliderComponent = entity->CreateComponent<TestColliderComponentMode>();
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m_colliderComponentId = colliderComponent->GetId();
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entity->Activate();
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AzToolsFramework::SelectEntity(entityId);
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return entity;
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}
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// Needed to support ViewportUi request calls.
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ViewportManagerWrapper m_viewportManagerWrapper;
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void SetUpEditorFixtureImpl() override
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{
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m_viewportManagerWrapper.Create();
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}
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void TearDownEditorFixtureImpl() override
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{
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m_viewportManagerWrapper.Destroy();
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}
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};
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TEST_F(PhysXColliderComponentModeTest, MouseWheelUpShouldSetNextMode)
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{
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// Given there is a collider component in component mode.
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CreateColliderComponent();
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EnterComponentMode<TestColliderComponentMode>();
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PhysX::ColliderComponentModeRequests::SubMode subMode = PhysX::ColliderComponentModeRequests::SubMode::NumModes;
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PhysX::ColliderComponentModeRequestBus::BroadcastResult(subMode, &PhysX::ColliderComponentModeRequests::GetCurrentMode);
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EXPECT_EQ(PhysX::ColliderComponentModeRequests::SubMode::Offset, subMode);
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// When the mouse wheel is scrolled while holding ctrl
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AzToolsFramework::ViewportInteraction::MouseInteractionEvent
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interactionEvent(AzToolsFramework::ViewportInteraction::MouseInteraction(), 1.0f);
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interactionEvent.m_mouseEvent = AzToolsFramework::ViewportInteraction::MouseEvent::Wheel;
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interactionEvent.m_mouseInteraction.m_keyboardModifiers.m_keyModifiers =
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static_cast<AZ::u32>(AzToolsFramework::ViewportInteraction::KeyboardModifier::Ctrl);
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using MouseInteractionResult = AzToolsFramework::ViewportInteraction::MouseInteractionResult;
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MouseInteractionResult handled = MouseInteractionResult::None;
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AzToolsFramework::EditorInteractionSystemViewportSelectionRequestBus::BroadcastResult(handled,
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&AzToolsFramework::ViewportInteraction::InternalMouseViewportRequests::InternalHandleAllMouseInteractions,
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interactionEvent);
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// Then the component mode is cycled.
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PhysX::ColliderComponentModeRequestBus::BroadcastResult(subMode, &PhysX::ColliderComponentModeRequests::GetCurrentMode);
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EXPECT_EQ(handled, MouseInteractionResult::Viewport);
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EXPECT_EQ(PhysX::ColliderComponentModeRequests::SubMode::Dimensions, subMode);
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}
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TEST_F(PhysXColliderComponentModeTest, MouseWheelDownShouldSetPreviousMode)
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{
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// Given there is a collider component in component mode.
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CreateColliderComponent();
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EnterComponentMode<TestColliderComponentMode>();
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PhysX::ColliderComponentModeRequests::SubMode subMode = PhysX::ColliderComponentModeRequests::SubMode::NumModes;
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PhysX::ColliderComponentModeRequestBus::BroadcastResult(subMode, &PhysX::ColliderComponentModeRequests::GetCurrentMode);
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EXPECT_EQ(PhysX::ColliderComponentModeRequests::SubMode::Offset, subMode);
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// When the mouse wheel is scrolled while holding ctrl
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AzToolsFramework::ViewportInteraction::MouseInteractionEvent
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interactionEvent(AzToolsFramework::ViewportInteraction::MouseInteraction(), -1.0f);
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interactionEvent.m_mouseEvent = AzToolsFramework::ViewportInteraction::MouseEvent::Wheel;
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interactionEvent.m_mouseInteraction.m_keyboardModifiers.m_keyModifiers =
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static_cast<AZ::u32>(AzToolsFramework::ViewportInteraction::KeyboardModifier::Ctrl);
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using MouseInteractionResult = AzToolsFramework::ViewportInteraction::MouseInteractionResult;
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MouseInteractionResult handled = MouseInteractionResult::None;
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AzToolsFramework::EditorInteractionSystemViewportSelectionRequestBus::BroadcastResult(handled,
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&AzToolsFramework::ViewportInteraction::InternalMouseViewportRequests::InternalHandleAllMouseInteractions,
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interactionEvent);
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// Then the component mode is cycled.
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PhysX::ColliderComponentModeRequestBus::BroadcastResult(subMode, &PhysX::ColliderComponentModeRequests::GetCurrentMode);
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EXPECT_EQ(handled, MouseInteractionResult::Viewport);
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EXPECT_EQ(PhysX::ColliderComponentModeRequests::SubMode::Rotation, subMode);
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}
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TEST_F(PhysXColliderComponentModeTest, PressingKey1ShouldSetOffsetMode)
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{
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// Given there is a collider component in component mode.
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CreateColliderComponent();
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EnterComponentMode<TestColliderComponentMode>();
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PhysX::ColliderComponentModeRequests::SubMode subMode = PhysX::ColliderComponentModeRequests::SubMode::NumModes;
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PhysX::ColliderComponentModeRequestBus::BroadcastResult(subMode, &PhysX::ColliderComponentModeRequests::GetCurrentMode);
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EXPECT_EQ(PhysX::ColliderComponentModeRequests::SubMode::Offset, subMode);
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// When the '1' key is pressed
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QTest::keyPress(&m_editorActions.m_componentModeWidget, Qt::Key_1);
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// Then the component mode is set to Offset.
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PhysX::ColliderComponentModeRequestBus::BroadcastResult(subMode, &PhysX::ColliderComponentModeRequests::GetCurrentMode);
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EXPECT_EQ(PhysX::ColliderComponentModeRequests::SubMode::Offset, subMode);
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}
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TEST_F(PhysXColliderComponentModeTest, PressingKey2ShouldSetRotationMode)
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{
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// Given there is a collider component in component mode.
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auto colliderEntity = CreateColliderComponent();
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AzToolsFramework::SelectEntity(colliderEntity->GetId());
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EnterComponentMode<TestColliderComponentMode>();
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PhysX::ColliderComponentModeRequests::SubMode subMode = PhysX::ColliderComponentModeRequests::SubMode::NumModes;
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PhysX::ColliderComponentModeRequestBus::BroadcastResult(subMode, &PhysX::ColliderComponentModeRequests::GetCurrentMode);
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EXPECT_EQ(PhysX::ColliderComponentModeRequests::SubMode::Offset, subMode);
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// When the '2' key is pressed
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QTest::keyPress(&m_editorActions.m_componentModeWidget, Qt::Key_2);
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// Then the component mode is set to Rotation.
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PhysX::ColliderComponentModeRequestBus::BroadcastResult(subMode, &PhysX::ColliderComponentModeRequests::GetCurrentMode);
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EXPECT_EQ(PhysX::ColliderComponentModeRequests::SubMode::Rotation, subMode);
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}
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TEST_F(PhysXColliderComponentModeTest, PressingKey3ShouldSetSizeMode)
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{
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// Given there is a collider component in component mode.
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auto colliderEntity = CreateColliderComponent();
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AzToolsFramework::SelectEntity(colliderEntity->GetId());
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EnterComponentMode<TestColliderComponentMode>();
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PhysX::ColliderComponentModeRequests::SubMode subMode = PhysX::ColliderComponentModeRequests::SubMode::NumModes;
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PhysX::ColliderComponentModeRequestBus::BroadcastResult(subMode, &PhysX::ColliderComponentModeRequests::GetCurrentMode);
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EXPECT_EQ(PhysX::ColliderComponentModeRequests::SubMode::Offset, subMode);
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// When the '3' key is pressed
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QTest::keyPress(&m_editorActions.m_componentModeWidget, Qt::Key_3);
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// Then the component mode is set to Size.
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PhysX::ColliderComponentModeRequestBus::BroadcastResult(subMode, &PhysX::ColliderComponentModeRequests::GetCurrentMode);
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EXPECT_EQ(PhysX::ColliderComponentModeRequests::SubMode::Dimensions, subMode);
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}
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TEST_F(PhysXColliderComponentModeTest, PressingKeyRShouldResetSphereRadius)
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{
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// Given there is a sphere collider in component mode.
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auto colliderEntity = CreateColliderComponent();
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float radius = 5.0f;
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colliderEntity->FindComponent<TestColliderComponentMode>()->SetShapeType(Physics::ShapeType::Sphere);
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colliderEntity->FindComponent<TestColliderComponentMode>()->SetSphereRadius(radius);
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AzToolsFramework::SelectEntity(colliderEntity->GetId());
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EnterComponentMode<TestColliderComponentMode>();
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PhysX::ColliderComponentModeRequestBus::Broadcast(&PhysX::ColliderComponentModeRequests::SetCurrentMode,
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PhysX::ColliderComponentModeRequests::SubMode::Dimensions);
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// When the 'R' key is pressed
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QTest::keyPress(&m_editorActions.m_componentModeWidget, Qt::Key_R);
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// The the sphere radius should be reset.
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radius = colliderEntity->FindComponent<TestColliderComponentMode>()->GetSphereRadius();
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EXPECT_FLOAT_EQ(0.5f, radius);
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}
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TEST_F(PhysXColliderComponentModeTest, PressingKeyRShouldResetCapsuleSize)
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{
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// Given there is a capsule collider in component mode.
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auto colliderEntity = CreateColliderComponent();
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float height = 10.0f;
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float radius = 2.5f;
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colliderEntity->FindComponent<TestColliderComponentMode>()->SetShapeType(Physics::ShapeType::Capsule);
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colliderEntity->FindComponent<TestColliderComponentMode>()->SetCapsuleHeight(height);
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colliderEntity->FindComponent<TestColliderComponentMode>()->SetCapsuleRadius(radius);
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AzToolsFramework::SelectEntity(colliderEntity->GetId());
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EnterComponentMode<TestColliderComponentMode>();
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PhysX::ColliderComponentModeRequestBus::Broadcast(&PhysX::ColliderComponentModeRequests::SetCurrentMode,
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PhysX::ColliderComponentModeRequests::SubMode::Dimensions);
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// When the 'R' key is pressed
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QTest::keyPress(&m_editorActions.m_componentModeWidget, Qt::Key_R);
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// Then the capsule size should be reset.
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height = colliderEntity->FindComponent<TestColliderComponentMode>()->GetCapsuleHeight();
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radius = colliderEntity->FindComponent<TestColliderComponentMode>()->GetCapsuleRadius();
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EXPECT_FLOAT_EQ(1.0f, height);
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EXPECT_FLOAT_EQ(0.25f, radius);
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}
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TEST_F(PhysXColliderComponentModeTest, PressingKeyRShouldResetAssetScale)
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{
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// Given there is a sphere collider component in component mode.
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auto colliderEntity = CreateColliderComponent();
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AZ::Vector3 assetScale(10.0f, 10.0f, 10.0f);
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colliderEntity->FindComponent<TestColliderComponentMode>()->SetShapeType(Physics::ShapeType::PhysicsAsset);
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colliderEntity->FindComponent<TestColliderComponentMode>()->SetAssetScale(assetScale);
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AzToolsFramework::SelectEntity(colliderEntity->GetId());
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EnterComponentMode<TestColliderComponentMode>();
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PhysX::ColliderComponentModeRequestBus::Broadcast(&PhysX::ColliderComponentModeRequests::SetCurrentMode,
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PhysX::ColliderComponentModeRequests::SubMode::Dimensions);
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// When the 'R' key is pressed
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QTest::keyPress(&m_editorActions.m_componentModeWidget, Qt::Key_R);
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// Then the asset scale should be reset.
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assetScale = colliderEntity->FindComponent<TestColliderComponentMode>()->GetAssetScale();
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EXPECT_THAT(assetScale, IsClose(AZ::Vector3::CreateOne()));
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}
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TEST_F(PhysXColliderComponentModeTest, PressingKeyRShouldResetOffset)
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{
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// Given there is a sphere collider component in component mode.
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auto colliderEntity = CreateColliderComponent();
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AZ::Vector3 offset(5.0f, 6.0f, 7.0f);
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colliderEntity->FindComponent<TestColliderComponentMode>()->SetColliderOffset(offset);
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AzToolsFramework::SelectEntity(colliderEntity->GetId());
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EnterComponentMode<TestColliderComponentMode>();
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PhysX::ColliderComponentModeRequestBus::Broadcast(&PhysX::ColliderComponentModeRequests::SetCurrentMode,
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PhysX::ColliderComponentModeRequests::SubMode::Offset);
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// When the 'R' key is pressed
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QTest::keyPress(&m_editorActions.m_componentModeWidget, Qt::Key_R);
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// Then the collider offset should be reset.
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offset = colliderEntity->FindComponent<TestColliderComponentMode>()->GetColliderOffset();
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EXPECT_THAT(offset, IsClose(AZ::Vector3::CreateZero()));
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}
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TEST_F(PhysXColliderComponentModeTest, PressingKeyRShouldResetRotation)
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{
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// Given there is a sphere collider component in component mode.
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auto colliderEntity = CreateColliderComponent();
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AZ::Quaternion rotation = AZ::Quaternion::CreateFromAxisAngle(AZ::Vector3::CreateAxisZ(), 45.0f);
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colliderEntity->FindComponent<TestColliderComponentMode>()->SetColliderRotation(rotation);
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AzToolsFramework::SelectEntity(colliderEntity->GetId());
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EnterComponentMode<TestColliderComponentMode>();
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PhysX::ColliderComponentModeRequestBus::Broadcast(&PhysX::ColliderComponentModeRequests::SetCurrentMode,
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PhysX::ColliderComponentModeRequests::SubMode::Rotation);
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// When the 'R' key is pressed
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QTest::keyPress(&m_editorActions.m_componentModeWidget, Qt::Key_R);
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// Then the collider rotation should be reset.
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rotation = colliderEntity->FindComponent<TestColliderComponentMode>()->GetColliderRotation();
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EXPECT_THAT(rotation, IsClose(AZ::Quaternion::CreateIdentity()));
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}
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TEST_F(PhysXColliderComponentModeTest, ClickingOffsetButtonShouldSetOffsetMode)
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{
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// Given there is a collider component in component mode.
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auto colliderEntity = CreateColliderComponent();
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EnterComponentMode<TestColliderComponentMode>();
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// Given
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// Check preconditions
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PhysX::ColliderComponentModeRequests::SubMode subMode = PhysX::ColliderComponentModeRequests::SubMode::NumModes;
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PhysX::ColliderComponentModeRequestBus::BroadcastResult(subMode, &PhysX::ColliderComponentModeRequests::GetCurrentMode);
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EXPECT_EQ(PhysX::ColliderComponentModeRequests::SubMode::Offset, subMode);
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// Get the cluster and button Ids
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AzToolsFramework::ViewportUi::ClusterId modeSelectionClusterId;
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AzToolsFramework::ViewportUi::ButtonId offsetModeButtonId;
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AZ::EntityId entityId = colliderEntity->GetId();
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PhysX::ColliderComponentModeUiRequestBus::EventResult(
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modeSelectionClusterId, AZ::EntityComponentIdPair(entityId, m_colliderComponentId),
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&PhysX::ColliderComponentModeUiRequests::GetClusterId);
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PhysX::ColliderComponentModeUiRequestBus::EventResult(
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offsetModeButtonId, AZ::EntityComponentIdPair(entityId, m_colliderComponentId),
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&PhysX::ColliderComponentModeUiRequests::GetOffsetButtonId);
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// When
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// Trigger the button
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m_viewportManagerWrapper.GetViewportManager()->PressButton(modeSelectionClusterId, offsetModeButtonId);
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// Then
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// Then the component mode is set to Offset.
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PhysX::ColliderComponentModeRequestBus::BroadcastResult(subMode, &PhysX::ColliderComponentModeRequests::GetCurrentMode);
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EXPECT_EQ(PhysX::ColliderComponentModeRequests::SubMode::Offset, subMode);
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}
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TEST_F(PhysXColliderComponentModeTest, ClickingRotationButtonShouldSetRotationMode)
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{
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// Given there is a collider component in component mode.
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auto colliderEntity = CreateColliderComponent();
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EnterComponentMode<TestColliderComponentMode>();
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// Given
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// Check preconditions
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PhysX::ColliderComponentModeRequests::SubMode subMode = PhysX::ColliderComponentModeRequests::SubMode::NumModes;
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PhysX::ColliderComponentModeRequestBus::BroadcastResult(subMode, &PhysX::ColliderComponentModeRequests::GetCurrentMode);
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EXPECT_EQ(PhysX::ColliderComponentModeRequests::SubMode::Offset, subMode);
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// Get the cluster and button Ids
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AzToolsFramework::ViewportUi::ClusterId modeSelectionClusterId;
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AzToolsFramework::ViewportUi::ButtonId offsetModeButtonId;
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AZ::EntityId entityId = colliderEntity->GetId();
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PhysX::ColliderComponentModeUiRequestBus::EventResult(
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modeSelectionClusterId, AZ::EntityComponentIdPair(entityId, m_colliderComponentId),
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&PhysX::ColliderComponentModeUiRequests::GetClusterId);
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PhysX::ColliderComponentModeUiRequestBus::EventResult(
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offsetModeButtonId, AZ::EntityComponentIdPair(entityId, m_colliderComponentId),
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&PhysX::ColliderComponentModeUiRequests::GetRotationButtonId);
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// When
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// Trigger the button
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m_viewportManagerWrapper.GetViewportManager()->PressButton(modeSelectionClusterId, offsetModeButtonId);
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// Then
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// Then the component mode is set to Offset.
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PhysX::ColliderComponentModeRequestBus::BroadcastResult(subMode, &PhysX::ColliderComponentModeRequests::GetCurrentMode);
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EXPECT_EQ(PhysX::ColliderComponentModeRequests::SubMode::Rotation, subMode);
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}
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TEST_F(PhysXColliderComponentModeTest, ClickingDimensionsButtonShouldSetDimensionsMode)
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{
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// Given there is a collider component in component mode.
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auto colliderEntity = CreateColliderComponent();
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EnterComponentMode<TestColliderComponentMode>();
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// Given
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// Check preconditions
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PhysX::ColliderComponentModeRequests::SubMode subMode = PhysX::ColliderComponentModeRequests::SubMode::NumModes;
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PhysX::ColliderComponentModeRequestBus::BroadcastResult(subMode, &PhysX::ColliderComponentModeRequests::GetCurrentMode);
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EXPECT_EQ(PhysX::ColliderComponentModeRequests::SubMode::Offset, subMode);
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// Get the cluster and button Ids
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AzToolsFramework::ViewportUi::ClusterId modeSelectionClusterId;
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AzToolsFramework::ViewportUi::ButtonId offsetModeButtonId;
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AZ::EntityId entityId = colliderEntity->GetId();
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PhysX::ColliderComponentModeUiRequestBus::EventResult(
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modeSelectionClusterId, AZ::EntityComponentIdPair(entityId, m_colliderComponentId),
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&PhysX::ColliderComponentModeUiRequests::GetClusterId);
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PhysX::ColliderComponentModeUiRequestBus::EventResult(
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offsetModeButtonId, AZ::EntityComponentIdPair(entityId, m_colliderComponentId),
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&PhysX::ColliderComponentModeUiRequests::GetDimensionsButtonId);
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// When
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// Trigger the button
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m_viewportManagerWrapper.GetViewportManager()->PressButton(modeSelectionClusterId, offsetModeButtonId);
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// Then
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// Then the component mode is set to Offset.
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PhysX::ColliderComponentModeRequestBus::BroadcastResult(subMode, &PhysX::ColliderComponentModeRequests::GetCurrentMode);
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EXPECT_EQ(PhysX::ColliderComponentModeRequests::SubMode::Dimensions, subMode);
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}
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using PhysXColliderComponentModeManipulatorTest =
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UnitTest::IndirectCallManipulatorViewportInteractionFixtureMixin<PhysXColliderComponentModeTest>;
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TEST_F(PhysXColliderComponentModeManipulatorTest, AssetScaleManipulatorsScaleInCorrectDirection)
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{
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auto colliderEntity = CreateColliderComponent();
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colliderEntity->FindComponent<TestColliderComponentMode>()->SetShapeType(Physics::ShapeType::PhysicsAsset);
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colliderEntity->FindComponent<TestColliderComponentMode>()->SetAssetScale(AZ::Vector3::CreateOne());
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EnterComponentMode<TestColliderComponentMode>();
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PhysX::ColliderComponentModeRequestBus::Broadcast(&PhysX::ColliderComponentModeRequests::SetCurrentMode,
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PhysX::ColliderComponentModeRequests::SubMode::Dimensions);
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// position the camera so the X axis manipulator will be flipped
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AzFramework::SetCameraTransform(
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m_cameraState,
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AZ::Transform::CreateFromQuaternionAndTranslation(
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AZ::Quaternion::CreateRotationZ(-AZ::Constants::QuarterPi), AZ::Vector3(-5.0f, -5.0f, 0.0f)));
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// select a point in world space slightly displaced from the position of the entity in the negative x direction
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// in order to grab the X manipulator
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const float x = 0.1f;
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const float xDelta = 0.1f;
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const AZ::Vector3 worldStart(-x, 0.0f, 0.0f);
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// position in world space to drag to
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const AZ::Vector3 worldEnd(-(x + xDelta), 0.0f, 0.0f);
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|
|
|
const auto screenStart = AzFramework::WorldToScreen(worldStart, m_cameraState);
|
|
const auto screenEnd = AzFramework::WorldToScreen(worldEnd, m_cameraState);
|
|
|
|
m_actionDispatcher
|
|
->CameraState(m_cameraState)
|
|
// move the mouse to interact with the x scale manipulator
|
|
->MousePosition(screenStart)
|
|
// drag to move the manipulator
|
|
->MouseLButtonDown()
|
|
->MousePosition(screenEnd)
|
|
->MouseLButtonUp();
|
|
|
|
const auto worldToScreenMultiplier = 1.0f / AzToolsFramework::CalculateScreenToWorldMultiplier(worldStart, m_cameraState);
|
|
const auto assetScale = colliderEntity->FindComponent<TestColliderComponentMode>()->GetAssetScale();
|
|
// need quite a large tolerance because using screen co-ordinates limits precision
|
|
const float tolerance = 0.01f;
|
|
EXPECT_NEAR(assetScale.GetX(), 1.0f + xDelta * worldToScreenMultiplier, tolerance);
|
|
EXPECT_NEAR(assetScale.GetY(), 1.0f, tolerance);
|
|
EXPECT_NEAR(assetScale.GetZ(), 1.0f, tolerance);
|
|
}
|
|
|
|
class PhysXEditorColliderComponentFixture : public UnitTest::ToolsApplicationFixture
|
|
{
|
|
public:
|
|
void SetUpEditorFixtureImpl() override;
|
|
void TearDownEditorFixtureImpl() override;
|
|
void SetupTransform(const AZ::Quaternion& rotation, const AZ::Vector3& translation, float uniformScale);
|
|
void SetupCollider(
|
|
const Physics::ShapeConfiguration& shapeConfiguration,
|
|
const AZ::Quaternion& colliderRotation,
|
|
const AZ::Vector3& colliderOffset);
|
|
void SetupNonUniformScale(const AZ::Vector3& nonUniformScale);
|
|
void EnterColliderSubMode(PhysX::ColliderComponentModeRequests::SubMode subMode);
|
|
|
|
AZ::Entity* m_entity = nullptr;
|
|
AZ::EntityComponentIdPair m_idPair;
|
|
};
|
|
|
|
void PhysXEditorColliderComponentFixture::SetUpEditorFixtureImpl()
|
|
{
|
|
AZ::SerializeContext* serializeContext = nullptr;
|
|
AZ::ComponentApplicationBus::BroadcastResult(serializeContext, &AZ::ComponentApplicationBus::Events::GetSerializeContext);
|
|
|
|
UnitTest::CreateDefaultEditorEntity("EditorColliderComponentEntity", &m_entity);
|
|
}
|
|
|
|
void PhysXEditorColliderComponentFixture::TearDownEditorFixtureImpl()
|
|
{
|
|
AzToolsFramework::EditorEntityContextRequestBus::Broadcast(
|
|
&AzToolsFramework::EditorEntityContextRequestBus::Events::DestroyEditorEntity, m_entity->GetId());
|
|
m_entity = nullptr;
|
|
}
|
|
|
|
void PhysXEditorColliderComponentFixture::SetupTransform(
|
|
const AZ::Quaternion& rotation, const AZ::Vector3& translation, float uniformScale)
|
|
{
|
|
const AZ::Transform transform = AZ::Transform::CreateFromQuaternionAndTranslation(rotation, translation);
|
|
AZ::TransformBus::Event(m_entity->GetId(), &AZ::TransformBus::Events::SetWorldTM, transform);
|
|
AZ::TransformBus::Event(m_entity->GetId(), &AZ::TransformBus::Events::SetLocalUniformScale, uniformScale);
|
|
}
|
|
|
|
void PhysXEditorColliderComponentFixture::SetupCollider(
|
|
const Physics::ShapeConfiguration& shapeConfiguration, const AZ::Quaternion& colliderRotation, const AZ::Vector3& colliderOffset)
|
|
{
|
|
m_entity->Deactivate();
|
|
auto* colliderComponent =
|
|
m_entity->CreateComponent<PhysX::EditorColliderComponent>(Physics::ColliderConfiguration(), shapeConfiguration);
|
|
m_entity->Activate();
|
|
m_idPair = AZ::EntityComponentIdPair(m_entity->GetId(), colliderComponent->GetId());
|
|
PhysX::EditorColliderComponentRequestBus::Event(
|
|
m_idPair, &PhysX::EditorColliderComponentRequests::SetColliderOffset, colliderOffset);
|
|
PhysX::EditorColliderComponentRequestBus::Event(
|
|
m_idPair, &PhysX::EditorColliderComponentRequests::SetColliderRotation, colliderRotation);
|
|
}
|
|
|
|
void PhysXEditorColliderComponentFixture::SetupNonUniformScale(const AZ::Vector3& nonUniformScale)
|
|
{
|
|
m_entity->Deactivate();
|
|
m_entity->CreateComponent(AzToolsFramework::Components::EditorNonUniformScaleComponent::RTTI_Type());
|
|
m_entity->Activate();
|
|
AZ::NonUniformScaleRequestBus::Event(m_entity->GetId(), &AZ::NonUniformScaleRequests::SetScale, nonUniformScale);
|
|
}
|
|
|
|
void PhysXEditorColliderComponentFixture::EnterColliderSubMode(PhysX::ColliderComponentModeRequests::SubMode subMode)
|
|
{
|
|
AzToolsFramework::SelectEntity(m_entity->GetId());
|
|
EnterComponentMode<PhysX::EditorColliderComponent>();
|
|
PhysX::ColliderComponentModeRequestBus::Broadcast(&PhysX::ColliderComponentModeRequests::SetCurrentMode, subMode);
|
|
}
|
|
|
|
using PhysXEditorColliderComponentManipulatorFixture =
|
|
UnitTest::IndirectCallManipulatorViewportInteractionFixtureMixin<PhysXEditorColliderComponentFixture>;
|
|
|
|
// use a reasonably large tolerance because manipulator precision is limited by viewport resolution
|
|
static const float ManipulatorTolerance = 0.01f;
|
|
|
|
TEST_F(PhysXEditorColliderComponentManipulatorFixture, OffsetManipulatorsCorrectlyLocatedRelativeToCollider)
|
|
{
|
|
const AZ::Vector3 boxDimensions(2.0f, 3.0f, 1.5f);
|
|
const AZ::Quaternion boxRotation(0.1f, 0.1f, 0.7f, 0.7f);
|
|
const AZ::Vector3 boxOffset(3.0f, 1.0f, 2.0f);
|
|
SetupCollider(Physics::BoxShapeConfiguration(boxDimensions), boxRotation, boxOffset);
|
|
const AZ::Quaternion entityRotation(0.8f, 0.2f, 0.4f, 0.4f);
|
|
const AZ::Vector3 entityTranslation(2.0f, -3.0f, 0.5f);
|
|
const float uniformScale = 2.0f;
|
|
SetupTransform(entityRotation, entityTranslation, uniformScale);
|
|
EnterColliderSubMode(PhysX::ColliderComponentModeRequests::SubMode::Offset);
|
|
|
|
// the expected position of the collider centre based on the combination of entity transform and collider offset
|
|
const AZ::Vector3 expectedColliderPosition(8.8f, -2.28f, 3.54f);
|
|
|
|
// the expected world space direction of the collider offset x-axis based on the entity transform
|
|
const AZ::Vector3 expectedXAxis(0.6f, 0.64f, 0.48f);
|
|
|
|
// position the camera to look down at the collider from above
|
|
AzFramework::SetCameraTransform(
|
|
m_cameraState,
|
|
AZ::Transform::CreateFromQuaternionAndTranslation(
|
|
AZ::Quaternion::CreateRotationX(-AZ::Constants::HalfPi), expectedColliderPosition + AZ::Vector3::CreateAxisZ(10.0f)));
|
|
|
|
// position in world space, slightly moved along the x-axis in order to grab the x translation manipulator
|
|
const AZ::Vector3 worldStart = expectedColliderPosition + 0.5f * expectedXAxis;
|
|
|
|
// position in world space to move to
|
|
const AZ::Vector3 worldEnd = worldStart + 2.0f * expectedXAxis;
|
|
|
|
const auto screenStart = AzFramework::WorldToScreen(worldStart, m_cameraState);
|
|
const auto screenEnd = AzFramework::WorldToScreen(worldEnd, m_cameraState);
|
|
|
|
m_actionDispatcher
|
|
->CameraState(m_cameraState)
|
|
// move the mouse to the position of the x offset manipulator
|
|
->MousePosition(screenStart)
|
|
// drag to move the manipulator
|
|
->MouseLButtonDown()
|
|
->MousePosition(screenEnd)
|
|
->MouseLButtonUp();
|
|
|
|
AZ::Vector3 newColliderOffset = AZ::Vector3::CreateZero();
|
|
PhysX::EditorColliderComponentRequestBus::EventResult(
|
|
newColliderOffset, m_idPair, &PhysX::EditorColliderComponentRequests::GetColliderOffset);
|
|
|
|
EXPECT_THAT(newColliderOffset, IsCloseTolerance(AZ::Vector3(4.0f, 1.0f, 2.0f), ManipulatorTolerance));
|
|
}
|
|
|
|
TEST_F(PhysXEditorColliderComponentManipulatorFixture, OffsetManipulatorsCorrectlyLocatedRelativeToColliderWithNonUniformScale)
|
|
{
|
|
const float capsuleRadius = 0.5f;
|
|
const float capsuleHeight = 2.0f;
|
|
const AZ::Quaternion capsuleRotation(0.2f, -0.4f, 0.8f, 0.4f);
|
|
const AZ::Vector3 capsuleOffset(-2.0f, 3.0f, -1.0f);
|
|
SetupCollider(Physics::CapsuleShapeConfiguration(capsuleHeight, capsuleRadius), capsuleRotation, capsuleOffset);
|
|
const AZ::Quaternion entityRotation(-0.1f, 0.7f, -0.7f, 0.1f);
|
|
const AZ::Vector3 entityTranslation(-1.0f, 1.0f, -2.5f);
|
|
const float uniformScale = 1.5f;
|
|
SetupTransform(entityRotation, entityTranslation, uniformScale);
|
|
const AZ::Vector3 nonUniformScale(2.0f, 0.5f, 1.5f);
|
|
SetupNonUniformScale(nonUniformScale);
|
|
EnterColliderSubMode(PhysX::ColliderComponentModeRequests::SubMode::Offset);
|
|
|
|
// the expected position of the collider centre based on the combination of entity transform, collider offset and non-uniform scale
|
|
const AZ::Vector3 expectedColliderPosition(4.13f, 4.84f, -4.75f);
|
|
|
|
// the expected world space direction of the collider offset z-axis based on the entity transform
|
|
const AZ::Vector3 expectedZAxis(0.28f, -0.96f, 0.0f);
|
|
|
|
// position the camera to look at the collider from underneath
|
|
AzFramework::SetCameraTransform(
|
|
m_cameraState,
|
|
AZ::Transform::CreateFromQuaternionAndTranslation(
|
|
AZ::Quaternion::CreateRotationX(AZ::Constants::HalfPi), expectedColliderPosition - AZ::Vector3::CreateAxisZ(10.0f)));
|
|
|
|
// position in world space, slightly moved along the z-axis in order to grab the z translation manipulator
|
|
// need to go in the negative z direction because the camera angle causes the manipulator to flip
|
|
const AZ::Vector3 worldStart = expectedColliderPosition - 0.5f * expectedZAxis;
|
|
|
|
// position in world space to move to
|
|
const AZ::Vector3 worldEnd = worldStart - 2.25f * expectedZAxis;
|
|
|
|
const auto screenStart = AzFramework::WorldToScreen(worldStart, m_cameraState);
|
|
const auto screenEnd = AzFramework::WorldToScreen(worldEnd, m_cameraState);
|
|
|
|
m_actionDispatcher
|
|
->CameraState(m_cameraState)
|
|
// move the mouse to the position of the z offset manipulator
|
|
->MousePosition(screenStart)
|
|
// drag to move the manipulator
|
|
->MouseLButtonDown()
|
|
->MousePosition(screenEnd)
|
|
->MouseLButtonUp();
|
|
|
|
AZ::Vector3 newColliderOffset = AZ::Vector3::CreateZero();
|
|
PhysX::EditorColliderComponentRequestBus::EventResult(
|
|
newColliderOffset, m_idPair, &PhysX::EditorColliderComponentRequests::GetColliderOffset);
|
|
|
|
EXPECT_THAT(newColliderOffset, IsCloseTolerance(AZ::Vector3(-2.0f, 3.0f, -2.0f), ManipulatorTolerance));
|
|
}
|
|
|
|
TEST_F(PhysXEditorColliderComponentManipulatorFixture, BoxColliderScaleManipulatorsCorrectlyLocatedRelativeToColliderWithNonUniformScale)
|
|
{
|
|
const AZ::Vector3 boxDimensions(2.0f, 2.0f, 3.0f);
|
|
const AZ::Quaternion boxRotation(0.7f, 0.7f, -0.1f, 0.1f);
|
|
const AZ::Vector3 boxOffset(0.5f, 1.5f, 2.0f);
|
|
SetupCollider(Physics::BoxShapeConfiguration(boxDimensions), boxRotation, boxOffset);
|
|
const AZ::Quaternion entityRotation(0.2f, 0.4f, -0.4f, 0.8f);
|
|
const AZ::Vector3 entityTranslation(2.0f, -3.0f, -2.0f);
|
|
const float uniformScale = 0.5f;
|
|
SetupTransform(entityRotation, entityTranslation, uniformScale);
|
|
const AZ::Vector3 nonUniformScale(3.0f, 1.5f, 2.5f);
|
|
SetupNonUniformScale(nonUniformScale);
|
|
EnterColliderSubMode(PhysX::ColliderComponentModeRequests::SubMode::Dimensions);
|
|
|
|
// the expected position of the collider centre based on the combination of entity transform, collider offset and non-uniform scale
|
|
const AZ::Vector3 expectedColliderPosition(4.37f, -4.285f, -1.1f);
|
|
|
|
// the expected position of the y scale manipulator relative to the centre of the collider, based on collider
|
|
// rotation, entity rotation and scale, and non-uniform scale
|
|
const AZ::Vector3 scaleManipulatorYDelta(0.54f, -0.72f, -1.2f);
|
|
|
|
// position the camera to look at the collider along the x-y diagonal
|
|
AzFramework::SetCameraTransform(
|
|
m_cameraState,
|
|
AZ::Transform::CreateFromQuaternionAndTranslation(
|
|
AZ::Quaternion::CreateRotationZ(-AZ::Constants::QuarterPi), expectedColliderPosition - AZ::Vector3(2.0f, 2.0f, 0.0f)));
|
|
|
|
const AZ::Vector3 worldStart = expectedColliderPosition + scaleManipulatorYDelta;
|
|
const AZ::Vector3 worldEnd = worldStart + 0.1f * scaleManipulatorYDelta;
|
|
|
|
const auto screenStart = AzFramework::WorldToScreen(worldStart, m_cameraState);
|
|
const auto screenEnd = AzFramework::WorldToScreen(worldEnd, m_cameraState);
|
|
|
|
m_actionDispatcher
|
|
->CameraState(m_cameraState)
|
|
// move the mouse to the position of the y scale manipulator
|
|
->MousePosition(screenStart)
|
|
// drag to move the manipulator
|
|
->MouseLButtonDown()
|
|
->MousePosition(screenEnd)
|
|
->MouseLButtonUp();
|
|
|
|
AZ::Vector3 newBoxDimensions = AZ::Vector3::CreateZero();
|
|
AzToolsFramework::BoxManipulatorRequestBus::EventResult(
|
|
newBoxDimensions, m_idPair, &AzToolsFramework::BoxManipulatorRequests::GetDimensions);
|
|
|
|
EXPECT_THAT(newBoxDimensions, IsCloseTolerance(AZ::Vector3(2.0f, 2.2f, 3.0f), ManipulatorTolerance));
|
|
}
|
|
|
|
TEST_F(PhysXEditorColliderComponentManipulatorFixture, SphereColliderScaleManipulatorsCorrectlyLocatedRelativeToColliderWithNonUniformScale)
|
|
{
|
|
const float sphereRadius = 1.0f;
|
|
const AZ::Quaternion sphereRotation(-0.1f, 0.7f, -0.7f, 0.1f);
|
|
const AZ::Vector3 sphereOffset(-2.0f, 1.0f, -3.0f);
|
|
SetupCollider(Physics::SphereShapeConfiguration(sphereRadius), sphereRotation, sphereOffset);
|
|
const AZ::Quaternion entityRotation(-0.4f, -0.2f, 0.4f, 0.8f);
|
|
const AZ::Vector3 entityTranslation(-1.0f, -3.0f, 3.0f);
|
|
const float uniformScale = 1.5f;
|
|
SetupTransform(entityRotation, entityTranslation, uniformScale);
|
|
const AZ::Vector3 nonUniformScale(1.5f, 0.5f, 2.0f);
|
|
SetupNonUniformScale(nonUniformScale);
|
|
EnterColliderSubMode(PhysX::ColliderComponentModeRequests::SubMode::Dimensions);
|
|
|
|
// the expected position of the collider centre based on the combination of entity transform, collider offset and non-uniform scale
|
|
const AZ::Vector3 expectedColliderPosition(1.7f, -10.65f, -3.0f);
|
|
|
|
// position the camera to look at the collider along the y-axis
|
|
AzFramework::SetCameraTransform(
|
|
m_cameraState, AZ::Transform::CreateTranslation(expectedColliderPosition - AZ::Vector3(0.0f, 5.0f, 0.0f)));
|
|
|
|
// the expected position of the scale manipulator relative to the centre of the collider, based on collider
|
|
// rotation, entity scale, non-uniform scale and camera state
|
|
const AZ::Vector3 scaleManipulatorDelta(-1.1952f, -1.8036f, 0.168f);
|
|
|
|
const AZ::Vector3 worldStart = expectedColliderPosition + scaleManipulatorDelta;
|
|
const AZ::Vector3 worldEnd = worldStart - 0.1f * scaleManipulatorDelta;
|
|
|
|
const auto screenStart = AzFramework::WorldToScreen(worldStart, m_cameraState);
|
|
const auto screenEnd = AzFramework::WorldToScreen(worldEnd, m_cameraState);
|
|
|
|
m_actionDispatcher
|
|
->CameraState(m_cameraState)
|
|
// move the mouse to the position of the y scale manipulator
|
|
->MousePosition(screenStart)
|
|
// drag to move the manipulator
|
|
->MouseLButtonDown()
|
|
->MousePosition(screenEnd)
|
|
->MouseLButtonUp();
|
|
|
|
float newSphereRadius = 0.0f;
|
|
PhysX::EditorColliderComponentRequestBus::EventResult(
|
|
newSphereRadius, m_idPair, &PhysX::EditorColliderComponentRequests::GetSphereRadius);
|
|
|
|
EXPECT_NEAR(newSphereRadius, 0.9f, ManipulatorTolerance);
|
|
}
|
|
} // namespace UnitTest
|