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o3de/Gems/PhysX/Code/Tests/EditorTestUtilities.cpp

127 lines
5.8 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 <Tests/EditorTestUtilities.h>
#include <EditorShapeColliderComponent.h>
#include <LmbrCentral/Shape/CylinderShapeComponentBus.h>
#include <PhysX/PhysXLocks.h>
#include <RigidBodyStatic.h>
#include <StaticRigidBodyComponent.h>
#include <Tests/PhysXTestUtil.h>
#include <AzFramework/Physics/Collision/CollisionEvents.h>
#include <System/PhysXCookingParams.h>
#include <Tests/PhysXTestCommon.h>
#include <PhysXCharacters/Components/EditorCharacterControllerComponent.h>
namespace PhysXEditorTests
{
EntityPtr CreateInactiveEditorEntity(const char* entityName)
{
AZ::Entity* entity = nullptr;
UnitTest::CreateDefaultEditorEntity(entityName, &entity);
entity->Deactivate();
return AZStd::unique_ptr<AZ::Entity>(entity);
}
EntityPtr CreateActiveGameEntityFromEditorEntity(AZ::Entity* editorEntity)
{
EntityPtr gameEntity = AZStd::make_unique<AZ::Entity>();
AzToolsFramework::ToolsApplicationRequestBus::Broadcast(
&AzToolsFramework::ToolsApplicationRequests::PreExportEntity, *editorEntity, *gameEntity);
gameEntity->Init();
gameEntity->Activate();
return gameEntity;
}
void PhysXEditorFixture::SetUp()
{
if (auto* physicsSystem = AZ::Interface<AzPhysics::SystemInterface>::Get())
{
//in case a test modifies the default world config setup a config without getting the default(eg. SetWorldConfiguration_ForwardsConfigChangesToWorldRequestBus)
AzPhysics::SceneConfiguration sceneConfiguration;
sceneConfiguration.m_sceneName = AzPhysics::DefaultPhysicsSceneName;
m_defaultSceneHandle = physicsSystem->AddScene(sceneConfiguration);
m_defaultScene = physicsSystem->GetScene(m_defaultSceneHandle);
}
Physics::DefaultWorldBus::Handler::BusConnect();
}
void PhysXEditorFixture::TearDown()
{
Physics::DefaultWorldBus::Handler::BusDisconnect();
// prevents warnings from the undo cache on subsequent tests
AzToolsFramework::ToolsApplicationRequestBus::Broadcast(
&AzToolsFramework::ToolsApplicationRequests::FlushUndo);
//cleanup the created default scene. cannot remove all currently as the editor system component creates a editor scene that is never recreated.
m_defaultScene = nullptr;
if (auto* physicsSystem = AZ::Interface<AzPhysics::SystemInterface>::Get())
{
physicsSystem->RemoveScene(m_defaultSceneHandle);
}
}
// DefaultWorldBus
AzPhysics::SceneHandle PhysXEditorFixture::GetDefaultSceneHandle() const
{
return m_defaultSceneHandle;
}
void PhysXEditorFixture::ValidateInvalidEditorShapeColliderComponentParams([[maybe_unused]] const float radius, [[maybe_unused]] const float height)
{
// create an editor entity with a shape collider component and a cylinder shape component
EntityPtr editorEntity = CreateInactiveEditorEntity("ShapeColliderComponentEditorEntity");
editorEntity->CreateComponent<PhysX::EditorShapeColliderComponent>();
editorEntity->CreateComponent(LmbrCentral::EditorCylinderShapeComponentTypeId);
editorEntity->Activate();
{
UnitTest::ErrorHandler dimensionWarningHandler("Negative or zero cylinder dimensions are invalid");
UnitTest::ErrorHandler colliderWarningHandler("No Collider or Shape information found when creating Rigid body");
LmbrCentral::CylinderShapeComponentRequestsBus::Event(editorEntity->GetId(),
&LmbrCentral::CylinderShapeComponentRequests::SetRadius, radius);
// expect 2 warnings
//1 if the radius is invalid
//2 when re-creating the underlying simulated body
int expectedWarningCount = radius <= 0.f ? 1 : 0;
EXPECT_EQ(dimensionWarningHandler.GetExpectedWarningCount(), expectedWarningCount);
EXPECT_EQ(colliderWarningHandler.GetExpectedWarningCount(), expectedWarningCount);
}
{
UnitTest::ErrorHandler dimensionWarningHandler("Negative or zero cylinder dimensions are invalid");
UnitTest::ErrorHandler colliderWarningHandler("No Collider or Shape information found when creating Rigid body");
LmbrCentral::CylinderShapeComponentRequestsBus::Event(editorEntity->GetId(),
&LmbrCentral::CylinderShapeComponentRequests::SetHeight, height);
// expect 2 warnings
//1 if the radius or height is invalid
//2 when re-creating the underlying simulated body
int expectedWarningCount = radius <= 0.f || height <= 0.f ? 1 : 0;
EXPECT_EQ(dimensionWarningHandler.GetExpectedWarningCount(), expectedWarningCount);
EXPECT_EQ(colliderWarningHandler.GetExpectedWarningCount(), expectedWarningCount);
}
EntityPtr gameEntity = CreateActiveGameEntityFromEditorEntity(editorEntity.get());
// since there was no editor rigid body component, the runtime entity should have a static rigid body
const auto* staticBody = azdynamic_cast<PhysX::StaticRigidBody*>(gameEntity->FindComponent<PhysX::StaticRigidBodyComponent>()->GetSimulatedBody());
const auto* pxRigidStatic = static_cast<const physx::PxRigidStatic*>(staticBody->GetNativePointer());
PHYSX_SCENE_READ_LOCK(pxRigidStatic->getScene());
// there should be no shapes on the rigid body because the cylinder radius and/or height is invalid
EXPECT_EQ(pxRigidStatic->getNbShapes(), 0);
}
} // namespace PhysXEditorTests