109 lines
4.9 KiB
C++
109 lines
4.9 KiB
C++
/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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#include <AzFramework/Components/TransformComponent.h>
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#include <RigidBodyComponent.h>
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#include <StaticRigidBodyComponent.h>
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namespace PhysX
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{
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namespace TestUtils
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{
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template<typename ColliderType>
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EntityPtr AddUnitTestObject(const AZ::Vector3& position, const char* name)
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{
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EntityPtr entity = AZStd::make_shared<AZ::Entity>(name);
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AZ::TransformConfig transformConfig;
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transformConfig.m_worldTransform = AZ::Transform::CreateTranslation(position);
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entity->CreateComponent<AzFramework::TransformComponent>()->SetConfiguration(transformConfig);
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auto colliderComponent = entity->CreateComponent<ColliderType>();
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auto colliderConfig = AZStd::make_shared<Physics::ColliderConfiguration>();
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auto shapeConfig = AZStd::make_shared<typename ColliderType::Configuration>();
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colliderComponent->SetShapeConfigurationList({ AZStd::make_pair(colliderConfig, shapeConfig) });
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Physics::RigidBodyConfiguration rigidBodyConfig;
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rigidBodyConfig.m_computeMass = false;
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entity->CreateComponent<RigidBodyComponent>(rigidBodyConfig);
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entity->Init();
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entity->Activate();
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return entity;
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}
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template<typename ColliderType>
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EntityPtr AddStaticUnitTestObject(const AZ::Vector3& position, const char* name)
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{
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EntityPtr entity = AZStd::make_shared<AZ::Entity>(name);
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AZ::TransformConfig transformConfig;
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transformConfig.m_worldTransform = AZ::Transform::CreateTranslation(position);
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entity->CreateComponent<AzFramework::TransformComponent>()->SetConfiguration(transformConfig);
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auto colliderComponent = entity->CreateComponent<ColliderType>();
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auto colliderConfig = AZStd::make_shared<Physics::ColliderConfiguration>();
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auto shapeConfig = AZStd::make_shared<typename ColliderType::Configuration>();
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colliderComponent->SetShapeConfigurationList({ AZStd::make_pair(colliderConfig, shapeConfig) });
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entity->CreateComponent<StaticRigidBodyComponent>();
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entity->Init();
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entity->Activate();
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return entity;
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}
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template<typename ColliderT>
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EntityPtr CreateTriggerAtPosition(const AZ::Vector3& position)
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{
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EntityPtr triggerEntity = AZStd::make_shared<AZ::Entity>("TriggerEntity");
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AZ::TransformConfig transformConfig;
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transformConfig.m_worldTransform = AZ::Transform::CreateTranslation(position);
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triggerEntity->CreateComponent<AzFramework::TransformComponent>()->SetConfiguration(transformConfig);
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auto colliderConfiguration = AZStd::make_shared<Physics::ColliderConfiguration>();
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colliderConfiguration->m_isTrigger = true;
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auto shapeConfiguration = AZStd::make_shared<typename ColliderT::Configuration>();
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auto colliderComponent = triggerEntity->CreateComponent<ColliderT>();
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colliderComponent->SetShapeConfigurationList({ AZStd::make_pair(colliderConfiguration, shapeConfiguration) });
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triggerEntity->CreateComponent<StaticRigidBodyComponent>();
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triggerEntity->Init();
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triggerEntity->Activate();
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return triggerEntity;
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}
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template<typename ColliderT>
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EntityPtr CreateDynamicTriggerAtPosition(const AZ::Vector3& position)
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{
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EntityPtr triggerEntity = AZStd::make_shared<AZ::Entity>("DynamicTriggerEntity");
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AZ::TransformConfig transformConfig;
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transformConfig.m_worldTransform = AZ::Transform::CreateTranslation(position);
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triggerEntity->CreateComponent<AzFramework::TransformComponent>()->SetConfiguration(transformConfig);
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auto colliderConfiguration = AZStd::make_shared<Physics::ColliderConfiguration>();
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colliderConfiguration->m_isTrigger = true;
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auto shapeConfiguration = AZStd::make_shared<typename ColliderT::Configuration>();
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auto colliderComponent = triggerEntity->CreateComponent<ColliderT>();
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colliderComponent->SetShapeConfigurationList({ AZStd::make_pair(colliderConfiguration, shapeConfiguration) });
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triggerEntity->CreateComponent<RigidBodyComponent>();
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triggerEntity->Init();
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triggerEntity->Activate();
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return triggerEntity;
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}
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}
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}
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