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o3de/Gems/EMotionFX/Code/Tests/Mocks/PhysicsSystem.h

203 lines
12 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
*
*/
#pragma once
#include <AzCore/RTTI/RTTI.h>
#include <AzCore/Serialization/SerializeContext.h>
#include <AzFramework/Physics/SystemBus.h>
#include <AzFramework/Physics/PhysicsScene.h>
#include <AzFramework/Physics/PhysicsSystem.h>
#include <gmock/gmock.h>
namespace Physics
{
class MockPhysicsSystem
: public Physics::SystemRequestBus::Handler
, AZ::Interface<Physics::System>::Registrar
{
public:
// This uses the same uuid as the production PhysX::SystemComponent.
// The Ragdoll UI uses this UUID to see if physx is available.
AZ_RTTI(MockPhysicsSystem, "{85F90819-4D9A-4A77-AB89-68035201F34B}");
static void Reflect(AZ::ReflectContext* context)
{
if (auto serializeContext = azrtti_cast<AZ::SerializeContext*>(context))
{
serializeContext->Class<MockPhysicsSystem>()
->Version(0)
;
}
}
MockPhysicsSystem()
{
BusConnect();
}
~MockPhysicsSystem()
{
BusDisconnect();
}
MOCK_METHOD2(CreateShape, AZStd::shared_ptr<Physics::Shape>(const Physics::ColliderConfiguration& colliderConfiguration, const Physics::ShapeConfiguration& configuration));
MOCK_METHOD1(ReleaseNativeMeshObject, void(void* nativeMeshObject));
MOCK_METHOD1(ReleaseNativeHeightfieldObject, void(void* nativeMeshObject));
MOCK_METHOD1(CreateMaterial, AZStd::shared_ptr<Physics::Material>(const Physics::MaterialConfiguration& materialConfiguration));
MOCK_METHOD3(CookConvexMeshToFile, bool(const AZStd::string& filePath, const AZ::Vector3* vertices, AZ::u32 vertexCount));
MOCK_METHOD3(CookConvexMeshToMemory, bool(const AZ::Vector3* vertices, AZ::u32 vertexCount, AZStd::vector<AZ::u8>& result));
MOCK_METHOD5(CookTriangleMeshToFile, bool(const AZStd::string& filePath, const AZ::Vector3* vertices, AZ::u32 vertexCount, const AZ::u32* indices, AZ::u32 indexCount));
MOCK_METHOD5(CookTriangleMeshToMemory, bool(const AZ::Vector3* vertices, AZ::u32 vertexCount, const AZ::u32* indices, AZ::u32 indexCount, AZStd::vector<AZ::u8>& result));
};
//Mocked of the AzPhysics System Interface. To keep things simple just mocked functions that have a return value.
class MockPhysicsInterface
: AZ::Interface<AzPhysics::SystemInterface>::Registrar
{
public:
void Initialize([[maybe_unused]]const AzPhysics::SystemConfiguration* config) override {}
void Reinitialize() override {}
void Shutdown() override {}
void Simulate([[maybe_unused]] float deltaTime) override {}
void UpdateConfiguration([[maybe_unused]] const AzPhysics::SystemConfiguration* newConfig, [[maybe_unused]] bool forceReinitialization = false) override {}
void UpdateDefaultSceneConfiguration([[maybe_unused]] const AzPhysics::SceneConfiguration& sceneConfiguration) override {}
void RemoveScene([[maybe_unused]] AzPhysics::SceneHandle handle) override {}
void RemoveScenes([[maybe_unused]] const AzPhysics::SceneHandleList& handles) override {}
void RemoveAllScenes() override {}
MOCK_METHOD1(AddScene, AzPhysics::SceneHandle(const AzPhysics::SceneConfiguration& config));
MOCK_METHOD1(AddScenes, AzPhysics::SceneHandleList(const AzPhysics::SceneConfigurationList& configs));
MOCK_METHOD1(GetSceneHandle, AzPhysics::SceneHandle(const AZStd::string& sceneName));
MOCK_METHOD1(GetScene, AzPhysics::Scene* (AzPhysics::SceneHandle handle));
MOCK_METHOD1(GetScenes, AzPhysics::SceneList (const AzPhysics::SceneHandleList& handles));
MOCK_METHOD0(GetAllScenes, AzPhysics::SceneList& ());
MOCK_METHOD1(FindAttachedBodyHandleFromEntityId, AZStd::pair<AzPhysics::SceneHandle, AzPhysics::SimulatedBodyHandle>(AZ::EntityId entityId));
MOCK_CONST_METHOD0(GetConfiguration, const AzPhysics::SystemConfiguration* ());
MOCK_CONST_METHOD0(GetDefaultSceneConfiguration, const AzPhysics::SceneConfiguration& ());
};
class MockJointHelpersInterface : AZ::Interface<AzPhysics::JointHelpersInterface>::Registrar
{
public:
MOCK_CONST_METHOD0(GetSupportedJointTypeIds, const AZStd::vector<AZ::TypeId>());
MOCK_CONST_METHOD1(GetSupportedJointTypeId, AZStd::optional<const AZ::TypeId>(AzPhysics::JointType typeEnum));
MOCK_METHOD5(
ComputeInitialJointLimitConfiguration,
AZStd::unique_ptr<AzPhysics::JointConfiguration>(
const AZ::TypeId& jointLimitTypeId,
const AZ::Quaternion& parentWorldRotation,
const AZ::Quaternion& childWorldRotation,
const AZ::Vector3& axis,
const AZStd::vector<AZ::Quaternion>& exampleLocalRotations));
MOCK_METHOD10(
GenerateJointLimitVisualizationData,
void(
const AzPhysics::JointConfiguration& configuration,
const AZ::Quaternion& parentRotation,
const AZ::Quaternion& childRotation,
float scale,
AZ::u32 angularSubdivisions,
AZ::u32 radialSubdivisions,
AZStd::vector<AZ::Vector3>& vertexBufferOut,
AZStd::vector<AZ::u32>& indexBufferOut,
AZStd::vector<AZ::Vector3>& lineBufferOut,
AZStd::vector<bool>& lineValidityBufferOut));
};
//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 bodyHandle));
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));
};
} // namespace Physics