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61 lines
2.1 KiB
C++
61 lines
2.1 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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#pragma once
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#include <AzCore/UnitTest/TestTypes.h>
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#include <AzToolsFramework/UnitTest/AzToolsFrameworkTestHelpers.h>
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#include <AzFramework/Physics/SystemBus.h>
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#include <AzToolsFramework/UnitTest/AzToolsFrameworkTestHelpers.h>
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#include <System/PhysXSystem.h>
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namespace AzPhysics
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{
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struct TriggerEvent;
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}
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namespace PhysXEditorTests
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{
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using EntityPtr = AZStd::unique_ptr<AZ::Entity>;
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//! Creates a default editor entity in an inactive state.
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EntityPtr CreateInactiveEditorEntity(const char* entityName);
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//! Creates and activates a game entity from an editor entity.
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EntityPtr CreateActiveGameEntityFromEditorEntity(AZ::Entity* editorEntity);
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//! Class used for loading system components from this gem.
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class PhysXEditorSystemComponentEntity
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: public AZ::Entity
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{
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friend class PhysXEditorFixture;
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};
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//! Test fixture which creates a tools application, loads the PhysX runtime gem and creates a default physics world.
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//! The application is created for the whole test case, rather than individually for each test, due to a known
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//! problem with buses when repeatedly loading and unloading gems. A new default world is created for each test.
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class PhysXEditorFixture
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: public UnitTest::AllocatorsTestFixture
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, public Physics::DefaultWorldBus::Handler
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{
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public:
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void SetUp() override;
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void TearDown() override;
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// DefaultWorldBus
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AzPhysics::SceneHandle GetDefaultSceneHandle() const override;
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AzPhysics::SceneHandle m_defaultSceneHandle = AzPhysics::InvalidSceneHandle;
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AzPhysics::Scene* m_defaultScene = nullptr;
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// workaround for parameterized tests causing issues with this (and any derived) fixture
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void ValidateInvalidEditorShapeColliderComponentParams(float radius, float height);
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};
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} // namespace PhysXEditorTests
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