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138 lines
5.7 KiB
C++
138 lines
5.7 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 <AzToolsFramework/UnitTest/AzToolsFrameworkTestHelpers.h>
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#include <LmbrCentral/Shape/BoxShapeComponentBus.h>
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#include <PhysX/PhysXLocks.h>
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#include <Source/EditorColliderComponent.h>
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#include <Source/EditorShapeColliderComponent.h>
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#include <Source/EditorRigidBodyComponent.h>
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#include <Source/EditorColliderComponent.h>
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#include <Source/StaticRigidBodyComponent.h>
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#include <Tests/EditorTestUtilities.h>
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#include <Tests/PhysXTestCommon.h>
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namespace PhysXEditorTests
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{
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int GetEditorStaticRigidBodyCount()
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{
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AzPhysics::SceneHandle sceneHandle;
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Physics::EditorWorldBus::BroadcastResult(sceneHandle, &Physics::EditorWorldRequests::GetEditorSceneHandle);
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physx::PxScene* pxScene = nullptr;
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if (auto* physicsSystem = AZ::Interface<AzPhysics::SystemInterface>::Get())
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{
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if (AzPhysics::Scene* scene = physicsSystem->GetScene(sceneHandle))
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{
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pxScene = static_cast<physx::PxScene*>(scene->GetNativePointer());
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}
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}
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PHYSX_SCENE_READ_LOCK(pxScene);
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return pxScene->getNbActors(physx::PxActorTypeFlag::eRIGID_STATIC);
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}
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void AddEditorBoxShapeComponent(EntityPtr& editorEntity)
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{
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editorEntity->CreateComponent(LmbrCentral::EditorBoxShapeComponentTypeId);
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// Set some dimensions to box component so we have shapes for physics collider
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const AZ::Vector3 boxDimensions(2.0f, 3.0f, 4.0f);
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LmbrCentral::BoxShapeComponentRequestsBus::Event(editorEntity->GetId(),
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&LmbrCentral::BoxShapeComponentRequests::SetBoxDimensions,
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boxDimensions);
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}
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TEST_F(PhysXEditorFixture, StaticRigidBodyComponent_NoRigidBody_RuntimeStaticRigidBodyComponentCreated)
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{
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// Create editor entity
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EntityPtr editorEntity = CreateInactiveEditorEntity("Entity");
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editorEntity->CreateComponent<PhysX::EditorShapeColliderComponent>();
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AddEditorBoxShapeComponent(editorEntity);
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// Create game entity and verify StaticRigidBodyComponent was created
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EntityPtr gameEntity = CreateActiveGameEntityFromEditorEntity(editorEntity.get());
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const auto* staticRigidBody = gameEntity->FindComponent<PhysX::StaticRigidBodyComponent>();
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EXPECT_TRUE(staticRigidBody != nullptr);
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}
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TEST_F(PhysXEditorFixture, StaticRigidBodyComponent_RigidBody_NoRuntimeStaticRigidBodyComponent)
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{
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// Create editor entity
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EntityPtr editorEntity = CreateInactiveEditorEntity("Entity");
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editorEntity->CreateComponent<PhysX::EditorShapeColliderComponent>();
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AddEditorBoxShapeComponent(editorEntity);
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// Add EditorRigidBodyComponent (depends on PhysXColliderService and
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// should prevent runtime StaticRigidBodyComponent creation)
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editorEntity->CreateComponent<PhysX::EditorRigidBodyComponent>();
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// Create game entity and verify StaticRigidBodyComponent was NOT created
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EntityPtr gameEntity = CreateActiveGameEntityFromEditorEntity(editorEntity.get());
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const auto* staticRigidBody = gameEntity->FindComponent<PhysX::StaticRigidBodyComponent>();
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EXPECT_TRUE(staticRigidBody == nullptr);
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}
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TEST_F(PhysXEditorFixture, StaticRigidBodyComponent_MultipleColliderComponents_SingleRuntimeStaticRigidBodyComponent)
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{
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// Create editor entity
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EntityPtr editorEntity = CreateInactiveEditorEntity("Entity");
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AddEditorBoxShapeComponent(editorEntity);
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// Add two EditorColliderComponent components to the entity
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editorEntity->CreateComponent<PhysX::EditorShapeColliderComponent>();
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editorEntity->CreateComponent<PhysX::EditorShapeColliderComponent>();
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// Create game entity and verify only one StaticRigidBodyComponent was created
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EntityPtr gameEntity = CreateActiveGameEntityFromEditorEntity(editorEntity.get());
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AZ::Entity::ComponentArrayType staticRigidBodyComponents =
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gameEntity->FindComponents(AZ::AzTypeInfo<PhysX::StaticRigidBodyComponent>::Uuid());
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EXPECT_EQ(staticRigidBodyComponents.size(), 1);
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}
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TEST_F(PhysXEditorFixture, StaticRigidBodyComponent_EditorColliderAndNoRigidBodyComponent_EditorStaticRigidBodyCreated)
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{
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// Get current number of static rigid body actors in editor world
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const int originalStaticRigidBodyCount = GetEditorStaticRigidBodyCount();
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// Create editor entity
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EntityPtr editorEntity = CreateInactiveEditorEntity("Entity");
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editorEntity->CreateComponent<PhysX::EditorShapeColliderComponent>();
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AddEditorBoxShapeComponent(editorEntity);
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editorEntity->Activate();
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// Verify number of static rigid body actors increased by 1
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EXPECT_EQ(GetEditorStaticRigidBodyCount(), originalStaticRigidBodyCount + 1);
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}
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TEST_F(PhysXEditorFixture, StaticRigidBodyComponent_EditorColliderAndRigidBodyComponent_NoEditorStaticRigidBodyCreated)
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{
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// Get current number of static rigid body actors in editor world
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const int originalStaticRigidBodyCount = GetEditorStaticRigidBodyCount();
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// Create editor entity
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EntityPtr editorEntity = CreateInactiveEditorEntity("Entity");
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editorEntity->CreateComponent<PhysX::EditorShapeColliderComponent>();
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AddEditorBoxShapeComponent(editorEntity);
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editorEntity->CreateComponent<PhysX::EditorRigidBodyComponent>();
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editorEntity->Activate();
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// Verify number of static rigid body actors has not changed
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EXPECT_EQ(GetEditorStaticRigidBodyCount(), originalStaticRigidBodyCount);
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}
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}
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