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o3de/Gems/PhysX/Code/Tests/StaticRigidBodyComponentTes...

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