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o3de/Gems/EMotionFX/Code/Tests/Integration/ActorComponentRagdollTests.cpp

122 lines
5.6 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
*
*/
#include <AzCore/Component/Entity.h>
#include <AzFramework/Components/TransformComponent.h>
#include <Integration/Components/ActorComponent.h>
#include <EMotionFX/Source/Allocators.h>
#include <EMotionFX/Source/Node.h>
#include <Tests/Integration/EntityComponentFixture.h>
#include <Tests/TestAssetCode/JackActor.h>
#include <Tests/TestAssetCode/TestActorAssets.h>
#include <Tests/TestAssetCode/ActorFactory.h>
#include <Tests/Mocks/PhysicsSystem.h>
#include <Tests/Mocks/PhysicsRagdoll.h>
namespace EMotionFX
{
class TestRagdollPhysicsRequestHandler
: public AzFramework::RagdollPhysicsRequestBus::Handler
{
public:
TestRagdollPhysicsRequestHandler(Physics::Ragdoll* ragdoll, const AZ::EntityId& entityId)
{
m_ragdoll = ragdoll;
AzFramework::RagdollPhysicsRequestBus::Handler::BusConnect(entityId);
}
~TestRagdollPhysicsRequestHandler()
{
AzFramework::RagdollPhysicsRequestBus::Handler::BusDisconnect();
}
void EnableSimulation([[maybe_unused]] const Physics::RagdollState& initialState) override {}
void EnableSimulationQueued([[maybe_unused]]const Physics::RagdollState& initialState) override {}
void DisableSimulation() override {}
void DisableSimulationQueued() override {}
Physics::Ragdoll* GetRagdoll() override { return m_ragdoll; }
void GetState([[maybe_unused]] Physics::RagdollState& ragdollState) const override {}
void SetState([[maybe_unused]] const Physics::RagdollState& ragdollState) override {}
void SetStateQueued([[maybe_unused]] const Physics::RagdollState& ragdollState) override {}
void GetNodeState([[maybe_unused]] size_t nodeIndex, [[maybe_unused]] Physics::RagdollNodeState& nodeState) const override {}
void SetNodeState([[maybe_unused]] size_t nodeIndex, [[maybe_unused]] const Physics::RagdollNodeState& nodeState) override {}
Physics::RagdollNode* GetNode([[maybe_unused]] size_t nodeIndex) const override { return nullptr; }
void EnterRagdoll() override {}
void ExitRagdoll() override {}
private:
Physics::Ragdoll* m_ragdoll = nullptr;
};
TEST_F(EntityComponentFixture, ActorComponent_ActivateRagdoll)
{
AZ::EntityId entityId(740216387);
AzPhysics::SceneEvents::OnSceneSimulationFinishEvent sceneFinishSimEvent;
Physics::MockPhysicsSceneInterface mockSceneInterface;
EXPECT_CALL(mockSceneInterface, RegisterSceneSimulationFinishHandler)
.WillRepeatedly([&sceneFinishSimEvent](
[[maybe_unused]]AzPhysics::SceneHandle sceneHandle,
AzPhysics::SceneEvents::OnSceneSimulationFinishHandler& handler)
{
handler.Connect(sceneFinishSimEvent);
});
TestRagdoll testRagdoll;
TestRagdollPhysicsRequestHandler ragdollPhysicsRequestHandler(&testRagdoll, entityId);
EXPECT_CALL(testRagdoll, GetState(::testing::_)).Times(::testing::AnyNumber());
EXPECT_CALL(testRagdoll, GetNumNodes()).WillRepeatedly(::testing::Return(1));
EXPECT_CALL(testRagdoll, IsSimulated()).WillRepeatedly(::testing::Return(true));
EXPECT_CALL(testRagdoll, GetEntityId()).WillRepeatedly(::testing::Return(entityId));
EXPECT_CALL(testRagdoll, GetPosition()).WillRepeatedly(::testing::Return(AZ::Vector3::CreateZero()));
EXPECT_CALL(testRagdoll, GetOrientation()).WillRepeatedly(::testing::Return(AZ::Quaternion::CreateIdentity()));
auto gameEntity = AZStd::make_unique<AZ::Entity>();
gameEntity->SetId(entityId);
AZ::Data::AssetId actorAssetId("{5060227D-B6F4-422E-BF82-41AAC5F228A5}");
AZStd::unique_ptr<Actor> actor = ActorFactory::CreateAndInit<JackNoMeshesActor>();
AZ::Data::Asset<Integration::ActorAsset> actorAsset = TestActorAssets::GetAssetFromActor(actorAssetId, AZStd::move(actor));
Integration::ActorComponent::Configuration actorConf;
actorConf.m_actorAsset = actorAsset;
gameEntity->CreateComponent<AzFramework::TransformComponent>();
auto actorComponent = gameEntity->CreateComponent<Integration::ActorComponent>(&actorConf);
gameEntity->Init();
gameEntity->Activate();
actorComponent->SetActorAsset(actorAsset);
EXPECT_FALSE(actorComponent->IsPhysicsSceneSimulationFinishEventConnected())
<< "Scene Finish Simulation handler should not be connected directly after creating the actor instance.";
actorComponent->OnRagdollActivated();
EXPECT_TRUE(actorComponent->IsPhysicsSceneSimulationFinishEventConnected())
<< "Scene Finish Simulation handler should be connected after activating the ragdoll.";
actorComponent->OnRagdollDeactivated();
EXPECT_FALSE(actorComponent->IsPhysicsSceneSimulationFinishEventConnected())
<< "Scene Finish Simulation handler should not be connected after deactivating the ragdoll.";
actorComponent->OnRagdollActivated();
EXPECT_TRUE(actorComponent->IsPhysicsSceneSimulationFinishEventConnected())
<< "Scene Finish Simulation handler should be connected after activating the ragdoll.";
gameEntity->Deactivate();
EXPECT_FALSE(actorComponent->IsPhysicsSceneSimulationFinishEventConnected())
<< "Scene Finish Simulation handler should not be connected anymore after deactivating the entire entity.";
}
}