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166 lines
6.2 KiB
C++
166 lines
6.2 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 <gtest/gtest.h>
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#include <QtTest>
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#include <QTreeView>
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#include <Editor/Plugins/Cloth/ClothJointInspectorPlugin.h>
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#include <Editor/Plugins/SkeletonOutliner/SkeletonOutlinerPlugin.h>
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#include <Editor/ReselectingTreeView.h>
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#include <EMotionStudio/EMStudioSDK/Source/EMStudioManager.h>
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#include <Tests/TestAssetCode/ActorFactory.h>
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#include <Tests/TestAssetCode/SimpleActors.h>
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#include <Tests/TestAssetCode/TestActorAssets.h>
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#include <Tests/UI/UIFixture.h>
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namespace EMotionFX
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{
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// Add so that ClothJointInspectorPlugin::IsNvClothGemAvailable() will return the correct value
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class SystemComponent
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: public AZ::Component
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// , public SystemRequestBus::Handler
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// , protected CrySystemEventBus::Handler
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{
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public:
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AZ_COMPONENT(SystemComponent, "{89DF5C48-64AC-4B8E-9E61-0D4C7A7B5491}");
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static void Reflect(AZ::ReflectContext* context)
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{
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if (auto serializeContext = azrtti_cast<AZ::SerializeContext*>(context))
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{
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serializeContext->Class<SystemComponent, AZ::Component>()
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->Version(0);
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}
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}
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protected:
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void Activate() override {}
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void Deactivate() override {}
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};
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class ClothColliderTestsFixture : public UIFixture
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{
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public:
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void TearDown() override
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{
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QApplication::processEvents(QEventLoop::ExcludeUserInputEvents);
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UIFixture::TearDown();
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}
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void CreateSkeletonAndModelIndices()
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{
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// Select the newly created actor
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AZStd::string result;
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EXPECT_TRUE(CommandSystem::GetCommandManager()->ExecuteCommand("Select -actorID 0", result)) << result.c_str();
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// Change the Editor mode to Physics
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EMStudio::GetMainWindow()->ApplicationModeChanged("Physics");
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// Get the SkeletonOutlinerPlugin and find its treeview
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m_skeletonOutliner = static_cast<EMotionFX::SkeletonOutlinerPlugin*>(EMStudio::GetPluginManager()->FindActivePlugin(EMotionFX::SkeletonOutlinerPlugin::CLASS_ID));
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EXPECT_TRUE(m_skeletonOutliner);
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m_treeView = m_skeletonOutliner->GetDockWidget()->findChild<ReselectingTreeView*>("EMFX.SkeletonOutlinerPlugin.SkeletonOutlinerTreeView");
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m_indexList.clear();
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m_treeView->RecursiveGetAllChildren(m_treeView->model()->index(0, 0), m_indexList);
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}
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protected:
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bool ShouldReflectPhysicSystem() override { return true; }
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void ReflectMockedSystems() override
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{
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UIFixture::ReflectMockedSystems();
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// Reflect the mocked version of the cloth system.
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AZ::SerializeContext* serializeContext = nullptr;
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AZ::ComponentApplicationBus::BroadcastResult(serializeContext, &AZ::ComponentApplicationBus::Events::GetSerializeContext);
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SystemComponent::Reflect(serializeContext);
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}
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QModelIndexList m_indexList;
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ReselectingTreeView* m_treeView;
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EMotionFX::SkeletonOutlinerPlugin* m_skeletonOutliner;
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};
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#if AZ_TRAIT_DISABLE_FAILED_EMOTION_FX_EDITOR_TESTS
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TEST_F(ClothColliderTestsFixture, DISABLED_RemoveClothColliders)
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#else
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TEST_F(ClothColliderTestsFixture, RemoveClothColliders)
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#endif // AZ_TRAIT_DISABLE_FAILED_EMOTION_FX_EDITOR_TESTS
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{
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const int numJoints = 8;
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const int firstIndex = 3;
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const int lastIndex = 6;
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RecordProperty("test_case_id", "C18970351");
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AZ::Data::AssetId actorAssetId("{5060227D-B6F4-422E-BF82-41AAC5F228A5}");
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AZ::Data::Asset<Integration::ActorAsset> actorAsset =
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TestActorAssets::CreateActorAssetAndRegister<SimpleJointChainActor>(actorAssetId, numJoints, "RagdollEditTestsActor");
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CreateSkeletonAndModelIndices();
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EXPECT_EQ(m_indexList.size(), numJoints);
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// Select four Indexes
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SelectIndexes(m_indexList, m_treeView, firstIndex, lastIndex);
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// Bring up the contextMenu
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const QRect rect = m_treeView->visualRect(m_indexList[5]);
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EXPECT_TRUE(rect.isValid());
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BringUpContextMenu(m_treeView, rect);
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QMenu* contextMenu = m_skeletonOutliner->GetDockWidget()->findChild<QMenu*>("EMFX.SkeletonOutlinerPlugin.ContextMenu");
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ASSERT_TRUE(contextMenu);
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QAction* clothAction;
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EXPECT_TRUE(UIFixture::GetActionFromContextMenu(clothAction, contextMenu, "Cloth"));
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QMenu* clothMenu = clothAction->menu();
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ASSERT_TRUE(clothMenu);
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QAction* colliderAction;
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EXPECT_TRUE(UIFixture::GetActionFromContextMenu(colliderAction, clothMenu, "Add collider"));
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QMenu* colliderMenu = colliderAction->menu();
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ASSERT_TRUE(colliderMenu);
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QAction* addSphereAction;
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EXPECT_TRUE(UIFixture::GetActionFromContextMenu(addSphereAction, colliderMenu, "Add sphere"));
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addSphereAction->trigger();
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// Check colliders are in model
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for (int i = firstIndex; i <= lastIndex; ++i)
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{
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EXPECT_TRUE(ClothJointInspectorPlugin::IsJointInCloth(m_indexList[i]));
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}
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// Remove context menu as it is rebuild below
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delete contextMenu;
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const QRect rect2 = m_treeView->visualRect(m_indexList[4]);
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EXPECT_TRUE(rect2.isValid());
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BringUpContextMenu(m_treeView, rect2);
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// Find the "Remove colliders" entry and trigger it.
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contextMenu = m_skeletonOutliner->GetDockWidget()->findChild<QMenu*>("EMFX.SkeletonOutlinerPlugin.ContextMenu");
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ASSERT_TRUE(contextMenu);
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EXPECT_TRUE(UIFixture::GetActionFromContextMenu(clothAction, contextMenu, "Cloth"));
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clothMenu = clothAction->menu();
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ASSERT_TRUE(clothMenu);
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QAction* removeClothAction;
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EXPECT_TRUE(UIFixture::GetActionFromContextMenu(removeClothAction, clothMenu, "Remove colliders"));
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removeClothAction->trigger();
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// Check colliders have been removed
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for (int i = firstIndex; i <= lastIndex; ++i)
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{
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EXPECT_FALSE(ClothJointInspectorPlugin::IsJointInCloth(m_indexList[i]));
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}
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}
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}
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