163 lines
7.0 KiB
C++
163 lines
7.0 KiB
C++
/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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#include "PhysX_precompiled.h"
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#include <Tests/EditorTestUtilities.h>
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#include <EditorShapeColliderComponent.h>
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#include <LmbrCentral/Shape/CylinderShapeComponentBus.h>
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#include <PhysX/PhysXLocks.h>
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#include <RigidBodyStatic.h>
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#include <StaticRigidBodyComponent.h>
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#include <Tests/PhysXTestUtil.h>
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#include <AzFramework/Physics/World.h>
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#include <System/PhysXCookingParams.h>
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#include <Tests/PhysXTestCommon.h>
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#include <PhysXCharacters/Components/EditorCharacterControllerComponent.h>
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namespace PhysXEditorTests
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{
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EntityPtr CreateInactiveEditorEntity(const char* entityName)
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{
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AZ::Entity* entity = nullptr;
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UnitTest::CreateDefaultEditorEntity(entityName, &entity);
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entity->Deactivate();
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return AZStd::unique_ptr<AZ::Entity>(entity);
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}
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EntityPtr CreateActiveGameEntityFromEditorEntity(AZ::Entity* editorEntity)
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{
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EntityPtr gameEntity = AZStd::make_unique<AZ::Entity>();
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AzToolsFramework::ToolsApplicationRequestBus::Broadcast(
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&AzToolsFramework::ToolsApplicationRequests::PreExportEntity, *editorEntity, *gameEntity);
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gameEntity->Init();
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gameEntity->Activate();
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return gameEntity;
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}
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void PhysXEditorFixture::SetUp()
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{
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if (auto* physicsSystem = AZ::Interface<AzPhysics::SystemInterface>::Get())
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{
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//in case a test modifies the default world config setup a config without getting the default(eg. SetWorldConfiguration_ForwardsConfigChangesToWorldRequestBus)
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AzPhysics::SceneConfiguration sceneConfiguration;
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sceneConfiguration.m_legacyId = Physics::DefaultPhysicsWorldId;
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m_defaultSceneHandle = physicsSystem->AddScene(sceneConfiguration);
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if (m_defaultScene = physicsSystem->GetScene(m_defaultSceneHandle))
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{
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m_defaultScene->GetLegacyWorld()->SetEventHandler(this);
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}
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}
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Physics::DefaultWorldBus::Handler::BusConnect();
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m_dummyTerrainComponentDescriptor = PhysX::DummyTestTerrainComponent::CreateDescriptor();
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}
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void PhysXEditorFixture::TearDown()
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{
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m_dummyTerrainComponentDescriptor->ReleaseDescriptor();
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m_dummyTerrainComponentDescriptor = nullptr;
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Physics::DefaultWorldBus::Handler::BusDisconnect();
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// prevents warnings from the undo cache on subsequent tests
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AzToolsFramework::ToolsApplicationRequestBus::Broadcast(
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&AzToolsFramework::ToolsApplicationRequests::FlushUndo);
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//cleanup the created default scene. cannot remove all currently as the editor system component creates a editor scene that is never recreated.
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m_defaultScene = nullptr;
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if (auto* physicsSystem = AZ::Interface<AzPhysics::SystemInterface>::Get())
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{
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physicsSystem->RemoveScene(m_defaultSceneHandle);
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}
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}
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// DefaultWorldBus
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AZStd::shared_ptr<Physics::World> PhysXEditorFixture::GetDefaultWorld()
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{
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return m_defaultScene->GetLegacyWorld();
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}
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// WorldEventHandler
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void PhysXEditorFixture::OnTriggerEnter(const Physics::TriggerEvent& triggerEvent)
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{
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Physics::TriggerNotificationBus::QueueEvent(triggerEvent.m_triggerBody->GetEntityId(),
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&Physics::TriggerNotifications::OnTriggerEnter, triggerEvent);
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}
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void PhysXEditorFixture::OnTriggerExit(const Physics::TriggerEvent& triggerEvent)
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{
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Physics::TriggerNotificationBus::QueueEvent(triggerEvent.m_triggerBody->GetEntityId(),
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&Physics::TriggerNotifications::OnTriggerExit, triggerEvent);
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}
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void PhysXEditorFixture::OnCollisionBegin(const Physics::CollisionEvent& event)
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{
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Physics::CollisionNotificationBus::QueueEvent(event.m_body1->GetEntityId(),
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&Physics::CollisionNotifications::OnCollisionBegin, event);
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}
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void PhysXEditorFixture::OnCollisionPersist(const Physics::CollisionEvent& event)
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{
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Physics::CollisionNotificationBus::QueueEvent(event.m_body1->GetEntityId(),
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&Physics::CollisionNotifications::OnCollisionPersist, event);
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}
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void PhysXEditorFixture::OnCollisionEnd(const Physics::CollisionEvent& event)
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{
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Physics::CollisionNotificationBus::QueueEvent(event.m_body1->GetEntityId(),
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&Physics::CollisionNotifications::OnCollisionEnd, event);
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}
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void PhysXEditorFixture::ValidateInvalidEditorShapeColliderComponentParams([[maybe_unused]] const float radius, [[maybe_unused]] const float height)
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{
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// create an editor entity with a shape collider component and a cylinder shape component
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EntityPtr editorEntity = CreateInactiveEditorEntity("ShapeColliderComponentEditorEntity");
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editorEntity->CreateComponent<PhysX::EditorShapeColliderComponent>();
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editorEntity->CreateComponent(LmbrCentral::EditorCylinderShapeComponentTypeId);
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editorEntity->Activate();
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{
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UnitTest::ErrorHandler warningHandler("Negative or zero cylinder dimensions are invalid");
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LmbrCentral::CylinderShapeComponentRequestsBus::Event(editorEntity->GetId(),
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&LmbrCentral::CylinderShapeComponentRequests::SetRadius, radius);
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// expect a warning if the radius is invalid
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int expectedWarningCount = radius <= 0.f ? 1 : 0;
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EXPECT_EQ(warningHandler.GetWarningCount(), expectedWarningCount);
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}
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{
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UnitTest::ErrorHandler warningHandler("Negative or zero cylinder dimensions are invalid");
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LmbrCentral::CylinderShapeComponentRequestsBus::Event(editorEntity->GetId(),
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&LmbrCentral::CylinderShapeComponentRequests::SetHeight, height);
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// expect a warning if the radius or height is invalid
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int expectedWarningCount = radius <= 0.f || height <= 0.f ? 1 : 0;
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EXPECT_EQ(warningHandler.GetWarningCount(), expectedWarningCount);
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}
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EntityPtr gameEntity = CreateActiveGameEntityFromEditorEntity(editorEntity.get());
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// since there was no editor rigid body component, the runtime entity should have a static rigid body
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const auto* staticBody = gameEntity->FindComponent<PhysX::StaticRigidBodyComponent>()->GetStaticRigidBody();
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const auto* pxRigidStatic = static_cast<const physx::PxRigidStatic*>(staticBody->GetNativePointer());
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PHYSX_SCENE_READ_LOCK(pxRigidStatic->getScene());
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// there should be no shapes on the rigid body because the cylinder radius and/or height is invalid
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EXPECT_EQ(pxRigidStatic->getNbShapes(), 0);
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}
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} // namespace PhysXEditorTests
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