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o3de/Code/Framework/AzToolsFramework/Tests/EditorVertexSelectionTests.cpp

475 lines
21 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 <AzCore/Serialization/SerializeContext.h>
#include <AzCore/UnitTest/TestTypes.h>
#include <AzFramework/Viewport/ViewportScreen.h>
#include <AzManipulatorTestFramework/AzManipulatorTestFramework.h>
#include <AzManipulatorTestFramework/AzManipulatorTestFrameworkTestHelpers.h>
#include <AzManipulatorTestFramework/AzManipulatorTestFrameworkUtils.h>
#include <AzManipulatorTestFramework/ImmediateModeActionDispatcher.h>
#include <AzManipulatorTestFramework/IndirectManipulatorViewportInteraction.h>
#include <AzTest/AzTest.h>
#include <AzToolsFramework/Application/ToolsApplication.h>
#include <AzToolsFramework/Entity/EditorEntityHelpers.h>
#include <AzToolsFramework/Manipulators/EditorVertexSelection.h>
#include <AzToolsFramework/Manipulators/HoverSelection.h>
#include <AzToolsFramework/Manipulators/ManipulatorManager.h>
#include <AzToolsFramework/Manipulators/TranslationManipulators.h>
#include <AzToolsFramework/UnitTest/AzToolsFrameworkTestHelpers.h>
#include <AzToolsFramework/ViewportSelection/EditorInteractionSystemViewportSelectionRequestBus.h>
#include <Tests/Utils/Printers.h>
#include <Tests/BoundsTestComponent.h>
namespace UnitTest
{
const auto TestComponentId = AZ::ComponentId(1234);
// test implementation of variable/fixed vertex request buses
// (to be used in place of spline/polygon prism etc)
class TestVariableVerticesVertexContainer
: public AZ::FixedVerticesRequestBus<AZ::Vector3>::Handler
, public AZ::VariableVerticesRequestBus<AZ::Vector3>::Handler
{
public:
void Connect(AZ::EntityId entityId);
void Disconnect();
// FixedVerticesRequestBus/VariableVerticesRequestBus ...
bool GetVertex(size_t index, AZ::Vector3& vertex) const override;
bool UpdateVertex(size_t index, const AZ::Vector3& vertex) override;
void AddVertex(const AZ::Vector3& vertex) override;
bool InsertVertex(size_t index, const AZ::Vector3& vertex) override;
bool RemoveVertex(size_t index) override;
void SetVertices(const AZStd::vector<AZ::Vector3>& vertices) override;
void ClearVertices() override;
size_t Size() const override;
bool Empty() const override;
private:
AZ::VertexContainer<AZ::Vector3> m_vertexContainer;
};
bool TestVariableVerticesVertexContainer::GetVertex(size_t index, AZ::Vector3& vertex) const
{
return m_vertexContainer.GetVertex(index, vertex);
}
bool TestVariableVerticesVertexContainer::UpdateVertex(size_t index, const AZ::Vector3& vertex)
{
return m_vertexContainer.UpdateVertex(index, vertex);
}
void TestVariableVerticesVertexContainer::AddVertex(const AZ::Vector3& vertex)
{
m_vertexContainer.AddVertex(vertex);
}
bool TestVariableVerticesVertexContainer::InsertVertex(size_t index, const AZ::Vector3& vertex)
{
return m_vertexContainer.InsertVertex(index, vertex);
}
bool TestVariableVerticesVertexContainer::RemoveVertex(size_t index)
{
return m_vertexContainer.RemoveVertex(index);
}
void TestVariableVerticesVertexContainer::SetVertices(const AZStd::vector<AZ::Vector3>& vertices)
{
m_vertexContainer.SetVertices(vertices);
}
void TestVariableVerticesVertexContainer::ClearVertices()
{
m_vertexContainer.Clear();
}
size_t TestVariableVerticesVertexContainer::Size() const
{
return m_vertexContainer.Size();
}
bool TestVariableVerticesVertexContainer::Empty() const
{
return m_vertexContainer.Empty();
}
void TestVariableVerticesVertexContainer::Connect(const AZ::EntityId entityId)
{
AZ::VariableVerticesRequestBus<AZ::Vector3>::Handler::BusConnect(entityId);
AZ::FixedVerticesRequestBus<AZ::Vector3>::Handler::BusConnect(entityId);
}
void TestVariableVerticesVertexContainer::Disconnect()
{
AZ::FixedVerticesRequestBus<AZ::Vector3>::Handler::BusDisconnect();
AZ::VariableVerticesRequestBus<AZ::Vector3>::Handler::BusDisconnect();
}
class TestEditorVertexSelectionVariable : public AzToolsFramework::EditorVertexSelectionVariable<AZ::Vector3>
{
public:
AZ_CLASS_ALLOCATOR(TestEditorVertexSelectionVariable, AZ::SystemAllocator, 0)
void ShowVertexDeletionWarning() override
{
// noop
}
};
class EditorVertexSelectionFixture : public ToolsApplicationFixture
{
public:
void SetUpEditorFixtureImpl() override
{
m_entityId = CreateDefaultEditorEntity("Default");
m_vertexContainer.Connect(m_entityId);
RecreateVertexSelection();
}
void TearDownEditorFixtureImpl() override
{
AzToolsFramework::EditorEntityContextRequestBus::Broadcast(
&AzToolsFramework::EditorEntityContextRequestBus::Events::DestroyEditorEntity, m_entityId);
m_vertexContainer.Disconnect();
m_vertexSelection.Destroy();
}
void RecreateVertexSelection();
void PopulateVertices();
void ClearVertices();
static const AZ::u32 VertexCount = 4;
AZ::EntityId m_entityId;
TestEditorVertexSelectionVariable m_vertexSelection;
TestVariableVerticesVertexContainer m_vertexContainer;
};
const AZ::u32 EditorVertexSelectionFixture::VertexCount;
void EditorVertexSelectionFixture::RecreateVertexSelection()
{
namespace aztf = AzToolsFramework;
m_vertexSelection.Create(
AZ::EntityComponentIdPair(m_entityId, TestComponentId), aztf::g_mainManipulatorManagerId,
AZStd::make_unique<aztf::NullHoverSelection>(), aztf::TranslationManipulators::Dimensions::Three,
aztf::ConfigureTranslationManipulatorAppearance3d);
}
void EditorVertexSelectionFixture::PopulateVertices()
{
for (size_t vertIndex = 0; vertIndex < EditorVertexSelectionFixture::VertexCount; ++vertIndex)
{
AzToolsFramework::InsertVertexAfter(AZ::EntityComponentIdPair(m_entityId, TestComponentId), 0, AZ::Vector3::CreateZero());
}
}
void EditorVertexSelectionFixture::ClearVertices()
{
for (size_t vertIndex = 0; vertIndex < EditorVertexSelectionFixture::VertexCount; ++vertIndex)
{
AzToolsFramework::SafeRemoveVertex<AZ::Vector3>(AZ::EntityComponentIdPair(m_entityId, TestComponentId), 0);
}
}
TEST_F(EditorVertexSelectionFixture, PropertyEditorEntityChangeAfterVertexAdded)
{
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Given
// connect before insert vertex
EditorEntityComponentChangeDetector editorEntityComponentChangeDetector(m_entityId);
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
// When
PopulateVertices();
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Then
EXPECT_TRUE(editorEntityComponentChangeDetector.ChangeDetected());
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
}
TEST_F(EditorVertexSelectionFixture, PropertyEditorEntityChangeAfterVertexRemoved)
{
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Given
PopulateVertices();
// connect after insert vertex
EditorEntityComponentChangeDetector editorEntityComponentChangeDetector(m_entityId);
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
// When
ClearVertices();
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Then
EXPECT_TRUE(editorEntityComponentChangeDetector.ChangeDetected());
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
}
TEST_F(EditorVertexSelectionFixture, PropertyEditorEntityChangeAfterTerrainSnap)
{
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Given
PopulateVertices();
// connect after insert vertex
EditorEntityComponentChangeDetector editorEntityComponentChangeDetector(m_entityId);
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
// When
// just provide a placeholder mouse interaction event in this case
m_vertexSelection.SnapVerticesToSurface(AzToolsFramework::ViewportInteraction::MouseInteractionEvent{});
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Then
EXPECT_TRUE(editorEntityComponentChangeDetector.ChangeDetected());
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
}
using EditorVertexSelectionManipulatorFixture = IndirectCallManipulatorViewportInteractionFixtureMixin<EditorVertexSelectionFixture>;
TEST_F(EditorVertexSelectionManipulatorFixture, CannotDeleteAllVertices)
{
using ::testing::Eq;
const auto entityComponentIdPair = AZ::EntityComponentIdPair(m_entityId, TestComponentId);
const float horizontalPositions[] = { -1.5f, -0.5f, 0.5f, 1.5f };
for (size_t vertIndex = 0; vertIndex < AZStd::size(horizontalPositions); ++vertIndex)
{
AzToolsFramework::InsertVertexAfter(entityComponentIdPair, vertIndex, AZ::Vector3(horizontalPositions[vertIndex], 5.0f, 0.0f));
}
// rebuild the vertex selection after adding the new vertices
RecreateVertexSelection();
// build a vector of the vertex positions in screen space
AZStd::vector<AzFramework::ScreenPoint> vertexScreenPositions;
for (size_t vertIndex = 0; vertIndex < AZStd::size(horizontalPositions); ++vertIndex)
{
AZ::Vector3 localVertex = AZ::Vector3::CreateZero();
bool found = false;
AZ::FixedVerticesRequestBus<AZ::Vector3>::EventResult(
found, m_entityId, &AZ::FixedVerticesRequestBus<AZ::Vector3>::Handler::GetVertex, vertIndex, localVertex);
if (found)
{
// note: entity position is at the origin so localVertex position is equivalent to world
vertexScreenPositions.push_back(AzFramework::WorldToScreen(localVertex, m_cameraState));
}
}
// select each vertex (by holding ctrl)
m_actionDispatcher->CameraState(m_cameraState)
->MousePosition(vertexScreenPositions[0])
->KeyboardModifierDown(AzToolsFramework::ViewportInteraction::KeyboardModifier::Control)
->MouseLButtonDown()
->MouseLButtonUp()
->MousePosition(vertexScreenPositions[1])
->MouseLButtonDown()
->MouseLButtonUp()
->MousePosition(vertexScreenPositions[2])
->MouseLButtonDown()
->MouseLButtonUp()
->MousePosition(vertexScreenPositions[3])
->MouseLButtonDown()
->MouseLButtonUp();
// and then attempt to delete them
m_vertexSelection.DestroySelected();
size_t vertexCountAfter = 0;
AZ::VariableVerticesRequestBus<AZ::Vector3>::EventResult(
vertexCountAfter, m_entityId, &AZ::VariableVerticesRequestBus<AZ::Vector3>::Events::Size);
// deleting all vertices is disallowed - size should remain the same
EXPECT_THAT(vertexCountAfter, Eq(EditorVertexSelectionFixture::VertexCount));
}
TEST_F(EditorVertexSelectionManipulatorFixture, CannotDeleteLastVertexWithManipulator)
{
using ::testing::Eq;
const auto entityComponentIdPair = AZ::EntityComponentIdPair(m_entityId, TestComponentId);
// add a single vertex (in front of the camera)
AzToolsFramework::InsertVertexAfter(entityComponentIdPair, 0, AZ::Vector3::CreateAxisY(5.0f));
// rebuild the vertex selection after adding the new vertices
RecreateVertexSelection();
AzFramework::ScreenPoint vertexScreenPosition;
{
AZ::Vector3 localVertex;
bool found = false;
AZ::FixedVerticesRequestBus<AZ::Vector3>::EventResult(
found, m_entityId, &AZ::FixedVerticesRequestBus<AZ::Vector3>::Handler::GetVertex, 0, localVertex);
if (found)
{
// note: entity position is at the origin so localVertex position is equivalent to world
vertexScreenPosition = AzFramework::WorldToScreen(localVertex, m_cameraState);
}
}
// attempt to delete the vertex by clicking with Alt held
m_actionDispatcher->CameraState(m_cameraState)
->MousePosition(vertexScreenPosition)
->KeyboardModifierDown(AzToolsFramework::ViewportInteraction::KeyboardModifier::Alt)
->MouseLButtonDown()
->MouseLButtonUp();
size_t vertexCountAfter = 0;
AZ::VariableVerticesRequestBus<AZ::Vector3>::EventResult(
vertexCountAfter, m_entityId, &AZ::VariableVerticesRequestBus<AZ::Vector3>::Events::Size);
// deleting the last vertex through a manipulator is disallowed - size should remain the same
EXPECT_THAT(vertexCountAfter, Eq(1));
}
static AZ::EntityId CreateEntityForVertexIntersectionPlacement(EditorVertexSelectionManipulatorFixture& fixture)
{
auto* app = fixture.GetApplication();
app->RegisterComponentDescriptor(BoundsTestComponent::CreateDescriptor());
app->RegisterComponentDescriptor(RenderGeometryIntersectionTestComponent::CreateDescriptor());
AZ::Entity* entityGround = nullptr;
AZ::EntityId entityIdGround = CreateDefaultEditorEntity("EntityGround", &entityGround);
entityGround->Deactivate();
auto ground = entityGround->CreateComponent<RenderGeometryIntersectionTestComponent>();
entityGround->Activate();
ground->m_localBounds = AZ::Aabb::CreateFromMinMax(AZ::Vector3(-10.0f, -10.0f, -0.5f), AZ::Vector3(10.0f, 10.0f, 0.5f));
return entityIdGround;
}
static AZStd::vector<AzFramework::ScreenPoint> SetupVertices(
const AZ::EntityId entityId, EditorVertexSelectionManipulatorFixture& fixture)
{
const auto entityComponentIdPair = AZ::EntityComponentIdPair(entityId, TestComponentId);
const float horizontalPositions[] = { -3.0f, -1.0f, 1.0f, 3.0f };
for (size_t vertIndex = 0; vertIndex < AZStd::size(horizontalPositions); ++vertIndex)
{
AzToolsFramework::InsertVertexAfter(entityComponentIdPair, vertIndex, AZ::Vector3(horizontalPositions[vertIndex], 0.0f, 0.0f));
}
// rebuild the vertex selection after adding the new vertices
fixture.RecreateVertexSelection();
// build a vector of the vertex positions in screen space
AZStd::vector<AzFramework::ScreenPoint> vertexScreenPositions;
for (size_t vertIndex = 0; vertIndex < AZStd::size(horizontalPositions); ++vertIndex)
{
AZ::Vector3 localVertex;
bool found = false;
AZ::FixedVerticesRequestBus<AZ::Vector3>::EventResult(
found, entityId, &AZ::FixedVerticesRequestBus<AZ::Vector3>::Handler::GetVertex, vertIndex, localVertex);
if (found)
{
const AZ::Vector3 worldVertex = AzToolsFramework::GetWorldTransform(entityId).TransformPoint(localVertex);
vertexScreenPositions.push_back(AzFramework::WorldToScreen(worldVertex, fixture.m_cameraState));
}
}
return vertexScreenPositions;
}
AzToolsFramework::ViewportInteraction::MouseInteractionEvent BuildMiddleMouseDownEvent(
const AzFramework::ScreenPoint& screenPosition, const AzFramework::ViewportId viewportId)
{
AzToolsFramework::ViewportInteraction::MousePick mousePick;
mousePick.m_screenCoordinates = screenPosition;
AzToolsFramework::ViewportInteraction::MouseInteraction mouseInteraction;
mouseInteraction.m_interactionId.m_cameraId = AZ::EntityId();
mouseInteraction.m_interactionId.m_viewportId = viewportId;
mouseInteraction.m_mouseButtons =
AzToolsFramework::ViewportInteraction::MouseButtonsFromButton(AzToolsFramework::ViewportInteraction::MouseButton::Middle);
mouseInteraction.m_mousePick = mousePick;
mouseInteraction.m_keyboardModifiers = AzToolsFramework::ViewportInteraction::KeyboardModifiers(
static_cast<AZ::u32>(AzToolsFramework::ViewportInteraction::KeyboardModifier::Shift) |
static_cast<AZ::u32>(AzToolsFramework::ViewportInteraction::KeyboardModifier::Ctrl));
return AzToolsFramework::ViewportInteraction::MouseInteractionEvent(
mouseInteraction, AzToolsFramework::ViewportInteraction::MouseEvent::Down, /*captured=*/false);
}
TEST_F(EditorVertexSelectionManipulatorFixture, VertexPlacedWhereIntersectionPointIsFoundWithCustomReferenceSpace)
{
const AZ::EntityId entityIdGround = CreateEntityForVertexIntersectionPlacement(*this);
// position ground
AzToolsFramework::SetWorldTransform(
entityIdGround,
AZ::Transform::CreateFromMatrix3x3AndTranslation(
AZ::Matrix3x3::CreateRotationX(AZ::DegToRad(-20.0f)) * AZ::Matrix3x3::CreateRotationY(AZ::DegToRad(-40.0f)) *
AZ::Matrix3x3::CreateRotationZ(AZ::DegToRad(60.0f)),
AZ::Vector3(14.0f, -6.0f, 5.0f)));
// camera (go to position format) - 12.00, 18.00, 16.00, -38.00, -175.00
m_cameraState.m_viewportSize = AZ::Vector2(1280.0f, 720.0f);
AzFramework::SetCameraTransform(
m_cameraState,
AZ::Transform::CreateFromMatrix3x3AndTranslation(
AZ::Matrix3x3::CreateRotationZ(AZ::DegToRad(-175.0f)) * AZ::Matrix3x3::CreateRotationX(AZ::DegToRad(-38.0f)),
AZ::Vector3(12.0f, 18.0f, 16.0f)));
// create orientated and scaled transform for vertex selection entity transform
auto vertexSelectionTransform = AZ::Transform::CreateFromMatrix3x3AndTranslation(
AZ::Matrix3x3::CreateRotationZ(AZ::DegToRad(45.0f)), AZ::Vector3(14.0f, 7.0f, 5.0f));
vertexSelectionTransform.MultiplyByUniformScale(3.0f);
// set the initial starting position of the vertex selection
AzToolsFramework::SetWorldTransform(m_entityId, vertexSelectionTransform);
auto vertexScreenPositions = SetupVertices(m_entityId, *this);
// press and drag the mouse (starting where the surface manipulator is)
// select each vertex (by holding ctrl)
m_actionDispatcher->CameraState(m_cameraState)->MousePosition(vertexScreenPositions[0])->MouseLButtonDown()->MouseLButtonUp();
const auto finalPositionWorld = AZ::Vector3(14.3573294f, -8.94695091f, 7.08627319f);
// calculate the position in screen space of the final position of the entity
const auto finalPositionScreen = AzFramework::WorldToScreen(finalPositionWorld, m_cameraState);
auto middleMouseDownEvent =
BuildMiddleMouseDownEvent(finalPositionScreen, m_viewportManipulatorInteraction->GetViewportInteraction().GetViewportId());
// explicitly handle mouse event in vertex selection instance
m_vertexSelection.HandleMouse(middleMouseDownEvent);
// read back the position of the vertex now
AZ::Vector3 localVertex = AZ::Vector3::CreateZero();
bool found = false;
AZ::FixedVerticesRequestBus<AZ::Vector3>::EventResult(
found, m_entityId, &AZ::FixedVerticesRequestBus<AZ::Vector3>::Handler::GetVertex, 0, localVertex);
// transform to world space
const AZ::Vector3 worldVertex = vertexSelectionTransform.TransformPoint(localVertex);
EXPECT_THAT(found, ::testing::IsTrue());
// ensure final world positions match
EXPECT_THAT(worldVertex, IsCloseTolerance(finalPositionWorld, 0.01f));
}
} // namespace UnitTest