Files
o3de/Gems/PhysX/Code/Tests/PhysXColliderComponentModeTests.cpp
T
Esteban Papp 1f9b284de2 Merge branch 'development' into cmake/SPEC-7179
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>

# Conflicts:
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#	Gems/Atom/RHI/Metal/Code/Include/Platform/Mac/Atom_RHI_Metal_precompiled_Platform.h
#	Gems/Atom/RHI/Metal/Code/Include/Platform/iOS/Atom_RHI_Metal_precompiled_Platform.h
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#	Gems/InAppPurchases/Code/Source/InAppPurchases_precompiled.h
#	Gems/LmbrCentral/Code/Source/LmbrCentral_precompiled.h
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#	Gems/VirtualGamepad/Code/Source/VirtualGamepad_precompiled.h
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#	Gems/WhiteBox/Code/Source/WhiteBox_precompiled.h
2021-07-16 15:42:37 -07:00

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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 "TestColliderComponent.h"
#include <AZTestShared/Math/MathTestHelpers.h>
#include <AzToolsFramework/UnitTest/AzToolsFrameworkTestHelpers.h>
#include <AzToolsFramework/ViewportSelection/EditorInteractionSystemViewportSelectionRequestBus.h>
#include <AzToolsFramework/ViewportSelection/EditorDefaultSelection.h>
#include <AzToolsFramework/Entity/EditorEntityHelpers.h>
#include <AzToolsFramework/ViewportUi/ViewportUiManager.h>
#include <Tests/Viewport/ViewportUiManagerTests.cpp>
namespace UnitTest
{
class PhysXColliderComponentModeTest
: public ToolsApplicationFixture
{
protected:
using EntityPtr = AZ::Entity*;
AZ::ComponentId m_colliderComponentId;
EntityPtr CreateColliderComponent()
{
AZ::Entity* entity = nullptr;
AZ::EntityId entityId = CreateDefaultEditorEntity("ComponentModeEntity", &entity);
entity->Deactivate();
// Add placeholder component which implements component mode.
auto colliderComponent = entity->CreateComponent<TestColliderComponentMode>();
m_colliderComponentId = colliderComponent->GetId();
entity->Activate();
AzToolsFramework::SelectEntity(entityId);
return entity;
}
// Needed to support ViewportUi request calls.
ViewportManagerWrapper m_viewportManagerWrapper;
void SetUpEditorFixtureImpl() override
{
m_viewportManagerWrapper.Create();
}
void TearDownEditorFixtureImpl() override
{
m_viewportManagerWrapper.Destroy();
}
};
TEST_F(PhysXColliderComponentModeTest, MouseWheelUpShouldSetNextMode)
{
// Given there is a collider component in component mode.
CreateColliderComponent();
EnterComponentMode<TestColliderComponentMode>();
PhysX::ColliderComponentModeRequests::SubMode subMode = PhysX::ColliderComponentModeRequests::SubMode::NumModes;
PhysX::ColliderComponentModeRequestBus::BroadcastResult(subMode, &PhysX::ColliderComponentModeRequests::GetCurrentMode);
EXPECT_EQ(PhysX::ColliderComponentModeRequests::SubMode::Dimensions, subMode);
// When the mouse wheel is scrolled while holding ctrl
AzToolsFramework::ViewportInteraction::MouseInteractionEvent
interactionEvent(AzToolsFramework::ViewportInteraction::MouseInteraction(), 1.0f);
interactionEvent.m_mouseEvent = AzToolsFramework::ViewportInteraction::MouseEvent::Wheel;
interactionEvent.m_mouseInteraction.m_keyboardModifiers.m_keyModifiers =
static_cast<AZ::u32>(AzToolsFramework::ViewportInteraction::KeyboardModifier::Ctrl);
using MouseInteractionResult = AzToolsFramework::ViewportInteraction::MouseInteractionResult;
MouseInteractionResult handled = MouseInteractionResult::None;
AzToolsFramework::EditorInteractionSystemViewportSelectionRequestBus::BroadcastResult(handled,
&AzToolsFramework::ViewportInteraction::InternalMouseViewportRequests::InternalHandleAllMouseInteractions,
interactionEvent);
// Then the component mode is cycled.
PhysX::ColliderComponentModeRequestBus::BroadcastResult(subMode, &PhysX::ColliderComponentModeRequests::GetCurrentMode);
EXPECT_EQ(handled, MouseInteractionResult::Viewport);
EXPECT_EQ(PhysX::ColliderComponentModeRequests::SubMode::Offset, subMode);
}
TEST_F(PhysXColliderComponentModeTest, MouseWheelDownShouldSetPreviousMode)
{
// Given there is a collider component in component mode.
CreateColliderComponent();
EnterComponentMode<TestColliderComponentMode>();
PhysX::ColliderComponentModeRequests::SubMode subMode = PhysX::ColliderComponentModeRequests::SubMode::NumModes;
PhysX::ColliderComponentModeRequestBus::BroadcastResult(subMode, &PhysX::ColliderComponentModeRequests::GetCurrentMode);
EXPECT_EQ(PhysX::ColliderComponentModeRequests::SubMode::Dimensions, subMode);
// When the mouse wheel is scrolled while holding ctrl
AzToolsFramework::ViewportInteraction::MouseInteractionEvent
interactionEvent(AzToolsFramework::ViewportInteraction::MouseInteraction(), -1.0f);
interactionEvent.m_mouseEvent = AzToolsFramework::ViewportInteraction::MouseEvent::Wheel;
interactionEvent.m_mouseInteraction.m_keyboardModifiers.m_keyModifiers =
static_cast<AZ::u32>(AzToolsFramework::ViewportInteraction::KeyboardModifier::Ctrl);
using MouseInteractionResult = AzToolsFramework::ViewportInteraction::MouseInteractionResult;
MouseInteractionResult handled = MouseInteractionResult::None;
AzToolsFramework::EditorInteractionSystemViewportSelectionRequestBus::BroadcastResult(handled,
&AzToolsFramework::ViewportInteraction::InternalMouseViewportRequests::InternalHandleAllMouseInteractions,
interactionEvent);
// Then the component mode is cycled.
PhysX::ColliderComponentModeRequestBus::BroadcastResult(subMode, &PhysX::ColliderComponentModeRequests::GetCurrentMode);
EXPECT_EQ(handled, MouseInteractionResult::Viewport);
EXPECT_EQ(PhysX::ColliderComponentModeRequests::SubMode::Rotation, subMode);
}
TEST_F(PhysXColliderComponentModeTest, PressingKey1ShouldSetSizeMode)
{
// Given there is a collider component in component mode.
CreateColliderComponent();
EnterComponentMode<TestColliderComponentMode>();
PhysX::ColliderComponentModeRequests::SubMode subMode = PhysX::ColliderComponentModeRequests::SubMode::NumModes;
PhysX::ColliderComponentModeRequestBus::BroadcastResult(subMode, &PhysX::ColliderComponentModeRequests::GetCurrentMode);
EXPECT_EQ(PhysX::ColliderComponentModeRequests::SubMode::Dimensions, subMode);
// When the '1' key is pressed
QTest::keyPress(&m_editorActions.m_componentModeWidget, Qt::Key_1);
// Then the component mode is set to Size.
PhysX::ColliderComponentModeRequestBus::BroadcastResult(subMode, &PhysX::ColliderComponentModeRequests::GetCurrentMode);
EXPECT_EQ(PhysX::ColliderComponentModeRequests::SubMode::Dimensions, subMode);
}
TEST_F(PhysXColliderComponentModeTest, PressingKey2ShouldSetSizeMode)
{
// Given there is a collider component in component mode.
auto colliderEntity = CreateColliderComponent();
AzToolsFramework::SelectEntity(colliderEntity->GetId());
EnterComponentMode<TestColliderComponentMode>();
PhysX::ColliderComponentModeRequests::SubMode subMode = PhysX::ColliderComponentModeRequests::SubMode::NumModes;
PhysX::ColliderComponentModeRequestBus::BroadcastResult(subMode, &PhysX::ColliderComponentModeRequests::GetCurrentMode);
EXPECT_EQ(PhysX::ColliderComponentModeRequests::SubMode::Dimensions, subMode);
// When the '2' key is pressed
QTest::keyPress(&m_editorActions.m_componentModeWidget, Qt::Key_2);
// Then the component mode is set to Offset.
PhysX::ColliderComponentModeRequestBus::BroadcastResult(subMode, &PhysX::ColliderComponentModeRequests::GetCurrentMode);
EXPECT_EQ(PhysX::ColliderComponentModeRequests::SubMode::Offset, subMode);
}
TEST_F(PhysXColliderComponentModeTest, PressingKey3ShouldSetSizeMode)
{
// Given there is a collider component in component mode.
auto colliderEntity = CreateColliderComponent();
AzToolsFramework::SelectEntity(colliderEntity->GetId());
EnterComponentMode<TestColliderComponentMode>();
PhysX::ColliderComponentModeRequests::SubMode subMode = PhysX::ColliderComponentModeRequests::SubMode::NumModes;
PhysX::ColliderComponentModeRequestBus::BroadcastResult(subMode, &PhysX::ColliderComponentModeRequests::GetCurrentMode);
EXPECT_EQ(PhysX::ColliderComponentModeRequests::SubMode::Dimensions, subMode);
// When the '3' key is pressed
QTest::keyPress(&m_editorActions.m_componentModeWidget, Qt::Key_3);
// Then the component mode is set to Rotation.
PhysX::ColliderComponentModeRequestBus::BroadcastResult(subMode, &PhysX::ColliderComponentModeRequests::GetCurrentMode);
EXPECT_EQ(PhysX::ColliderComponentModeRequests::SubMode::Rotation, subMode);
}
TEST_F(PhysXColliderComponentModeTest, PressingKeyRShouldResetSphereRadius)
{
// Given there is a sphere collider in component mode.
auto colliderEntity = CreateColliderComponent();
float radius = 5.0f;
colliderEntity->FindComponent<TestColliderComponentMode>()->SetShapeType(Physics::ShapeType::Sphere);
colliderEntity->FindComponent<TestColliderComponentMode>()->SetSphereRadius(radius);
AzToolsFramework::SelectEntity(colliderEntity->GetId());
EnterComponentMode<TestColliderComponentMode>();
PhysX::ColliderComponentModeRequestBus::Broadcast(&PhysX::ColliderComponentModeRequests::SetCurrentMode,
PhysX::ColliderComponentModeRequests::SubMode::Dimensions);
// When the 'R' key is pressed
QTest::keyPress(&m_editorActions.m_componentModeWidget, Qt::Key_R);
// The the sphere radius should be reset.
radius = colliderEntity->FindComponent<TestColliderComponentMode>()->GetSphereRadius();
EXPECT_FLOAT_EQ(0.5f, radius);
}
TEST_F(PhysXColliderComponentModeTest, PressingKeyRShouldResetCapsuleSize)
{
// Given there is a capsule collider in component mode.
auto colliderEntity = CreateColliderComponent();
float height = 10.0f;
float radius = 2.5f;
colliderEntity->FindComponent<TestColliderComponentMode>()->SetShapeType(Physics::ShapeType::Capsule);
colliderEntity->FindComponent<TestColliderComponentMode>()->SetCapsuleHeight(height);
colliderEntity->FindComponent<TestColliderComponentMode>()->SetCapsuleRadius(radius);
AzToolsFramework::SelectEntity(colliderEntity->GetId());
EnterComponentMode<TestColliderComponentMode>();
PhysX::ColliderComponentModeRequestBus::Broadcast(&PhysX::ColliderComponentModeRequests::SetCurrentMode,
PhysX::ColliderComponentModeRequests::SubMode::Dimensions);
// When the 'R' key is pressed
QTest::keyPress(&m_editorActions.m_componentModeWidget, Qt::Key_R);
// Then the capsule size should be reset.
height = colliderEntity->FindComponent<TestColliderComponentMode>()->GetCapsuleHeight();
radius = colliderEntity->FindComponent<TestColliderComponentMode>()->GetCapsuleRadius();
EXPECT_FLOAT_EQ(1.0f, height);
EXPECT_FLOAT_EQ(0.25f, radius);
}
TEST_F(PhysXColliderComponentModeTest, PressingKeyRShouldResetAssetScale)
{
// Given there is a sphere collider component in component mode.
auto colliderEntity = CreateColliderComponent();
AZ::Vector3 assetScale(10.0f, 10.0f, 10.0f);
colliderEntity->FindComponent<TestColliderComponentMode>()->SetShapeType(Physics::ShapeType::PhysicsAsset);
colliderEntity->FindComponent<TestColliderComponentMode>()->SetAssetScale(assetScale);
AzToolsFramework::SelectEntity(colliderEntity->GetId());
EnterComponentMode<TestColliderComponentMode>();
PhysX::ColliderComponentModeRequestBus::Broadcast(&PhysX::ColliderComponentModeRequests::SetCurrentMode,
PhysX::ColliderComponentModeRequests::SubMode::Dimensions);
// When the 'R' key is pressed
QTest::keyPress(&m_editorActions.m_componentModeWidget, Qt::Key_R);
// Then the asset scale should be reset.
assetScale = colliderEntity->FindComponent<TestColliderComponentMode>()->GetAssetScale();
EXPECT_THAT(assetScale, IsClose(AZ::Vector3::CreateOne()));
}
TEST_F(PhysXColliderComponentModeTest, PressingKeyRShouldResetOffset)
{
// Given there is a sphere collider component in component mode.
auto colliderEntity = CreateColliderComponent();
AZ::Vector3 offset(5.0f, 6.0f, 7.0f);
colliderEntity->FindComponent<TestColliderComponentMode>()->SetColliderOffset(offset);
AzToolsFramework::SelectEntity(colliderEntity->GetId());
EnterComponentMode<TestColliderComponentMode>();
PhysX::ColliderComponentModeRequestBus::Broadcast(&PhysX::ColliderComponentModeRequests::SetCurrentMode,
PhysX::ColliderComponentModeRequests::SubMode::Offset);
// When the 'R' key is pressed
QTest::keyPress(&m_editorActions.m_componentModeWidget, Qt::Key_R);
// Then the collider offset should be reset.
offset = colliderEntity->FindComponent<TestColliderComponentMode>()->GetColliderOffset();
EXPECT_THAT(offset, IsClose(AZ::Vector3::CreateZero()));
}
TEST_F(PhysXColliderComponentModeTest, PressingKeyRShouldResetRotation)
{
// Given there is a sphere collider component in component mode.
auto colliderEntity = CreateColliderComponent();
AZ::Quaternion rotation = AZ::Quaternion::CreateFromAxisAngle(AZ::Vector3::CreateAxisZ(), 45.0f);
colliderEntity->FindComponent<TestColliderComponentMode>()->SetColliderRotation(rotation);
AzToolsFramework::SelectEntity(colliderEntity->GetId());
EnterComponentMode<TestColliderComponentMode>();
PhysX::ColliderComponentModeRequestBus::Broadcast(&PhysX::ColliderComponentModeRequests::SetCurrentMode,
PhysX::ColliderComponentModeRequests::SubMode::Rotation);
// When the 'R' key is pressed
QTest::keyPress(&m_editorActions.m_componentModeWidget, Qt::Key_R);
// Then the collider rotation should be reset.
rotation = colliderEntity->FindComponent<TestColliderComponentMode>()->GetColliderRotation();
EXPECT_THAT(rotation, IsClose(AZ::Quaternion::CreateIdentity()));
}
TEST_F(PhysXColliderComponentModeTest, ClickingOffsetButtonShouldSetOffsetMode)
{
// Given there is a collider component in component mode.
auto colliderEntity = CreateColliderComponent();
EnterComponentMode<TestColliderComponentMode>();
// Given
// Check preconditions
PhysX::ColliderComponentModeRequests::SubMode subMode = PhysX::ColliderComponentModeRequests::SubMode::NumModes;
PhysX::ColliderComponentModeRequestBus::BroadcastResult(subMode, &PhysX::ColliderComponentModeRequests::GetCurrentMode);
EXPECT_EQ(PhysX::ColliderComponentModeRequests::SubMode::Dimensions, subMode);
// Get the cluster and button Ids
AzToolsFramework::ViewportUi::ClusterId modeSelectionClusterId;
AzToolsFramework::ViewportUi::ButtonId offsetModeButtonId;
AZ::EntityId entityId = colliderEntity->GetId();
PhysX::ColliderComponentModeUiRequestBus::EventResult(
modeSelectionClusterId, AZ::EntityComponentIdPair(entityId, m_colliderComponentId),
&PhysX::ColliderComponentModeUiRequests::GetClusterId);
PhysX::ColliderComponentModeUiRequestBus::EventResult(
offsetModeButtonId, AZ::EntityComponentIdPair(entityId, m_colliderComponentId),
&PhysX::ColliderComponentModeUiRequests::GetOffsetButtonId);
// When
// Trigger the button
m_viewportManagerWrapper.GetViewportManager()->PressButton(modeSelectionClusterId, offsetModeButtonId);
// Then
// Then the component mode is set to Offset.
PhysX::ColliderComponentModeRequestBus::BroadcastResult(subMode, &PhysX::ColliderComponentModeRequests::GetCurrentMode);
EXPECT_EQ(PhysX::ColliderComponentModeRequests::SubMode::Offset, subMode);
}
TEST_F(PhysXColliderComponentModeTest, ClickingRotationButtonShouldSetRotationMode)
{
// Given there is a collider component in component mode.
auto colliderEntity = CreateColliderComponent();
EnterComponentMode<TestColliderComponentMode>();
// Given
// Check preconditions
PhysX::ColliderComponentModeRequests::SubMode subMode = PhysX::ColliderComponentModeRequests::SubMode::NumModes;
PhysX::ColliderComponentModeRequestBus::BroadcastResult(subMode, &PhysX::ColliderComponentModeRequests::GetCurrentMode);
EXPECT_EQ(PhysX::ColliderComponentModeRequests::SubMode::Dimensions, subMode);
// Get the cluster and button Ids
AzToolsFramework::ViewportUi::ClusterId modeSelectionClusterId;
AzToolsFramework::ViewportUi::ButtonId offsetModeButtonId;
AZ::EntityId entityId = colliderEntity->GetId();
PhysX::ColliderComponentModeUiRequestBus::EventResult(
modeSelectionClusterId, AZ::EntityComponentIdPair(entityId, m_colliderComponentId),
&PhysX::ColliderComponentModeUiRequests::GetClusterId);
PhysX::ColliderComponentModeUiRequestBus::EventResult(
offsetModeButtonId, AZ::EntityComponentIdPair(entityId, m_colliderComponentId),
&PhysX::ColliderComponentModeUiRequests::GetRotationButtonId);
// When
// Trigger the button
m_viewportManagerWrapper.GetViewportManager()->PressButton(modeSelectionClusterId, offsetModeButtonId);
// Then
// Then the component mode is set to Offset.
PhysX::ColliderComponentModeRequestBus::BroadcastResult(subMode, &PhysX::ColliderComponentModeRequests::GetCurrentMode);
EXPECT_EQ(PhysX::ColliderComponentModeRequests::SubMode::Rotation, subMode);
}
TEST_F(PhysXColliderComponentModeTest, ClickingDimensionsButtonShouldSetDimensionsMode)
{
// Given there is a collider component in component mode.
auto colliderEntity = CreateColliderComponent();
EnterComponentMode<TestColliderComponentMode>();
// Given
// Check preconditions
PhysX::ColliderComponentModeRequests::SubMode subMode = PhysX::ColliderComponentModeRequests::SubMode::NumModes;
PhysX::ColliderComponentModeRequestBus::BroadcastResult(subMode, &PhysX::ColliderComponentModeRequests::GetCurrentMode);
EXPECT_EQ(PhysX::ColliderComponentModeRequests::SubMode::Dimensions, subMode);
// Get the cluster and button Ids
AzToolsFramework::ViewportUi::ClusterId modeSelectionClusterId;
AzToolsFramework::ViewportUi::ButtonId offsetModeButtonId;
AZ::EntityId entityId = colliderEntity->GetId();
PhysX::ColliderComponentModeUiRequestBus::EventResult(
modeSelectionClusterId, AZ::EntityComponentIdPair(entityId, m_colliderComponentId),
&PhysX::ColliderComponentModeUiRequests::GetClusterId);
PhysX::ColliderComponentModeUiRequestBus::EventResult(
offsetModeButtonId, AZ::EntityComponentIdPair(entityId, m_colliderComponentId),
&PhysX::ColliderComponentModeUiRequests::GetDimensionsButtonId);
// When
// Trigger the button
m_viewportManagerWrapper.GetViewportManager()->PressButton(modeSelectionClusterId, offsetModeButtonId);
// Then
// Then the component mode is set to Offset.
PhysX::ColliderComponentModeRequestBus::BroadcastResult(subMode, &PhysX::ColliderComponentModeRequests::GetCurrentMode);
EXPECT_EQ(PhysX::ColliderComponentModeRequests::SubMode::Dimensions, subMode);
}
} // namespace UnitTest