165 lines
12 KiB
C++
165 lines
12 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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#pragma once
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#include <AzFramework/Physics/SystemBus.h>
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#include <AzFramework/Physics/PhysicsScene.h>
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#include <AzFramework/Physics/PhysicsSystem.h>
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#include <gmock/gmock.h>
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namespace Physics
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{
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class MockPhysicsSystem
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: public Physics::SystemRequestBus::Handler
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, AZ::Interface<Physics::System>::Registrar
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{
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public:
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MockPhysicsSystem()
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{
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BusConnect();
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}
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~MockPhysicsSystem()
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{
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BusDisconnect();
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}
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MOCK_METHOD2(CreateShape, AZStd::shared_ptr<Physics::Shape>(const Physics::ColliderConfiguration& colliderConfiguration, const Physics::ShapeConfiguration& configuration));
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MOCK_METHOD4(AddColliderComponentToEntity, void(AZ::Entity* entity, const Physics::ColliderConfiguration& colliderConfiguration, const Physics::ShapeConfiguration& shapeConfiguration, bool addEditorComponents));
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MOCK_METHOD1(ReleaseNativeMeshObject, void(void* nativeMeshObject));
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MOCK_METHOD1(CreateMaterial, AZStd::shared_ptr<Physics::Material>(const Physics::MaterialConfiguration& materialConfiguration));
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MOCK_METHOD0(GetDefaultMaterial, AZStd::shared_ptr<Physics::Material>());
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MOCK_METHOD1(CreateMaterialsFromLibrary, AZStd::vector<AZStd::shared_ptr<Physics::Material>>(const Physics::MaterialSelection& materialSelection));
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MOCK_METHOD2(UpdateMaterialSelection, bool(const Physics::ShapeConfiguration& shapeConfiguration, Physics::ColliderConfiguration& colliderConfiguration));
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MOCK_METHOD0(GetSupportedJointTypes, AZStd::vector<AZ::TypeId>());
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MOCK_METHOD1(CreateJointLimitConfiguration, AZStd::shared_ptr<Physics::JointLimitConfiguration>(AZ::TypeId jointType));
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MOCK_METHOD3(CreateJoint, AZStd::shared_ptr<Physics::Joint>(const AZStd::shared_ptr<Physics::JointLimitConfiguration>& configuration, AzPhysics::SimulatedBody* parentBody, AzPhysics::SimulatedBody* childBody));
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MOCK_METHOD10(GenerateJointLimitVisualizationData, void(const Physics::JointLimitConfiguration& configuration, const AZ::Quaternion& parentRotation, const AZ::Quaternion& childRotation, float scale, AZ::u32 angularSubdivisions, AZ::u32 radialSubdivisions, AZStd::vector<AZ::Vector3>& vertexBufferOut, AZStd::vector<AZ::u32>& indexBufferOut, AZStd::vector<AZ::Vector3>& lineBufferOut, AZStd::vector<bool>& lineValidityBufferOut));
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MOCK_METHOD5(ComputeInitialJointLimitConfiguration, AZStd::unique_ptr<Physics::JointLimitConfiguration>(const AZ::TypeId& jointLimitTypeId, const AZ::Quaternion& parentWorldRotation, const AZ::Quaternion& childWorldRotation, const AZ::Vector3& axis, const AZStd::vector<AZ::Quaternion>& exampleLocalRotations));
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MOCK_METHOD3(CookConvexMeshToFile, bool(const AZStd::string& filePath, const AZ::Vector3* vertices, AZ::u32 vertexCount));
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MOCK_METHOD3(CookConvexMeshToMemory, bool(const AZ::Vector3* vertices, AZ::u32 vertexCount, AZStd::vector<AZ::u8>& result));
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MOCK_METHOD5(CookTriangleMeshToFile, bool(const AZStd::string& filePath, const AZ::Vector3* vertices, AZ::u32 vertexCount, const AZ::u32* indices, AZ::u32 indexCount));
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MOCK_METHOD5(CookTriangleMeshToMemory, bool(const AZ::Vector3* vertices, AZ::u32 vertexCount, const AZ::u32* indices, AZ::u32 indexCount, AZStd::vector<AZ::u8>& result));
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};
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//Mocked of the AzPhysics System Interface. To keep things simple just mocked functions that have a return value.
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class MockPhysicsInterface
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: AZ::Interface<AzPhysics::SystemInterface>::Registrar
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{
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public:
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void Initialize([[maybe_unused]]const AzPhysics::SystemConfiguration* config) override {}
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void Reinitialize() override {}
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void Shutdown() override {}
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void Simulate([[maybe_unused]] float deltaTime) override {}
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void UpdateConfiguration([[maybe_unused]] const AzPhysics::SystemConfiguration* newConfig, [[maybe_unused]] bool forceReinitialization = false) override {}
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void UpdateDefaultMaterialLibrary([[maybe_unused]] const AZ::Data::Asset<Physics::MaterialLibraryAsset>& materialLibrary) override {}
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void UpdateDefaultSceneConfiguration([[maybe_unused]] const AzPhysics::SceneConfiguration& sceneConfiguration) override {}
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void RemoveScene([[maybe_unused]] AzPhysics::SceneHandle handle) override {}
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void RemoveScenes([[maybe_unused]] const AzPhysics::SceneHandleList& handles) override {}
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void RemoveAllScenes() override {}
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MOCK_METHOD1(AddScene, AzPhysics::SceneHandle(const AzPhysics::SceneConfiguration& config));
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MOCK_METHOD1(AddScenes, AzPhysics::SceneHandleList(const AzPhysics::SceneConfigurationList& configs));
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MOCK_METHOD1(GetSceneHandle, AzPhysics::SceneHandle(const AZStd::string& sceneName));
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MOCK_METHOD1(GetScene, AzPhysics::Scene* (AzPhysics::SceneHandle handle));
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MOCK_METHOD1(GetScenes, AzPhysics::SceneList (const AzPhysics::SceneHandleList& handles));
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MOCK_METHOD0(GetAllScenes, AzPhysics::SceneList& ());
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MOCK_METHOD1(FindAttachedBodyHandleFromEntityId, AZStd::pair<AzPhysics::SceneHandle, AzPhysics::SimulatedBodyHandle>(AZ::EntityId entityId));
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MOCK_CONST_METHOD0(GetConfiguration, const AzPhysics::SystemConfiguration* ());
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MOCK_CONST_METHOD0(GetDefaultMaterialLibrary, const AZ::Data::Asset<Physics::MaterialLibraryAsset>& ());
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MOCK_CONST_METHOD0(GetDefaultSceneConfiguration, const AzPhysics::SceneConfiguration& ());
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};
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//Mocked of the AzPhysics Scene Interface. To keep things simple just mocked functions that have a return value OR required for a test.
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class MockPhysicsSceneInterface
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: AZ::Interface<AzPhysics::SceneInterface>::Registrar
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{
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public:
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void StartSimulation(
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[[maybe_unused]] AzPhysics::SceneHandle sceneHandle,
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[[maybe_unused]] float deltatime) override {}
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void FinishSimulation([[maybe_unused]] AzPhysics::SceneHandle sceneHandle) override {}
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void SetEnabled(
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[[maybe_unused]] AzPhysics::SceneHandle sceneHandle,
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[[maybe_unused]] bool enable) override {}
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void RemoveSimulatedBody(
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[[maybe_unused]] AzPhysics::SceneHandle sceneHandle,
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[[maybe_unused]] AzPhysics::SimulatedBodyHandle bodyHandle) override {}
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void RemoveSimulatedBodies(
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[[maybe_unused]] AzPhysics::SceneHandle sceneHandle,
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[[maybe_unused]] const AzPhysics::SimulatedBodyHandleList& bodyHandles) override {}
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void EnableSimulationOfBody(
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[[maybe_unused]] AzPhysics::SceneHandle sceneHandle,
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[[maybe_unused]] AzPhysics::SimulatedBodyHandle bodyHandle) override {}
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void DisableSimulationOfBody(
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[[maybe_unused]] AzPhysics::SceneHandle sceneHandle,
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[[maybe_unused]] AzPhysics::SimulatedBodyHandle bodyHandle) override {}
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void SuppressCollisionEvents(
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[[maybe_unused]] AzPhysics::SceneHandle sceneHandle,
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[[maybe_unused]] const AzPhysics::SimulatedBodyHandle& bodyHandleA,
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[[maybe_unused]] const AzPhysics::SimulatedBodyHandle& bodyHandleB) override {}
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void UnsuppressCollisionEvents(
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[[maybe_unused]] AzPhysics::SceneHandle sceneHandle,
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[[maybe_unused]] const AzPhysics::SimulatedBodyHandle& bodyHandleA,
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[[maybe_unused]] const AzPhysics::SimulatedBodyHandle& bodyHandleB) override {}
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void SetGravity(
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[[maybe_unused]] AzPhysics::SceneHandle sceneHandle,
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[[maybe_unused]] const AZ::Vector3& gravity) override {}
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void RegisterSceneConfigurationChangedEventHandler(
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[[maybe_unused]] AzPhysics::SceneHandle sceneHandle,
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[[maybe_unused]] AzPhysics::SceneEvents::OnSceneConfigurationChanged::Handler& handler) override {}
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void RegisterSimulationBodyAddedHandler(
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[[maybe_unused]] AzPhysics::SceneHandle sceneHandle,
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[[maybe_unused]] AzPhysics::SceneEvents::OnSimulationBodyAdded::Handler& handler) override {}
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void RegisterSimulationBodyRemovedHandler(
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[[maybe_unused]] AzPhysics::SceneHandle sceneHandle,
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[[maybe_unused]] AzPhysics::SceneEvents::OnSimulationBodyRemoved::Handler& handler) override {}
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void RegisterSimulationBodySimulationEnabledHandler(
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[[maybe_unused]] AzPhysics::SceneHandle sceneHandle,
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[[maybe_unused]] AzPhysics::SceneEvents::OnSimulationBodySimulationEnabled::Handler& handler) override {}
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void RegisterSimulationBodySimulationDisabledHandler(
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[[maybe_unused]] AzPhysics::SceneHandle sceneHandle,
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[[maybe_unused]] AzPhysics::SceneEvents::OnSimulationBodySimulationDisabled::Handler& handler) override {}
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void RegisterSceneSimulationStartHandler(
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[[maybe_unused]] AzPhysics::SceneHandle sceneHandle,
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[[maybe_unused]] AzPhysics::SceneEvents::OnSceneSimulationStartHandler& handler) override {}
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void RegisterSceneActiveSimulatedBodiesHandler(
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[[maybe_unused]] AzPhysics::SceneHandle sceneHandle,
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[[maybe_unused]] AzPhysics::SceneEvents::OnSceneActiveSimulatedBodiesEvent::Handler& handler) override {}
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void RegisterSceneCollisionEventHandler(
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[[maybe_unused]] AzPhysics::SceneHandle sceneHandle,
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[[maybe_unused]] AzPhysics::SceneEvents::OnSceneCollisionsEvent::Handler& handler) override {}
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void RegisterSceneTriggersEventHandler(
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[[maybe_unused]] AzPhysics::SceneHandle sceneHandle,
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[[maybe_unused]] AzPhysics::SceneEvents::OnSceneTriggersEvent::Handler& handler) override {}
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void RegisterSceneGravityChangedEvent(
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[[maybe_unused]] AzPhysics::SceneHandle sceneHandle,
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[[maybe_unused]] AzPhysics::SceneEvents::OnSceneGravityChangedEvent::Handler& handler) override {}
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MOCK_METHOD1(GetSceneHandle, AzPhysics::SceneHandle(const AZStd::string& sceneName));
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MOCK_CONST_METHOD1(IsEnabled, bool(AzPhysics::SceneHandle sceneHandle));
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MOCK_METHOD2(AddSimulatedBody, AzPhysics::SimulatedBodyHandle(AzPhysics::SceneHandle sceneHandle, const AzPhysics::SimulatedBodyConfiguration* simulatedBodyConfig));
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MOCK_METHOD2(AddSimulatedBodies, AzPhysics::SimulatedBodyHandleList(AzPhysics::SceneHandle sceneHandle, const AzPhysics::SimulatedBodyConfigurationList& simulatedBodyConfigs));
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MOCK_METHOD2(GetSimulatedBodyFromHandle, AzPhysics::SimulatedBody* (AzPhysics::SceneHandle sceneHandle, AzPhysics::SimulatedBodyHandle bodyHandle));
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MOCK_METHOD2(GetSimulatedBodiesFromHandle, AzPhysics::SimulatedBodyList(AzPhysics::SceneHandle sceneHandle, const AzPhysics::SimulatedBodyHandleList& bodyHandles));
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MOCK_CONST_METHOD1(GetGravity, AZ::Vector3(AzPhysics::SceneHandle sceneHandle));
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MOCK_METHOD2(RegisterSceneSimulationFinishHandler, void(AzPhysics::SceneHandle sceneHandle, AzPhysics::SceneEvents::OnSceneSimulationFinishHandler& handler));
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MOCK_CONST_METHOD2(GetLegacyBody, AzPhysics::SimulatedBody* (AzPhysics::SceneHandle sceneHandle, AzPhysics::SimulatedBodyHandle handle));
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MOCK_METHOD2(QueryScene, AzPhysics::SceneQueryHits(AzPhysics::SceneHandle sceneHandle, const AzPhysics::SceneQueryRequest* request));
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MOCK_METHOD2(QuerySceneBatch, AzPhysics::SceneQueryHitsList(AzPhysics::SceneHandle sceneHandle, const AzPhysics::SceneQueryRequests& requests));
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MOCK_METHOD4(QuerySceneAsync, bool(AzPhysics::SceneHandle sceneHandle, AzPhysics::SceneQuery::AsyncRequestId requestId,
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const AzPhysics::SceneQueryRequest* request, AzPhysics::SceneQuery::AsyncCallback callback));
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MOCK_METHOD4(QuerySceneAsyncBatch, bool(AzPhysics::SceneHandle sceneHandle, AzPhysics::SceneQuery::AsyncRequestId requestId,
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const AzPhysics::SceneQueryRequests& requests, AzPhysics::SceneQuery::AsyncBatchCallback callback));
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};
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} // namespace Physics
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