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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 <AzCore/Component/Entity.h>
- #include <AzFramework/Components/TransformComponent.h>
- #include <Integration/Components/ActorComponent.h>
- #include <EMotionFX/Source/Allocators.h>
- #include <EMotionFX/Source/Node.h>
- #include <Tests/Integration/EntityComponentFixture.h>
- #include <Tests/TestAssetCode/JackActor.h>
- #include <Tests/TestAssetCode/TestActorAssets.h>
- #include <Tests/TestAssetCode/ActorFactory.h>
- #include <Tests/Mocks/PhysicsSystem.h>
- #include <Tests/Mocks/PhysicsRagdoll.h>
- namespace EMotionFX
- {
- class TestRagdollPhysicsRequestHandler
- : public AzFramework::RagdollPhysicsRequestBus::Handler
- {
- public:
- TestRagdollPhysicsRequestHandler(Physics::Ragdoll* ragdoll, const AZ::EntityId& entityId)
- {
- m_ragdoll = ragdoll;
- AzFramework::RagdollPhysicsRequestBus::Handler::BusConnect(entityId);
- }
- ~TestRagdollPhysicsRequestHandler()
- {
- AzFramework::RagdollPhysicsRequestBus::Handler::BusDisconnect();
- }
- void EnableSimulation([[maybe_unused]] const Physics::RagdollState& initialState) override {}
- void EnableSimulationQueued([[maybe_unused]]const Physics::RagdollState& initialState) override {}
- void DisableSimulation() override {}
- void DisableSimulationQueued() override {}
- Physics::Ragdoll* GetRagdoll() override { return m_ragdoll; }
- void GetState([[maybe_unused]] Physics::RagdollState& ragdollState) const override {}
- void SetState([[maybe_unused]] const Physics::RagdollState& ragdollState) override {}
- void SetStateQueued([[maybe_unused]] const Physics::RagdollState& ragdollState) override {}
- void GetNodeState([[maybe_unused]] size_t nodeIndex, [[maybe_unused]] Physics::RagdollNodeState& nodeState) const override {}
- void SetNodeState([[maybe_unused]] size_t nodeIndex, [[maybe_unused]] const Physics::RagdollNodeState& nodeState) override {}
- Physics::RagdollNode* GetNode([[maybe_unused]] size_t nodeIndex) const override { return nullptr; }
- void EnterRagdoll() override {}
- void ExitRagdoll() override {}
- private:
- Physics::Ragdoll* m_ragdoll = nullptr;
- };
- TEST_F(EntityComponentFixture, ActorComponent_ActivateRagdoll)
- {
- AZ::EntityId entityId(740216387);
- AzPhysics::SceneEvents::OnSceneSimulationFinishEvent sceneFinishSimEvent;
- Physics::MockPhysicsSceneInterface mockSceneInterface;
- EXPECT_CALL(mockSceneInterface, RegisterSceneSimulationFinishHandler)
- .WillRepeatedly([&sceneFinishSimEvent](
- [[maybe_unused]]AzPhysics::SceneHandle sceneHandle,
- AzPhysics::SceneEvents::OnSceneSimulationFinishHandler& handler)
- {
- handler.Connect(sceneFinishSimEvent);
- });
- TestRagdoll testRagdoll;
- TestRagdollPhysicsRequestHandler ragdollPhysicsRequestHandler(&testRagdoll, entityId);
- EXPECT_CALL(testRagdoll, GetState(::testing::_)).Times(::testing::AnyNumber());
- EXPECT_CALL(testRagdoll, GetNumNodes()).WillRepeatedly(::testing::Return(1));
- EXPECT_CALL(testRagdoll, IsSimulated()).WillRepeatedly(::testing::Return(true));
- EXPECT_CALL(testRagdoll, GetEntityId()).WillRepeatedly(::testing::Return(entityId));
- EXPECT_CALL(testRagdoll, GetPosition()).WillRepeatedly(::testing::Return(AZ::Vector3::CreateZero()));
- EXPECT_CALL(testRagdoll, GetOrientation()).WillRepeatedly(::testing::Return(AZ::Quaternion::CreateIdentity()));
- auto gameEntity = AZStd::make_unique<AZ::Entity>();
- gameEntity->SetId(entityId);
- AZ::Data::AssetId actorAssetId("{5060227D-B6F4-422E-BF82-41AAC5F228A5}");
- AZStd::unique_ptr<Actor> actor = ActorFactory::CreateAndInit<JackNoMeshesActor>();
- AZ::Data::Asset<Integration::ActorAsset> actorAsset = TestActorAssets::GetAssetFromActor(actorAssetId, AZStd::move(actor));
- Integration::ActorComponent::Configuration actorConf;
- actorConf.m_actorAsset = actorAsset;
- gameEntity->CreateComponent<AzFramework::TransformComponent>();
- auto actorComponent = gameEntity->CreateComponent<Integration::ActorComponent>(&actorConf);
- gameEntity->Init();
- gameEntity->Activate();
- actorComponent->SetActorAsset(actorAsset);
- EXPECT_FALSE(actorComponent->IsPhysicsSceneSimulationFinishEventConnected())
- << "Scene Finish Simulation handler should not be connected directly after creating the actor instance.";
- actorComponent->OnRagdollActivated();
- EXPECT_TRUE(actorComponent->IsPhysicsSceneSimulationFinishEventConnected())
- << "Scene Finish Simulation handler should be connected after activating the ragdoll.";
- actorComponent->OnRagdollDeactivated();
- EXPECT_FALSE(actorComponent->IsPhysicsSceneSimulationFinishEventConnected())
- << "Scene Finish Simulation handler should not be connected after deactivating the ragdoll.";
- actorComponent->OnRagdollActivated();
- EXPECT_TRUE(actorComponent->IsPhysicsSceneSimulationFinishEventConnected())
- << "Scene Finish Simulation handler should be connected after activating the ragdoll.";
- gameEntity->Deactivate();
- EXPECT_FALSE(actorComponent->IsPhysicsSceneSimulationFinishEventConnected())
- << "Scene Finish Simulation handler should not be connected anymore after deactivating the entire entity.";
- }
- }
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