// Copyright Epic Games, Inc. All Rights Reserved. #include "HeadlessChaos.h" #include "HeadlessChaosTestUtility.h" #include "Chaos/PBDRigidsEvolutionGBF.h" #include "Chaos/Box.h" #include "Chaos/Sphere.h" #include "Chaos/Utilities.h" #include "Modules/ModuleManager.h" namespace ChaosTest { using namespace Chaos; GTEST_TEST(DirtyParticleTests,Basic) { #if 0 auto Particle = FGeometryParticle::CreateParticle(); Particle->SetX(FVec3(1,1,1)); Chaos::FImplicitObjectPtr Ptr(new TSphere(FVec3(0),0)); const auto RawPtr = Ptr.Get(); TWeakPtr WeakPtr(Ptr); FDirtyPropertiesManager Manager; { FParticlePropertiesData RemoteData(&Manager); FShapeRemoteDataContainer ContainerData(&Manager); Particle->SetRemoteData(RemoteData, ContainerData); //then on PushToPhysics we'd do a pointer swap and use RemoteData internally EXPECT_TRUE(RemoteData.HasX()); EXPECT_EQ(RemoteData.GetX(),FVec3(1,1,1)); EXPECT_FALSE(RemoteData.HasInvM()); //was never set so it's false Particle->SetX(FVec3(2,1,1)); EXPECT_EQ(RemoteData.GetX(),FVec3(2,1,1)); //remote is set so immediate change //make sure we are not leaking shared ptrs Particle->SetGeometry(Ptr); Ptr = nullptr; EXPECT_TRUE(WeakPtr.IsValid()); //still around because particle is holding on to it EXPECT_TRUE(RemoteData.HasGeometry()); EXPECT_EQ(RemoteData.GetGeometry().Get(),RawPtr); Particle->DetachRemoteData(); //disconnect remote data so we can pretend we are freeing things on GT without affecting PT Particle->SetGeometry(Ptr); //free geometry on GT side //geometry still on PT side EXPECT_TRUE(RemoteData.HasGeometry()); EXPECT_EQ(RemoteData.GetGeometry().Get(),RawPtr); EXPECT_TRUE(WeakPtr.IsValid()); //still around because particle is holding on to it } //remote data is gone so geometry shared ptr is freed, even though pool is still around (i.e. it was removed from pool) EXPECT_FALSE(WeakPtr.IsValid()); #endif } }