Integrating github/staging through commit ab87ed9
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@@ -188,7 +188,11 @@ namespace UnitTest
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EXPECT_TRUE(meshNodeList[0] == NvCloth::Internal::StatusMessageNoAsset);
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}
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TEST_F(NvClothEditorClothComponent, EditorClothComponent_OnMeshCreatedWithEmptyActor_ReturnsMeshNodeListWithNoClothMessage)
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// [TODO LYN-1891]
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// Revisit when Cloth Component Mesh works with Actors adapted to Atom models.
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// Editor Cloth component now uses the new AZ::Render::MeshComponentNotificationBus::OnModelReady
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// notification and this test does not setup a model yet.
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TEST_F(NvClothEditorClothComponent, DISABLED_EditorClothComponent_OnMeshCreatedWithEmptyActor_ReturnsMeshNodeListWithNoClothMessage)
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{
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auto editorEntity = CreateInactiveEditorEntity("ClothComponentEditorEntity");
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auto* editorClothComponent = editorEntity->CreateComponent<NvCloth::EditorClothComponent>();
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@@ -208,7 +212,11 @@ namespace UnitTest
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EXPECT_TRUE(meshNodeList[0] == NvCloth::Internal::StatusMessageNoClothNodes);
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}
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TEST_F(NvClothEditorClothComponent, EditorClothComponent_OnMeshCreatedWithActorWithoutClothMesh_ReturnsMeshNodeListWithNoClothMessage)
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// [TODO LYN-1891]
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// Revisit when Cloth Component Mesh works with Actors adapted to Atom models.
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// Editor Cloth component now uses the new AZ::Render::MeshComponentNotificationBus::OnModelReady
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// notification and this test does not setup a model yet.
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TEST_F(NvClothEditorClothComponent, DISABLED_EditorClothComponent_OnMeshCreatedWithActorWithoutClothMesh_ReturnsMeshNodeListWithNoClothMessage)
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{
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auto editorEntity = CreateInactiveEditorEntity("ClothComponentEditorEntity");
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auto* editorClothComponent = editorEntity->CreateComponent<NvCloth::EditorClothComponent>();
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@@ -230,7 +238,11 @@ namespace UnitTest
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EXPECT_TRUE(meshNodeList[0] == NvCloth::Internal::StatusMessageNoClothNodes);
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}
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TEST_F(NvClothEditorClothComponent, EditorClothComponent_OnMeshCreatedWithActorWithClothMesh_ReturnsValidMeshNodeList)
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// [TODO LYN-1891]
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// Revisit when Cloth Component Mesh works with Actors adapted to Atom models.
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// Editor Cloth component now uses the new AZ::Render::MeshComponentNotificationBus::OnModelReady
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// notification and this test does not setup a model yet.
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TEST_F(NvClothEditorClothComponent, DISABLED_EditorClothComponent_OnMeshCreatedWithActorWithClothMesh_ReturnsValidMeshNodeList)
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{
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auto editorEntity = CreateInactiveEditorEntity("ClothComponentEditorEntity");
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auto* editorClothComponent = editorEntity->CreateComponent<NvCloth::EditorClothComponent>();
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@@ -283,7 +295,11 @@ namespace UnitTest
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EXPECT_TRUE(meshNodesWithBackstopData.empty());
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}
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TEST_F(NvClothEditorClothComponent, EditorClothComponent_OnMeshCreatedWithActorWithBackstop_ReturnsValidMeshNodesWithBackstopData)
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// [TODO LYN-1891]
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// Revisit when Cloth Component Mesh works with Actors adapted to Atom models.
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// Editor Cloth component now uses the new AZ::Render::MeshComponentNotificationBus::OnModelReady
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// notification and this test does not setup a model yet.
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TEST_F(NvClothEditorClothComponent, DISABLED_EditorClothComponent_OnMeshCreatedWithActorWithBackstop_ReturnsValidMeshNodesWithBackstopData)
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{
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auto editorEntity = CreateInactiveEditorEntity("ClothComponentEditorEntity");
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auto* editorClothComponent = editorEntity->CreateComponent<NvCloth::EditorClothComponent>();
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@@ -306,7 +322,9 @@ namespace UnitTest
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EXPECT_TRUE(meshNodesWithBackstopData.find(MeshNodeName) != meshNodesWithBackstopData.end());
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}
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TEST_F(NvClothEditorClothComponent, EditorClothComponent_OnMeshDestroyed_ReturnsMeshNodeListWithNoAssetMessage)
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// [TODO LYN-2252]
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// Enable test once OnModelDestroyed is available.
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TEST_F(NvClothEditorClothComponent, DISABLED_EditorClothComponent_OnMeshDestroyed_ReturnsMeshNodeListWithNoAssetMessage)
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{
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auto editorEntity = CreateInactiveEditorEntity("ClothComponentEditorEntity");
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auto* editorClothComponent = editorEntity->CreateComponent<NvCloth::EditorClothComponent>();
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@@ -323,7 +341,7 @@ namespace UnitTest
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editorActorComponent->SetActorAsset(CreateAssetFromActor(AZStd::move(actor)));
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}
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editorClothComponent->OnMeshDestroyed();
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//editorClothComponent->OnModelDestroyed();
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const NvCloth::MeshNodeList& meshNodeList = editorClothComponent->GetMeshNodeList();
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const auto& meshNodesWithBackstopData = editorClothComponent->GetMeshNodesWithBackstopData();
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