@@ -24,10 +24,12 @@
|
||||
|
||||
#include <Tests/TestAssetCode/SimpleActors.h>
|
||||
#include <Tests/TestAssetCode/ActorFactory.h>
|
||||
#include <Tests/TestAssetCode/TestActorAssets.h>
|
||||
#include <Editor/Plugins/SimulatedObject/SimulatedObjectWidget.h>
|
||||
#include <Editor/Plugins/SkeletonOutliner/SkeletonOutlinerPlugin.h>
|
||||
#include <EMotionFX/Rendering/OpenGL2/Source/GraphicsManager.h>
|
||||
#include <EMotionFX/Source/AnimGraphReferenceNode.h>
|
||||
#include <EMotionFX/Source/ActorManager.h>
|
||||
#include <EMotionFX/CommandSystem/Source/CommandManager.h>
|
||||
#include <EMotionFX/CommandSystem/Source/AnimGraphNodeCommands.h>
|
||||
#include <EMotionFX/CommandSystem/Source/MotionCommands.h>
|
||||
@@ -141,8 +143,10 @@ namespace EMotionFX
|
||||
{
|
||||
if (EMotionFX::GetActorManager().GetNumActorInstances() == 0)
|
||||
{
|
||||
AutoRegisteredActor actor = ActorFactory::CreateAndInit<SimpleJointChainActor>(2, "CanAddSimulatedObjectWithJointsActor");
|
||||
ActorInstance::Create(actor.get());
|
||||
AZ::Data::AssetId actorAssetId("{5060227D-B6F4-422E-BF82-41AAC5F228A5}");
|
||||
AZ::Data::Asset<Integration::ActorAsset> actorAsset =
|
||||
TestActorAssets::CreateActorAssetAndRegister<SimpleJointChainActor>(actorAssetId, 2, "CanAddSimulatedObjectWithJointsActor");
|
||||
ActorInstance::Create(actorAsset->GetActor());
|
||||
|
||||
EXPECT_EQ(EMotionFX::GetActorManager().GetNumActorInstances(), 1) << "Failed to create actor set for reset test.";
|
||||
}
|
||||
@@ -152,15 +156,16 @@ namespace EMotionFX
|
||||
{
|
||||
if (EMotionFX::GetActorManager().GetNumActorInstances() == 0)
|
||||
{
|
||||
AutoRegisteredActor actor = ActorFactory::CreateAndInit<SimpleJointChainActor>(2, "CanAddSimulatedObjectWithJointsActor");
|
||||
ActorInstance::Create(actor.get());
|
||||
AZ::Data::AssetId actorAssetId("{5060227D-B6F4-422E-BF82-41AAC5F228A5}");
|
||||
AZ::Data::Asset<Integration::ActorAsset> actorAsset = TestActorAssets::CreateActorAssetAndRegister<SimpleJointChainActor>(
|
||||
actorAssetId, 2, "CanAddSimulatedObjectWithJointsActor");
|
||||
ActorInstance::Create(actorAsset->GetActor());
|
||||
|
||||
EXPECT_EQ(EMotionFX::GetActorManager().GetNumActorInstances(), 1) << "Failed to create actor set for reset test.";
|
||||
|
||||
actor->SetFileName(filename);
|
||||
actorAsset->GetActor()->SetFileName(filename);
|
||||
|
||||
AZStd::string stringFilename = filename;
|
||||
ExporterLib::SaveActor(stringFilename, actor.get(), MCore::Endian::ENDIAN_LITTLE);
|
||||
ExporterLib::SaveActor(stringFilename, actorAsset->GetActor(), MCore::Endian::ENDIAN_LITTLE);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -239,7 +244,6 @@ namespace EMotionFX
|
||||
|
||||
// Load the actor we just saved, with replaceScene set to true to represent a load.
|
||||
LoadActor(actorFilename.toUtf8().data(), true);
|
||||
|
||||
ASSERT_EQ(EMotionFX::GetActorManager().GetNumActorInstances(), 1) << "Failed to load Actor.";
|
||||
|
||||
// Do it again to verify that number of actors stays the same when replaceScene is true.
|
||||
@@ -696,7 +700,10 @@ namespace EMotionFX
|
||||
|
||||
TestResetMenuItem(fileMenu);
|
||||
|
||||
TestActorMenus(fileMenu);
|
||||
// Temporarily disable loading actor test.
|
||||
// This is because the importer command now load actor asset instead of reading from disk. We do not want to add dependency to the asset processor
|
||||
// in this test.
|
||||
// TestActorMenus(fileMenu);
|
||||
|
||||
TestSaveAllMenuItem(fileMenu);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user