Sort out cloth tests after Actors work with model mesh assets.
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@@ -15,7 +15,7 @@
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#include <AzCore/Component/Entity.h>
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#include <AzFramework/Components/TransformComponent.h>
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#include <Utils/ActorAssetHelper.h>
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#include <Utils/MeshAssetHelper.h>
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#include <UnitTestHelper.h>
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#include <ActorHelper.h>
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@@ -24,7 +24,7 @@
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namespace UnitTest
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{
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//! Fixture to setup entity with actor component and the tests data.
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class NvClothActorAssetHelper
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class NvClothMeshAssetHelper
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: public ::testing::Test
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{
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public:
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@@ -75,7 +75,7 @@ namespace UnitTest
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AZStd::unique_ptr<AZ::Entity> m_entity;
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};
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void NvClothActorAssetHelper::SetUp()
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void NvClothMeshAssetHelper::SetUp()
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{
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m_entity = AZStd::make_unique<AZ::Entity>();
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m_entity->CreateComponent<AzFramework::TransformComponent>();
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@@ -84,14 +84,14 @@ namespace UnitTest
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m_entity->Activate();
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}
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void NvClothActorAssetHelper::TearDown()
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void NvClothMeshAssetHelper::TearDown()
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{
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m_entity->Deactivate();
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m_actorComponent = nullptr;
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m_entity.reset();
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}
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TEST_F(NvClothActorAssetHelper, ActorAssetHelper_CreateAssetHelperWithInvalidEntityId_ReturnsNull)
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TEST_F(NvClothMeshAssetHelper, MeshAssetHelper_CreateAssetHelperWithInvalidEntityId_ReturnsNull)
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{
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AZ::EntityId entityId;
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@@ -100,7 +100,18 @@ namespace UnitTest
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EXPECT_TRUE(assetHelper.get() == nullptr);
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}
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TEST_F(NvClothActorAssetHelper, ActorAssetHelper_CreateAssetHelperWithActor_ReturnsValidActorAssetHelper)
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TEST_F(NvClothMeshAssetHelper, MeshAssetHelper_CreateAssetHelperWithValidEntityId_ReturnsValidMeshAssetHelper)
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{
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AZStd::unique_ptr<AZ::Entity> entity = AZStd::make_unique<AZ::Entity>();
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AZStd::unique_ptr<NvCloth::AssetHelper> assetHelper = NvCloth::AssetHelper::CreateAssetHelper(entity->GetId());
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EXPECT_TRUE(assetHelper.get() != nullptr);
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EXPECT_TRUE(azrtti_cast<NvCloth::MeshAssetHelper*>(assetHelper.get()) != nullptr);
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EXPECT_FALSE(assetHelper->DoesSupportSkinnedAnimation());
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}
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TEST_F(NvClothMeshAssetHelper, MeshAssetHelper_CreateAssetHelperWithActor_ReturnsValidMeshAssetHelper)
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{
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{
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auto actor = AZStd::make_unique<ActorHelper>("actor_test");
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@@ -112,10 +123,11 @@ namespace UnitTest
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AZStd::unique_ptr<NvCloth::AssetHelper> assetHelper = NvCloth::AssetHelper::CreateAssetHelper(m_actorComponent->GetEntityId());
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EXPECT_TRUE(assetHelper.get() != nullptr);
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EXPECT_TRUE(azrtti_cast<NvCloth::ActorAssetHelper*>(assetHelper.get()) != nullptr);
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EXPECT_TRUE(azrtti_cast<NvCloth::MeshAssetHelper*>(assetHelper.get()) != nullptr);
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EXPECT_TRUE(assetHelper->DoesSupportSkinnedAnimation());
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}
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TEST_F(NvClothActorAssetHelper, ActorAssetHelper_DoesSupportSkinnedAnimation_ReturnsTrue)
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TEST_F(NvClothMeshAssetHelper, MeshAssetHelper_DoesSupportSkinnedAnimation_ReturnsTrue)
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{
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{
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auto actor = AZStd::make_unique<ActorHelper>("actor_test");
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@@ -129,7 +141,7 @@ namespace UnitTest
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EXPECT_TRUE(assetHelper->DoesSupportSkinnedAnimation());
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}
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TEST_F(NvClothActorAssetHelper, ActorAssetHelper_GatherClothMeshNodesWithEmptyActor_ReturnsEmptyInfo)
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TEST_F(NvClothMeshAssetHelper, MeshAssetHelper_GatherClothMeshNodesWithEmptyActor_ReturnsEmptyInfo)
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{
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{
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auto actor = AZStd::make_unique<ActorHelper>("actor_test");
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@@ -146,7 +158,7 @@ namespace UnitTest
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EXPECT_TRUE(meshNodes.empty());
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}
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TEST_F(NvClothActorAssetHelper, ActorAssetHelper_ObtainClothMeshNodeInfoWithEmptyActor_ReturnsFalse)
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TEST_F(NvClothMeshAssetHelper, MeshAssetHelper_ObtainClothMeshNodeInfoWithEmptyActor_ReturnsFalse)
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{
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{
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auto actor = AZStd::make_unique<ActorHelper>("actor_test");
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@@ -164,7 +176,11 @@ namespace UnitTest
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EXPECT_FALSE(infoObtained);
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}
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TEST_F(NvClothActorAssetHelper, ActorAssetHelper_GatherClothMeshNodesWithActor_ReturnsCorrectMeshNodeList)
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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(NvClothMeshAssetHelper, DISABLED_MeshAssetHelper_GatherClothMeshNodesWithActor_ReturnsCorrectMeshNodeList)
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{
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{
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auto actor = AZStd::make_unique<ActorHelper>("actor_test");
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@@ -185,12 +201,16 @@ namespace UnitTest
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NvCloth::MeshNodeList meshNodes;
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assetHelper->GatherClothMeshNodes(meshNodes);
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EXPECT_EQ(meshNodes.size(), 2);
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ASSERT_EQ(meshNodes.size(), 2);
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EXPECT_TRUE(meshNodes[0] == MeshNode1Name);
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EXPECT_TRUE(meshNodes[1] == MeshNode2Name);
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}
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TEST_F(NvClothActorAssetHelper, ActorAssetHelper_ObtainClothMeshNodeInfoWithActor_ReturnsCorrectClothInfo)
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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(NvClothMeshAssetHelper, DISABLED_MeshAssetHelper_ObtainClothMeshNodeInfoWithActor_ReturnsCorrectClothInfo)
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{
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{
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auto actor = AZStd::make_unique<ActorHelper>("actor_test");
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@@ -215,7 +235,7 @@ namespace UnitTest
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EXPECT_TRUE(infoObtained);
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EXPECT_EQ(meshNodeInfo.m_lodLevel, LodLevel);
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EXPECT_EQ(meshNodeInfo.m_subMeshes.size(), 1);
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ASSERT_EQ(meshNodeInfo.m_subMeshes.size(), 1);
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EXPECT_EQ(meshNodeInfo.m_subMeshes[0].m_primitiveIndex, 2);
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EXPECT_EQ(meshNodeInfo.m_subMeshes[0].m_verticesFirstIndex, 0);
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EXPECT_EQ(meshNodeInfo.m_subMeshes[0].m_numVertices, MeshVertices.size());
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