Integrating latest 47acbe8
This commit is contained in:
@@ -41,9 +41,9 @@ namespace UnitTest
|
||||
}};
|
||||
|
||||
const AZStd::vector<VertexSkinInfluences> MeshSkinningInfo = {{
|
||||
VertexSkinInfluences{ SkinInfluence(0, 1.0f) },
|
||||
VertexSkinInfluences{ SkinInfluence(0, 1.0f) },
|
||||
VertexSkinInfluences{ SkinInfluence(0, 1.0f) }
|
||||
{ {0, 1.0f} },
|
||||
{ {0, 1.0f} },
|
||||
{ {0, 1.0f} },
|
||||
}};
|
||||
|
||||
const AZStd::vector<int> MeshRemappedVertices = {{
|
||||
@@ -103,7 +103,7 @@ namespace UnitTest
|
||||
auto actor = AZStd::make_unique<ActorHelper>("actor_test");
|
||||
actor->FinishSetup();
|
||||
|
||||
m_actorComponent->OnAssetReady(CreateAssetFromActor(AZStd::move(actor)));
|
||||
m_actorComponent->SetActorAsset(CreateAssetFromActor(AZStd::move(actor)));
|
||||
}
|
||||
|
||||
AZStd::unique_ptr<NvCloth::ActorClothSkinning> actorClothSkinning =
|
||||
@@ -117,10 +117,10 @@ namespace UnitTest
|
||||
{
|
||||
auto actor = AZStd::make_unique<ActorHelper>("actor_test");
|
||||
auto meshNodeIndex = actor->AddJoint(MeshNodeName);
|
||||
actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(meshNodeIndex, MeshVertices, MeshIndices));
|
||||
actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(MeshVertices, MeshIndices));
|
||||
actor->FinishSetup();
|
||||
|
||||
m_actorComponent->OnAssetReady(CreateAssetFromActor(AZStd::move(actor)));
|
||||
m_actorComponent->SetActorAsset(CreateAssetFromActor(AZStd::move(actor)));
|
||||
}
|
||||
|
||||
AZStd::unique_ptr<NvCloth::ActorClothSkinning> actorClothSkinning =
|
||||
@@ -134,10 +134,10 @@ namespace UnitTest
|
||||
{
|
||||
auto actor = AZStd::make_unique<ActorHelper>("actor_test");
|
||||
auto meshNodeIndex = actor->AddJoint(MeshNodeName);
|
||||
actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(meshNodeIndex, MeshVertices, MeshIndices, MeshSkinningInfo));
|
||||
actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(MeshVertices, MeshIndices, MeshSkinningInfo));
|
||||
actor->FinishSetup();
|
||||
|
||||
m_actorComponent->OnAssetReady(CreateAssetFromActor(AZStd::move(actor)));
|
||||
m_actorComponent->SetActorAsset(CreateAssetFromActor(AZStd::move(actor)));
|
||||
}
|
||||
|
||||
AZStd::unique_ptr<NvCloth::ActorClothSkinning> actorClothSkinning =
|
||||
@@ -162,10 +162,10 @@ namespace UnitTest
|
||||
{
|
||||
auto actor = AZStd::make_unique<ActorHelper>("actor_test");
|
||||
auto meshNodeIndex = actor->AddJoint(MeshNodeName, meshNodeTransform);
|
||||
actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(meshNodeIndex, MeshVertices, MeshIndices, MeshSkinningInfo));
|
||||
actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(MeshVertices, MeshIndices, MeshSkinningInfo));
|
||||
actor->FinishSetup();
|
||||
|
||||
actorComponent->OnAssetReady(CreateAssetFromActor(AZStd::move(actor)));
|
||||
actorComponent->SetActorAsset(CreateAssetFromActor(AZStd::move(actor)));
|
||||
}
|
||||
|
||||
AZStd::unique_ptr<NvCloth::ActorClothSkinning> actorClothSkinning =
|
||||
@@ -210,9 +210,9 @@ namespace UnitTest
|
||||
const AZStd::string meshNodeName = "cloth_mesh_node";
|
||||
|
||||
const AZStd::vector<VertexSkinInfluences> meshSkinningInfo = {{
|
||||
VertexSkinInfluences{ SkinInfluence(1, 0.75f), SkinInfluence(0, 0.25f) },
|
||||
VertexSkinInfluences{ SkinInfluence(1, 0.75f), SkinInfluence(0, 0.25f) },
|
||||
VertexSkinInfluences{ SkinInfluence(1, 0.75f), SkinInfluence(0, 0.25f) }
|
||||
{ {1, 0.75f}, {0, 0.25f} },
|
||||
{ {1, 0.75f}, {0, 0.25f} },
|
||||
{ {1, 0.75f}, {0, 0.25f} },
|
||||
}};
|
||||
|
||||
const AZ::Transform rootNodeTransform = AZ::Transform::CreateTranslation(AZ::Vector3(2.0f, 53.0f, -65.0f));
|
||||
@@ -222,10 +222,10 @@ namespace UnitTest
|
||||
auto actor = AZStd::make_unique<ActorHelper>("actor_test");
|
||||
actor->AddJoint(rootNodeName, rootNodeTransform);
|
||||
auto meshNodeIndex = actor->AddJoint(meshNodeName, meshNodeTransform, rootNodeName);
|
||||
actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(meshNodeIndex, MeshVertices, MeshIndices, meshSkinningInfo));
|
||||
actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(MeshVertices, MeshIndices, meshSkinningInfo));
|
||||
actor->FinishSetup();
|
||||
|
||||
m_actorComponent->OnAssetReady(CreateAssetFromActor(AZStd::move(actor)));
|
||||
m_actorComponent->SetActorAsset(CreateAssetFromActor(AZStd::move(actor)));
|
||||
}
|
||||
|
||||
AZStd::unique_ptr<NvCloth::ActorClothSkinning> actorClothSkinning =
|
||||
@@ -270,10 +270,10 @@ namespace UnitTest
|
||||
{
|
||||
auto actor = AZStd::make_unique<ActorHelper>("actor_test");
|
||||
auto meshNodeIndex = actor->AddJoint(MeshNodeName);
|
||||
actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(meshNodeIndex, MeshVertices, MeshIndices, MeshSkinningInfo));
|
||||
actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(MeshVertices, MeshIndices, MeshSkinningInfo));
|
||||
actor->FinishSetup();
|
||||
|
||||
m_actorComponent->OnAssetReady(CreateAssetFromActor(AZStd::move(actor)));
|
||||
m_actorComponent->SetActorAsset(CreateAssetFromActor(AZStd::move(actor)));
|
||||
}
|
||||
|
||||
AZStd::unique_ptr<NvCloth::ActorClothSkinning> actorClothSkinning =
|
||||
|
||||
Reference in New Issue
Block a user