Integrating latest 47acbe8

This commit is contained in:
alexpete
2021-03-25 13:57:57 -07:00
parent 448c549698
commit 75dc720198
10312 changed files with 2711566 additions and 671451 deletions
@@ -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 =