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
@@ -109,7 +109,7 @@ 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)));
}
NvCloth::ClothComponentMesh clothComponentMesh(m_actorComponent->GetEntityId(), {});
@@ -129,7 +129,7 @@ namespace UnitTest
actor->AddJoint(MeshNodeName);
actor->FinishSetup();
m_actorComponent->OnAssetReady(CreateAssetFromActor(AZStd::move(actor)));
m_actorComponent->SetActorAsset(CreateAssetFromActor(AZStd::move(actor)));
}
NvCloth::ClothConfiguration clothConfig;
@@ -150,10 +150,10 @@ namespace UnitTest
{
auto actor = AZStd::make_unique<ActorHelper>("actor_test");
auto meshNodeIndex = actor->AddJoint(MeshNodeName);
actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(meshNodeIndex, MeshVertices, MeshIndices, MeshSkinningInfo, MeshUVs));
actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(MeshVertices, MeshIndices, MeshSkinningInfo, MeshUVs));
actor->FinishSetup();
m_actorComponent->OnAssetReady(CreateAssetFromActor(AZStd::move(actor)));
m_actorComponent->SetActorAsset(CreateAssetFromActor(AZStd::move(actor)));
}
NvCloth::ClothConfiguration clothConfig;
@@ -171,10 +171,10 @@ namespace UnitTest
{
auto actor = AZStd::make_unique<ActorHelper>("actor_test");
auto meshNodeIndex = actor->AddJoint(MeshNodeName);
actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(meshNodeIndex, MeshVertices, MeshIndices, MeshSkinningInfo, MeshUVs, MeshClothData));
actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(MeshVertices, MeshIndices, MeshSkinningInfo, MeshUVs, MeshClothData));
actor->FinishSetup();
m_actorComponent->OnAssetReady(CreateAssetFromActor(AZStd::move(actor)));
m_actorComponent->SetActorAsset(CreateAssetFromActor(AZStd::move(actor)));
}
NvCloth::ClothConfiguration clothConfig;
@@ -206,11 +206,11 @@ namespace UnitTest
auto actor = AZStd::make_unique<ActorHelper>("actor_test");
auto meshNodeIndex = actor->AddJoint(MeshNodeName);
actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(meshNodeIndex, MeshVertices, MeshIndices, MeshSkinningInfo, MeshUVs, MeshClothData));
actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(MeshVertices, MeshIndices, MeshSkinningInfo, MeshUVs, MeshClothData));
actor->AddClothCollider(collider);
actor->FinishSetup();
m_actorComponent->OnAssetReady(CreateAssetFromActor(AZStd::move(actor)));
m_actorComponent->SetActorAsset(CreateAssetFromActor(AZStd::move(actor)));
}
NvCloth::ClothConfiguration clothConfig;
@@ -243,10 +243,10 @@ namespace UnitTest
{
auto actor = AZStd::make_unique<ActorHelper>("actor_test");
auto meshNodeIndex = actor->AddJoint(MeshNodeName);
actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(meshNodeIndex, MeshVertices, MeshIndices, MeshSkinningInfo, MeshUVs, MeshClothData));
actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(MeshVertices, MeshIndices, MeshSkinningInfo, MeshUVs, MeshClothData));
actor->FinishSetup();
m_actorComponent->OnAssetReady(CreateAssetFromActor(AZStd::move(actor)));
m_actorComponent->SetActorAsset(CreateAssetFromActor(AZStd::move(actor)));
}
NvCloth::ClothConfiguration clothConfig;
@@ -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, MeshUVs, MeshClothData));
actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(MeshVertices, MeshIndices, MeshSkinningInfo, MeshUVs, MeshClothData));
actor->FinishSetup();
m_actorComponent->OnAssetReady(CreateAssetFromActor(AZStd::move(actor)));
m_actorComponent->SetActorAsset(CreateAssetFromActor(AZStd::move(actor)));
}
NvCloth::ClothConfiguration clothConfig;
@@ -295,10 +295,10 @@ namespace UnitTest
{
auto actor = AZStd::make_unique<ActorHelper>("actor_test2");
auto meshNodeIndex = actor->AddJoint(MeshNodeName);
actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(meshNodeIndex, newMeshVertices, MeshIndices, MeshSkinningInfo, MeshUVs, MeshClothData));
actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(newMeshVertices, MeshIndices, MeshSkinningInfo, MeshUVs, MeshClothData));
actor->FinishSetup();
newActorComponent->OnAssetReady(CreateAssetFromActor(AZStd::move(actor)));
newActorComponent->SetActorAsset(CreateAssetFromActor(AZStd::move(actor)));
}
clothComponentMesh.UpdateConfiguration(newActorComponent->GetEntityId(), clothConfig);
@@ -319,10 +319,10 @@ namespace UnitTest
{
auto actor = AZStd::make_unique<ActorHelper>("actor_test");
auto meshNodeIndex = actor->AddJoint(MeshNodeName);
actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(meshNodeIndex, MeshVertices, MeshIndices, MeshSkinningInfo, MeshUVs, MeshClothData));
actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(MeshVertices, MeshIndices, MeshSkinningInfo, MeshUVs, MeshClothData));
actor->FinishSetup();
m_actorComponent->OnAssetReady(CreateAssetFromActor(AZStd::move(actor)));
m_actorComponent->SetActorAsset(CreateAssetFromActor(AZStd::move(actor)));
}
NvCloth::ClothConfiguration clothConfig;
@@ -355,11 +355,11 @@ namespace UnitTest
auto actor = AZStd::make_unique<ActorHelper>("actor_test");
auto meshNodeIndex = actor->AddJoint(MeshNodeName);
auto meshNode2Index = actor->AddJoint(meshNode2Name);
actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(meshNodeIndex, MeshVertices, MeshIndices, MeshSkinningInfo, MeshUVs, MeshClothData));
actor->SetMesh(LodLevel, meshNode2Index, CreateEMotionFXMesh(meshNode2Index, mesh2Vertices, MeshIndices, MeshSkinningInfo, MeshUVs, MeshClothData));
actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(MeshVertices, MeshIndices, MeshSkinningInfo, MeshUVs, MeshClothData));
actor->SetMesh(LodLevel, meshNode2Index, CreateEMotionFXMesh(mesh2Vertices, MeshIndices, MeshSkinningInfo, MeshUVs, MeshClothData));
actor->FinishSetup();
m_actorComponent->OnAssetReady(CreateAssetFromActor(AZStd::move(actor)));
m_actorComponent->SetActorAsset(CreateAssetFromActor(AZStd::move(actor)));
}
NvCloth::ClothConfiguration clothConfig;
@@ -386,10 +386,10 @@ namespace UnitTest
{
auto actor = AZStd::make_unique<ActorHelper>("actor_test");
auto meshNodeIndex = actor->AddJoint(MeshNodeName);
actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(meshNodeIndex, MeshVertices, MeshIndices, MeshSkinningInfo, MeshUVs, MeshClothData));
actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(MeshVertices, MeshIndices, MeshSkinningInfo, MeshUVs, MeshClothData));
actor->FinishSetup();
m_actorComponent->OnAssetReady(CreateAssetFromActor(AZStd::move(actor)));
m_actorComponent->SetActorAsset(CreateAssetFromActor(AZStd::move(actor)));
}
NvCloth::ClothConfiguration clothConfig;
@@ -426,10 +426,10 @@ namespace UnitTest
{
auto actor = AZStd::make_unique<ActorHelper>("actor_test");
auto meshNodeIndex = actor->AddJoint(MeshNodeName);
actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(meshNodeIndex, MeshVertices, MeshIndices, MeshSkinningInfo, MeshUVs, MeshClothData));
actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(MeshVertices, MeshIndices, MeshSkinningInfo, MeshUVs, MeshClothData));
actor->FinishSetup();
m_actorComponent->OnAssetReady(CreateAssetFromActor(AZStd::move(actor)));
m_actorComponent->SetActorAsset(CreateAssetFromActor(AZStd::move(actor)));
}
NvCloth::ClothConfiguration clothConfig;