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
@@ -199,7 +199,7 @@ namespace UnitTest
auto actor = AZStd::make_unique<ActorHelper>("actor_test");
actor->FinishSetup();
editorActorComponent->OnAssetReady(CreateAssetFromActor(AZStd::move(actor)));
editorActorComponent->SetActorAsset(CreateAssetFromActor(AZStd::move(actor)));
}
const NvCloth::MeshNodeList& meshNodeList = editorClothComponent->GetMeshNodeList();
@@ -218,10 +218,10 @@ namespace UnitTest
{
auto actor = AZStd::make_unique<ActorHelper>("actor_test");
auto jointRootIndex = actor->AddJoint(JointRootName);
actor->SetMesh(LodLevel, jointRootIndex, CreateEMotionFXMesh(jointRootIndex, MeshVertices, MeshIndices, {}, MeshUVs));
actor->SetMesh(LodLevel, jointRootIndex, CreateEMotionFXMesh(MeshVertices, MeshIndices, {}, MeshUVs));
actor->FinishSetup();
editorActorComponent->OnAssetReady(CreateAssetFromActor(AZStd::move(actor)));
editorActorComponent->SetActorAsset(CreateAssetFromActor(AZStd::move(actor)));
}
const NvCloth::MeshNodeList& meshNodeList = editorClothComponent->GetMeshNodeList();
@@ -241,10 +241,10 @@ namespace UnitTest
auto actor = AZStd::make_unique<ActorHelper>("actor_test");
actor->AddJoint(JointRootName);
auto meshNodeIndex = actor->AddJoint(MeshNodeName, AZ::Transform::CreateIdentity(), JointRootName);
actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(meshNodeIndex, MeshVertices, MeshIndices, {}, MeshUVs, MeshClothData));
actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(MeshVertices, MeshIndices, {}, MeshUVs, MeshClothData));
actor->FinishSetup();
editorActorComponent->OnAssetReady(CreateAssetFromActor(AZStd::move(actor)));
editorActorComponent->SetActorAsset(CreateAssetFromActor(AZStd::move(actor)));
}
const NvCloth::MeshNodeList& meshNodeList = editorClothComponent->GetMeshNodeList();
@@ -272,10 +272,10 @@ namespace UnitTest
auto actor = AZStd::make_unique<ActorHelper>("actor_test");
actor->AddJoint(JointRootName);
auto meshNodeIndex = actor->AddJoint(MeshNodeName, AZ::Transform::CreateIdentity(), JointRootName);
actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(meshNodeIndex, MeshVertices, MeshIndices, {}, MeshUVs, meshClothDataNoBackstop));
actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(MeshVertices, MeshIndices, {}, MeshUVs, meshClothDataNoBackstop));
actor->FinishSetup();
editorActorComponent->OnAssetReady(CreateAssetFromActor(AZStd::move(actor)));
editorActorComponent->SetActorAsset(CreateAssetFromActor(AZStd::move(actor)));
}
const auto& meshNodesWithBackstopData = editorClothComponent->GetMeshNodesWithBackstopData();
@@ -294,10 +294,10 @@ namespace UnitTest
auto actor = AZStd::make_unique<ActorHelper>("actor_test");
actor->AddJoint(JointRootName);
auto meshNodeIndex = actor->AddJoint(MeshNodeName, AZ::Transform::CreateIdentity(), JointRootName);
actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(meshNodeIndex, MeshVertices, MeshIndices, {}, MeshUVs, MeshClothData));
actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(MeshVertices, MeshIndices, {}, MeshUVs, MeshClothData));
actor->FinishSetup();
editorActorComponent->OnAssetReady(CreateAssetFromActor(AZStd::move(actor)));
editorActorComponent->SetActorAsset(CreateAssetFromActor(AZStd::move(actor)));
}
const auto& meshNodesWithBackstopData = editorClothComponent->GetMeshNodesWithBackstopData();
@@ -317,10 +317,10 @@ namespace UnitTest
auto actor = AZStd::make_unique<ActorHelper>("actor_test");
actor->AddJoint(JointRootName);
auto meshNodeIndex = actor->AddJoint(MeshNodeName, AZ::Transform::CreateIdentity(), JointRootName);
actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(meshNodeIndex, MeshVertices, MeshIndices, {}, MeshUVs, MeshClothData));
actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(MeshVertices, MeshIndices, {}, MeshUVs, MeshClothData));
actor->FinishSetup();
editorActorComponent->OnAssetReady(CreateAssetFromActor(AZStd::move(actor)));
editorActorComponent->SetActorAsset(CreateAssetFromActor(AZStd::move(actor)));
}
editorClothComponent->OnMeshDestroyed();