Fix NvCloth tests to work with new EMotionFX API
Signed-off-by: Chris Burel <burelc@amazon.com>
This commit is contained in:
@@ -28,9 +28,9 @@ namespace UnitTest
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{
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}
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AZ::u32 ActorHelper::AddJoint(
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size_t ActorHelper::AddJoint(
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const AZStd::string& name,
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const AZ::Transform localTransform,
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const AZ::Transform& localTransform,
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const AZStd::string& parentName)
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{
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EMotionFX::Node* parentNode = GetSkeleton()->FindNodeByNameNoCase(parentName.c_str());
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@@ -38,7 +38,7 @@ namespace UnitTest
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auto node = AddNode(
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GetNumNodes(),
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name.c_str(),
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(parentNode) ? parentNode->GetNodeIndex() : MCORE_INVALIDINDEX32);
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(parentNode) ? parentNode->GetNodeIndex() : InvalidIndex);
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GetBindPose()->SetLocalSpaceTransform(node->GetNodeIndex(), localTransform);
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@@ -23,9 +23,9 @@ namespace UnitTest
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explicit ActorHelper(const char* name);
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//! Adds a node to the skeleton.
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AZ::u32 AddJoint(
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size_t AddJoint(
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const AZStd::string& name,
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const AZ::Transform localTransform = AZ::Transform::CreateIdentity(),
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const AZ::Transform& localTransform = AZ::Transform::CreateIdentity(),
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const AZStd::string& parentName = "");
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//! Adds a collider to the cloh configuration.
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