Fix NvCloth tests to work with new EMotionFX API

Signed-off-by: Chris Burel <burelc@amazon.com>
This commit is contained in:
Chris Burel
2021-07-07 12:15:20 -07:00
parent c34147d861
commit bf92c283a0
2 changed files with 5 additions and 5 deletions
+3 -3
View File
@@ -28,9 +28,9 @@ namespace UnitTest
{
}
AZ::u32 ActorHelper::AddJoint(
size_t ActorHelper::AddJoint(
const AZStd::string& name,
const AZ::Transform localTransform,
const AZ::Transform& localTransform,
const AZStd::string& parentName)
{
EMotionFX::Node* parentNode = GetSkeleton()->FindNodeByNameNoCase(parentName.c_str());
@@ -38,7 +38,7 @@ namespace UnitTest
auto node = AddNode(
GetNumNodes(),
name.c_str(),
(parentNode) ? parentNode->GetNodeIndex() : MCORE_INVALIDINDEX32);
(parentNode) ? parentNode->GetNodeIndex() : InvalidIndex);
GetBindPose()->SetLocalSpaceTransform(node->GetNodeIndex(), localTransform);
+2 -2
View File
@@ -23,9 +23,9 @@ namespace UnitTest
explicit ActorHelper(const char* name);
//! Adds a node to the skeleton.
AZ::u32 AddJoint(
size_t AddJoint(
const AZStd::string& name,
const AZ::Transform localTransform = AZ::Transform::CreateIdentity(),
const AZ::Transform& localTransform = AZ::Transform::CreateIdentity(),
const AZStd::string& parentName = "");
//! Adds a collider to the cloh configuration.