You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
o3de/Gems/EMotionFX/Code/Tests/EMotionFXBuilderFixture.cpp

98 lines
3.7 KiB
C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#include "EMotionFXBuilderFixture.h"
#include <EMotionFX/Source/EMotionFXManager.h>
#include <EMotionFX/Source/Allocators.h>
#include <EMotionFX/Source/AnimGraphObjectFactory.h>
#include <EMotionFX/Source/Parameter/ParameterFactory.h>
#include <EMotionFX/Source/MotionSet.h>
#include <EMotionFX/Source/AnimGraphObject.h>
#include <EMotionFX/Source/AnimGraph.h>
#include <EMotionFX/Source/AnimGraphNodeGroup.h>
#include <EMotionFX/Source/AnimGraphGameControllerSettings.h>
#include <Integration/Assets/MotionSetAsset.h>
#include <Integration/Assets/AnimGraphAsset.h>
#include <AzCore/Serialization/SerializeContext.h>
#include <AzCore/Serialization/EditContextConstants.inl>
using namespace AZ::Data;
using ::testing::Return;
using ::testing::_;
namespace EMotionFX
{
void BuilderMockComponent::Activate()
{
EMotionFX::Integration::EMotionFXAllocator::Descriptor allocatorDescriptor;
AZ::AllocatorInstance<EMotionFX::Integration::EMotionFXAllocator>::Create(allocatorDescriptor);
ASSERT_TRUE(MCore::Initializer::Init());
ASSERT_TRUE(EMotionFX::Initializer::Init());
// Initialize asset handlers.
m_assetHandlers.emplace_back(aznew EMotionFX::Integration::MotionSetAssetBuilderHandler);
m_assetHandlers.emplace_back(aznew EMotionFX::Integration::AnimGraphAssetBuilderHandler);
// Initialize an AssetCatalog AssetStreamInfo that will appear valid.
AssetStreamInfo mockAssetStreamInfo;
mockAssetStreamInfo.m_streamFlags = AZ::IO::OpenMode::ModeRead;
mockAssetStreamInfo.m_streamName = "test";
m_assetCatalog.reset(aznew EMotionFXTest_MockCatalog());
EXPECT_CALL(*(m_assetCatalog.get()), GetAssetInfoById(_)).WillRepeatedly(Return(AssetInfo()));
EXPECT_CALL(*(m_assetCatalog.get()), GetStreamInfoForLoad(_, _)).WillRepeatedly(Return(mockAssetStreamInfo));
AZ::Data::AssetManager::Instance().RegisterCatalog(m_assetCatalog.get(), azrtti_typeid<EMotionFX::Integration::MotionSetAsset>());
AZ::Data::AssetManager::Instance().RegisterCatalog(m_assetCatalog.get(), azrtti_typeid<EMotionFX::Integration::AnimGraphAsset>());
}
void BuilderMockComponent::Deactivate()
{
m_assetCatalog->DisableCatalog();
m_assetCatalog.reset();
m_assetHandlers.clear();
EMotionFX::Initializer::Shutdown();
MCore::Initializer::Shutdown();
AZ::AllocatorInstance<EMotionFX::Integration::EMotionFXAllocator>::Destroy();
}
void BuilderMockComponent::ReflectAnimGraphAndMotionSet(AZ::ReflectContext* context)
{
// Motion set
EMotionFX::MotionSet::Reflect(context);
EMotionFX::MotionSet::MotionEntry::Reflect(context);
// Base AnimGraph objects
EMotionFX::AnimGraphObject::Reflect(context);
EMotionFX::AnimGraph::Reflect(context);
EMotionFX::AnimGraphNodeGroup::Reflect(context);
EMotionFX::AnimGraphGameControllerSettings::Reflect(context);
// Anim graph objects
EMotionFX::AnimGraphObjectFactory::ReflectTypes(context);
// Anim graph's parameters
EMotionFX::ParameterFactory::ReflectParameterTypes(context);
}
void BuilderMockComponent::Reflect(AZ::ReflectContext* context)
{
ReflectAnimGraphAndMotionSet(context);
if (AZ::SerializeContext* serialize = azrtti_cast<AZ::SerializeContext*>(context))
{
serialize->Class<BuilderMockComponent, AZ::Component>()
->Version(1);
}
}
}