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