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o3de/Gems/EMotionFX/Code/Tests/TestAssetCode/TestActorAssets.cpp

43 lines
1.6 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 <AzCore/IO/SystemFile.h>
#include <AzCore/std/containers/vector.h>
#include <AzFramework/StringFunc/StringFunc.h>
#include <EMotionFX/Source/Actor.h>
#include <EMotionFX/Source/Importer/Importer.h>
#include <Tests/TestAssetCode/TestActorAssets.h>
#include <Tests/TestAssetCode/ActorFactory.h>
#include <Tests/TestAssetCode/JackActor.h>
namespace EMotionFX
{
AZStd::string TestActorAssets::FileToBase64(const char* filePath)
{
AZ::IO::SystemFile systemFile;
if (systemFile.Open(filePath, AZ::IO::SystemFile::SF_OPEN_READ_ONLY))
{
const size_t sizeInBytes = systemFile.Length();
AZStd::vector<AZ::u8> dataToEncode;
dataToEncode.resize(sizeInBytes);
systemFile.Read(sizeInBytes, dataToEncode.begin());
return AzFramework::StringFunc::Base64::Encode(dataToEncode.begin(), sizeInBytes);
}
return AZStd::string();
}
AZ::Data::Asset<Integration::ActorAsset> TestActorAssets::GetAssetFromActor(const AZ::Data::AssetId& assetId, AZStd::unique_ptr<Actor>&& actor)
{
AZ::Data::Asset<Integration::ActorAsset> actorAsset = AZ::Data::AssetManager::Instance().CreateAsset<Integration::ActorAsset>(assetId);
actorAsset.GetAs<Integration::ActorAsset>()->SetData(AZStd::move(actor));
return actorAsset;
}
} // namespace EMotionFX