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/AnimGraphCommandTests.cpp

215 lines
9.6 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 <Tests/AnimGraphFixture.h>
#include <EMotionFX/CommandSystem/Source/CommandManager.h>
#include <EMotionFX/Source/ActorInstance.h>
#include <EMotionFX/Source/AnimGraphBindPoseNode.h>
#include <EMotionFX/Source/AnimGraphInstance.h>
#include <EMotionFX/Source/AnimGraphManager.h>
#include <EMotionFX/Source/AnimGraphMotionNode.h>
#include <EMotionFX/Source/AnimGraphNode.h>
#include <EMotionFX/Source/AnimGraphStateMachine.h>
namespace EMotionFX
{
class ActivateAnimGraphCommandFixture
: public AnimGraphFixture
{
public:
AnimGraphStateMachine* AddSubStateMachine(AnimGraphNode* parentState)
{
AnimGraphStateMachine* stateMachine = aznew AnimGraphStateMachine();
parentState->AddChildNode(stateMachine);
AnimGraphBindPoseNode* bindPose = aznew AnimGraphBindPoseNode();
stateMachine->AddChildNode(bindPose);
stateMachine->SetEntryState(bindPose);
return stateMachine;
}
void ConstructGraph()
{
AnimGraphFixture::ConstructGraph();
AnimGraphStateMachine* sm1 = AddSubStateMachine(m_rootStateMachine);
AddSubStateMachine(m_rootStateMachine);
m_rootStateMachine->SetEntryState(sm1);
}
void CheckStateMachinesAreInEntryStates(const AnimGraph* animGraph, AnimGraphInstance* instance)
{
AZStd::vector<AnimGraphNode*> stateMachines;
animGraph->RecursiveCollectNodesOfType(azrtti_typeid<AnimGraphStateMachine>(), &stateMachines);
for (AnimGraphNode* state : stateMachines)
{
AnimGraphStateMachine* stateMachine = static_cast<AnimGraphStateMachine*>(state);
const AZStd::vector<AnimGraphNode*>& activeStates = stateMachine->GetActiveStates(instance);
EXPECT_EQ(activeStates.size(), 1);
EXPECT_TRUE(activeStates[0] == stateMachine->GetEntryState());
}
}
};
TEST_F(ActivateAnimGraphCommandFixture, ActivateAnimGraph)
{
CommandSystem::CommandManager commandManager;
AZStd::string command;
AZStd::string result;
m_actorInstance->SetAnimGraphInstance(nullptr);
EXPECT_TRUE(m_actorInstance->GetAnimGraphInstance() == nullptr);
command = AZStd::string::format("ActivateAnimGraph -actorInstanceID %d -animGraphID %d -motionSetID %d\n",
m_actorInstance->GetID(), m_animGraph->GetID(), m_motionSet->GetID());
EXPECT_TRUE(commandManager.ExecuteCommand(command, result));
AnimGraphInstance* newInstance = m_actorInstance->GetAnimGraphInstance();
EXPECT_TRUE(newInstance != nullptr);
EXPECT_TRUE(newInstance->GetAnimGraph() == m_animGraph.get());
CheckStateMachinesAreInEntryStates(m_animGraph.get(), newInstance);
}
TEST_F(ActivateAnimGraphCommandFixture, ActivateAnimGraph_InvalidParameters)
{
CommandSystem::CommandManager commandManager;
AZStd::string command;
AZStd::string result;
command = AZStd::string::format("ActivateAnimGraph -actorInstanceIndex %d -animGraphID %d -motionSetID %d\n",
m_actorInstance->GetID(), m_animGraph->GetID(), m_motionSet->GetID());
EXPECT_FALSE(commandManager.ExecuteCommand(command, result));
command = AZStd::string::format("ActivateAnimGraph -actorInstanceID %d -animGraphIndex %d -motionSetID %d\n",
m_actorInstance->GetID(), m_animGraph->GetID(), m_motionSet->GetID());
EXPECT_FALSE(commandManager.ExecuteCommand(command, result));
command = AZStd::string::format("ActivateAnimGraph -actorInstanceID %d -animGraphID %d -motionSetIndex %d\n",
m_actorInstance->GetID(), m_animGraph->GetID(), m_motionSet->GetID());
EXPECT_FALSE(commandManager.ExecuteCommand(command, result));
}
///////////////////////////////////////////////////////////////////////////
class LoadAnimGraphCommandTests
: public AnimGraphFixture
{
public:
void ConstructGraph() override
{
AnimGraphFixture::ConstructGraph();
AnimGraphNode* stateA = aznew AnimGraphMotionNode();
stateA->SetName("A");
m_rootStateMachine->AddChildNode(stateA);
m_rootStateMachine->SetEntryState(stateA);
AnimGraphNode* stateB = aznew AnimGraphMotionNode();
stateB->SetName("B");
m_rootStateMachine->AddChildNode(stateB);
AddTransition(stateA, stateB, 1.0f);
// Save the anim graph to disk.
AZ::SerializeContext* context = nullptr;
AZ::ComponentApplicationBus::BroadcastResult(context, &AZ::ComponentApplicationBus::Events::GetSerializeContext);
EXPECT_TRUE(context != nullptr) << "Serialize context is not valid.";
EXPECT_TRUE(m_animGraph->SaveToFile(m_filename, context)) << "Saving anim graph to " << m_filename << " failed.";
}
public:
const char* m_filename = "TestAnimGraph.animgraph";
};
// Note: Disabled tests as they fail on Jenkins. Loading the anim graph fails in AZ::Utils::LoadObjectFromFile<AnimGraph>() after saving the anim graph to disk successfully.
class LoadAnimGraphCommandTestsBoolParam
: public LoadAnimGraphCommandTests
, public ::testing::WithParamInterface<bool>
{
};
INSTANTIATE_TEST_CASE_P(LoadAnimGraphCommandTests, LoadAnimGraphCommandTestsBoolParam, ::testing::Bool());
TEST_F(LoadAnimGraphCommandTests, DISABLED_LoadAnimGraph)
{
CommandSystem::CommandManager commandManager;
AZStd::string command;
AZStd::string result;
command = AZStd::string::format("LoadAnimGraph -filename \"%s\"", m_filename);
EXPECT_TRUE(commandManager.ExecuteCommand(command, result)) << result.c_str();
const AnimGraph* loadedAnimGraph = EMotionFX::GetAnimGraphManager().FindAnimGraphByFileName(m_filename);
EXPECT_TRUE(loadedAnimGraph != nullptr);
EXPECT_FALSE(loadedAnimGraph->GetIsOwnedByRuntime());
EXPECT_FALSE(loadedAnimGraph->GetIsOwnedByAsset());
EXPECT_NE(m_animGraph->GetID(), loadedAnimGraph->GetID())
<< "The id of the original anim graph does not differ from the loaded one, which means that the loading routine just returned the loaded anim graph.";
}
TEST_F(LoadAnimGraphCommandTests, DISABLED_LoadAnimGraphTwice)
{
CommandSystem::CommandManager commandManager;
AZStd::string command;
AZStd::string result;
command = AZStd::string::format("LoadAnimGraph -filename \"%s\"", m_filename);
// Load the anim graph the first time.
EXPECT_TRUE(commandManager.ExecuteCommand(command, result)) << result.c_str();
const int firstAnimGraphId = AzFramework::StringFunc::ToInt(result.c_str());
const AnimGraph* firstAnimGraph = EMotionFX::GetAnimGraphManager().FindAnimGraphByID(firstAnimGraphId);
EXPECT_TRUE(firstAnimGraph != nullptr);
EXPECT_FALSE(firstAnimGraph->GetIsOwnedByRuntime());
EXPECT_FALSE(firstAnimGraph->GetIsOwnedByAsset());
// Load the anim graph again.
EXPECT_TRUE(commandManager.ExecuteCommand(command, result)) << result.c_str();
const int secondAnimGraphId = AzFramework::StringFunc::ToInt(result.c_str());
const AnimGraph* secondAnimGraph = EMotionFX::GetAnimGraphManager().FindAnimGraphByID(secondAnimGraphId);
EXPECT_TRUE(secondAnimGraph != nullptr);
EXPECT_FALSE(secondAnimGraph->GetIsOwnedByRuntime());
EXPECT_FALSE(secondAnimGraph->GetIsOwnedByAsset());
EXPECT_EQ(secondAnimGraph->GetID(), secondAnimGraph->GetID())
<< "The second load should be skipped as the anim graph already got loaded. If the ids are not equal, it means the anim graph got loaded twice.";
}
TEST_P(LoadAnimGraphCommandTestsBoolParam, DISABLED_LoadAnimGraphAfterAssetLoad)
{
CommandSystem::CommandManager commandManager;
AZStd::string command;
AZStd::string result;
command = AZStd::string::format("LoadAnimGraph -filename \"%s\"", m_filename);
// Load the anim graph once and fake that it got loaded by the asset system (faking a reference graph load).
EXPECT_TRUE(commandManager.ExecuteCommand(command, result)) << result.c_str();
const AZ::u32 assetAnimGraphId = static_cast<AZ::u32>(AzFramework::StringFunc::ToInt(result.c_str()));
AnimGraph* assetAnimGraph = EMotionFX::GetAnimGraphManager().FindAnimGraphByID(assetAnimGraphId);
EXPECT_TRUE(assetAnimGraph != nullptr);
if (GetParam())
{
assetAnimGraph->SetIsOwnedByRuntime(true);
}
else
{
assetAnimGraph->SetIsOwnedByAsset(true);
}
// Load the anim graph again, this time normally.
EXPECT_TRUE(commandManager.ExecuteCommand(command, result)) << result.c_str();
const int loadedAnimGraphId = AzFramework::StringFunc::ToInt(result.c_str());
const AnimGraph* loadedAnimGraph = EMotionFX::GetAnimGraphManager().FindAnimGraphByID(loadedAnimGraphId);
EXPECT_TRUE(loadedAnimGraph != nullptr);
EXPECT_FALSE(loadedAnimGraph->GetIsOwnedByRuntime());
EXPECT_FALSE(loadedAnimGraph->GetIsOwnedByAsset());
EXPECT_NE(loadedAnimGraph->GetID(), assetAnimGraph->GetID())
<< "As the first loaded anim graph pretends to be loaded by the asset system, the second and normal load should force load a second anim graph.";
}
} // namespace EMotionFX