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