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196 lines
7.6 KiB
C++
196 lines
7.6 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 <AzTest/AzTest.h>
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#include <Tests/SystemComponentFixture.h>
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#include <TestAssetCode/ActorFactory.h>
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#include <TestAssetCode/SimpleActors.h>
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#include <EMotionFX/Source/Motion.h>
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#include <EMotionFX/Source/MotionData/UniformMotionData.h>
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#include <EMotionFX/Source/MotionSystem.h>
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namespace EMotionFX
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{
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using MotionLayerSystemFixture = SystemComponentFixture;
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TEST_F(MotionLayerSystemFixture, MotionInstanceDestroyedAfterMotionEnds)
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{
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auto actor = ActorFactory::CreateAndInit<SimpleJointChainActor>(5);
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ActorInstance* actorInstance = ActorInstance::Create(actor.get());
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Motion* motion1 = aznew Motion("motion1");
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motion1->SetMotionData(aznew UniformMotionData());
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motion1->GetMotionData()->SetDuration(10.0f);
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Motion* motion2 = aznew Motion("motion2");
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motion2->SetMotionData(aznew UniformMotionData());
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motion2->GetMotionData()->SetDuration(10.0f);
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MotionSystem* motionSystem = actorInstance->GetMotionSystem();
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PlayBackInfo playBackInfo;
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playBackInfo.m_blendInTime = 1.0f;
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playBackInfo.m_blendOutTime = 1.0f;
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playBackInfo.m_numLoops = 1;
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playBackInfo.m_playNow = false;
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playBackInfo.m_freezeAtLastFrame = false;
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// Add 2 motions to the queue
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const MotionInstance* motionInstance1 = motionSystem->PlayMotion(motion1, &playBackInfo);
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const MotionInstance* motionInstance2 = motionSystem->PlayMotion(motion2, &playBackInfo);
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GetEMotionFX().Update(0.0f);
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EXPECT_EQ(motionSystem->GetNumMotionInstances(), 1);
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EXPECT_FLOAT_EQ(motionInstance1->GetWeight(), 0.0f);
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EXPECT_FLOAT_EQ(motionInstance2->GetWeight(), 0.0f);
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EXPECT_FLOAT_EQ(motionInstance1->GetCurrentTime(), 0.0f);
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EXPECT_FLOAT_EQ(motionInstance2->GetCurrentTime(), 0.0f);
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GetEMotionFX().Update(1.0f);
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EXPECT_EQ(motionSystem->GetNumMotionInstances(), 1);
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EXPECT_FLOAT_EQ(motionInstance1->GetWeight(), 1.0f);
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EXPECT_FLOAT_EQ(motionInstance2->GetWeight(), 0.0f);
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EXPECT_FLOAT_EQ(motionInstance1->GetCurrentTime(), 1.0f);
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EXPECT_FLOAT_EQ(motionInstance2->GetCurrentTime(), 0.0f);
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GetEMotionFX().Update(8.0f);
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EXPECT_EQ(motionSystem->GetNumMotionInstances(), 2);
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EXPECT_FLOAT_EQ(motionInstance1->GetWeight(), 1.0f);
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EXPECT_FLOAT_EQ(motionInstance2->GetWeight(), 0.0f);
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EXPECT_FLOAT_EQ(motionInstance1->GetCurrentTime(), 9.0f);
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EXPECT_FLOAT_EQ(motionInstance2->GetCurrentTime(), 0.0f);
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GetEMotionFX().Update(0.5f);
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EXPECT_EQ(motionSystem->GetNumMotionInstances(), 2);
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EXPECT_FLOAT_EQ(motionInstance1->GetWeight(), 1.0f);
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EXPECT_FLOAT_EQ(motionInstance2->GetWeight(), 0.5f);
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EXPECT_FLOAT_EQ(motionInstance1->GetCurrentTime(), 9.5f);
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EXPECT_FLOAT_EQ(motionInstance2->GetCurrentTime(), 0.5f);
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GetEMotionFX().Update(0.5f);
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EXPECT_EQ(motionSystem->GetNumMotionInstances(), 1);
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EXPECT_FLOAT_EQ(motionInstance2->GetWeight(), 1.0f);
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EXPECT_FLOAT_EQ(motionInstance2->GetCurrentTime(), 1.0f);
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GetEMotionFX().Update(8.0f);
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EXPECT_EQ(motionSystem->GetNumMotionInstances(), 1);
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EXPECT_FLOAT_EQ(motionInstance2->GetWeight(), 1.0f);
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EXPECT_FLOAT_EQ(motionInstance2->GetCurrentTime(), 9.0f);
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GetEMotionFX().Update(1.0f);
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EXPECT_EQ(motionSystem->GetNumMotionInstances(), 0);
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motion2->Destroy();
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motion1->Destroy();
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actorInstance->Destroy();
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}
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TEST_F(MotionLayerSystemFixture, TransitionsBetweenMotions)
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{
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auto actor = ActorFactory::CreateAndInit<SimpleJointChainActor>(5);
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ActorInstance* actorInstance = ActorInstance::Create(actor.get());
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Motion* walk = aznew Motion("walk");
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walk->SetMotionData(aznew UniformMotionData());
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walk->GetMotionData()->SetDuration(10.0f);
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Motion* run = aznew Motion("run");
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run->SetMotionData(aznew UniformMotionData());
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run->GetMotionData()->SetDuration(10.0f);
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MotionSystem* motionSystem = actorInstance->GetMotionSystem();
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PlayBackInfo playBackInfo;
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playBackInfo.m_blendInTime = 1.0f;
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playBackInfo.m_blendOutTime = 1.0f;
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playBackInfo.m_numLoops = EMFX_LOOPFOREVER;
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playBackInfo.m_playNow = true;
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const MotionInstance* walkInstance = motionSystem->PlayMotion(walk, &playBackInfo);
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GetEMotionFX().Update(0.5f);
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GetEMotionFX().Update(0.5f);
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GetEMotionFX().Update(0.5f);
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GetEMotionFX().Update(0.5f);
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GetEMotionFX().Update(0.5f);
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GetEMotionFX().Update(0.5f);
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EXPECT_EQ(motionSystem->GetNumMotionInstances(), 1);
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EXPECT_FLOAT_EQ(walkInstance->GetWeight(), 1.0f);
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const MotionInstance* runInstance = motionSystem->PlayMotion(run, &playBackInfo);
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GetEMotionFX().Update(0.25f);
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EXPECT_EQ(motionSystem->GetNumMotionInstances(), 2);
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EXPECT_FLOAT_EQ(walkInstance->GetWeight(), 1.0f);
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EXPECT_FLOAT_EQ(runInstance->GetWeight(), 0.25f);
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GetEMotionFX().Update(0.25f);
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EXPECT_EQ(motionSystem->GetNumMotionInstances(), 2);
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EXPECT_FLOAT_EQ(walkInstance->GetWeight(), 1.0f);
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EXPECT_FLOAT_EQ(runInstance->GetWeight(), 0.5f);
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GetEMotionFX().Update(0.25f);
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EXPECT_EQ(motionSystem->GetNumMotionInstances(), 2);
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EXPECT_FLOAT_EQ(walkInstance->GetWeight(), 1.0f);
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EXPECT_FLOAT_EQ(runInstance->GetWeight(), 0.75f);
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GetEMotionFX().Update(0.25f);
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EXPECT_EQ(motionSystem->GetNumMotionInstances(), 1);
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EXPECT_FLOAT_EQ(runInstance->GetWeight(), 1.0f);
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run->Destroy();
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walk->Destroy();
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actorInstance->Destroy();
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}
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TEST_F(MotionLayerSystemFixture, StopAllMotionsRemovesAllMotionInstances)
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{
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auto actor = ActorFactory::CreateAndInit<SimpleJointChainActor>(5);
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ActorInstance* actorInstance = ActorInstance::Create(actor.get());
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Motion* motion1 = aznew Motion("motion1");
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motion1->SetMotionData(aznew UniformMotionData());
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motion1->GetMotionData()->SetDuration(10.0f);
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Motion* motion2 = aznew Motion("motion2");
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motion2->SetMotionData(aznew UniformMotionData());
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motion2->GetMotionData()->SetDuration(10.0f);
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MotionSystem* motionSystem = actorInstance->GetMotionSystem();
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PlayBackInfo playBackInfo;
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playBackInfo.m_blendInTime = 1.0f;
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playBackInfo.m_blendOutTime = 1.0f;
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playBackInfo.m_numLoops = 1;
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playBackInfo.m_playNow = false;
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playBackInfo.m_freezeAtLastFrame = false;
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// Add 2 motions to the queue
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const MotionInstance* motionInstance1 = motionSystem->PlayMotion(motion1, &playBackInfo);
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const MotionInstance* motionInstance2 = motionSystem->PlayMotion(motion2, &playBackInfo);
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GetEMotionFX().Update(0.0f);
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EXPECT_EQ(motionSystem->GetNumMotionInstances(), 1);
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GetEMotionFX().Update(9.0f);
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GetEMotionFX().Update(0.5f);
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EXPECT_EQ(motionSystem->GetNumMotionInstances(), 2);
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EXPECT_FLOAT_EQ(motionInstance1->GetWeight(), 1.0f);
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EXPECT_FLOAT_EQ(motionInstance2->GetWeight(), 0.5f);
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motionSystem->StopAllMotions();
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// Wait for them to blend out
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GetEMotionFX().Update(1.0f);
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EXPECT_EQ(motionSystem->GetNumMotionInstances(), 0);
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motion2->Destroy();
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motion1->Destroy();
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actorInstance->Destroy();
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}
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} // namespace EMotionFX
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