Files
o3de/Gems/EMotionFX/Code/Tests/EMotionFXBuilderFixture.cpp
T
Esteban Papp 1f9b284de2 Merge branch 'development' into cmake/SPEC-7179
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>

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/*
* 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 "EMotionFXBuilderFixture.h"
#include <EMotionFX/Source/EMotionFXManager.h>
#include <EMotionFX/Source/Allocators.h>
#include <EMotionFX/Source/AnimGraphObjectFactory.h>
#include <EMotionFX/Source/Parameter/ParameterFactory.h>
#include <EMotionFX/Source/MotionSet.h>
#include <EMotionFX/Source/AnimGraphObject.h>
#include <EMotionFX/Source/AnimGraph.h>
#include <EMotionFX/Source/AnimGraphNodeGroup.h>
#include <EMotionFX/Source/AnimGraphGameControllerSettings.h>
#include <Integration/Assets/MotionSetAsset.h>
#include <Integration/Assets/AnimGraphAsset.h>
#include <AzCore/Serialization/SerializeContext.h>
#include <AzCore/Serialization/EditContextConstants.inl>
using namespace AZ::Data;
using ::testing::Return;
using ::testing::_;
namespace EMotionFX
{
void BuilderMockComponent::Activate()
{
EMotionFX::Integration::EMotionFXAllocator::Descriptor allocatorDescriptor;
AZ::AllocatorInstance<EMotionFX::Integration::EMotionFXAllocator>::Create(allocatorDescriptor);
ASSERT_TRUE(MCore::Initializer::Init());
ASSERT_TRUE(EMotionFX::Initializer::Init());
// Initialize asset handlers.
m_assetHandlers.emplace_back(aznew EMotionFX::Integration::MotionSetAssetBuilderHandler);
m_assetHandlers.emplace_back(aznew EMotionFX::Integration::AnimGraphAssetBuilderHandler);
// Initialize an AssetCatalog AssetStreamInfo that will appear valid.
AssetStreamInfo mockAssetStreamInfo;
mockAssetStreamInfo.m_streamFlags = AZ::IO::OpenMode::ModeRead;
mockAssetStreamInfo.m_streamName = "test";
m_assetCatalog.reset(aznew EMotionFXTest_MockCatalog());
EXPECT_CALL(*(m_assetCatalog.get()), GetAssetInfoById(_)).WillRepeatedly(Return(AssetInfo()));
EXPECT_CALL(*(m_assetCatalog.get()), GetStreamInfoForLoad(_, _)).WillRepeatedly(Return(mockAssetStreamInfo));
AZ::Data::AssetManager::Instance().RegisterCatalog(m_assetCatalog.get(), azrtti_typeid<EMotionFX::Integration::MotionSetAsset>());
AZ::Data::AssetManager::Instance().RegisterCatalog(m_assetCatalog.get(), azrtti_typeid<EMotionFX::Integration::AnimGraphAsset>());
}
void BuilderMockComponent::Deactivate()
{
m_assetCatalog->DisableCatalog();
m_assetCatalog.reset();
m_assetHandlers.clear();
EMotionFX::Initializer::Shutdown();
MCore::Initializer::Shutdown();
AZ::AllocatorInstance<EMotionFX::Integration::EMotionFXAllocator>::Destroy();
}
void BuilderMockComponent::ReflectAnimGraphAndMotionSet(AZ::ReflectContext* context)
{
// Motion set
EMotionFX::MotionSet::Reflect(context);
EMotionFX::MotionSet::MotionEntry::Reflect(context);
// Base AnimGraph objects
EMotionFX::AnimGraphObject::Reflect(context);
EMotionFX::AnimGraph::Reflect(context);
EMotionFX::AnimGraphNodeGroup::Reflect(context);
EMotionFX::AnimGraphGameControllerSettings::Reflect(context);
// Anim graph objects
EMotionFX::AnimGraphObjectFactory::ReflectTypes(context);
// Anim graph's parameters
EMotionFX::ParameterFactory::ReflectParameterTypes(context);
}
void BuilderMockComponent::Reflect(AZ::ReflectContext* context)
{
ReflectAnimGraphAndMotionSet(context);
if (AZ::SerializeContext* serialize = azrtti_cast<AZ::SerializeContext*>(context))
{
serialize->Class<BuilderMockComponent, AZ::Component>()
->Version(1);
}
}
}