49 lines
1.8 KiB
C++
49 lines
1.8 KiB
C++
/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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#include <EMotionFX/Source/Actor.h>
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#include <EMotionFX/Source/Node.h>
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#include <EMotionFX/CommandSystem/Source/SelectionList.h>
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#include <Tests/SystemComponentFixture.h>
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namespace EMotionFX
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{
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TEST_F(SystemComponentFixture, SelectionListDanglingActorTest)
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{
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CommandSystem::SelectionList selectionList;
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Actor* actor = aznew Actor("TestActor");
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selectionList.AddActor(actor);
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EXPECT_EQ(selectionList.GetNumSelectedActors(), 1) << "Actor should be in selection list.";
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delete actor;
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EXPECT_EQ(selectionList.GetNumSelectedActors(), 0)
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<< "Actor destruction should have automatially removed the actor from the selection list.";
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}
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TEST_F(SystemComponentFixture, SelectionListDanglingJointTest)
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{
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CommandSystem::SelectionList selectionList;
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Actor* actor = aznew Actor("TestActor");
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Node* joint = Node::Create("TestJoint", actor->GetSkeleton());
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actor->AddNode(joint);
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selectionList.AddNode(joint);
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EXPECT_EQ(selectionList.GetNumSelectedNodes(), 1) << "Joint should be in selection list.";
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delete actor;
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EXPECT_EQ(selectionList.GetNumSelectedNodes(), 0)
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<< "Actor destruction should have automatially removed all corresponding joint from the selection list.";
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}
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} // end namespace EMotionFX
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