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o3de/Gems/EMotionFX/Code/Tests/AnimGraphTransitionConditio...

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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 "AnimGraphTransitionConditionFixture.h"
#include <EMotionFX/Source/Actor.h>
#include <EMotionFX/Source/ActorInstance.h>
#include <EMotionFX/Source/AnimGraph.h>
#include <EMotionFX/Source/AnimGraphInstance.h>
#include <EMotionFX/Source/AnimGraphMotionCondition.h>
#include <EMotionFX/Source/AnimGraphMotionNode.h>
#include <EMotionFX/Source/AnimGraphStateMachine.h>
#include <EMotionFX/Source/AnimGraphStateTransition.h>
#include <EMotionFX/Source/MotionInstance.h>
#include <EMotionFX/Source/MotionEventTable.h>
#include <EMotionFX/Source/MotionEventTrack.h>
#include <EMotionFX/Source/MotionSet.h>
#include <EMotionFX/Source/Node.h>
#include <EMotionFX/Source/Motion.h>
#include <EMotionFX/Source/MotionData/NonUniformMotionData.h>
#include <EMotionFX/Source/TwoStringEventData.h>
#include <Tests/TestAssetCode/AnimGraphFactory.h>
#include <Tests/TestAssetCode/ActorFactory.h>
#include <Tests/TestAssetCode/SimpleActors.h>
namespace EMotionFX
{
void AnimGraphTransitionConditionFixture::SetUp()
{
SystemComponentFixture::SetUp();
// This test sets up an anim graph with 2 motions, each of which is 1
// second long. There is a transition from the first to the second that
// triggers when the first is complete, and takes 0.5 seconds to
// transition, and an identical one going the other way. During the
// transition, the weights of the motion states should add up to 1.
m_actor = ActorFactory::CreateAndInit<SimpleJointChainActor>(1);
m_animGraph = AnimGraphFactory::Create<TwoMotionNodeAnimGraph>();
m_stateMachine = m_animGraph->GetRootStateMachine();
m_motionNodeA = m_animGraph->GetMotionNodeA();
m_motionNodeB = m_animGraph->GetMotionNodeB();
m_transition = aznew AnimGraphStateTransition();
m_transition->SetSourceNode(m_motionNodeA);
m_transition->SetTargetNode(m_motionNodeB);
m_stateMachine->AddTransition(m_transition);
m_motionSet = aznew MotionSet("testMotionSet");
for (int nodeIndex = 0; nodeIndex < 2; ++nodeIndex)
{
// The motion set keeps track of motions by their name. Each motion
// within the motion set must have a unique name.
AZStd::string motionId = AZStd::string::format("testSkeletalMotion%i", nodeIndex);
Motion* motion = aznew Motion(motionId.c_str());
motion->SetMotionData(aznew NonUniformMotionData());
motion->GetMotionData()->SetDuration(1.0f);
// 0.73 seconds would trigger frame 44 when sampling at 60 fps. The
// event will be seen as triggered inside a motion condition, but a
// frame later, at frame 45.
motion->GetEventTable()->AddTrack(MotionEventTrack::Create("TestEventTrack", motion));
AZStd::shared_ptr<const TwoStringEventData> data = EMotionFX::GetEventManager().FindOrCreateEventData<TwoStringEventData>("TestEvent", "TestParameter");
AZStd::shared_ptr<const TwoStringEventData> rangeData = EMotionFX::GetEventManager().FindOrCreateEventData<TwoStringEventData>("TestRangeEvent", "TestParameter");
motion->GetEventTable()->FindTrackByName("TestEventTrack")->AddEvent(0.73f, data);
motion->GetEventTable()->FindTrackByName("TestEventTrack")->AddEvent(0.65f, 0.95f, rangeData);
MotionSet::MotionEntry* motionEntry = aznew MotionSet::MotionEntry(motion->GetName(), motion->GetName(), motion);
m_motionSet->AddMotionEntry(motionEntry);
AnimGraphMotionNode* motionNode = (nodeIndex == 0) ? m_motionNodeA : m_motionNodeB;
motionNode->SetName(motionId.c_str());
motionNode->AddMotionId(motionId.c_str());
// Disable looping of the motion nodes.
motionNode->SetLoop(false);
}
// Allow subclasses to create any additional nodes before the animgraph is activated.
AddNodesToAnimGraph();
m_animGraph->InitAfterLoading();
m_actorInstance = ActorInstance::Create(m_actor.get());
m_animGraphInstance = AnimGraphInstance::Create(m_animGraph.get(), m_actorInstance, m_motionSet);
m_actorInstance->SetAnimGraphInstance(m_animGraphInstance);
}
void AnimGraphTransitionConditionFixture::TearDown()
{
delete m_motionSet;
m_motionSet = nullptr;
if (m_actorInstance)
{
m_actorInstance->Destroy();
m_actorInstance = nullptr;
}
SystemComponentFixture::TearDown();
}
} // namespace EMotionFX