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o3de/Gems/EMotionFX/Code/Tests/TestAssetCode/TestActorAssets.h

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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
*
*/
#pragma once
#include <AzCore/std/string/string.h>
#include <Integration/Assets/ActorAsset.h>
#include <EMotionFX/Source/EMotionFXManager.h>
#include <EMotionFX/Source/ActorManager.h>
#include <Tests/TestAssetCode/ActorFactory.h>
namespace EMotionFX
{
class TestActorAssets
{
public:
static AZStd::string FileToBase64(const char* filePath);
static AZ::Data::Asset<Integration::ActorAsset> GetAssetFromActor(const AZ::Data::AssetId& assetId, AZStd::unique_ptr<Actor>&& actor);
template<class ActorT, typename... Args>
static AZ::Data::Asset<Integration::ActorAsset> CreateActorAssetAndRegister(const AZ::Data::AssetId& assetId, Args&&... args)
{
AZStd::unique_ptr<ActorT> actor = ActorFactory::CreateAndInit<ActorT>(AZStd::forward<Args>(args)...);
AZ::Data::Asset<Integration::ActorAsset> actorAsset = TestActorAssets::GetAssetFromActor(assetId, AZStd::move(actor));
GetEMotionFX().GetActorManager()->RegisterActor(actorAsset);
return AZStd::move(actorAsset);
}
};
} // namespace EMotionFX