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