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o3de/Gems/EMotionFX/Code/Tests/ActorInstanceCommandTests.cpp
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2021-03-08 14:30:57 -08:00

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/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#include <Tests/ActorFixture.h>
#include <EMotionFX/CommandSystem/Source/CommandManager.h>
#include <EMotionFX/CommandSystem/Source/ActorInstanceCommands.h>
#include <EMotionFX/Source/ActorInstance.h>
#include <EMotionFX/Source/ActorManager.h>
namespace EMotionFX
{
TEST_F(ActorFixture, CloneActorInstanceCommand)
{
ActorManager* actorManager = GetEMotionFX().GetActorManager();
CommandSystem::CommandManager commandManager;
EXPECT_EQ(actorManager->GetNumActorInstances(), 1);
CommandSystem::CloneActorInstance(m_actorInstance);
EXPECT_EQ(actorManager->GetNumActorInstances(), 2);
actorManager->GetActorInstance(1)->Destroy();
EXPECT_EQ(actorManager->GetNumActorInstances(), 1);
}
TEST_F(ActorFixture, CloneActorInstanceCommandGroup)
{
ActorManager* actorManager = GetEMotionFX().GetActorManager();
CommandSystem::CommandManager commandManager;
MCore::CommandGroup commandGroup;
AZStd::string result;
EXPECT_EQ(actorManager->GetNumActorInstances(), 1);
CommandSystem::CloneActorInstance(m_actorInstance, &commandGroup);
EXPECT_TRUE(commandManager.ExecuteCommandGroup(commandGroup, result)) << result.c_str();
EXPECT_EQ(actorManager->GetNumActorInstances(), 2);
actorManager->GetActorInstance(1)->Destroy();
EXPECT_EQ(actorManager->GetNumActorInstances(), 1);
}
TEST_F(ActorFixture, CreateActorInstancesAndUndo)
{
ActorManager* actorManager = GetEMotionFX().GetActorManager();
CommandSystem::CommandManager commandManager;
MCore::CommandGroup commandGroup;
AZStd::string result;
// 1. Clone the actor instance, now we have two actor instances.
EXPECT_EQ(actorManager->GetNumActorInstances(), 1);
CommandSystem::CloneActorInstance(m_actorInstance, &commandGroup);
EXPECT_TRUE(commandManager.ExecuteCommandGroup(commandGroup, result)) << result.c_str();
EXPECT_EQ(actorManager->GetNumActorInstances(), 2);
// 2. Delete the two actor instances using commands.
commandGroup.Clear();
commandGroup.AddCommandString(AZStd::string::format("RemoveActorInstance -actorInstanceID %i", actorManager->GetActorInstance(0)->GetID()));
commandGroup.AddCommandString(AZStd::string::format("RemoveActorInstance -actorInstanceID %i", actorManager->GetActorInstance(1)->GetID()));
EXPECT_TRUE(commandManager.ExecuteCommandGroup(commandGroup, result)) << result.c_str();
EXPECT_EQ(actorManager->GetNumActorInstances(), 0);
// 3. Undo step 2
EXPECT_TRUE(commandManager.Undo(result));
EXPECT_EQ(actorManager->GetNumActorInstances(), 2);
// 4. Delete both actor instances, and free up the pointer to prevent double deletion.
actorManager->GetActorInstance(1)->Destroy();
actorManager->GetActorInstance(0)->Destroy();
m_actorInstance = nullptr;
}
} // namespace EMotionFX