50 lines
2.8 KiB
C++
50 lines
2.8 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/ActorInstance.h>
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#include <EMotionFX/Source/ActorUpdateScheduler.h>
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#include <EMotionFX/Source/MultiThreadScheduler.h>
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#include <Tests/SystemComponentFixture.h>
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#include <Tests/TestAssetCode/JackActor.h>
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#include <Tests/TestAssetCode/ActorFactory.h>
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namespace EMotionFX
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{
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// This turned into an assert and is now being catched in the actual code. Skip this test, as we don't test and return at runtime anymore.
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TEST_F(SystemComponentFixture, DISABLED_InsertActorInstanceTwice)
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{
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ActorUpdateScheduler* baseScheduler = GetEMotionFX().GetActorManager()->GetScheduler();
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ASSERT_EQ(baseScheduler->GetType(), MultiThreadScheduler::TYPE_ID) << "Expected multi thread scheduler.";
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MultiThreadScheduler* scheduler = static_cast<MultiThreadScheduler*>(baseScheduler);
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// Create the actor (internally creates an actor instance for the static AABB calculation and removes it again).
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AZStd::unique_ptr<JackNoMeshesActor> actor = ActorFactory::CreateAndInit<JackNoMeshesActor>();
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EXPECT_EQ(scheduler->GetNumScheduleSteps(), 0)
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<< "Expected an empty scheduler as the temporarily created actor instance got destroyed again.";
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// Create an actor instance and make sure it is in the scheduler.
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ActorInstance* actorInstance = ActorInstance::Create(actor.get());
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EXPECT_EQ(scheduler->GetNumScheduleSteps(), 1) << "The actor instance should be part of the scheduler.";
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EXPECT_EQ(scheduler->GetScheduleStep(0).mActorInstances.size(), 1) << "The step should hold exactly one actor instance.";
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EXPECT_EQ(scheduler->GetScheduleStep(0).mActorInstances[0], actorInstance) << "The actor instance should be part of the step.";
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// Insert the actor instance manually again and make sure there is no duplicate.
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scheduler->RecursiveInsertActorInstance(actorInstance);
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EXPECT_EQ(scheduler->GetNumScheduleSteps(), 1) << "The actor instance should be part of the scheduler.";
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EXPECT_EQ(scheduler->GetScheduleStep(0).mActorInstances.size(), 1) << "The step should hold exactly one actor instance.";
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EXPECT_EQ(scheduler->GetScheduleStep(0).mActorInstances[0], actorInstance) << "The actor instance should be part of the step.";
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actorInstance->Destroy();
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}
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} // namespace EMotionFX
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