86 lines
4.2 KiB
C++
86 lines
4.2 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 "ActorFixture.h"
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#include <MCore/Source/CommandGroup.h>
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#include <EMotionFX/Source/Actor.h>
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#include <EMotionFX/Source/SimulatedObjectSetup.h>
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#include <EMotionFX/CommandSystem/Source/CommandManager.h>
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#include <AzFramework/StringFunc/StringFunc.h>
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#include <AzCore/std/string/string.h>
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namespace EMotionFX
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{
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using SimulatedObjectSerializeTests = ActorFixture;
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TEST_F(SimulatedObjectSerializeTests, SerializeTest)
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{
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SimulatedObjectSetup* setup = m_actor->GetSimulatedObjectSetup().get();
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// Build some setup.
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SimulatedObject* object = setup->AddSimulatedObject();
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object->SetName("Left Arm");
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object->SetDampingFactor(2.0f);
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object->SetGravityFactor(3.0f);
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object->SetStiffnessFactor(4.0f);
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const AZStd::vector<AZStd::string> jointNames = { "l_upArm", "l_loArm", "l_hand" };
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Skeleton* skeleton = m_actor->GetSkeleton();
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for (const AZStd::string& name : jointNames)
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{
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AZ::u32 skeletonJointIndex;
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const Node* skeletonJoint = skeleton->FindNodeAndIndexByName(name, skeletonJointIndex);
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ASSERT_NE(skeletonJoint, nullptr);
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ASSERT_NE(skeletonJointIndex, MCORE_INVALIDINDEX32);
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SimulatedJoint* simulatedJoint = object->AddSimulatedJoint(skeletonJointIndex);
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simulatedJoint->SetDamping(0.1f);
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simulatedJoint->SetMass(2.0f);
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simulatedJoint->SetStiffness(200.0f);
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simulatedJoint->SetGravityFactor(1.5f);
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simulatedJoint->SetCollisionRadius(3.0f);
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simulatedJoint->SetGeometricAutoExclusion(false);
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simulatedJoint->SetColliderExclusionTags({"TagA", "TagB"});
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simulatedJoint->SetAutoExcludeMode(SimulatedJoint::AutoExcludeMode::Self);
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}
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object->GetSimulatedJoint(0)->SetPinned(true);
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// Serialize it and deserialize it.
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const AZStd::string serialized = SerializeSimulatedObjectSetup(m_actor.get());
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AZStd::unique_ptr<SimulatedObjectSetup> loadedSetup(DeserializeSimulatedObjectSetup(serialized));
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// Verify some of the contents of the deserialized version.
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ASSERT_EQ(loadedSetup->GetNumSimulatedObjects(), 1);
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SimulatedObject* loadedObject = loadedSetup->GetSimulatedObject(0);
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ASSERT_STREQ(loadedObject->GetName().c_str(), "Left Arm");
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ASSERT_EQ(loadedObject->GetNumSimulatedJoints(), jointNames.size());
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ASSERT_FLOAT_EQ(loadedObject->GetDampingFactor(), 2.0f);
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ASSERT_FLOAT_EQ(loadedObject->GetGravityFactor(), 3.0f);
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ASSERT_FLOAT_EQ(loadedObject->GetStiffnessFactor(), 4.0f);
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for (size_t i = 0; i < jointNames.size(); ++i)
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{
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const SimulatedJoint* loadedJoint = loadedObject->GetSimulatedJoint(static_cast<AZ::u32>(i));
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ASSERT_STREQ(skeleton->GetNode(loadedJoint->GetSkeletonJointIndex())->GetName(), jointNames[i].c_str());
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ASSERT_FLOAT_EQ(loadedJoint->GetDamping(), 0.1f);
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ASSERT_FLOAT_EQ(loadedJoint->GetMass(), 2.0f);
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ASSERT_FLOAT_EQ(loadedJoint->GetStiffness(), 200.0f);
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ASSERT_FLOAT_EQ(loadedJoint->GetGravityFactor(), 1.5f);
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ASSERT_FLOAT_EQ(loadedJoint->GetCollisionRadius(), 3.0f);
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ASSERT_EQ(loadedJoint->IsPinned(), (i==0) ? true : false);
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ASSERT_EQ(loadedJoint->IsGeometricAutoExclusion(), false);
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ASSERT_EQ(loadedJoint->GetColliderExclusionTags().size(), 2);
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ASSERT_STREQ(loadedJoint->GetColliderExclusionTags()[0].c_str(), "TagA");
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ASSERT_STREQ(loadedJoint->GetColliderExclusionTags()[1].c_str(), "TagB");
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ASSERT_EQ(loadedJoint->GetAutoExcludeMode(), SimulatedJoint::AutoExcludeMode::Self);
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}
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}
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} // namespace EMotionFX
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