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156 lines
7.3 KiB
C++
156 lines
7.3 KiB
C++
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/*
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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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#include <AzCore/RTTI/TypeInfo.h>
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#include <AzTest/AzTest.h>
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#include <EMotionFX/CommandSystem/Source/AnimGraphParameterCommands.h>
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#include <EMotionFX/CommandSystem/Source/AnimGraphTriggerActionCommands.h>
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#include <EMotionFX/CommandSystem/Source/CommandManager.h>
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#include <EMotionFX/Source/AnimGraph.h>
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#include <EMotionFX/Source/AnimGraphStateMachine.h>
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#include <EMotionFX/Source/AnimGraphStateTransition.h>
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#include <EMotionFX/Source/AnimGraphParameterAction.h>
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#include <EMotionFX/Source/AnimGraphTimeCondition.h>
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#include <EMotionFX/Source/EMotionFXManager.h>
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#include <EMotionFX/Source/Parameter/FloatSliderParameter.h>
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#include <EMotionFX/Source/Parameter/Parameter.h>
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#include <EMotionFX/Source/Parameter/ParameterFactory.h>
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#include <Tests/AnimGraphFixture.h>
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namespace EMotionFX
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{
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class AnimGraphParameterActionTests : public AnimGraphFixture
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{
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public:
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void ConstructGraph() override
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{
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AnimGraphFixture::ConstructGraph();
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// 1. Add two state machines.
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m_node1 = aznew AnimGraphStateMachine();
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m_animGraph->GetRootStateMachine()->AddChildNode(m_node1);
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m_animGraph->GetRootStateMachine()->SetEntryState(m_node1);
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m_node2 = aznew AnimGraphStateMachine();
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m_animGraph->GetRootStateMachine()->AddChildNode(m_node2);
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// 2. Add a transition and add a time condition.
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AnimGraphStateTransition* transition = AddTransition(m_node1, m_node2, 1.0f);
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AnimGraphTimeCondition* condition = aznew AnimGraphTimeCondition();
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condition->SetCountDownTime(0.1f);
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transition->AddCondition(condition);
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// 3. Add a parameter action.
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m_parameterAction = aznew AnimGraphParameterAction();
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TriggerActionSetup& actionSetup = transition->GetTriggerActionSetup();
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actionSetup.AddAction(m_parameterAction);
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}
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AnimGraphNode* m_node1 = nullptr;
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AnimGraphNode* m_node2 = nullptr;
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AnimGraphParameterAction* m_parameterAction = nullptr;
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};
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TEST_F(AnimGraphParameterActionTests, AnimGraphParameterActionTests_FloatParameter)
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{
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FloatParameter* parameter = aznew FloatSliderParameter();
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parameter->SetName("testFloat");
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parameter->SetDefaultValue(0.0f);
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m_animGraph->AddParameter(parameter);
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m_animGraphInstance->AddMissingParameterValues();
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const float triggerValue = 100.0f;
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m_parameterAction->SetParameterName("testFloat");
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m_parameterAction->SetTriggerValue(triggerValue);
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float outValue;
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EXPECT_TRUE(m_animGraphInstance->GetParameterValueAsFloat("testFloat", &outValue));
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EXPECT_NE(outValue, triggerValue);
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GetEMotionFX().Update(0.5f);
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EXPECT_TRUE(m_animGraphInstance->GetParameterValueAsFloat("testFloat", &outValue));
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EXPECT_EQ(outValue, triggerValue);
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GetEMotionFX().Update(1.0f);
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EXPECT_TRUE(m_animGraphInstance->GetParameterValueAsFloat("testFloat", &outValue));
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EXPECT_EQ(outValue, triggerValue)
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<< "Expect the value get changed after the parameter action triggered.";
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}
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TEST_F(AnimGraphFixture, AnimGraphParameterAction_MoveParameterTest)
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{
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AZStd::string result;
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AZStd::string commandString;
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CommandSystem::CommandManager commandManager;
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AnimGraphStateMachine* node1 = aznew AnimGraphStateMachine();
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m_animGraph->GetRootStateMachine()->AddChildNode(node1);
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m_animGraph->GetRootStateMachine()->SetEntryState(node1);
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AnimGraphStateMachine* node2 = aznew AnimGraphStateMachine();
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m_animGraph->GetRootStateMachine()->AddChildNode(node2);
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AnimGraphStateTransition* transition = AddTransition(node1, node2, 1.0f);
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m_animGraph->InitAfterLoading();
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CommandSystem::AddTransitionAction(transition, azrtti_typeid<AnimGraphParameterAction>());
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TriggerActionSetup& actionSetup = transition->GetTriggerActionSetup();
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ASSERT_EQ(actionSetup.GetNumActions(), 1) << "Something went wrong adding the parameter action to the transition.";
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AnimGraphParameterAction* action = azdynamic_cast<AnimGraphParameterAction*>(actionSetup.GetAction(0));
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// Add first parameter.
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{
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AZStd::unique_ptr<EMotionFX::Parameter> newParameter(EMotionFX::ParameterFactory::Create(azrtti_typeid<FloatSliderParameter>()));
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newParameter->SetName("Parameter1");
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CommandSystem::ConstructCreateParameterCommand(commandString, m_animGraph.get(), newParameter.get(), InvalidIndex);
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EXPECT_TRUE(commandManager.ExecuteCommand(commandString, result)) << result.c_str();
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}
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// Add second parameter.
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const AZStd::string parameterName = "Parameter2";
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{
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AZStd::unique_ptr<EMotionFX::Parameter> newParameter(EMotionFX::ParameterFactory::Create(azrtti_typeid<FloatSliderParameter>()));
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newParameter->SetName(parameterName);
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CommandSystem::ConstructCreateParameterCommand(commandString, m_animGraph.get(), newParameter.get(), InvalidIndex);
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EXPECT_TRUE(commandManager.ExecuteCommand(commandString, result)) << result.c_str();
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}
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action->SetParameterName(parameterName);
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action->Reinit();
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AZ::Outcome<size_t> parameterIndex = m_animGraph->FindValueParameterIndexByName(parameterName);
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ASSERT_TRUE(parameterIndex.IsSuccess());
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EXPECT_EQ(parameterIndex.GetValue(), 1) << "Parameter2 should be at the 2nd position.";
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// 1. Move Parameter2 from the 2nd place to the 1st place.
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commandString = AZStd::string::format("AnimGraphMoveParameter -animGraphID %d -name \"%s\" -index %d ",
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m_animGraph->GetID(),
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parameterName.c_str(),
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0);
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EXPECT_TRUE(commandManager.ExecuteCommand(commandString, result)) << result.c_str();
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parameterIndex = m_animGraph->FindValueParameterIndexByName(parameterName);
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ASSERT_TRUE(parameterIndex.IsSuccess() && parameterIndex.GetValue() == 0) << "Parameter2 should now be at the 1st position.";
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EXPECT_EQ(parameterIndex.GetValue(), action->GetParameterIndex().GetValue()) << "The action should now refer to the 1st parameter in the anim graph.";
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// 2. Undo.
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EXPECT_TRUE(commandManager.Undo(result)) << result.c_str();
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parameterIndex = m_animGraph->FindValueParameterIndexByName(parameterName);
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ASSERT_TRUE(parameterIndex.IsSuccess() && parameterIndex.GetValue() == 1) << "Parameter2 should now be back at the 2nd position.";
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EXPECT_EQ(parameterIndex.GetValue(), action->GetParameterIndex().GetValue()) << "The action should now refer to the 2nd parameter in the anim graph.";
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// 3. Redo.
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EXPECT_TRUE(commandManager.Redo(result)) << result.c_str();
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parameterIndex = m_animGraph->FindValueParameterIndexByName(parameterName);
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ASSERT_TRUE(parameterIndex.IsSuccess() && parameterIndex.GetValue() == 0) << "Parameter2 should now be back at the 1st position.";
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EXPECT_EQ(parameterIndex.GetValue(), action->GetParameterIndex().GetValue()) << "The action should now refer to the 1st parameter in the anim graph.";
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}
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}
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