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o3de/Gems/EMotionFX/Code/Tests/ActorFixture.h
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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.
*
*/
#pragma once
#include "SystemComponentFixture.h"
#include <EMotionFX/Source/AutoRegisteredActor.h>
namespace EMotionFX
{
class Actor;
class ActorInstance;
class SimulatedObjectSetup;
class ActorFixture
: public SystemComponentFixture
{
public:
void SetUp() override;
void TearDown() override;
AZStd::string SerializePhysicsSetup(const Actor* actor) const;
AZStd::string SerializeSimulatedObjectSetup(const Actor* actor) const;
SimulatedObjectSetup* DeserializeSimulatedObjectSetup(const AZStd::string& data) const;
AZStd::vector<AZStd::string> GetTestJointNames() const;
protected:
AutoRegisteredActor m_actor{};
ActorInstance* m_actorInstance = nullptr;
};
} // namespace EMotionFX