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- /*
- * Copyright (c) Contributors to the Open 3D Engine Project.
- * For complete copyright and license terms please see the LICENSE at the root of this distribution.
- *
- * SPDX-License-Identifier: Apache-2.0 OR MIT
- *
- */
- #include <Tests/AnimGraphFixture.h>
- #include <EMotionFX/CommandSystem/Source/CommandManager.h>
- #include <EMotionFX/Source/ActorInstance.h>
- #include <EMotionFX/Source/AnimGraphBindPoseNode.h>
- #include <EMotionFX/Source/AnimGraphInstance.h>
- #include <EMotionFX/Source/AnimGraphManager.h>
- #include <EMotionFX/Source/AnimGraphMotionNode.h>
- #include <EMotionFX/Source/AnimGraphNode.h>
- #include <EMotionFX/Source/AnimGraphStateMachine.h>
- namespace EMotionFX
- {
- class ActivateAnimGraphCommandFixture
- : public AnimGraphFixture
- {
- public:
- AnimGraphStateMachine* AddSubStateMachine(AnimGraphNode* parentState)
- {
- AnimGraphStateMachine* stateMachine = aznew AnimGraphStateMachine();
- parentState->AddChildNode(stateMachine);
- AnimGraphBindPoseNode* bindPose = aznew AnimGraphBindPoseNode();
- stateMachine->AddChildNode(bindPose);
- stateMachine->SetEntryState(bindPose);
- return stateMachine;
- }
- void ConstructGraph()
- {
- AnimGraphFixture::ConstructGraph();
- AnimGraphStateMachine* sm1 = AddSubStateMachine(m_rootStateMachine);
- AddSubStateMachine(m_rootStateMachine);
- m_rootStateMachine->SetEntryState(sm1);
- }
- void CheckStateMachinesAreInEntryStates(const AnimGraph* animGraph, AnimGraphInstance* instance)
- {
- AZStd::vector<AnimGraphNode*> stateMachines;
- animGraph->RecursiveCollectNodesOfType(azrtti_typeid<AnimGraphStateMachine>(), &stateMachines);
- for (AnimGraphNode* state : stateMachines)
- {
- AnimGraphStateMachine* stateMachine = static_cast<AnimGraphStateMachine*>(state);
- const AZStd::vector<AnimGraphNode*>& activeStates = stateMachine->GetActiveStates(instance);
- EXPECT_EQ(activeStates.size(), 1);
- EXPECT_TRUE(activeStates[0] == stateMachine->GetEntryState());
- }
- }
- };
- TEST_F(ActivateAnimGraphCommandFixture, ActivateAnimGraph)
- {
- CommandSystem::CommandManager commandManager;
- AZStd::string command;
- AZStd::string result;
- m_actorInstance->SetAnimGraphInstance(nullptr);
- EXPECT_TRUE(m_actorInstance->GetAnimGraphInstance() == nullptr);
- command = AZStd::string::format("ActivateAnimGraph -actorInstanceID %d -animGraphID %d -motionSetID %d\n",
- m_actorInstance->GetID(), m_animGraph->GetID(), m_motionSet->GetID());
- EXPECT_TRUE(commandManager.ExecuteCommand(command, result));
- AnimGraphInstance* newInstance = m_actorInstance->GetAnimGraphInstance();
- EXPECT_TRUE(newInstance != nullptr);
- EXPECT_TRUE(newInstance->GetAnimGraph() == m_animGraph.get());
- CheckStateMachinesAreInEntryStates(m_animGraph.get(), newInstance);
- }
- TEST_F(ActivateAnimGraphCommandFixture, ActivateAnimGraph_InvalidParameters)
- {
- CommandSystem::CommandManager commandManager;
- AZStd::string command;
- AZStd::string result;
- command = AZStd::string::format("ActivateAnimGraph -actorInstanceIndex %d -animGraphID %d -motionSetID %d\n",
- m_actorInstance->GetID(), m_animGraph->GetID(), m_motionSet->GetID());
- EXPECT_FALSE(commandManager.ExecuteCommand(command, result));
- command = AZStd::string::format("ActivateAnimGraph -actorInstanceID %d -animGraphIndex %d -motionSetID %d\n",
- m_actorInstance->GetID(), m_animGraph->GetID(), m_motionSet->GetID());
- EXPECT_FALSE(commandManager.ExecuteCommand(command, result));
- command = AZStd::string::format("ActivateAnimGraph -actorInstanceID %d -animGraphID %d -motionSetIndex %d\n",
- m_actorInstance->GetID(), m_animGraph->GetID(), m_motionSet->GetID());
- EXPECT_FALSE(commandManager.ExecuteCommand(command, result));
- }
- ///////////////////////////////////////////////////////////////////////////
- class LoadAnimGraphCommandTests
- : public AnimGraphFixture
- {
- public:
- void ConstructGraph() override
- {
- AnimGraphFixture::ConstructGraph();
- AnimGraphNode* stateA = aznew AnimGraphMotionNode();
- stateA->SetName("A");
- m_rootStateMachine->AddChildNode(stateA);
- m_rootStateMachine->SetEntryState(stateA);
- AnimGraphNode* stateB = aznew AnimGraphMotionNode();
- stateB->SetName("B");
- m_rootStateMachine->AddChildNode(stateB);
- AddTransition(stateA, stateB, 1.0f);
- // Save the anim graph to disk.
- AZ::SerializeContext* context = nullptr;
- AZ::ComponentApplicationBus::BroadcastResult(context, &AZ::ComponentApplicationBus::Events::GetSerializeContext);
- EXPECT_TRUE(context != nullptr) << "Serialize context is not valid.";
- EXPECT_TRUE(m_animGraph->SaveToFile(m_filename, context)) << "Saving anim graph to " << m_filename << " failed.";
- }
- public:
- const char* m_filename = "TestAnimGraph.animgraph";
- };
- // Note: Disabled tests as they fail on Jenkins. Loading the anim graph fails in AZ::Utils::LoadObjectFromFile<AnimGraph>() after saving the anim graph to disk successfully.
- class LoadAnimGraphCommandTestsBoolParam
- : public LoadAnimGraphCommandTests
- , public ::testing::WithParamInterface<bool>
- {
- };
- INSTANTIATE_TEST_CASE_P(LoadAnimGraphCommandTests, LoadAnimGraphCommandTestsBoolParam, ::testing::Bool());
- TEST_F(LoadAnimGraphCommandTests, DISABLED_LoadAnimGraph)
- {
- CommandSystem::CommandManager commandManager;
- AZStd::string command;
- AZStd::string result;
- command = AZStd::string::format("LoadAnimGraph -filename \"%s\"", m_filename);
- EXPECT_TRUE(commandManager.ExecuteCommand(command, result)) << result.c_str();
- const AnimGraph* loadedAnimGraph = EMotionFX::GetAnimGraphManager().FindAnimGraphByFileName(m_filename);
- EXPECT_TRUE(loadedAnimGraph != nullptr);
- EXPECT_FALSE(loadedAnimGraph->GetIsOwnedByRuntime());
- EXPECT_FALSE(loadedAnimGraph->GetIsOwnedByAsset());
- EXPECT_NE(m_animGraph->GetID(), loadedAnimGraph->GetID())
- << "The id of the original anim graph does not differ from the loaded one, which means that the loading routine just returned the loaded anim graph.";
- }
- TEST_F(LoadAnimGraphCommandTests, DISABLED_LoadAnimGraphTwice)
- {
- CommandSystem::CommandManager commandManager;
- AZStd::string command;
- AZStd::string result;
- command = AZStd::string::format("LoadAnimGraph -filename \"%s\"", m_filename);
- // Load the anim graph the first time.
- EXPECT_TRUE(commandManager.ExecuteCommand(command, result)) << result.c_str();
- const int firstAnimGraphId = AzFramework::StringFunc::ToInt(result.c_str());
- const AnimGraph* firstAnimGraph = EMotionFX::GetAnimGraphManager().FindAnimGraphByID(firstAnimGraphId);
- EXPECT_TRUE(firstAnimGraph != nullptr);
- EXPECT_FALSE(firstAnimGraph->GetIsOwnedByRuntime());
- EXPECT_FALSE(firstAnimGraph->GetIsOwnedByAsset());
- // Load the anim graph again.
- EXPECT_TRUE(commandManager.ExecuteCommand(command, result)) << result.c_str();
- const int secondAnimGraphId = AzFramework::StringFunc::ToInt(result.c_str());
- const AnimGraph* secondAnimGraph = EMotionFX::GetAnimGraphManager().FindAnimGraphByID(secondAnimGraphId);
- EXPECT_TRUE(secondAnimGraph != nullptr);
- EXPECT_FALSE(secondAnimGraph->GetIsOwnedByRuntime());
- EXPECT_FALSE(secondAnimGraph->GetIsOwnedByAsset());
- EXPECT_EQ(secondAnimGraph->GetID(), secondAnimGraph->GetID())
- << "The second load should be skipped as the anim graph already got loaded. If the ids are not equal, it means the anim graph got loaded twice.";
- }
- TEST_P(LoadAnimGraphCommandTestsBoolParam, DISABLED_LoadAnimGraphAfterAssetLoad)
- {
- CommandSystem::CommandManager commandManager;
- AZStd::string command;
- AZStd::string result;
- command = AZStd::string::format("LoadAnimGraph -filename \"%s\"", m_filename);
- // Load the anim graph once and fake that it got loaded by the asset system (faking a reference graph load).
- EXPECT_TRUE(commandManager.ExecuteCommand(command, result)) << result.c_str();
- const AZ::u32 assetAnimGraphId = static_cast<AZ::u32>(AzFramework::StringFunc::ToInt(result.c_str()));
- AnimGraph* assetAnimGraph = EMotionFX::GetAnimGraphManager().FindAnimGraphByID(assetAnimGraphId);
- EXPECT_TRUE(assetAnimGraph != nullptr);
- if (GetParam())
- {
- assetAnimGraph->SetIsOwnedByRuntime(true);
- }
- else
- {
- assetAnimGraph->SetIsOwnedByAsset(true);
- }
- // Load the anim graph again, this time normally.
- EXPECT_TRUE(commandManager.ExecuteCommand(command, result)) << result.c_str();
- const int loadedAnimGraphId = AzFramework::StringFunc::ToInt(result.c_str());
- const AnimGraph* loadedAnimGraph = EMotionFX::GetAnimGraphManager().FindAnimGraphByID(loadedAnimGraphId);
- EXPECT_TRUE(loadedAnimGraph != nullptr);
- EXPECT_FALSE(loadedAnimGraph->GetIsOwnedByRuntime());
- EXPECT_FALSE(loadedAnimGraph->GetIsOwnedByAsset());
- EXPECT_NE(loadedAnimGraph->GetID(), assetAnimGraph->GetID())
- << "As the first loaded anim graph pretends to be loaded by the asset system, the second and normal load should force load a second anim graph.";
- }
- } // namespace EMotionFX
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