AnimGraphTransitionFixture.cpp 4.4 KB

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  1. /*
  2. * Copyright (c) Contributors to the Open 3D Engine Project.
  3. * For complete copyright and license terms please see the LICENSE at the root of this distribution.
  4. *
  5. * SPDX-License-Identifier: Apache-2.0 OR MIT
  6. *
  7. */
  8. #include <AzCore/std/containers/array.h>
  9. #include "AnimGraphTransitionFixture.h"
  10. #include <EMotionFX/Source/Actor.h>
  11. #include <EMotionFX/Source/ActorInstance.h>
  12. #include <EMotionFX/Source/AnimGraph.h>
  13. #include <EMotionFX/Source/AnimGraphInstance.h>
  14. #include <EMotionFX/Source/AnimGraphMotionCondition.h>
  15. #include <EMotionFX/Source/AnimGraphMotionNode.h>
  16. #include <EMotionFX/Source/AnimGraphStateMachine.h>
  17. #include <EMotionFX/Source/AnimGraphStateTransition.h>
  18. #include <EMotionFX/Source/MotionInstance.h>
  19. #include <EMotionFX/Source/MotionSet.h>
  20. #include <EMotionFX/Source/Node.h>
  21. #include <EMotionFX/Source/Motion.h>
  22. #include <EMotionFX/Source/MotionData/NonUniformMotionData.h>
  23. #include <Tests/TestAssetCode/ActorFactory.h>
  24. #include <Tests/TestAssetCode/SimpleActors.h>
  25. namespace EMotionFX
  26. {
  27. void AnimGraphTransitionFixture::SetUp()
  28. {
  29. SystemComponentFixture::SetUp();
  30. // This test sets up an anim graph with 2 motions, each of which is 1
  31. // second long. There is a transition from the first to the second that
  32. // triggers when the first is complete, and takes 0.5 seconds to
  33. // transition, and an identical one going the other way. During the
  34. // transition, the weights of the motion states should add up to 1.
  35. m_actor = ActorFactory::CreateAndInit<SimpleJointChainActor>(1);
  36. m_animGraph = AnimGraphFactory::Create<TwoMotionNodeAnimGraph>();
  37. m_motionNodeA = m_animGraph->GetMotionNodeA();
  38. m_motionNodeB = m_animGraph->GetMotionNodeB();
  39. AnimGraphMotionCondition* condition0 = aznew AnimGraphMotionCondition();
  40. condition0->SetMotionNodeId(m_motionNodeA->GetId());
  41. condition0->SetTestFunction(AnimGraphMotionCondition::FUNCTION_HASENDED);
  42. AnimGraphStateTransition* transition0 = aznew AnimGraphStateTransition();
  43. transition0->SetSourceNode(m_motionNodeA);
  44. transition0->SetTargetNode(m_motionNodeB);
  45. transition0->SetBlendTime(0.5f);
  46. transition0->AddCondition(condition0);
  47. AnimGraphMotionCondition* condition1 = aznew AnimGraphMotionCondition();
  48. condition1->SetMotionNodeId(m_motionNodeB->GetId());
  49. condition1->SetTestFunction(AnimGraphMotionCondition::FUNCTION_HASENDED);
  50. AnimGraphStateTransition* transition1 = aznew AnimGraphStateTransition();
  51. transition1->SetSourceNode(m_motionNodeB);
  52. transition1->SetTargetNode(m_motionNodeA);
  53. transition1->SetBlendTime(0.5f);
  54. transition1->AddCondition(condition1);
  55. m_stateMachine = m_animGraph->GetRootStateMachine();
  56. m_stateMachine->AddTransition(transition0);
  57. m_stateMachine->AddTransition(transition1);
  58. m_stateMachine->InitAfterLoading(m_animGraph.get());
  59. m_motionSet = aznew MotionSet();
  60. m_motionSet->SetName("testMotionSet");
  61. for (int i = 0; i < 2; ++i)
  62. {
  63. // The motion set keeps track of motions by their name. Each motion
  64. // within the motion set must have a unique name.
  65. AZStd::string motionId = AZStd::string::format("testSkeletalMotion%i", i);
  66. Motion* motion = aznew Motion(motionId.c_str());
  67. motion->SetMotionData(aznew NonUniformMotionData());
  68. motion->GetMotionData()->SetDuration(1.0f);
  69. MotionSet::MotionEntry* motionEntry = aznew MotionSet::MotionEntry(motion->GetName(), motion->GetName(), motion);
  70. m_motionSet->AddMotionEntry(motionEntry);
  71. AnimGraphMotionNode* motionNode = (i == 0) ? m_motionNodeA : m_motionNodeB;
  72. motionNode->SetName(motionId.c_str());
  73. motionNode->AddMotionId(motionId.c_str());
  74. }
  75. m_actorInstance = ActorInstance::Create(m_actor.get());
  76. m_animGraphInstance = AnimGraphInstance::Create(m_animGraph.get(), m_actorInstance, m_motionSet);
  77. m_actorInstance->SetAnimGraphInstance(m_animGraphInstance);
  78. }
  79. void AnimGraphTransitionFixture::TearDown()
  80. {
  81. delete m_motionSet;
  82. m_motionSet = nullptr;
  83. if (m_actorInstance)
  84. {
  85. m_actorInstance->Destroy();
  86. }
  87. m_actor.reset();
  88. m_animGraph.reset();
  89. SystemComponentFixture::TearDown();
  90. }
  91. } // namespace EMotionFX