/* * 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 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 GetTestJointNames() const; protected: AutoRegisteredActor m_actor{}; ActorInstance* m_actorInstance = nullptr; }; } // namespace EMotionFX