Finalizing temporary prefab helpers and test
Signed-off-by: jckand-amzn <jckand@amazon.com>
This commit is contained in:
+22
-19
@@ -19,7 +19,7 @@ import azlmbr.paths
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sys.path.append(os.path.join(azlmbr.paths.projectroot, 'Gem', 'PythonTests'))
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import editor_python_test_tools.hydra_editor_utils as hydra
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from editor_python_test_tools.editor_entity_utils import EditorEntity, EditorComponent
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from editor_python_test_tools.editor_entity_utils import EditorEntity
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from editor_python_test_tools.prefab_utils import Prefab
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@@ -33,13 +33,33 @@ def create_temp_mesh_prefab(mesh_asset_path, prefab_filename):
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# Assign the specified mesh asset
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mesh_asset = asset.AssetCatalogRequestBus(bus.Broadcast, "GetAssetIdByPath", mesh_asset_path, math.Uuid(), False)
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mesh_component.set_component_property_value("Controller|Configuration|Mesh Asset", mesh_asset)
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assert mesh_component.get_component_property_value("Controller|Configuration|Mesh Asset"), \
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assert mesh_component.get_component_property_value("Controller|Configuration|Mesh Asset") == mesh_asset, \
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"Failed to set Mesh asset"
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# Create and return the temporary/in-memory prefab
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temp_prefab = Prefab.create_prefab([root], prefab_filename)
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return temp_prefab
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def create_temp_physx_mesh_collider(physx_mesh_id, prefab_filename):
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# Create initial entity
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root = EditorEntity.create_editor_entity(name=prefab_filename)
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assert root.exists(), "Failed to create entity"
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# Add PhysX Collider component
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collider_component = root.add_component("PhysX Collider")
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assert root.has_component("PhysX Collider") and collider_component.is_enabled(), \
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"Failed to add/activate PhysX Collider component"
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# Set the Collider's Shape Configuration field to PhysicsAsset, and assign the specified PhysX Mesh asset
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collider_component.set_component_property_value("Shape Configuration|Shape", 7)
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assert collider_component.get_component_property_value("Shape Configuration|Shape") == 7, \
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"Failed to set Collider Shape to PhysicsAsset"
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collider_component.set_component_property_value("Shape Configuration|Asset|PhysX Mesh", physx_mesh_id)
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assert collider_component.get_component_property_value("Shape Configuration|Asset|PhysX Mesh") == physx_mesh_id, \
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"Failed to assign PhysX Mesh asset"
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# Create and return the temporary/in-memory prefab
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temp_prefab = Prefab.create_prefab([root], prefab_filename)
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return temp_prefab
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def create_surface_entity(name, center_point, box_size_x, box_size_y, box_size_z):
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# Create a "flat surface" entity to use as a plantable vegetation surface
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surface_entity = hydra.Entity(name)
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@@ -71,23 +91,6 @@ def create_mesh_surface_entity_with_slopes(name, center_point, uniform_scale):
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return surface_entity
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def create_prefab_spawner(name, center_point, box_size_x, box_size_y, box_size_z, prefab_asset_path):
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# Create a vegetation area entity to use as our test vegetation spawner
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spawner_entity = EditorEntity.create_editor_entity_at(center_point, name=name)
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spawner_entity.add_components(["Vegetation Layer Spawner", "Box Shape", "Vegetation Asset List"])
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if spawner_entity.id.IsValid():
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print(f"'{spawner_entity.get_name()}' created")
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spawner_entity.components[1].set_component_property_value("Box Shape|Box Configuration|Dimensions",
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math.Vector3(box_size_x, box_size_y, box_size_z))
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# Set the vegetation area to a Prefab spawner with a specific prefab asset selected
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prefab_spawner = vegetation.PrefabInstanceSpawner()
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prefab_spawner.SetPrefabAssetPath(prefab_asset_path)
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descriptor = spawner_entity.components[2].get_component_property_value("Configuration|Embedded Assets|[0]")
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descriptor.spawner = prefab_spawner
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spawner_entity.components[2].set_component_property_value("Configuration|Embedded Assets|[0]", descriptor)
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return spawner_entity
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def create_empty_spawner(name, center_point, box_size_x, box_size_y, box_size_z):
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# Create a vegetation area entity to use as our test vegetation spawner
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spawner_entity = EditorEntity.create_editor_entity_at(center_point, name=name)
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