Initial check-in of in-memory prefab creation helpers for Dynamic Vegetation tests
Signed-off-by: jckand-amzn <jckand@amazon.com>
This commit is contained in:
+3
-1
@@ -132,6 +132,7 @@ class EditorEntity:
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def __init__(self, id: azlmbr.entity.EntityId):
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self.id: azlmbr.entity.EntityId = id
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self.components: List[EditorComponent] = []
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# Creation functions
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@classmethod
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@@ -258,6 +259,7 @@ class EditorEntity:
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:return: Component object of newly added component.
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"""
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component = self.add_components([component_name])[0]
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self.components.append(component)
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return component
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def add_components(self, component_names: list) -> List[EditorComponent]:
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@@ -279,7 +281,7 @@ class EditorEntity:
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), f"Failure: Could not add component: '{new_comp.get_component_name()}' to entity: '{self.get_name()}'"
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new_comp.id = add_component_outcome.GetValue()[0]
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components.append(new_comp)
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self.components.append(new_comp)
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return components
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def get_components_of_type(self, component_names: list) -> List[EditorComponent]:
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+90
@@ -0,0 +1,90 @@
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"""
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Copyright (c) Contributors to the Open 3D Engine Project.
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For complete copyright and license terms please see the LICENSE at the root of this distribution.
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SPDX-License-Identifier: Apache-2.0 OR MIT
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"""
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def DynVegUtils_TempPrefabCreationWorks():
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"""
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Summary:
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An existing level is opened. Each Prefab setup to be spawned by Dynamic Vegetation tests is created in memory and
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validated against existing components/mesh assignments. A spawner is then created with the temporary prefabs to ensure
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proper functionality with Dynamic Vegetation components.
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Expected Behavior:
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Temporary prefabs contain the expected components/assets. Instances plant as expected in the assigned area.
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Test Steps:
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1) Open an existing level
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2) Create each of the necessary temporary prefabs, and validate the component/mesh setups
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3) Create a Vegetation Layer Spawner setup using the temporary prefabs as Prefab Instance Spawner types
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4) Create a surface to plant on and validate instance counts
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5) Verify expected instance counts
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Note:
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- This test file must be called from the Open 3D Engine Editor command terminal
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- Any passed and failed tests are written to the Editor.log file.
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Parsing the file or running a log_monitor are required to observe the test results.
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:return: None
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"""
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import os
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import azlmbr.editor as editor
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import azlmbr.legacy.general as general
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import azlmbr.bus as bus
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import azlmbr.math as math
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import editor_python_test_tools.hydra_editor_utils as hydra
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from largeworlds.large_worlds_utils import editor_dynveg_test_helper as dynveg
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from editor_python_test_tools.utils import Report, Tracer
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from editor_python_test_tools.utils import TestHelper as helper
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from editor_python_test_tools.prefab_utils import Prefab, PrefabInstance, get_prefab_file_path
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with Tracer() as error_tracer:
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# Create dictionary for prefab filenames and paths to create using helper function
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mesh_prefabs = {
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"PinkFlower": os.path.join("assets", "objects", "foliage", "grass_flower_pink.azmodel"),
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"PurpleFlower": os.path.join("assets", "objects", "foliage", "grass_flower_purple.azmodel"),
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"1m_Cube": os.path.join("objects", "_primitives", "_box_1x1.azmodel"),
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"CedarTree": os.path.join("assets", "objects", "foliage", "cedar.azmodel"),
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"Bush": os.path.join("assets", "objects", "foliage", "bush_privet_01.azmodel"),
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}
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# 1) Open an existing simple level
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helper.init_idle()
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helper.open_level("Prefab", "Base")
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# 2) Create a Dynamic Vegetation surface in preparation of prefab creation
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center_point = math.Vector3(0.0, 0.0, 0.0)
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dynveg.create_surface_entity("Planting Surface", center_point, 128.0, 128.0, 1.0)
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# 3) Create each of the Mesh asset prefabs and validate that the prefab created successfully
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for prefab_filename, asset_path in mesh_prefabs.items():
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prefab_created = (
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f"Temporary {prefab_filename} prefab created successfully",
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f"Failed to create temporary {prefab_filename} prefab"
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)
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prefab = dynveg.create_temp_mesh_prefab(asset_path, prefab_filename)
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Report.result(prefab_created, helper.wait_for_condition(lambda: PrefabInstance.is_valid(prefab[1]), 3.0))
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# 4) Assign the temp prefab to the prefab instance spawner, and validate the instance count
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#for prefab_filename in mesh_prefabs:
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spawner_entity = dynveg.create_prefab_spawner("PrefabSpawner", center_point, 16.0, 16.0, 16.0,
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get_prefab_file_path("Sphere"))
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# 5) Report errors/asserts
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helper.wait_for_condition(lambda: error_tracer.has_errors or error_tracer.has_asserts, 1.0)
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for error_info in error_tracer.errors:
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Report.info(f"Error: {error_info.filename} {error_info.function} | {error_info.message}")
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for assert_info in error_tracer.asserts:
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Report.info(f"Assert: {assert_info.filename} {assert_info.function} | {assert_info.message}")
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general.idle_wait(20.0)
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if __name__ == "__main__":
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from editor_python_test_tools.utils import Report
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Report.start_test(DynVegUtils_TempPrefabCreationWorks)
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@@ -0,0 +1,22 @@
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"""
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Copyright (c) Contributors to the Open 3D Engine Project.
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For complete copyright and license terms please see the LICENSE at the root of this distribution.
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SPDX-License-Identifier: Apache-2.0 OR MIT
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"""
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import os
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import pytest
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import ly_test_tools.environment.file_system as file_system
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from ly_test_tools.o3de.editor_test import EditorSingleTest, EditorSharedTest, EditorParallelTest, EditorTestSuite
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@pytest.mark.SUITE_main
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@pytest.mark.parametrize("launcher_platform", ['windows_editor'])
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@pytest.mark.parametrize("project", ["AutomatedTesting"])
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class TestAutomation(EditorTestSuite):
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global_extra_cmdline_args = []
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class test_DynVegUtils_TempPrefabCreationWorks(EditorSharedTest):
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from .EditorScripts import DynVegUtils_TempPrefabCreationWorks as test_module
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+54
-1
@@ -19,6 +19,25 @@ 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.prefab_utils import Prefab
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def create_temp_mesh_prefab(mesh_asset_path, 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 mesh component
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mesh_component = root.add_component("Mesh")
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assert root.has_component("Mesh") and mesh_component.is_enabled(), "Failed to add/activate Mesh component"
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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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"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_surface_entity(name, center_point, box_size_x, box_size_y, box_size_z):
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@@ -52,6 +71,40 @@ 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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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 an empty spawner
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empty_spawner = vegetation.EmptyInstanceSpawner()
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descriptor = spawner_entity.components[2].get_component_property_value("Configuration|Embedded Assets|[0]")
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descriptor.spawner = empty_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_vegetation_area(name, center_point, box_size_x, box_size_y, box_size_z, dynamic_slice_asset_path):
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# Create a vegetation area entity to use as our test vegetation spawner
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spawner_entity = hydra.Entity(name)
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@@ -67,7 +120,7 @@ def create_vegetation_area(name, center_point, box_size_x, box_size_y, box_size_
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# Set the vegetation area to a Dynamic Slice spawner with a specific slice asset selected
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dynamic_slice_spawner = vegetation.DynamicSliceInstanceSpawner()
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dynamic_slice_spawner.SetSliceAssetPath(dynamic_slice_asset_path)
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descriptor = hydra.get_component_property_value(spawner_entity.components[2], 'Configuration|Embedded Assets|[0]')
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descriptor = vegetation.Descriptor()
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descriptor.spawner = dynamic_slice_spawner
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spawner_entity.get_set_test(2, "Configuration|Embedded Assets|[0]", descriptor)
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return spawner_entity
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