add python test for smoothness of interpolated rigid body motion
Signed-off-by: greerdv <greerdv@amazon.com>
This commit is contained in:
@@ -91,4 +91,10 @@ class TestAutomation(TestAutomationBase):
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@revert_physics_config
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def test_C15425929_Undo_Redo(self, request, workspace, editor, launcher_platform):
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from .tests import Physics_UndoRedoWorksOnEntityWithPhysComponents as test_module
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self._run_test(request, workspace, editor, test_module)
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@pytest.mark.tick
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@pytest.mark.xfail(reason="Test still under development.")
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def test_Tick_InterpolatedRigidBodyMotionIsSmooth(self, request, workspace, editor, launcher_platform):
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from .tests.tick import Tick_InterpolatedRigidBodyMotionIsSmooth as test_module
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self._run_test(request, workspace, editor, test_module)
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+98
@@ -0,0 +1,98 @@
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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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Test Case Title : Verify that a rigid body with "Interpolate motion" option selected moves smoothly.
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"""
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# fmt: off
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class Tests():
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create_entity = ("Created test entity", "Failed to create test entity")
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rigid_body_added = ("Added PhysX Rigid Body component", "Failed to add PhysX Rigid Body component")
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rigid_body_smooth = ("Rigid body motion passed smoothness threshold", "Failed to meet smoothness threshold for rigid body motion")
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# fmt: on
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def Tick_InterpolatedRigidBodyMotionIsSmooth():
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"""
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Summary:
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Create entity with Mesh and PhysX Collider components and assign a fbx file in both the components.
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Verify that the fbx is properly fitting the mesh.
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Expected Behavior:
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1) The fbx is properly fitting the mesh.
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2) Multiple material slots show up under Materials section in the PhysX Collider component and that
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they correspond to the number of surfaces as designed in the mesh.
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Test Steps:
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1) Load the empty level
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2) Create an entity
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3) Add rigid body component
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4) Enter game mode and collect data for the rigid body's z co-ordinate and the time values for a series of frames
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5) Check if the motion of the rigid body was sufficiently smooth
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:return: None
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"""
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# imports
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import os
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import azlmbr.legacy.general as general
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import azlmbr.math as math
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from editor_python_test_tools.editor_entity_utils import EditorEntity as Entity
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from editor_python_test_tools.utils import Report
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from editor_python_test_tools.utils import TestHelper as helper
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from editor_python_test_tools.asset_utils import Asset
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import numpy as np
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# constants
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COEFFICIENT_OF_DETERMINATION_THRESHOLD = 1 - 1e-4 # curves with values below this are not considered sufficiently smooth
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helper.init_idle()
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# 1) Load the empty level
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helper.open_level("Physics", "Base")
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# 2) Create an entity
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test_entity = Entity.create_editor_entity("test_entity")
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Report.result(Tests.create_entity, test_entity.id.IsValid())
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azlmbr.components.TransformBus(
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azlmbr.bus.Event, "SetWorldTranslation", test_entity.id, math.Vector3(0.0, 0.0, 0.0))
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# 3) Add rigid body component
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rigid_body_component = test_entity.add_component("PhysX Rigid Body")
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rigid_body_component.set_component_property_value("Configuration|Interpolate motion", True)
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azlmbr.physics.RigidBodyRequestBus(azlmbr.bus.Event, "SetLinearDamping", test_entity.id, 0.0)
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Report.result(Tests.rigid_body_added, test_entity.has_component("PhysX Rigid Body"))
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# 4) Enter game mode and collect data for the rigid body's z co-ordinate and the time values for a series of frames
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t = []
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z = []
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general.enter_game_mode()
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general.idle_wait_frames(1)
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game_entity_id = general.find_game_entity("test_entity")
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for timestep in range(100):
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t.append(azlmbr.components.TickRequestBus(azlmbr.bus.Broadcast, "GetTimeAtCurrentTick").GetSeconds())
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z.append(azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldZ", game_entity_id))
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general.idle_wait_frames(1)
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general.exit_game_mode()
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# 5) Test that the z vs t curve is sufficiently smooth (if the interpolation is not working well, the curve will be less smooth)
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# normalize the t and z data
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t = np.array(t) - np.mean(t)
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z = np.array(z) - np.mean(z)
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# fit a polynomial to the z vs t curve
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fit = np.poly1d(np.polyfit(t, z, 4))
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residual = fit(t) - z
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# calculate the coefficient of determination (a measure of how closely the polynomial curve fits the data)
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# if the coefficient is very close to 1, then the curve fits the data very well, suggesting that the rigid body motion is smooth
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# if the coefficient is significantly less than 1, then the z values vary more erratically relative to the smooth curve,
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# indicating that the motion of the rigid body is not smooth
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coefficient_of_determination = (1 - np.sum(residual * residual) / np.sum(z * z))
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Report.result(Tests.rigid_body_smooth, bool(coefficient_of_determination > COEFFICIENT_OF_DETERMINATION_THRESHOLD))
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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(Tick_InterpolatedRigidBodyMotionIsSmooth)
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@@ -22,4 +22,5 @@ markers = SUITE_smoke: Tiny, quick tests of fundamental operation (tests with no
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SUITE_awsi: Time consuming AWS integration end-to-end tests
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# secondary markers which may appear alongisde a suite marker:
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REQUIRES_gpu: Tests which require a physical GPU
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tick: Tests which verify if systems update correctly with system ticks (for example, physics bodies should move smoothly)
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# custom markers not listed above will cause pytest to emit a typo warning
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