Merge branch 'development' of https://github.com/aws-lumberyard/o3de into Neil_o3de_automation_HDRi_Skybox
This commit is contained in:
@@ -172,8 +172,7 @@ def create_basic_atom_level(level_name):
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entity_position=default_position,
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components=["HDRi Skybox", "Global Skylight (IBL)"],
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parent_id=default_level.id)
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global_skylight_asset_path = os.path.join(
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"LightingPresets", "greenwich_park_02_4k_iblskyboxcm_iblspecular.exr.streamingimage")
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global_skylight_asset_path = os.path.join("LightingPresets", "default_iblskyboxcm.exr.streamingimage")
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global_skylight_asset_value = asset.AssetCatalogRequestBus(
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bus.Broadcast, "GetAssetIdByPath", global_skylight_asset_path, math.Uuid(), False)
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global_skylight.get_set_test(0, "Controller|Configuration|Cubemap Texture", global_skylight_asset_value)
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@@ -57,11 +57,13 @@ class AtomComponentProperties:
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def camera(property: str = 'name') -> str:
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"""
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Camera component properties.
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- 'Field of view': Sets the value for the camera's FOV (Field of View) in degrees, i.e. 60.0
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:param property: From the last element of the property tree path. Default 'name' for component name string.
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:return: Full property path OR component name if no property specified.
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"""
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properties = {
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'name': 'Camera',
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'Field of view': 'Controller|Configuration|Field of view'
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}
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return properties[property]
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@@ -115,7 +117,7 @@ class AtomComponentProperties:
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return properties[property]
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@staticmethod
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def diffuse_probe(property: str = 'name') -> str:
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def diffuse_probe_grid(property: str = 'name') -> str:
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"""
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Diffuse Probe Grid component properties. Requires one of 'shapes'.
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- 'shapes' a list of supported shapes as component names.
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@@ -202,11 +204,13 @@ class AtomComponentProperties:
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def grid(property: str = 'name') -> str:
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"""
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Grid component properties.
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- 'Secondary Grid Spacing': The spacing value for the secondary grid, i.e. 1.0
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:param property: From the last element of the property tree path. Default 'name' for component name string.
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:return: Full property path OR component name if no property specified.
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"""
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properties = {
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'name': 'Grid',
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'Secondary Grid Spacing': 'Controller|Configuration|Secondary Grid Spacing',
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}
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return properties[property]
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@@ -231,11 +235,13 @@ class AtomComponentProperties:
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def hdri_skybox(property: str = 'name') -> str:
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"""
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HDRi Skybox component properties.
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- 'Cubemap Texture': Asset.id for the cubemap texture to set.
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:param property: From the last element of the property tree path. Default 'name' for component name string.
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:return: Full property path OR component name if no property specified.
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"""
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properties = {
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'name': 'HDRi Skybox',
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'Cubemap Texture': 'Controller|Configuration|Cubemap Texture',
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}
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return properties[property]
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@@ -259,12 +265,16 @@ class AtomComponentProperties:
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Look Modification component properties. Requires PostFX Layer component.
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- 'requires' a list of component names as strings required by this component.
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Use editor_entity_utils EditorEntity.add_components(list) to add this list of requirements.\n
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- 'Enable look modification' Toggle active state of the component True/False
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- 'Color Grading LUT' Asset.id for the LUT used for affecting level look.
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:param property: From the last element of the property tree path. Default 'name' for component name string.
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:return: Full property path OR component name if no property specified.
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"""
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properties = {
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'name': 'Look Modification',
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'requires': [AtomComponentProperties.postfx_layer()],
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'Enable look modification': 'Controller|Configuration|Enable look modification',
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'Color Grading LUT': 'Controller|Configuration|Color Grading LUT',
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}
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return properties[property]
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@@ -274,12 +284,14 @@ class AtomComponentProperties:
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Material component properties. Requires one of Actor OR Mesh component.
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- 'requires' a list of component names as strings required by this component.
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Only one of these is required at a time for this component.\n
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- 'Material Asset': the material Asset.id of the material.
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:param property: From the last element of the property tree path. Default 'name' for component name string.
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:return: Full property path OR component name if no property specified.
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"""
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properties = {
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'name': 'Material',
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'requires': [AtomComponentProperties.actor(), AtomComponentProperties.mesh()],
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'Material Asset': 'Default Material|Material Asset',
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}
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return properties[property]
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@@ -1,3 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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size 6220817
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||||
+187
@@ -0,0 +1,187 @@
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||||
"""
|
||||
Copyright (c) Contributors to the Open 3D Engine Project.
|
||||
For complete copyright and license terms please see the LICENSE at the root of this distribution.
|
||||
|
||||
SPDX-License-Identifier: Apache-2.0 OR MIT
|
||||
"""
|
||||
|
||||
|
||||
class Tests:
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creation_undo = (
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"UNDO Entity creation success",
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"UNDO Entity creation failed")
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creation_redo = (
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"REDO Entity creation success",
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"REDO Entity creation failed")
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diffuse_probe_grid_creation = (
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"Diffuse Probe Grid Entity successfully created",
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"Diffuse Probe Grid Entity failed to be created")
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diffuse_probe_grid_component = (
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"Entity has a Diffuse Probe Grid component",
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"Entity failed to find Diffuse Probe Grid component")
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diffuse_probe_grid_disabled = (
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"Diffuse Probe Grid component disabled",
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"Diffuse Probe Grid component was not disabled")
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diffuse_probe_grid_enabled = (
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"Diffuse Probe Grid component enabled",
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"Diffuse Probe Grid component was not enabled")
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enter_game_mode = (
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"Entered game mode",
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"Failed to enter game mode")
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exit_game_mode = (
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"Exited game mode",
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"Couldn't exit game mode")
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is_visible = (
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"Entity is visible",
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"Entity was not visible")
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is_hidden = (
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||||
"Entity is hidden",
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||||
"Entity was not hidden")
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||||
entity_deleted = (
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"Entity deleted",
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"Entity was not deleted")
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deletion_undo = (
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"UNDO deletion success",
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"UNDO deletion failed")
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deletion_redo = (
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"REDO deletion success",
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"REDO deletion failed")
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|
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|
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def AtomEditorComponents_DiffuseProbeGrid_AddedToEntity():
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"""
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Summary:
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Tests the Diffuse Probe Grid component can be added to an entity and has the expected functionality.
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Test setup:
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- Wait for Editor idle loop.
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- Open the "Base" level.
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Expected Behavior:
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The component can be added, used in game mode, hidden/shown, deleted, and has accurate required components.
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Creation and deletion undo/redo should also work.
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Test Steps:
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1) Create a Diffuse Probe Grid entity with no components.
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2) Add a Diffuse Probe Grid component to Diffuse Probe Grid entity.
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3) UNDO the entity creation and component addition.
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4) REDO the entity creation and component addition.
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5) Verify Diffuse Probe Grid component not enabled.
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6) Add Shape component since it is required by the Diffuse Probe Grid component.
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||||
7) Verify Diffuse Probe Grid component is enabled.
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||||
8) Enter/Exit game mode.
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||||
9) Test IsHidden.
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10) Test IsVisible.
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||||
11) Delete Diffuse Probe Grid entity.
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||||
12) UNDO deletion.
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||||
13) REDO deletion.
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||||
14) Look for errors.
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||||
|
||||
:return: None
|
||||
"""
|
||||
|
||||
import azlmbr.legacy.general as general
|
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|
||||
from editor_python_test_tools.editor_entity_utils import EditorEntity
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from editor_python_test_tools.utils import Report, Tracer, TestHelper
|
||||
from Atom.atom_utils.atom_constants import AtomComponentProperties
|
||||
|
||||
with Tracer() as error_tracer:
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# Test setup begins.
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# Setup: Wait for Editor idle loop before executing Python hydra scripts then open "Base" level.
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||||
TestHelper.init_idle()
|
||||
TestHelper.open_level("", "Base")
|
||||
|
||||
# Test steps begin.
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# 1. Create a Diffuse Probe Grid entity with no components.
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diffuse_probe_grid_entity = EditorEntity.create_editor_entity(AtomComponentProperties.diffuse_probe_grid())
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||||
Report.critical_result(Tests.diffuse_probe_grid_creation, diffuse_probe_grid_entity.exists())
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||||
|
||||
# 2. Add a Diffuse Probe Grid component to Diffuse Probe Grid entity.
|
||||
diffuse_probe_grid_component = diffuse_probe_grid_entity.add_component(
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||||
AtomComponentProperties.diffuse_probe_grid())
|
||||
Report.critical_result(
|
||||
Tests.diffuse_probe_grid_component,
|
||||
diffuse_probe_grid_entity.has_component(AtomComponentProperties.diffuse_probe_grid()))
|
||||
|
||||
# 3. UNDO the entity creation and component addition.
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||||
# -> UNDO component addition.
|
||||
general.undo()
|
||||
# -> UNDO naming entity.
|
||||
general.undo()
|
||||
# -> UNDO selecting entity.
|
||||
general.undo()
|
||||
# -> UNDO entity creation.
|
||||
general.undo()
|
||||
general.idle_wait_frames(1)
|
||||
Report.result(Tests.creation_undo, not diffuse_probe_grid_entity.exists())
|
||||
|
||||
# 4. REDO the entity creation and component addition.
|
||||
# -> REDO entity creation.
|
||||
general.redo()
|
||||
# -> REDO selecting entity.
|
||||
general.redo()
|
||||
# -> REDO naming entity.
|
||||
general.redo()
|
||||
# -> REDO component addition.
|
||||
general.redo()
|
||||
general.idle_wait_frames(1)
|
||||
Report.result(Tests.creation_redo, diffuse_probe_grid_entity.exists())
|
||||
|
||||
# 5. Verify Diffuse Probe Grid component not enabled.
|
||||
Report.result(Tests.diffuse_probe_grid_disabled, not diffuse_probe_grid_component.is_enabled())
|
||||
|
||||
# 6. Add Shape component since it is required by the Diffuse Probe Grid component.
|
||||
for shape in AtomComponentProperties.diffuse_probe_grid('shapes'):
|
||||
diffuse_probe_grid_entity.add_component(shape)
|
||||
test_shape = (
|
||||
f"Entity has a {shape} component",
|
||||
f"Entity did not have a {shape} component")
|
||||
Report.result(test_shape, diffuse_probe_grid_entity.has_component(shape))
|
||||
|
||||
# 7. Check if required shape allows Diffuse Probe Grid to be enabled
|
||||
Report.result(Tests.diffuse_probe_grid_enabled, diffuse_probe_grid_component.is_enabled())
|
||||
|
||||
# Undo to remove each added shape except the last one and verify Diffuse Probe Grid is not enabled.
|
||||
if not (shape == AtomComponentProperties.diffuse_probe_grid('shapes')[-1]):
|
||||
general.undo()
|
||||
TestHelper.wait_for_condition(lambda: not diffuse_probe_grid_entity.has_component(shape), 1.0)
|
||||
Report.result(Tests.diffuse_probe_grid_disabled, not diffuse_probe_grid_component.is_enabled())
|
||||
|
||||
# 8. Enter/Exit game mode.
|
||||
TestHelper.enter_game_mode(Tests.enter_game_mode)
|
||||
general.idle_wait_frames(1)
|
||||
TestHelper.exit_game_mode(Tests.exit_game_mode)
|
||||
|
||||
# 9. Test IsHidden.
|
||||
diffuse_probe_grid_entity.set_visibility_state(False)
|
||||
Report.result(Tests.is_hidden, diffuse_probe_grid_entity.is_hidden() is True)
|
||||
|
||||
# 10. Test IsVisible.
|
||||
diffuse_probe_grid_entity.set_visibility_state(True)
|
||||
general.idle_wait_frames(1)
|
||||
Report.result(Tests.is_visible, diffuse_probe_grid_entity.is_visible() is True)
|
||||
|
||||
# 11. Delete Diffuse Probe Grid entity.
|
||||
diffuse_probe_grid_entity.delete()
|
||||
Report.result(Tests.entity_deleted, not diffuse_probe_grid_entity.exists())
|
||||
|
||||
# 12. UNDO deletion.
|
||||
general.undo()
|
||||
Report.result(Tests.deletion_undo, diffuse_probe_grid_entity.exists())
|
||||
|
||||
# 13. REDO deletion.
|
||||
general.redo()
|
||||
Report.result(Tests.deletion_redo, not diffuse_probe_grid_entity.exists())
|
||||
|
||||
# 14. Look for errors or asserts.
|
||||
TestHelper.wait_for_condition(lambda: error_tracer.has_errors or error_tracer.has_asserts, 1.0)
|
||||
for error_info in error_tracer.errors:
|
||||
Report.info(f"Error: {error_info.filename} {error_info.function} | {error_info.message}")
|
||||
for assert_info in error_tracer.asserts:
|
||||
Report.info(f"Assert: {assert_info.filename} {assert_info.function} | {assert_info.message}")
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(AtomEditorComponents_DiffuseProbeGrid_AddedToEntity)
|
||||
+158
@@ -0,0 +1,158 @@
|
||||
"""
|
||||
Copyright (c) Contributors to the Open 3D Engine Project.
|
||||
For complete copyright and license terms please see the LICENSE at the root of this distribution.
|
||||
|
||||
SPDX-License-Identifier: Apache-2.0 OR MIT
|
||||
"""
|
||||
|
||||
|
||||
class Tests:
|
||||
creation_undo = (
|
||||
"UNDO Entity creation success",
|
||||
"UNDO Entity creation failed")
|
||||
creation_redo = (
|
||||
"REDO Entity creation success",
|
||||
"REDO Entity creation failed")
|
||||
entity_reference_creation = (
|
||||
"Entity Reference Entity successfully created",
|
||||
"Entity Reference Entity failed to be created")
|
||||
entity_reference_component = (
|
||||
"Entity has an Entity Reference component",
|
||||
"Entity failed to find Entity Reference component")
|
||||
enter_game_mode = (
|
||||
"Entered game mode",
|
||||
"Failed to enter game mode")
|
||||
exit_game_mode = (
|
||||
"Exited game mode",
|
||||
"Couldn't exit game mode")
|
||||
is_visible = (
|
||||
"Entity is visible",
|
||||
"Entity was not visible")
|
||||
is_hidden = (
|
||||
"Entity is hidden",
|
||||
"Entity was not hidden")
|
||||
entity_deleted = (
|
||||
"Entity deleted",
|
||||
"Entity was not deleted")
|
||||
deletion_undo = (
|
||||
"UNDO deletion success",
|
||||
"UNDO deletion failed")
|
||||
deletion_redo = (
|
||||
"REDO deletion success",
|
||||
"REDO deletion failed")
|
||||
|
||||
|
||||
def AtomEditorComponents_EntityReference_AddedToEntity():
|
||||
"""
|
||||
Summary:
|
||||
Tests the Entity Reference component can be added to an entity and has the expected functionality.
|
||||
|
||||
Test setup:
|
||||
- Wait for Editor idle loop.
|
||||
- Open the "Base" level.
|
||||
|
||||
Expected Behavior:
|
||||
The component can be added, used in game mode, hidden/shown, deleted, and has accurate required components.
|
||||
Creation and deletion undo/redo should also work.
|
||||
|
||||
Test Steps:
|
||||
1) Create an Entity Reference entity with no components.
|
||||
2) Add Entity Reference component to Entity Reference entity.
|
||||
3) UNDO the entity creation and component addition.
|
||||
4) REDO the entity creation and component addition.
|
||||
5) Enter/Exit game mode.
|
||||
6) Test IsHidden.
|
||||
7) Test IsVisible.
|
||||
8) Delete Entity Reference entity.
|
||||
9) UNDO deletion.
|
||||
10) REDO deletion.
|
||||
11) Look for errors.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
|
||||
import azlmbr.legacy.general as general
|
||||
|
||||
from editor_python_test_tools.editor_entity_utils import EditorEntity
|
||||
from editor_python_test_tools.utils import Report, Tracer, TestHelper
|
||||
from Atom.atom_utils.atom_constants import AtomComponentProperties
|
||||
|
||||
with Tracer() as error_tracer:
|
||||
# Test setup begins.
|
||||
# Setup: Wait for Editor idle loop before executing Python hydra scripts then open "Base" level.
|
||||
TestHelper.init_idle()
|
||||
TestHelper.open_level("", "Base")
|
||||
|
||||
# Test steps begin.
|
||||
# 1. Create an Entity Reference entity with no components.
|
||||
entity_reference_entity = EditorEntity.create_editor_entity(AtomComponentProperties.entity_reference())
|
||||
Report.critical_result(Tests.entity_reference_creation, entity_reference_entity.exists())
|
||||
|
||||
# 2. Add Entity Reference component to Entity Reference entity.
|
||||
entity_reference_component = entity_reference_entity.add_component(
|
||||
AtomComponentProperties.entity_reference())
|
||||
Report.critical_result(
|
||||
Tests.entity_reference_component,
|
||||
entity_reference_entity.has_component(AtomComponentProperties.entity_reference()))
|
||||
|
||||
# 3. UNDO the entity creation and component addition.
|
||||
# -> UNDO component addition.
|
||||
general.undo()
|
||||
# -> UNDO naming entity.
|
||||
general.undo()
|
||||
# -> UNDO selecting entity.
|
||||
general.undo()
|
||||
# -> UNDO entity creation.
|
||||
general.undo()
|
||||
general.idle_wait_frames(1)
|
||||
Report.result(Tests.creation_undo, not entity_reference_entity.exists())
|
||||
|
||||
# 4. REDO the entity creation and component addition.
|
||||
# -> REDO entity creation.
|
||||
general.redo()
|
||||
# -> REDO selecting entity.
|
||||
general.redo()
|
||||
# -> REDO naming entity.
|
||||
general.redo()
|
||||
# -> REDO component addition.
|
||||
general.redo()
|
||||
general.idle_wait_frames(1)
|
||||
Report.result(Tests.creation_redo, entity_reference_entity.exists())
|
||||
|
||||
# 5. Enter/Exit game mode.
|
||||
TestHelper.enter_game_mode(Tests.enter_game_mode)
|
||||
general.idle_wait_frames(1)
|
||||
TestHelper.exit_game_mode(Tests.exit_game_mode)
|
||||
|
||||
# 6. Test IsHidden.
|
||||
entity_reference_entity.set_visibility_state(False)
|
||||
Report.result(Tests.is_hidden, entity_reference_entity.is_hidden() is True)
|
||||
|
||||
# 7. Test IsVisible.
|
||||
entity_reference_entity.set_visibility_state(True)
|
||||
general.idle_wait_frames(1)
|
||||
Report.result(Tests.is_visible, entity_reference_entity.is_visible() is True)
|
||||
|
||||
# 8. Delete Entity Reference entity.
|
||||
entity_reference_entity.delete()
|
||||
Report.result(Tests.entity_deleted, not entity_reference_entity.exists())
|
||||
|
||||
# 9. UNDO deletion.
|
||||
general.undo()
|
||||
Report.result(Tests.deletion_undo, entity_reference_entity.exists())
|
||||
|
||||
# 10. REDO deletion.
|
||||
general.redo()
|
||||
Report.result(Tests.deletion_redo, not entity_reference_entity.exists())
|
||||
|
||||
# 11. Look for errors and asserts.
|
||||
TestHelper.wait_for_condition(lambda: error_tracer.has_errors or error_tracer.has_asserts, 1.0)
|
||||
for error_info in error_tracer.errors:
|
||||
Report.info(f"Error: {error_info.filename} {error_info.function} | {error_info.message}")
|
||||
for assert_info in error_tracer.asserts:
|
||||
Report.info(f"Assert: {assert_info.filename} {assert_info.function} | {assert_info.message}")
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(AtomEditorComponents_EntityReference_AddedToEntity)
|
||||
+2
-2
@@ -151,7 +151,7 @@ def AtomEditorComponents_GlobalSkylightIBL_AddedToEntity():
|
||||
Report.result(Tests.is_visible, global_skylight_entity.is_visible() is True)
|
||||
|
||||
# 8. Set the Diffuse Image asset on the Global Skylight (IBL) entity.
|
||||
diffuse_image_path = os.path.join("LightingPresets", "greenwich_park_02_4k_iblskyboxcm.exr.streamingimage")
|
||||
diffuse_image_path = os.path.join("LightingPresets", "default_iblskyboxcm.exr.streamingimage")
|
||||
diffuse_image_asset = Asset.find_asset_by_path(diffuse_image_path, False)
|
||||
global_skylight_component.set_component_property_value(
|
||||
AtomComponentProperties.global_skylight('Diffuse Image'), diffuse_image_asset.id)
|
||||
@@ -161,7 +161,7 @@ def AtomEditorComponents_GlobalSkylightIBL_AddedToEntity():
|
||||
AtomComponentProperties.global_skylight('Diffuse Image')))
|
||||
|
||||
# 9. Set the Specular Image asset on the Global Light (IBL) entity.
|
||||
specular_image_path = os.path.join("LightingPresets", "greenwich_park_02_4k_iblskyboxcm.exr.streamingimage")
|
||||
specular_image_path = os.path.join("LightingPresets", "default_iblskyboxcm.exr.streamingimage")
|
||||
specular_image_asset = Asset.find_asset_by_path(specular_image_path, False)
|
||||
global_skylight_component.set_component_property_value(
|
||||
AtomComponentProperties.global_skylight('Specular Image'), specular_image_asset.id)
|
||||
|
||||
+211
@@ -0,0 +1,211 @@
|
||||
"""
|
||||
Copyright (c) Contributors to the Open 3D Engine Project.
|
||||
For complete copyright and license terms please see the LICENSE at the root of this distribution.
|
||||
|
||||
SPDX-License-Identifier: Apache-2.0 OR MIT
|
||||
"""
|
||||
|
||||
|
||||
class Tests:
|
||||
creation_undo = (
|
||||
"UNDO Entity creation success",
|
||||
"UNDO Entity creation failed")
|
||||
creation_redo = (
|
||||
"REDO Entity creation success",
|
||||
"REDO Entity creation failed")
|
||||
look_modification_creation = (
|
||||
"Look Modification Entity successfully created",
|
||||
"Look Modification Entity failed to be created")
|
||||
look_modification_component = (
|
||||
"Entity has a Look Modification component",
|
||||
"Entity failed to find Look Modification component")
|
||||
look_modification_disabled = (
|
||||
"Look Modification component disabled",
|
||||
"Look Modification component was not disabled")
|
||||
postfx_layer_component = (
|
||||
"Entity has a PostFX Layer component",
|
||||
"Entity did not have an PostFX Layer component")
|
||||
look_modification_enabled = (
|
||||
"Look Modification component enabled",
|
||||
"Look Modification component was not enabled")
|
||||
enable_look_modification_parameter_enabled = (
|
||||
"Enable look modification parameter enabled",
|
||||
"Enable look modification parameter was not enabled")
|
||||
color_grading_lut_set = (
|
||||
"Entity has the Color Grading LUT set",
|
||||
"Entity did not the Color Grading LUT set")
|
||||
enter_game_mode = (
|
||||
"Entered game mode",
|
||||
"Failed to enter game mode")
|
||||
exit_game_mode = (
|
||||
"Exited game mode",
|
||||
"Couldn't exit game mode")
|
||||
is_visible = (
|
||||
"Entity is visible",
|
||||
"Entity was not visible")
|
||||
is_hidden = (
|
||||
"Entity is hidden",
|
||||
"Entity was not hidden")
|
||||
entity_deleted = (
|
||||
"Entity deleted",
|
||||
"Entity was not deleted")
|
||||
deletion_undo = (
|
||||
"UNDO deletion success",
|
||||
"UNDO deletion failed")
|
||||
deletion_redo = (
|
||||
"REDO deletion success",
|
||||
"REDO deletion failed")
|
||||
|
||||
|
||||
def AtomEditorComponents_LookModification_AddedToEntity():
|
||||
"""
|
||||
Summary:
|
||||
Tests the Look Modification component can be added to an entity and has the expected functionality.
|
||||
|
||||
Test setup:
|
||||
- Wait for Editor idle loop.
|
||||
- Open the "Base" level.
|
||||
|
||||
Expected Behavior:
|
||||
The component can be added, used in game mode, hidden/shown, deleted, and has accurate required components.
|
||||
Creation and deletion undo/redo should also work.
|
||||
|
||||
Test Steps:
|
||||
1) Create an Look Modification entity with no components.
|
||||
2) Add Look Modification component to Look Modification entity.
|
||||
3) UNDO the entity creation and component addition.
|
||||
4) REDO the entity creation and component addition.
|
||||
5) Verify Look Modification component not enabled.
|
||||
6) Add PostFX Layer component since it is required by the Look Modification component.
|
||||
7) Verify Look Modification component is enabled.
|
||||
8) Enable the "Enable Look Modification" parameter.
|
||||
9) Add LUT asset to the Color Grading LUT parameter.
|
||||
9) Enter/Exit game mode.
|
||||
10) Test IsHidden.
|
||||
11) Test IsVisible.
|
||||
12) Delete Look Modification entity.
|
||||
13) UNDO deletion.
|
||||
14) REDO deletion.
|
||||
15) Look for errors.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
|
||||
import os
|
||||
|
||||
import azlmbr.legacy.general as general
|
||||
|
||||
from editor_python_test_tools.asset_utils import Asset
|
||||
from editor_python_test_tools.editor_entity_utils import EditorEntity
|
||||
from editor_python_test_tools.utils import Report, Tracer, TestHelper
|
||||
from Atom.atom_utils.atom_constants import AtomComponentProperties
|
||||
|
||||
with Tracer() as error_tracer:
|
||||
# Test setup begins.
|
||||
# Setup: Wait for Editor idle loop before executing Python hydra scripts then open "Base" level.
|
||||
TestHelper.init_idle()
|
||||
TestHelper.open_level("", "Base")
|
||||
|
||||
# Test steps begin.
|
||||
# 1. Create an Look Modification entity with no components.
|
||||
look_modification_entity = EditorEntity.create_editor_entity(AtomComponentProperties.look_modification())
|
||||
Report.critical_result(Tests.look_modification_creation, look_modification_entity.exists())
|
||||
|
||||
# 2. Add Look Modification component to Look Modification entity.
|
||||
look_modification_component = look_modification_entity.add_component(
|
||||
AtomComponentProperties.look_modification())
|
||||
Report.critical_result(
|
||||
Tests.look_modification_component,
|
||||
look_modification_entity.has_component(AtomComponentProperties.look_modification()))
|
||||
|
||||
# 3. UNDO the entity creation and component addition.
|
||||
# -> UNDO component addition.
|
||||
general.undo()
|
||||
# -> UNDO naming entity.
|
||||
general.undo()
|
||||
# -> UNDO selecting entity.
|
||||
general.undo()
|
||||
# -> UNDO entity creation.
|
||||
general.undo()
|
||||
general.idle_wait_frames(1)
|
||||
Report.result(Tests.creation_undo, not look_modification_entity.exists())
|
||||
|
||||
# 4. REDO the entity creation and component addition.
|
||||
# -> REDO entity creation.
|
||||
general.redo()
|
||||
# -> REDO selecting entity.
|
||||
general.redo()
|
||||
# -> REDO naming entity.
|
||||
general.redo()
|
||||
# -> REDO component addition.
|
||||
general.redo()
|
||||
general.idle_wait_frames(1)
|
||||
Report.result(Tests.creation_redo, look_modification_entity.exists())
|
||||
|
||||
# 5. Verify Look Modification component not enabled.
|
||||
Report.result(Tests.look_modification_disabled, not look_modification_component.is_enabled())
|
||||
|
||||
# 6. Add PostFX Layer component since it is required by the Look Modification component.
|
||||
look_modification_entity.add_component(AtomComponentProperties.postfx_layer())
|
||||
Report.result(
|
||||
Tests.postfx_layer_component,
|
||||
look_modification_entity.has_component(AtomComponentProperties.postfx_layer()))
|
||||
|
||||
# 7. Verify Look Modification component is enabled.
|
||||
Report.result(Tests.look_modification_enabled, look_modification_component.is_enabled())
|
||||
|
||||
# 8. Enable the "Enable look modification" parameter.
|
||||
look_modification_component.set_component_property_value(
|
||||
AtomComponentProperties.look_modification('Enable look modification'), True)
|
||||
Report.result(Tests.enable_look_modification_parameter_enabled,
|
||||
look_modification_component.get_component_property_value(
|
||||
AtomComponentProperties.look_modification('Enable look modification')) is True)
|
||||
|
||||
# 9. Set the Color Grading LUT asset on the Look Modification entity.
|
||||
color_grading_lut_path = os.path.join("ColorGrading", "TestData", "Photoshop", "inv-Log2-48nits",
|
||||
"test_3dl_32_lut.azasset")
|
||||
color_grading_lut_asset = Asset.find_asset_by_path(color_grading_lut_path, False)
|
||||
look_modification_component.set_component_property_value(
|
||||
AtomComponentProperties.look_modification('Color Grading LUT'), color_grading_lut_asset.id)
|
||||
Report.result(
|
||||
Tests.color_grading_lut_set,
|
||||
color_grading_lut_asset.id == look_modification_component.get_component_property_value(
|
||||
AtomComponentProperties.look_modification('Color Grading LUT')))
|
||||
|
||||
# 10. Enter/Exit game mode.
|
||||
TestHelper.enter_game_mode(Tests.enter_game_mode)
|
||||
general.idle_wait_frames(1)
|
||||
TestHelper.exit_game_mode(Tests.exit_game_mode)
|
||||
|
||||
# 11. Test IsHidden.
|
||||
look_modification_entity.set_visibility_state(False)
|
||||
Report.result(Tests.is_hidden, look_modification_entity.is_hidden() is True)
|
||||
|
||||
# 12. Test IsVisible.
|
||||
look_modification_entity.set_visibility_state(True)
|
||||
general.idle_wait_frames(1)
|
||||
Report.result(Tests.is_visible, look_modification_entity.is_visible() is True)
|
||||
|
||||
# 13. Delete Look Modification entity.
|
||||
look_modification_entity.delete()
|
||||
Report.result(Tests.entity_deleted, not look_modification_entity.exists())
|
||||
|
||||
# 14. UNDO deletion.
|
||||
general.undo()
|
||||
Report.result(Tests.deletion_undo, look_modification_entity.exists())
|
||||
|
||||
# 15. REDO deletion.
|
||||
general.redo()
|
||||
Report.result(Tests.deletion_redo, not look_modification_entity.exists())
|
||||
|
||||
# 16. Look for errors and asserts.
|
||||
TestHelper.wait_for_condition(lambda: error_tracer.has_errors or error_tracer.has_asserts, 1.0)
|
||||
for error_info in error_tracer.errors:
|
||||
Report.info(f"Error: {error_info.filename} {error_info.function} | {error_info.message}")
|
||||
for assert_info in error_tracer.asserts:
|
||||
Report.info(f"Assert: {assert_info.filename} {assert_info.function} | {assert_info.message}")
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(AtomEditorComponents_LookModification_AddedToEntity)
|
||||
@@ -0,0 +1,182 @@
|
||||
"""
|
||||
Copyright (c) Contributors to the Open 3D Engine Project.
|
||||
For complete copyright and license terms please see the LICENSE at the root of this distribution.
|
||||
|
||||
SPDX-License-Identifier: Apache-2.0 OR MIT
|
||||
"""
|
||||
|
||||
|
||||
class Tests:
|
||||
creation_undo = (
|
||||
"UNDO Entity creation success",
|
||||
"UNDO Entity creation failed")
|
||||
creation_redo = (
|
||||
"REDO Entity creation success",
|
||||
"REDO Entity creation failed")
|
||||
ssao_creation = (
|
||||
"SSAO Entity successfully created",
|
||||
"SSAO Entity failed to be created")
|
||||
ssao_component = (
|
||||
"Entity has a SSAO component",
|
||||
"Entity failed to find SSAO component")
|
||||
ssao_disabled = (
|
||||
"SSAO component disabled",
|
||||
"SSAO component was not disabled.")
|
||||
postfx_layer_component = (
|
||||
"Entity has a PostFX Layer component",
|
||||
"Entity did not have an PostFX Layer component")
|
||||
ssao_enabled = (
|
||||
"SSAO component enabled",
|
||||
"SSAO component was not enabled.")
|
||||
enter_game_mode = (
|
||||
"Entered game mode",
|
||||
"Failed to enter game mode")
|
||||
exit_game_mode = (
|
||||
"Exited game mode",
|
||||
"Couldn't exit game mode")
|
||||
is_visible = (
|
||||
"Entity is visible",
|
||||
"Entity was not visible")
|
||||
is_hidden = (
|
||||
"Entity is hidden",
|
||||
"Entity was not hidden")
|
||||
entity_deleted = (
|
||||
"Entity deleted",
|
||||
"Entity was not deleted")
|
||||
deletion_undo = (
|
||||
"UNDO deletion success",
|
||||
"UNDO deletion failed")
|
||||
deletion_redo = (
|
||||
"REDO deletion success",
|
||||
"REDO deletion failed")
|
||||
|
||||
|
||||
def AtomEditorComponents_SSAO_AddedToEntity():
|
||||
"""
|
||||
Summary:
|
||||
Tests the SSAO component can be added to an entity and has the expected functionality.
|
||||
Screen Space Ambient Occlusion (SSAO) is a PostFX shadow lighting effect.
|
||||
|
||||
Test setup:
|
||||
- Wait for Editor idle loop.
|
||||
- Open the "Base" level.
|
||||
|
||||
Expected Behavior:
|
||||
The component can be added, used in game mode, hidden/shown, deleted, and has accurate required components.
|
||||
Creation and deletion undo/redo should also work.
|
||||
|
||||
Test Steps:
|
||||
1) Create a SSAO entity with no components.
|
||||
2) Add SSAO component to SSAO entity.
|
||||
3) UNDO the entity creation and component addition.
|
||||
4) REDO the entity creation and component addition.
|
||||
5) Verify SSAO component not enabled.
|
||||
6) Add PostFX Layer component since it is required by the SSAO component.
|
||||
7) Verify SSAO component is enabled.
|
||||
8) Enter/Exit game mode.
|
||||
9) Test IsHidden.
|
||||
10) Test IsVisible.
|
||||
11) Delete SSAO entity.
|
||||
12) UNDO deletion.
|
||||
13) REDO deletion.
|
||||
14) Look for errors.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
|
||||
import azlmbr.legacy.general as general
|
||||
|
||||
from editor_python_test_tools.editor_entity_utils import EditorEntity
|
||||
from editor_python_test_tools.utils import Report, Tracer, TestHelper
|
||||
from Atom.atom_utils.atom_constants import AtomComponentProperties
|
||||
|
||||
with Tracer() as error_tracer:
|
||||
# Test setup begins.
|
||||
# Setup: Wait for Editor idle loop before executing Python hydra scripts then open "Base" level.
|
||||
TestHelper.init_idle()
|
||||
TestHelper.open_level("", "Base")
|
||||
|
||||
# Test steps begin.
|
||||
# 1. Create a SSAO entity with no components.
|
||||
ssao_entity = EditorEntity.create_editor_entity(AtomComponentProperties.ssao())
|
||||
Report.critical_result(Tests.ssao_creation, ssao_entity.exists())
|
||||
|
||||
# 2. Add SSAO component to SSAO entity.
|
||||
ssao_component = ssao_entity.add_component(AtomComponentProperties.ssao())
|
||||
Report.critical_result(
|
||||
Tests.ssao_component,
|
||||
ssao_entity.has_component(AtomComponentProperties.ssao()))
|
||||
ssao_component.get_property_tree()
|
||||
# 3. UNDO the entity creation and component addition.
|
||||
# -> UNDO component addition.
|
||||
general.undo()
|
||||
# -> UNDO naming entity.
|
||||
general.undo()
|
||||
# -> UNDO selecting entity.
|
||||
general.undo()
|
||||
# -> UNDO entity creation.
|
||||
general.undo()
|
||||
general.idle_wait_frames(1)
|
||||
Report.result(Tests.creation_undo, not ssao_entity.exists())
|
||||
|
||||
# 4. REDO the entity creation and component addition.
|
||||
# -> REDO entity creation.
|
||||
general.redo()
|
||||
# -> REDO selecting entity.
|
||||
general.redo()
|
||||
# -> REDO naming entity.
|
||||
general.redo()
|
||||
# -> REDO component addition.
|
||||
general.redo()
|
||||
general.idle_wait_frames(1)
|
||||
Report.result(Tests.creation_redo, ssao_entity.exists())
|
||||
|
||||
# 5. Verify SSAO component not enabled.
|
||||
Report.result(Tests.ssao_disabled, not ssao_component.is_enabled())
|
||||
|
||||
# 6. Add PostFX Layer component since it is required by the SSAO component.
|
||||
ssao_entity.add_component(AtomComponentProperties.postfx_layer())
|
||||
Report.result(
|
||||
Tests.postfx_layer_component,
|
||||
ssao_entity.has_component(AtomComponentProperties.postfx_layer()))
|
||||
|
||||
# 7. Verify SSAO component is enabled.
|
||||
Report.result(Tests.ssao_enabled, ssao_component.is_enabled())
|
||||
|
||||
# 8. Enter/Exit game mode.
|
||||
TestHelper.enter_game_mode(Tests.enter_game_mode)
|
||||
general.idle_wait_frames(1)
|
||||
TestHelper.exit_game_mode(Tests.exit_game_mode)
|
||||
|
||||
# 9. Test IsHidden.
|
||||
ssao_entity.set_visibility_state(False)
|
||||
Report.result(Tests.is_hidden, ssao_entity.is_hidden() is True)
|
||||
|
||||
# 10. Test IsVisible.
|
||||
ssao_entity.set_visibility_state(True)
|
||||
general.idle_wait_frames(1)
|
||||
Report.result(Tests.is_visible, ssao_entity.is_visible() is True)
|
||||
|
||||
# 11. Delete SSAO entity.
|
||||
ssao_entity.delete()
|
||||
Report.result(Tests.entity_deleted, not ssao_entity.exists())
|
||||
|
||||
# 12. UNDO deletion.
|
||||
general.undo()
|
||||
Report.result(Tests.deletion_undo, ssao_entity.exists())
|
||||
|
||||
# 13. REDO deletion.
|
||||
general.redo()
|
||||
Report.result(Tests.deletion_redo, not ssao_entity.exists())
|
||||
|
||||
# 14. Look for errors and asserts.
|
||||
TestHelper.wait_for_condition(lambda: error_tracer.has_errors or error_tracer.has_asserts, 1.0)
|
||||
for error_info in error_tracer.errors:
|
||||
Report.info(f"Error: {error_info.filename} {error_info.function} | {error_info.message}")
|
||||
for assert_info in error_tracer.asserts:
|
||||
Report.info(f"Assert: {assert_info.filename} {assert_info.function} | {assert_info.message}")
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(AtomEditorComponents_SSAO_AddedToEntity)
|
||||
@@ -6,30 +6,70 @@ SPDX-License-Identifier: Apache-2.0 OR MIT
|
||||
"""
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests :
|
||||
camera_component_added = ("Camera component was added", "Camera component wasn't added")
|
||||
camera_fov_set = ("Camera component FOV property set", "Camera component FOV property wasn't set")
|
||||
directional_light_component_added = ("Directional Light component added", "Directional Light component wasn't added")
|
||||
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
|
||||
exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
|
||||
global_skylight_component_added = ("Global Skylight (IBL) component added", "Global Skylight (IBL) component wasn't added")
|
||||
global_skylight_diffuse_image_set = ("Global Skylight Diffuse Image property set", "Global Skylight Diffuse Image property wasn't set")
|
||||
global_skylight_specular_image_set = ("Global Skylight Specular Image property set", "Global Skylight Specular Image property wasn't set")
|
||||
ground_plane_material_asset_set = ("Ground Plane Material Asset was set", "Ground Plane Material Asset wasn't set")
|
||||
ground_plane_material_component_added = ("Ground Plane Material component added", "Ground Plane Material component wasn't added")
|
||||
ground_plane_mesh_asset_set = ("Ground Plane Mesh Asset property was set", "Ground Plane Mesh Asset property wasn't set")
|
||||
hdri_skybox_component_added = ("HDRi Skybox component added", "HDRi Skybox component wasn't added")
|
||||
hdri_skybox_cubemap_texture_set = ("HDRi Skybox Cubemap Texture property set", "HDRi Skybox Cubemap Texture property wasn't set")
|
||||
mesh_component_added = ("Mesh component added", "Mesh component wasn't added")
|
||||
no_assert_occurred = ("No asserts detected", "Asserts were detected")
|
||||
no_error_occurred = ("No errors detected", "Errors were detected")
|
||||
secondary_grid_spacing = ("Secondary Grid Spacing set", "Secondary Grid Spacing not set")
|
||||
sphere_material_component_added = ("Sphere Material component added", "Sphere Material component wasn't added")
|
||||
sphere_material_set = ("Sphere Material Asset was set", "Sphere Material Asset wasn't set")
|
||||
sphere_mesh_asset_set = ("Sphere Mesh Asset was set", "Sphere Mesh Asset wasn't set")
|
||||
viewport_set = ("Viewport set to correct size", "Viewport not set to correct size")
|
||||
# fmt: on
|
||||
class Tests:
|
||||
camera_component_added = (
|
||||
"Camera component was added",
|
||||
"Camera component wasn't added")
|
||||
camera_fov_set = (
|
||||
"Camera component FOV property set",
|
||||
"Camera component FOV property wasn't set")
|
||||
directional_light_component_added = (
|
||||
"Directional Light component added",
|
||||
"Directional Light component wasn't added")
|
||||
enter_game_mode = (
|
||||
"Entered game mode",
|
||||
"Failed to enter game mode")
|
||||
exit_game_mode = (
|
||||
"Exited game mode",
|
||||
"Couldn't exit game mode")
|
||||
global_skylight_component_added = (
|
||||
"Global Skylight (IBL) component added",
|
||||
"Global Skylight (IBL) component wasn't added")
|
||||
global_skylight_diffuse_image_set = (
|
||||
"Global Skylight Diffuse Image property set",
|
||||
"Global Skylight Diffuse Image property wasn't set")
|
||||
global_skylight_specular_image_set = (
|
||||
"Global Skylight Specular Image property set",
|
||||
"Global Skylight Specular Image property wasn't set")
|
||||
ground_plane_material_asset_set = (
|
||||
"Ground Plane Material Asset was set",
|
||||
"Ground Plane Material Asset wasn't set")
|
||||
ground_plane_material_component_added = (
|
||||
"Ground Plane Material component added",
|
||||
"Ground Plane Material component wasn't added")
|
||||
ground_plane_mesh_asset_set = (
|
||||
"Ground Plane Mesh Asset property was set",
|
||||
"Ground Plane Mesh Asset property wasn't set")
|
||||
hdri_skybox_component_added = (
|
||||
"HDRi Skybox component added",
|
||||
"HDRi Skybox component wasn't added")
|
||||
hdri_skybox_cubemap_texture_set = (
|
||||
"HDRi Skybox Cubemap Texture property set",
|
||||
"HDRi Skybox Cubemap Texture property wasn't set")
|
||||
mesh_component_added = (
|
||||
"Mesh component added",
|
||||
"Mesh component wasn't added")
|
||||
no_assert_occurred = (
|
||||
"No asserts detected",
|
||||
"Asserts were detected")
|
||||
no_error_occurred = (
|
||||
"No errors detected",
|
||||
"Errors were detected")
|
||||
secondary_grid_spacing = (
|
||||
"Secondary Grid Spacing set",
|
||||
"Secondary Grid Spacing not set")
|
||||
sphere_material_component_added = (
|
||||
"Sphere Material component added",
|
||||
"Sphere Material component wasn't added")
|
||||
sphere_material_set = (
|
||||
"Sphere Material Asset was set",
|
||||
"Sphere Material Asset wasn't set")
|
||||
sphere_mesh_asset_set = (
|
||||
"Sphere Mesh Asset was set",
|
||||
"Sphere Mesh Asset wasn't set")
|
||||
viewport_set = (
|
||||
"Viewport set to correct size",
|
||||
"Viewport not set to correct size")
|
||||
|
||||
|
||||
def AtomGPU_BasicLevelSetup_SetsUpLevel():
|
||||
@@ -77,19 +117,17 @@ def AtomGPU_BasicLevelSetup_SetsUpLevel():
|
||||
import os
|
||||
from math import isclose
|
||||
|
||||
import azlmbr.asset as asset
|
||||
import azlmbr.bus as bus
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.math as math
|
||||
import azlmbr.paths
|
||||
|
||||
from editor_python_test_tools.asset_utils import Asset
|
||||
from editor_python_test_tools.editor_entity_utils import EditorEntity
|
||||
from editor_python_test_tools.utils import Report, Tracer, TestHelper as helper
|
||||
from editor_python_test_tools.utils import Report, Tracer, TestHelper
|
||||
|
||||
from Atom.atom_utils.atom_constants import AtomComponentProperties
|
||||
from Atom.atom_utils.screenshot_utils import ScreenshotHelper
|
||||
|
||||
MATERIAL_COMPONENT_NAME = "Material"
|
||||
MESH_COMPONENT_NAME = "Mesh"
|
||||
SCREENSHOT_NAME = "AtomBasicLevelSetup"
|
||||
SCREEN_WIDTH = 1280
|
||||
SCREEN_HEIGHT = 720
|
||||
@@ -98,24 +136,24 @@ def AtomGPU_BasicLevelSetup_SetsUpLevel():
|
||||
def initial_viewport_setup(screen_width, screen_height):
|
||||
general.set_viewport_size(screen_width, screen_height)
|
||||
general.update_viewport()
|
||||
result = isclose(
|
||||
a=general.get_viewport_size().x, b=SCREEN_WIDTH, rel_tol=0.1) and isclose(
|
||||
a=general.get_viewport_size().y, b=SCREEN_HEIGHT, rel_tol=0.1)
|
||||
|
||||
return result
|
||||
TestHelper.wait_for_condition(
|
||||
function=lambda: isclose(a=general.get_viewport_size().x, b=SCREEN_WIDTH, rel_tol=0.1)
|
||||
and isclose(a=general.get_viewport_size().y, b=SCREEN_HEIGHT, rel_tol=0.1),
|
||||
timeout_in_seconds=4.0
|
||||
)
|
||||
|
||||
with Tracer() as error_tracer:
|
||||
# Test setup begins.
|
||||
# Setup: Wait for Editor idle loop before executing Python hydra scripts then open "Base" level.
|
||||
helper.init_idle()
|
||||
helper.open_level("", "Base")
|
||||
TestHelper.init_idle()
|
||||
TestHelper.open_level("", "Base")
|
||||
|
||||
# Test steps begin.
|
||||
# 1. Close error windows and display helpers then update the viewport size.
|
||||
helper.close_error_windows()
|
||||
helper.close_display_helpers()
|
||||
TestHelper.close_error_windows()
|
||||
TestHelper.close_display_helpers()
|
||||
initial_viewport_setup(SCREEN_WIDTH, SCREEN_HEIGHT)
|
||||
general.update_viewport()
|
||||
Report.critical_result(Tests.viewport_set, initial_viewport_setup(SCREEN_WIDTH, SCREEN_HEIGHT))
|
||||
|
||||
# 2. Create Default Level Entity.
|
||||
default_level_entity_name = "Default Level"
|
||||
@@ -123,168 +161,167 @@ def AtomGPU_BasicLevelSetup_SetsUpLevel():
|
||||
math.Vector3(0.0, 0.0, 0.0), default_level_entity_name)
|
||||
|
||||
# 3. Create Grid Entity as a child entity of the Default Level Entity.
|
||||
grid_name = "Grid"
|
||||
grid_entity = EditorEntity.create_editor_entity(grid_name, default_level_entity.id)
|
||||
grid_entity = EditorEntity.create_editor_entity(AtomComponentProperties.grid(), default_level_entity.id)
|
||||
|
||||
# 4. Add Grid component to Grid Entity and set Secondary Grid Spacing.
|
||||
grid_component = grid_entity.add_component(grid_name)
|
||||
secondary_grid_spacing_property = "Controller|Configuration|Secondary Grid Spacing"
|
||||
grid_component = grid_entity.add_component(AtomComponentProperties.grid())
|
||||
secondary_grid_spacing_value = 1.0
|
||||
grid_component.set_component_property_value(secondary_grid_spacing_property, secondary_grid_spacing_value)
|
||||
grid_component.set_component_property_value(
|
||||
AtomComponentProperties.grid('Secondary Grid Spacing'), secondary_grid_spacing_value)
|
||||
secondary_grid_spacing_set = grid_component.get_component_property_value(
|
||||
secondary_grid_spacing_property) == secondary_grid_spacing_value
|
||||
AtomComponentProperties.grid('Secondary Grid Spacing')) == secondary_grid_spacing_value
|
||||
Report.result(Tests.secondary_grid_spacing, secondary_grid_spacing_set)
|
||||
|
||||
# 5. Create Global Skylight (IBL) Entity as a child entity of the Default Level Entity.
|
||||
global_skylight_name = "Global Skylight (IBL)"
|
||||
global_skylight_entity = EditorEntity.create_editor_entity(global_skylight_name, default_level_entity.id)
|
||||
global_skylight_entity = EditorEntity.create_editor_entity(
|
||||
AtomComponentProperties.global_skylight(), default_level_entity.id)
|
||||
|
||||
# 6. Add HDRi Skybox component to the Global Skylight (IBL) Entity.
|
||||
hdri_skybox_name = "HDRi Skybox"
|
||||
hdri_skybox_component = global_skylight_entity.add_component(hdri_skybox_name)
|
||||
Report.result(Tests.hdri_skybox_component_added, global_skylight_entity.has_component(hdri_skybox_name))
|
||||
hdri_skybox_component = global_skylight_entity.add_component(AtomComponentProperties.hdri_skybox())
|
||||
Report.result(Tests.hdri_skybox_component_added, global_skylight_entity.has_component(
|
||||
AtomComponentProperties.hdri_skybox()))
|
||||
|
||||
# 7. Add Global Skylight (IBL) component to the Global Skylight (IBL) Entity.
|
||||
global_skylight_component = global_skylight_entity.add_component(global_skylight_name)
|
||||
Report.result(Tests.global_skylight_component_added, global_skylight_entity.has_component(global_skylight_name))
|
||||
global_skylight_component = global_skylight_entity.add_component(AtomComponentProperties.global_skylight())
|
||||
Report.result(Tests.global_skylight_component_added, global_skylight_entity.has_component(
|
||||
AtomComponentProperties.global_skylight()))
|
||||
|
||||
# 8. Set the Cubemap Texture property of the HDRi Skybox component.
|
||||
global_skylight_image_asset_path = os.path.join(
|
||||
"LightingPresets", "greenwich_park_02_4k_iblskyboxcm_iblspecular.exr.streamingimage")
|
||||
global_skylight_image_asset = asset.AssetCatalogRequestBus(
|
||||
bus.Broadcast, "GetAssetIdByPath", global_skylight_image_asset_path, math.Uuid(), False)
|
||||
hdri_skybox_cubemap_texture_property = "Controller|Configuration|Cubemap Texture"
|
||||
global_skylight_image_asset_path = os.path.join("LightingPresets", "default_iblskyboxcm.exr.streamingimage")
|
||||
global_skylight_image_asset = Asset.find_asset_by_path(global_skylight_image_asset_path, False)
|
||||
hdri_skybox_component.set_component_property_value(
|
||||
hdri_skybox_cubemap_texture_property, global_skylight_image_asset)
|
||||
AtomComponentProperties.hdri_skybox('Cubemap Texture'), global_skylight_image_asset.id)
|
||||
Report.result(
|
||||
Tests.hdri_skybox_cubemap_texture_set,
|
||||
hdri_skybox_component.get_component_property_value(
|
||||
hdri_skybox_cubemap_texture_property) == global_skylight_image_asset)
|
||||
AtomComponentProperties.hdri_skybox('Cubemap Texture')) == global_skylight_image_asset.id)
|
||||
|
||||
# 9. Set the Diffuse Image property of the Global Skylight (IBL) component.
|
||||
# Re-use the same image that was used in the previous test step.
|
||||
global_skylight_diffuse_image_property = "Controller|Configuration|Diffuse Image"
|
||||
global_skylight_diffuse_image_asset_path = os.path.join(
|
||||
"LightingPresets", "default_iblskyboxcm_ibldiffuse.exr.streamingimage")
|
||||
global_skylight_diffuse_image_asset = Asset.find_asset_by_path(global_skylight_diffuse_image_asset_path, False)
|
||||
global_skylight_component.set_component_property_value(
|
||||
global_skylight_diffuse_image_property, global_skylight_image_asset)
|
||||
AtomComponentProperties.global_skylight('Diffuse Image'), global_skylight_diffuse_image_asset.id)
|
||||
Report.result(
|
||||
Tests.global_skylight_diffuse_image_set,
|
||||
global_skylight_component.get_component_property_value(
|
||||
global_skylight_diffuse_image_property) == global_skylight_image_asset)
|
||||
AtomComponentProperties.global_skylight('Diffuse Image')) == global_skylight_diffuse_image_asset.id)
|
||||
|
||||
# 10. Set the Specular Image property of the Global Skylight (IBL) component.
|
||||
# Re-use the same image that was used in the previous test step.
|
||||
global_skylight_specular_image_property = "Controller|Configuration|Specular Image"
|
||||
global_skylight_specular_image_asset_path = os.path.join(
|
||||
"LightingPresets", "default_iblskyboxcm_iblspecular.exr.streamingimage")
|
||||
global_skylight_specular_image_asset = Asset.find_asset_by_path(
|
||||
global_skylight_specular_image_asset_path, False)
|
||||
global_skylight_component.set_component_property_value(
|
||||
global_skylight_specular_image_property, global_skylight_image_asset)
|
||||
AtomComponentProperties.global_skylight('Specular Image'), global_skylight_specular_image_asset.id)
|
||||
global_skylight_specular_image_set = global_skylight_component.get_component_property_value(
|
||||
global_skylight_specular_image_property)
|
||||
AtomComponentProperties.global_skylight('Specular Image'))
|
||||
Report.result(
|
||||
Tests.global_skylight_specular_image_set, global_skylight_specular_image_set == global_skylight_image_asset)
|
||||
Tests.global_skylight_specular_image_set,
|
||||
global_skylight_specular_image_set == global_skylight_specular_image_asset.id)
|
||||
|
||||
# 11. Create a Ground Plane Entity with a Material component that is a child entity of the Default Level Entity.
|
||||
ground_plane_name = "Ground Plane"
|
||||
ground_plane_entity = EditorEntity.create_editor_entity(ground_plane_name, default_level_entity.id)
|
||||
ground_plane_material_component = ground_plane_entity.add_component(MATERIAL_COMPONENT_NAME)
|
||||
ground_plane_material_component = ground_plane_entity.add_component(AtomComponentProperties.material())
|
||||
Report.result(
|
||||
Tests.ground_plane_material_component_added, ground_plane_entity.has_component(MATERIAL_COMPONENT_NAME))
|
||||
Tests.ground_plane_material_component_added,
|
||||
ground_plane_entity.has_component(AtomComponentProperties.material()))
|
||||
|
||||
# 12. Set the Material Asset property of the Material component for the Ground Plane Entity.
|
||||
ground_plane_entity.set_local_uniform_scale(32.0)
|
||||
ground_plane_material_asset_path = os.path.join("Materials", "Presets", "PBR", "metal_chrome.azmaterial")
|
||||
ground_plane_material_asset = asset.AssetCatalogRequestBus(
|
||||
bus.Broadcast, "GetAssetIdByPath", ground_plane_material_asset_path, math.Uuid(), False)
|
||||
ground_plane_material_asset_property = "Default Material|Material Asset"
|
||||
ground_plane_material_asset = Asset.find_asset_by_path(ground_plane_material_asset_path, False)
|
||||
ground_plane_material_component.set_component_property_value(
|
||||
ground_plane_material_asset_property, ground_plane_material_asset)
|
||||
AtomComponentProperties.material('Material Asset'), ground_plane_material_asset.id)
|
||||
Report.result(
|
||||
Tests.ground_plane_material_asset_set,
|
||||
ground_plane_material_component.get_component_property_value(
|
||||
ground_plane_material_asset_property) == ground_plane_material_asset)
|
||||
AtomComponentProperties.material('Material Asset')) == ground_plane_material_asset.id)
|
||||
|
||||
# 13. Add the Mesh component to the Ground Plane Entity and set the Mesh component Mesh Asset property.
|
||||
ground_plane_mesh_component = ground_plane_entity.add_component(MESH_COMPONENT_NAME)
|
||||
Report.result(Tests.mesh_component_added, ground_plane_entity.has_component(MESH_COMPONENT_NAME))
|
||||
ground_plane_mesh_asset_path = os.path.join("Objects", "plane.azmodel")
|
||||
ground_plane_mesh_asset = asset.AssetCatalogRequestBus(
|
||||
bus.Broadcast, "GetAssetIdByPath", ground_plane_mesh_asset_path, math.Uuid(), False)
|
||||
ground_plane_mesh_asset_property = "Controller|Configuration|Mesh Asset"
|
||||
ground_plane_mesh_component = ground_plane_entity.add_component(AtomComponentProperties.mesh())
|
||||
Report.result(Tests.mesh_component_added, ground_plane_entity.has_component(AtomComponentProperties.mesh()))
|
||||
ground_plane_mesh_asset_path = os.path.join("TestData", "Objects", "plane.azmodel")
|
||||
ground_plane_mesh_asset = Asset.find_asset_by_path(ground_plane_mesh_asset_path, False)
|
||||
ground_plane_mesh_component.set_component_property_value(
|
||||
ground_plane_mesh_asset_property, ground_plane_mesh_asset)
|
||||
AtomComponentProperties.mesh('Mesh Asset'), ground_plane_mesh_asset.id)
|
||||
Report.result(
|
||||
Tests.ground_plane_mesh_asset_set,
|
||||
ground_plane_mesh_component.get_component_property_value(
|
||||
ground_plane_mesh_asset_property) == ground_plane_mesh_asset)
|
||||
AtomComponentProperties.mesh('Mesh Asset')) == ground_plane_mesh_asset.id)
|
||||
|
||||
# 14. Create a Directional Light Entity as a child entity of the Default Level Entity.
|
||||
directional_light_name = "Directional Light"
|
||||
directional_light_entity = EditorEntity.create_editor_entity_at(
|
||||
math.Vector3(0.0, 0.0, 10.0), directional_light_name, default_level_entity.id)
|
||||
math.Vector3(0.0, 0.0, 10.0), AtomComponentProperties.directional_light(), default_level_entity.id)
|
||||
|
||||
# 15. Add Directional Light component to Directional Light Entity and set entity rotation.
|
||||
directional_light_entity.add_component(directional_light_name)
|
||||
directional_light_entity.add_component(AtomComponentProperties.directional_light())
|
||||
directional_light_entity_rotation = math.Vector3(DEGREE_RADIAN_FACTOR * -90.0, 0.0, 0.0)
|
||||
directional_light_entity.set_local_rotation(directional_light_entity_rotation)
|
||||
Report.result(
|
||||
Tests.directional_light_component_added, directional_light_entity.has_component(directional_light_name))
|
||||
Tests.directional_light_component_added, directional_light_entity.has_component(
|
||||
AtomComponentProperties.directional_light()))
|
||||
|
||||
# 16. Create a Sphere Entity as a child entity of the Default Level Entity then add a Material component.
|
||||
sphere_entity = EditorEntity.create_editor_entity_at(
|
||||
math.Vector3(0.0, 0.0, 1.0), "Sphere", default_level_entity.id)
|
||||
sphere_material_component = sphere_entity.add_component(MATERIAL_COMPONENT_NAME)
|
||||
Report.result(Tests.sphere_material_component_added, sphere_entity.has_component(MATERIAL_COMPONENT_NAME))
|
||||
sphere_material_component = sphere_entity.add_component(AtomComponentProperties.material())
|
||||
Report.result(Tests.sphere_material_component_added, sphere_entity.has_component(
|
||||
AtomComponentProperties.material()))
|
||||
|
||||
# 17. Set the Material Asset property of the Material component for the Sphere Entity.
|
||||
sphere_material_asset_path = os.path.join("Materials", "Presets", "PBR", "metal_brass_polished.azmaterial")
|
||||
sphere_material_asset = asset.AssetCatalogRequestBus(
|
||||
bus.Broadcast, "GetAssetIdByPath", sphere_material_asset_path, math.Uuid(), False)
|
||||
sphere_material_asset_property = "Default Material|Material Asset"
|
||||
sphere_material_component.set_component_property_value(sphere_material_asset_property, sphere_material_asset)
|
||||
sphere_material_asset = Asset.find_asset_by_path(sphere_material_asset_path, False)
|
||||
sphere_material_component.set_component_property_value(
|
||||
AtomComponentProperties.material('Material Asset'), sphere_material_asset.id)
|
||||
Report.result(Tests.sphere_material_set, sphere_material_component.get_component_property_value(
|
||||
sphere_material_asset_property) == sphere_material_asset)
|
||||
AtomComponentProperties.material('Material Asset')) == sphere_material_asset.id)
|
||||
|
||||
# 18. Add Mesh component to Sphere Entity and set the Mesh Asset property for the Mesh component.
|
||||
sphere_mesh_component = sphere_entity.add_component(MESH_COMPONENT_NAME)
|
||||
sphere_mesh_component = sphere_entity.add_component(AtomComponentProperties.mesh())
|
||||
sphere_mesh_asset_path = os.path.join("Models", "sphere.azmodel")
|
||||
sphere_mesh_asset = asset.AssetCatalogRequestBus(
|
||||
bus.Broadcast, "GetAssetIdByPath", sphere_mesh_asset_path, math.Uuid(), False)
|
||||
sphere_mesh_asset_property = "Controller|Configuration|Mesh Asset"
|
||||
sphere_mesh_component.set_component_property_value(sphere_mesh_asset_property, sphere_mesh_asset)
|
||||
sphere_mesh_asset = Asset.find_asset_by_path(sphere_mesh_asset_path, False)
|
||||
sphere_mesh_component.set_component_property_value(
|
||||
AtomComponentProperties.mesh('Mesh Asset'), sphere_mesh_asset.id)
|
||||
Report.result(Tests.sphere_mesh_asset_set, sphere_mesh_component.get_component_property_value(
|
||||
sphere_mesh_asset_property) == sphere_mesh_asset)
|
||||
AtomComponentProperties.mesh('Mesh Asset')) == sphere_mesh_asset.id)
|
||||
|
||||
# 19. Create a Camera Entity as a child entity of the Default Level Entity then add a Camera component.
|
||||
camera_name = "Camera"
|
||||
camera_entity = EditorEntity.create_editor_entity_at(
|
||||
math.Vector3(5.5, -12.0, 9.0), camera_name, default_level_entity.id)
|
||||
camera_component = camera_entity.add_component(camera_name)
|
||||
Report.result(Tests.camera_component_added, camera_entity.has_component(camera_name))
|
||||
math.Vector3(5.5, -12.0, 9.0), AtomComponentProperties.camera(), default_level_entity.id)
|
||||
camera_component = camera_entity.add_component(AtomComponentProperties.camera())
|
||||
Report.result(Tests.camera_component_added, camera_entity.has_component(AtomComponentProperties.camera()))
|
||||
|
||||
# 20. Set the Camera Entity rotation value and set the Camera component Field of View value.
|
||||
camera_entity_rotation = math.Vector3(
|
||||
DEGREE_RADIAN_FACTOR * -27.0, DEGREE_RADIAN_FACTOR * -12.0, DEGREE_RADIAN_FACTOR * 25.0)
|
||||
camera_entity.set_local_rotation(camera_entity_rotation)
|
||||
camera_fov_property = "Controller|Configuration|Field of view"
|
||||
camera_fov_value = 60.0
|
||||
camera_component.set_component_property_value(camera_fov_property, camera_fov_value)
|
||||
camera_component.set_component_property_value(AtomComponentProperties.camera('Field of view'), camera_fov_value)
|
||||
azlmbr.camera.EditorCameraViewRequestBus(azlmbr.bus.Event, "ToggleCameraAsActiveView", camera_entity.id)
|
||||
Report.result(Tests.camera_fov_set, camera_component.get_component_property_value(
|
||||
camera_fov_property) == camera_fov_value)
|
||||
AtomComponentProperties.camera('Field of view')) == camera_fov_value)
|
||||
|
||||
# 21. Enter game mode.
|
||||
helper.enter_game_mode(Tests.enter_game_mode)
|
||||
helper.wait_for_condition(function=lambda: general.is_in_game_mode(), timeout_in_seconds=4.0)
|
||||
TestHelper.enter_game_mode(Tests.enter_game_mode)
|
||||
TestHelper.wait_for_condition(function=lambda: general.is_in_game_mode(), timeout_in_seconds=4.0)
|
||||
|
||||
# 22. Take screenshot.
|
||||
ScreenshotHelper(general.idle_wait_frames).capture_screenshot_blocking(f"{SCREENSHOT_NAME}.ppm")
|
||||
|
||||
# 23. Exit game mode.
|
||||
helper.exit_game_mode(Tests.exit_game_mode)
|
||||
helper.wait_for_condition(function=lambda: not general.is_in_game_mode(), timeout_in_seconds=4.0)
|
||||
TestHelper.exit_game_mode(Tests.exit_game_mode)
|
||||
TestHelper.wait_for_condition(function=lambda: not general.is_in_game_mode(), timeout_in_seconds=4.0)
|
||||
|
||||
# 24. Look for errors.
|
||||
helper.wait_for_condition(lambda: error_tracer.has_errors or error_tracer.has_asserts, 1.0)
|
||||
Report.result(Tests.no_assert_occurred, not error_tracer.has_asserts)
|
||||
Report.result(Tests.no_error_occurred, not error_tracer.has_errors)
|
||||
TestHelper.wait_for_condition(lambda: error_tracer.has_errors or error_tracer.has_asserts, 1.0)
|
||||
for error_info in error_tracer.errors:
|
||||
Report.info(f"Error: {error_info.filename} {error_info.function} | {error_info.message}")
|
||||
for assert_info in error_tracer.asserts:
|
||||
Report.info(f"Assert: {assert_info.filename} {assert_info.function} | {assert_info.message}")
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
|
||||
@@ -106,8 +106,7 @@ def run():
|
||||
components=["HDRi Skybox", "Global Skylight (IBL)"],
|
||||
parent_id=default_level.id
|
||||
)
|
||||
global_skylight_image_asset_path = os.path.join(
|
||||
"LightingPresets", "greenwich_park_02_4k_iblskyboxcm_iblspecular.exr.streamingimage")
|
||||
global_skylight_image_asset_path = os.path.join("LightingPresets", "default_iblskyboxcm.exr.streamingimage")
|
||||
global_skylight_image_asset = asset.AssetCatalogRequestBus(
|
||||
bus.Broadcast, "GetAssetIdByPath", global_skylight_image_asset_path, math.Uuid(), False)
|
||||
global_skylight.get_set_test(0, "Controller|Configuration|Cubemap Texture", global_skylight_image_asset)
|
||||
|
||||
@@ -56,6 +56,9 @@ add_subdirectory(streaming)
|
||||
## Smoke ##
|
||||
add_subdirectory(smoke)
|
||||
|
||||
## Terrain ##
|
||||
add_subdirectory(Terrain)
|
||||
|
||||
## AWS ##
|
||||
add_subdirectory(AWS)
|
||||
|
||||
|
||||
+2
-1
@@ -132,6 +132,7 @@ class EditorEntity:
|
||||
|
||||
def __init__(self, id: azlmbr.entity.EntityId):
|
||||
self.id: azlmbr.entity.EntityId = id
|
||||
self.components: List[EditorComponent] = []
|
||||
|
||||
# Creation functions
|
||||
@classmethod
|
||||
@@ -279,7 +280,7 @@ class EditorEntity:
|
||||
), f"Failure: Could not add component: '{new_comp.get_component_name()}' to entity: '{self.get_name()}'"
|
||||
new_comp.id = add_component_outcome.GetValue()[0]
|
||||
components.append(new_comp)
|
||||
|
||||
self.components.append(new_comp)
|
||||
return components
|
||||
|
||||
def get_components_of_type(self, component_names: list) -> List[EditorComponent]:
|
||||
|
||||
+11
-8
@@ -50,6 +50,7 @@ def NvCloth_AddClothSimulationToActor():
|
||||
|
||||
# Constants
|
||||
FRAMES_IN_GAME_MODE = 200
|
||||
CLOTH_GEM_ERROR_WARNING_LIST = ["Cloth", "NvCloth", "ClothComponentMesh", "ActorClothSkinning", "ActorClothSkinning", "TangentSpaceHelper", "MeshAssetHelper", "ActorAssetHelper", "ClothDebugDisplay"]
|
||||
|
||||
helper.init_idle()
|
||||
# 1) Load the level
|
||||
@@ -64,14 +65,16 @@ def NvCloth_AddClothSimulationToActor():
|
||||
general.idle_wait_frames(FRAMES_IN_GAME_MODE)
|
||||
|
||||
# 5) Verify there are no errors and warnings in the logs
|
||||
success_condition = not (section_tracer.has_errors or section_tracer.has_warnings)
|
||||
Report.result(Tests.no_errors_and_warnings_found, success_condition)
|
||||
if not success_condition:
|
||||
if section_tracer.has_warnings:
|
||||
Report.info(f"Warnings found: {section_tracer.warnings}")
|
||||
if section_tracer.has_errors:
|
||||
Report.info(f"Errors found: {section_tracer.errors}")
|
||||
Report.failure(Tests.no_errors_and_warnings_found)
|
||||
has_errors_or_warnings = False
|
||||
for error_msg in section_tracer.errors:
|
||||
if error_msg.window in CLOTH_GEM_ERROR_WARNING_LIST:
|
||||
has_errors_or_warnings = True
|
||||
Report.info(f"Cloth error found: {error_msg}")
|
||||
for warning_msg in section_tracer.warnings:
|
||||
if warning_msg.window in CLOTH_GEM_ERROR_WARNING_LIST:
|
||||
has_errors_or_warnings = True
|
||||
Report.info(f"Cloth warning found: {warning_msg}")
|
||||
Report.result(Tests.no_errors_and_warnings_found, not has_errors_or_warnings)
|
||||
|
||||
# 6) Exit game mode
|
||||
helper.exit_game_mode(Tests.exit_game_mode)
|
||||
|
||||
@@ -50,6 +50,7 @@ def NvCloth_AddClothSimulationToMesh():
|
||||
|
||||
# Constants
|
||||
FRAMES_IN_GAME_MODE = 200
|
||||
CLOTH_GEM_ERROR_WARNING_LIST = ["Cloth", "NvCloth", "ClothComponentMesh", "ActorClothSkinning", "ActorClothSkinning", "TangentSpaceHelper", "MeshAssetHelper", "ActorAssetHelper", "ClothDebugDisplay"]
|
||||
|
||||
helper.init_idle()
|
||||
# 1) Load the level
|
||||
@@ -64,14 +65,16 @@ def NvCloth_AddClothSimulationToMesh():
|
||||
general.idle_wait_frames(FRAMES_IN_GAME_MODE)
|
||||
|
||||
# 5) Verify there are no errors and warnings in the logs
|
||||
success_condition = not (section_tracer.has_errors or section_tracer.has_warnings)
|
||||
Report.result(Tests.no_errors_and_warnings_found, success_condition)
|
||||
if not success_condition:
|
||||
if section_tracer.has_warnings:
|
||||
Report.info(f"Warnings found: {section_tracer.warnings}")
|
||||
if section_tracer.has_errors:
|
||||
Report.info(f"Errors found: {section_tracer.errors}")
|
||||
Report.failure(Tests.no_errors_and_warnings_found)
|
||||
has_errors_or_warnings = False
|
||||
for error_msg in section_tracer.errors:
|
||||
if error_msg.window in CLOTH_GEM_ERROR_WARNING_LIST:
|
||||
has_errors_or_warnings = True
|
||||
Report.info(f"Cloth error found: {error_msg}")
|
||||
for warning_msg in section_tracer.warnings:
|
||||
if warning_msg.window in CLOTH_GEM_ERROR_WARNING_LIST:
|
||||
has_errors_or_warnings = True
|
||||
Report.info(f"Cloth warning found: {warning_msg}")
|
||||
Report.result(Tests.no_errors_and_warnings_found, not has_errors_or_warnings)
|
||||
|
||||
# 6) Exit game mode
|
||||
helper.exit_game_mode(Tests.exit_game_mode)
|
||||
|
||||
@@ -91,4 +91,16 @@ class TestAutomation(TestAutomationBase):
|
||||
@revert_physics_config
|
||||
def test_C15425929_Undo_Redo(self, request, workspace, editor, launcher_platform):
|
||||
from .tests import Physics_UndoRedoWorksOnEntityWithPhysComponents as test_module
|
||||
self._run_test(request, workspace, editor, test_module)
|
||||
self._run_test(request, workspace, editor, test_module)
|
||||
|
||||
@pytest.mark.GROUP_tick
|
||||
@pytest.mark.xfail(reason="Test still under development.")
|
||||
def test_Tick_InterpolatedRigidBodyMotionIsSmooth(self, request, workspace, editor, launcher_platform):
|
||||
from .tests.tick import Tick_InterpolatedRigidBodyMotionIsSmooth as test_module
|
||||
self._run_test(request, workspace, editor, test_module)
|
||||
|
||||
@pytest.mark.GROUP_tick
|
||||
@pytest.mark.xfail(reason="Test still under development.")
|
||||
def test_Tick_CharacterGameplayComponentMotionIsSmooth(self, request, workspace, editor, launcher_platform):
|
||||
from .tests.tick import Tick_CharacterGameplayComponentMotionIsSmooth as test_module
|
||||
self._run_test(request, workspace, editor, test_module)
|
||||
|
||||
@@ -60,7 +60,7 @@ class EditorSingleTest_WithFileOverrides(EditorSingleTest):
|
||||
class TestAutomationWithPrefabSystemEnabled(EditorTestSuite):
|
||||
|
||||
global_extra_cmdline_args = ['-BatchMode', '-autotest_mode',
|
||||
'extra_cmdline_args=["--regset=/Amazon/Preferences/EnablePrefabSystem=true"]']
|
||||
'--regset=/Amazon/Preferences/EnablePrefabSystem=true']
|
||||
|
||||
@staticmethod
|
||||
def get_number_parallel_editors():
|
||||
|
||||
+99
@@ -0,0 +1,99 @@
|
||||
"""
|
||||
Copyright (c) Contributors to the Open 3D Engine Project.
|
||||
For complete copyright and license terms please see the LICENSE at the root of this distribution.
|
||||
|
||||
SPDX-License-Identifier: Apache-2.0 OR MIT
|
||||
|
||||
Test Case Title : Verify that an entity with a character gameplay component moves smoothly.
|
||||
"""
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests():
|
||||
create_entity = ("Created test entity", "Failed to create test entity")
|
||||
character_controller_added = ("Added PhysX Character Controller component", "Failed to add PhysX Character Controller component")
|
||||
character_gameplay_added = ("Added PhysX Character Gameplay component", "Failed to add PhysX Character Gameplay component")
|
||||
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
|
||||
exit_game_mode = ("Exited game mode", "Failed to exit game mode")
|
||||
character_motion_smooth = ("Character motion passed smoothness threshold", "Failed to meet smoothness threshold for character motion")
|
||||
# fmt: on
|
||||
|
||||
|
||||
def Tick_CharacterGameplayComponentMotionIsSmooth():
|
||||
"""
|
||||
Summary:
|
||||
Create entity with PhysX Character Controller and PhysX Character Gameplay components.
|
||||
Verify that the motion of the character controller under gravity is smooth.
|
||||
|
||||
Expected Behavior:
|
||||
1) The motion of the character controller under gravity is a smooth curve, rather than an erratic/jittery movement.
|
||||
|
||||
Test Steps:
|
||||
1) Load the empty level
|
||||
2) Create an entity
|
||||
3) Add a PhysX Character Controller Component and PhysX Character Gameplay component
|
||||
4) Enter game mode and collect data for the character controller's z co-ordinate and the time values for a series of frames
|
||||
5) Check if the motion of the character controller was sufficiently smooth
|
||||
|
||||
:return: None
|
||||
"""
|
||||
# imports
|
||||
import os
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.math as math
|
||||
from editor_python_test_tools.editor_entity_utils import EditorEntity as Entity
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
from editor_python_test_tools.asset_utils import Asset
|
||||
import numpy as np
|
||||
|
||||
# constants
|
||||
COEFFICIENT_OF_DETERMINATION_THRESHOLD = 1 - 1e-4 # curves with values below this are not considered sufficiently smooth
|
||||
|
||||
helper.init_idle()
|
||||
# 1) Load the empty level
|
||||
helper.open_level("", "Base")
|
||||
|
||||
# 2) Create an entity
|
||||
test_entity = Entity.create_editor_entity("test_entity")
|
||||
Report.result(Tests.create_entity, test_entity.id.IsValid())
|
||||
|
||||
azlmbr.components.TransformBus(
|
||||
azlmbr.bus.Event, "SetWorldTranslation", test_entity.id, math.Vector3(0.0, 0.0, 0.0))
|
||||
|
||||
# 3) Add character controller and character gameplay components
|
||||
character_controller_component = test_entity.add_component("PhysX Character Controller")
|
||||
Report.result(Tests.character_controller_added, test_entity.has_component("PhysX Character Controller"))
|
||||
character_gameplay_component = test_entity.add_component("PhysX Character Gameplay")
|
||||
Report.result(Tests.character_gameplay_added, test_entity.has_component("PhysX Character Gameplay"))
|
||||
|
||||
# 4) Enter game mode and collect data for the rigid body's z co-ordinate and the time values for a series of frames
|
||||
t = []
|
||||
z = []
|
||||
helper.enter_game_mode(Tests.enter_game_mode)
|
||||
general.idle_wait_frames(1)
|
||||
game_entity_id = general.find_game_entity("test_entity")
|
||||
for frame in range(100):
|
||||
t.append(azlmbr.components.TickRequestBus(azlmbr.bus.Broadcast, "GetTimeAtCurrentTick").GetSeconds())
|
||||
z.append(azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldZ", game_entity_id))
|
||||
general.idle_wait_frames(1)
|
||||
helper.exit_game_mode(Tests.exit_game_mode)
|
||||
|
||||
# 5) Test that the z vs t curve is sufficiently smooth (if the interpolation is not working well, the curve will be less smooth)
|
||||
# normalize the t and z data
|
||||
t = np.array(t) - np.mean(t)
|
||||
z = np.array(z) - np.mean(z)
|
||||
# fit a polynomial to the z vs t curve
|
||||
fit = np.poly1d(np.polyfit(t, z, 4))
|
||||
residual = fit(t) - z
|
||||
# calculate the coefficient of determination (a measure of how closely the polynomial curve fits the data)
|
||||
# if the coefficient is very close to 1, then the curve fits the data very well, suggesting that the rigid body motion is smooth
|
||||
# if the coefficient is significantly less than 1, then the z values vary more erratically relative to the smooth curve,
|
||||
# indicating that the motion of the rigid body is not smooth
|
||||
coefficient_of_determination = (1 - np.sum(residual * residual) / np.sum(z * z))
|
||||
Report.result(Tests.character_motion_smooth, bool(coefficient_of_determination > COEFFICIENT_OF_DETERMINATION_THRESHOLD))
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(Tick_CharacterGameplayComponentMotionIsSmooth)
|
||||
+98
@@ -0,0 +1,98 @@
|
||||
"""
|
||||
Copyright (c) Contributors to the Open 3D Engine Project.
|
||||
For complete copyright and license terms please see the LICENSE at the root of this distribution.
|
||||
|
||||
SPDX-License-Identifier: Apache-2.0 OR MIT
|
||||
|
||||
Test Case Title : Verify that a rigid body with "Interpolate motion" option selected moves smoothly.
|
||||
"""
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests():
|
||||
create_entity = ("Created test entity", "Failed to create test entity")
|
||||
rigid_body_added = ("Added PhysX Rigid Body component", "Failed to add PhysX Rigid Body component")
|
||||
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
|
||||
exit_game_mode = ("Exited game mode", "Failed to exit game mode")
|
||||
rigid_body_smooth = ("Rigid body motion passed smoothness threshold", "Failed to meet smoothness threshold for rigid body motion")
|
||||
# fmt: on
|
||||
|
||||
|
||||
def Tick_InterpolatedRigidBodyMotionIsSmooth():
|
||||
"""
|
||||
Summary:
|
||||
Create entity with PhysX Rigid Body component and turn on the Interpolate motion setting.
|
||||
Verify that the position of the rigid body varies smoothly with time.
|
||||
|
||||
Expected Behavior:
|
||||
1) The motion of the rigid body under gravity is a smooth curve, rather than an erratic/jittery movement.
|
||||
|
||||
Test Steps:
|
||||
1) Load the empty level
|
||||
2) Create an entity
|
||||
3) Add rigid body component
|
||||
4) Enter game mode and collect data for the rigid body's z co-ordinate and the time values for a series of frames
|
||||
5) Check if the motion of the rigid body was sufficiently smooth
|
||||
|
||||
:return: None
|
||||
"""
|
||||
# imports
|
||||
import os
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.math as math
|
||||
from editor_python_test_tools.editor_entity_utils import EditorEntity as Entity
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
from editor_python_test_tools.asset_utils import Asset
|
||||
import numpy as np
|
||||
|
||||
# constants
|
||||
COEFFICIENT_OF_DETERMINATION_THRESHOLD = 1 - 1e-4 # curves with values below this are not considered sufficiently smooth
|
||||
|
||||
helper.init_idle()
|
||||
# 1) Load the empty level
|
||||
helper.open_level("", "Base")
|
||||
|
||||
# 2) Create an entity
|
||||
test_entity = Entity.create_editor_entity("test_entity")
|
||||
Report.result(Tests.create_entity, test_entity.id.IsValid())
|
||||
|
||||
azlmbr.components.TransformBus(
|
||||
azlmbr.bus.Event, "SetWorldTranslation", test_entity.id, math.Vector3(0.0, 0.0, 0.0))
|
||||
|
||||
# 3) Add rigid body component
|
||||
rigid_body_component = test_entity.add_component("PhysX Rigid Body")
|
||||
rigid_body_component.set_component_property_value("Configuration|Interpolate motion", True)
|
||||
azlmbr.physics.RigidBodyRequestBus(azlmbr.bus.Event, "SetLinearDamping", test_entity.id, 0.0)
|
||||
Report.result(Tests.rigid_body_added, test_entity.has_component("PhysX Rigid Body"))
|
||||
|
||||
# 4) Enter game mode and collect data for the rigid body's z co-ordinate and the time values for a series of frames
|
||||
t = []
|
||||
z = []
|
||||
helper.enter_game_mode(Tests.enter_game_mode)
|
||||
general.idle_wait_frames(1)
|
||||
game_entity_id = general.find_game_entity("test_entity")
|
||||
for frame in range(100):
|
||||
t.append(azlmbr.components.TickRequestBus(azlmbr.bus.Broadcast, "GetTimeAtCurrentTick").GetSeconds())
|
||||
z.append(azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldZ", game_entity_id))
|
||||
general.idle_wait_frames(1)
|
||||
helper.exit_game_mode(Tests.exit_game_mode)
|
||||
|
||||
# 5) Test that the z vs t curve is sufficiently smooth (if the interpolation is not working well, the curve will be less smooth)
|
||||
# normalize the t and z data
|
||||
t = np.array(t) - np.mean(t)
|
||||
z = np.array(z) - np.mean(z)
|
||||
# fit a polynomial to the z vs t curve
|
||||
fit = np.poly1d(np.polyfit(t, z, 4))
|
||||
residual = fit(t) - z
|
||||
# calculate the coefficient of determination (a measure of how closely the polynomial curve fits the data)
|
||||
# if the coefficient is very close to 1, then the curve fits the data very well, suggesting that the rigid body motion is smooth
|
||||
# if the coefficient is significantly less than 1, then the z values vary more erratically relative to the smooth curve,
|
||||
# indicating that the motion of the rigid body is not smooth
|
||||
coefficient_of_determination = (1 - np.sum(residual * residual) / np.sum(z * z))
|
||||
Report.result(Tests.rigid_body_smooth, bool(coefficient_of_determination > COEFFICIENT_OF_DETERMINATION_THRESHOLD))
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(Tick_InterpolatedRigidBodyMotionIsSmooth)
|
||||
@@ -218,6 +218,7 @@ class FileManagement:
|
||||
src_file_path = os.path.join(src_path, src_file)
|
||||
if os.path.exists(target_file_path):
|
||||
fs.unlock_file(target_file_path)
|
||||
os.makedirs(target_path, exist_ok=True)
|
||||
shutil.copyfile(src_file_path, target_file_path)
|
||||
|
||||
@staticmethod
|
||||
|
||||
@@ -0,0 +1,24 @@
|
||||
#
|
||||
# Copyright (c) Contributors to the Open 3D Engine Project.
|
||||
# For complete copyright and license terms please see the LICENSE at the root of this distribution.
|
||||
#
|
||||
# SPDX-License-Identifier: Apache-2.0 OR MIT
|
||||
#
|
||||
#
|
||||
|
||||
if(PAL_TRAIT_BUILD_TESTS_SUPPORTED AND PAL_TRAIT_BUILD_HOST_TOOLS)
|
||||
|
||||
ly_add_pytest(
|
||||
NAME AutomatedTesting::TerrainTests_Main
|
||||
TEST_SUITE main
|
||||
TEST_SERIAL
|
||||
PATH ${CMAKE_CURRENT_LIST_DIR}/TestSuite_Main.py
|
||||
RUNTIME_DEPENDENCIES
|
||||
Legacy::Editor
|
||||
AZ::AssetProcessor
|
||||
AutomatedTesting.Assets
|
||||
COMPONENT
|
||||
Terrain
|
||||
)
|
||||
|
||||
endif()
|
||||
+90
@@ -0,0 +1,90 @@
|
||||
"""
|
||||
Copyright (c) Contributors to the Open 3D Engine Project.
|
||||
For complete copyright and license terms please see the LICENSE at the root of this distribution.
|
||||
|
||||
SPDX-License-Identifier: Apache-2.0 OR MIT
|
||||
"""
|
||||
|
||||
#fmt: off
|
||||
class Tests():
|
||||
create_test_entity = ("Entity created successfully", "Failed to create Entity")
|
||||
add_axis_aligned_box_shape = ("Axis Aligned Box Shape component added", "Failed to add Axis Aligned Box Shape component")
|
||||
add_terrain_collider = ("Terrain Physics Heightfield Collider component added", "Failed to add a Terrain Physics Heightfield Collider component")
|
||||
box_dimensions_changed = ("Aabb dimensions changed successfully", "Failed change Aabb dimensions")
|
||||
configuration_changed = ("Terrain size changed successfully", "Failed terrain size change")
|
||||
no_errors_and_warnings_found = ("No errors and warnings found", "Found errors and warnings")
|
||||
#fmt: on
|
||||
|
||||
def TerrainPhysicsCollider_ChangesSizeWithAxisAlignedBoxShapeChanges():
|
||||
"""
|
||||
Summary:
|
||||
Test aspects of the TerrainHeightGradientList through the BehaviorContext and the Property Tree.
|
||||
|
||||
Test Steps:
|
||||
Expected Behavior:
|
||||
The Editor is stable there are no warnings or errors.
|
||||
|
||||
Test Steps:
|
||||
1) Load the base level
|
||||
2) Create test entity
|
||||
3) Start the Tracer to catch any errors and warnings
|
||||
4) Add the Axis Aligned Box Shape and Terrain Physics Heightfield Collider components
|
||||
5) Change the Axis Aligned Box Shape dimensions
|
||||
6) Check the Heightfield provider is returning the correct size
|
||||
7) Verify there are no errors and warnings in the logs
|
||||
|
||||
|
||||
:return: None
|
||||
"""
|
||||
|
||||
from editor_python_test_tools.editor_entity_utils import EditorEntity
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
from editor_python_test_tools.utils import Report, Tracer
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.physics as physics
|
||||
import azlmbr.math as azmath
|
||||
import azlmbr.bus as bus
|
||||
import sys
|
||||
import math
|
||||
|
||||
SET_BOX_X_SIZE = 5.0
|
||||
SET_BOX_Y_SIZE = 6.0
|
||||
EXPECTED_COLUMN_SIZE = SET_BOX_X_SIZE + 1
|
||||
EXPECTED_ROW_SIZE = SET_BOX_Y_SIZE + 1
|
||||
helper.init_idle()
|
||||
|
||||
# 1) Load the level
|
||||
helper.open_level("", "Base")
|
||||
|
||||
# 2) Create test entity
|
||||
test_entity = EditorEntity.create_editor_entity("TestEntity")
|
||||
Report.result(Tests.create_test_entity, test_entity.id.IsValid())
|
||||
|
||||
# 3) Start the Tracer to catch any errors and warnings
|
||||
with Tracer() as section_tracer:
|
||||
# 4) Add the Axis Aligned Box Shape and Terrain Physics Heightfield Collider components
|
||||
aaBoxShape_component = test_entity.add_component("Axis Aligned Box Shape")
|
||||
Report.result(Tests.add_axis_aligned_box_shape, test_entity.has_component("Axis Aligned Box Shape"))
|
||||
terrainPhysics_component = test_entity.add_component("Terrain Physics Heightfield Collider")
|
||||
Report.result(Tests.add_terrain_collider, test_entity.has_component("Terrain Physics Heightfield Collider"))
|
||||
|
||||
# 5) Change the Axis Aligned Box Shape dimensions
|
||||
aaBoxShape_component.set_component_property_value("Axis Aligned Box Shape|Box Configuration|Dimensions", azmath.Vector3(SET_BOX_X_SIZE, SET_BOX_Y_SIZE, 1.0))
|
||||
add_check = aaBoxShape_component.get_component_property_value("Axis Aligned Box Shape|Box Configuration|Dimensions") == azmath.Vector3(SET_BOX_X_SIZE, SET_BOX_Y_SIZE, 1.0)
|
||||
Report.result(Tests.box_dimensions_changed, add_check)
|
||||
|
||||
# 6) Check the Heightfield provider is returning the correct size
|
||||
columns = physics.HeightfieldProviderRequestsBus(bus.Broadcast, "GetHeightfieldGridColumns")
|
||||
rows = physics.HeightfieldProviderRequestsBus(bus.Broadcast, "GetHeightfieldGridRows")
|
||||
Report.result(Tests.configuration_changed, math.isclose(columns, EXPECTED_COLUMN_SIZE) and math.isclose(rows, EXPECTED_ROW_SIZE))
|
||||
|
||||
helper.wait_for_condition(lambda: section_tracer.has_errors or section_tracer.has_asserts, 1.0)
|
||||
for error_info in section_tracer.errors:
|
||||
Report.info(f"Error: {error_info.filename} {error_info.function} | {error_info.message}")
|
||||
for assert_info in section_tracer.asserts:
|
||||
Report.info(f"Assert: {assert_info.filename} {assert_info.function} | {assert_info.message}")
|
||||
|
||||
if __name__ == "__main__":
|
||||
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(TerrainPhysicsCollider_ChangesSizeWithAxisAlignedBoxShapeChanges)
|
||||
@@ -0,0 +1,25 @@
|
||||
"""
|
||||
Copyright (c) Contributors to the Open 3D Engine Project.
|
||||
For complete copyright and license terms please see the LICENSE at the root of this distribution.
|
||||
|
||||
SPDX-License-Identifier: Apache-2.0 OR MIT
|
||||
|
||||
"""
|
||||
|
||||
# This suite consists of all test cases that are passing and have been verified.
|
||||
|
||||
import pytest
|
||||
import os
|
||||
import sys
|
||||
|
||||
from ly_test_tools import LAUNCHERS
|
||||
from ly_test_tools.o3de.editor_test import EditorTestSuite, EditorSingleTest
|
||||
|
||||
@pytest.mark.SUITE_main
|
||||
@pytest.mark.parametrize("launcher_platform", ['windows_editor'])
|
||||
@pytest.mark.parametrize("project", ["AutomatedTesting"])
|
||||
class TestAutomation(EditorTestSuite):
|
||||
#global_extra_cmdline_args=["--regset=/Amazon/Preferences/EnablePrefabSystem=true"]
|
||||
|
||||
class test_AxisAlignedBoxShape_ConfigurationWorks(EditorSingleTest):
|
||||
from .EditorScripts import TerrainPhysicsCollider_ChangesSizeWithAxisAlignedBoxShapeChanges as test_module
|
||||
@@ -0,0 +1,6 @@
|
||||
"""
|
||||
Copyright (c) Contributors to the Open 3D Engine Project.
|
||||
For complete copyright and license terms please see the LICENSE at the root of this distribution.
|
||||
|
||||
SPDX-License-Identifier: Apache-2.0 OR MIT
|
||||
"""
|
||||
+1
-1
@@ -158,7 +158,7 @@ def bundler_batch_setup_fixture(request, workspace, asset_processor, timeout) ->
|
||||
else:
|
||||
cmd.append(f"--{key}")
|
||||
if append_defaults:
|
||||
cmd.append(f"--project-path={workspace.project}")
|
||||
cmd.append(f"--project-path={os.path.join(workspace.paths.engine_root(), workspace.project)}")
|
||||
return cmd
|
||||
|
||||
# ******
|
||||
|
||||
@@ -165,7 +165,7 @@ class TestAutomationBase:
|
||||
for line in f.readlines():
|
||||
error_str += f"|{log_basename}| {line}"
|
||||
except Exception as ex:
|
||||
error_str += "-- No log available --"
|
||||
error_str += f"-- No log available ({ex})--"
|
||||
|
||||
pytest.fail(error_str)
|
||||
|
||||
|
||||
@@ -140,13 +140,13 @@ def Docking_BasicDockedTools():
|
||||
|
||||
# 2.5,6) Send a console command.
|
||||
console_line_edit = console.findChild(QtWidgets.QLineEdit, "lineEdit")
|
||||
console_line_edit.setText("t_Scale 2")
|
||||
console_line_edit.setText("t_simulationTickScale 2")
|
||||
QtTest.QTest.keyClick(console_line_edit, QtCore.Qt.Key_Enter)
|
||||
general.get_cvar("t_Scale")
|
||||
Report.result(Tests.docked_console_works, general.get_cvar("t_Scale") == "2")
|
||||
general.get_cvar("t_simulationTickScale")
|
||||
Report.result(Tests.docked_console_works, general.get_cvar("t_simulationTickScale") == "2")
|
||||
|
||||
# Reset the altered cvar
|
||||
console_line_edit.setText("t_Scale 1")
|
||||
console_line_edit.setText("t_simulationTickScale 1")
|
||||
QtTest.QTest.keyClick(console_line_edit, QtCore.Qt.Key_Enter)
|
||||
|
||||
run_test()
|
||||
|
||||
+146
@@ -0,0 +1,146 @@
|
||||
"""
|
||||
Copyright (c) Contributors to the Open 3D Engine Project.
|
||||
For complete copyright and license terms please see the LICENSE at the root of this distribution.
|
||||
|
||||
SPDX-License-Identifier: Apache-2.0 OR MIT
|
||||
"""
|
||||
|
||||
|
||||
class Tests:
|
||||
entities_sorted = (
|
||||
"Entities sorted in the expected order",
|
||||
"Entities sorted in an incorrect order",
|
||||
)
|
||||
|
||||
|
||||
def EntityOutliner_EntityOrdering():
|
||||
"""
|
||||
Summary:
|
||||
Verify that manual entity ordering in the entity outliner works and is stable.
|
||||
|
||||
Expected Behavior:
|
||||
Several entities are created, some are manually ordered, and their order
|
||||
is maintained, even when new entities are added.
|
||||
|
||||
Test Steps:
|
||||
1) Open the empty Prefab Base level
|
||||
2) Add 5 entities to the outliner
|
||||
3) Move "Entity1" to the top of the order
|
||||
4) Move "Entity4" to the bottom of the order
|
||||
5) Add another new entity, ensure the rest of the order is unchanged
|
||||
"""
|
||||
|
||||
import editor_python_test_tools.pyside_utils as pyside_utils
|
||||
import azlmbr.legacy.general as general
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
from PySide2 import QtCore, QtWidgets, QtGui, QtTest
|
||||
|
||||
# Grab the Editor, Entity Outliner, and Outliner Model
|
||||
editor_window = pyside_utils.get_editor_main_window()
|
||||
entity_outliner = pyside_utils.find_child_by_hierarchy(
|
||||
editor_window, ..., "EntityOutlinerWidgetUI", ..., "m_objectTree"
|
||||
)
|
||||
entity_outliner_model = entity_outliner.model()
|
||||
|
||||
# Get the outliner index for the root prefab container entity
|
||||
def get_root_prefab_container_index():
|
||||
return entity_outliner_model.index(0, 0)
|
||||
|
||||
# Get the outliner index for the top level entity of a given name
|
||||
def index_for_name(name):
|
||||
root_index = get_root_prefab_container_index()
|
||||
for row in range(entity_outliner_model.rowCount(root_index)):
|
||||
row_index = entity_outliner_model.index(row, 0, root_index)
|
||||
if row_index.data() == name:
|
||||
return row_index
|
||||
return None
|
||||
|
||||
# Validate that the outliner top level entity order matches the expected order
|
||||
def verify_entities_sorted(expected_order):
|
||||
actual_order = []
|
||||
root_index = get_root_prefab_container_index()
|
||||
for row in range(entity_outliner_model.rowCount(root_index)):
|
||||
row_index = entity_outliner_model.index(row, 0, root_index)
|
||||
actual_order.append(row_index.data())
|
||||
|
||||
sorted_correctly = actual_order == expected_order
|
||||
Report.result(Tests.entities_sorted, sorted_correctly)
|
||||
if not sorted_correctly:
|
||||
print(f"Expected entity order: {expected_order}")
|
||||
print(f"Actual entity order: {actual_order}")
|
||||
|
||||
# Creates an entity from the outliner context menu
|
||||
def create_entity():
|
||||
pyside_utils.trigger_context_menu_entry(
|
||||
entity_outliner, "Create entity", index=get_root_prefab_container_index()
|
||||
)
|
||||
# Wait a tick after entity creation to let events process
|
||||
general.idle_wait(0.0)
|
||||
|
||||
# Moves an entity (wrapped by move_entity_before and move_entity_after)
|
||||
def _move_entity(source_name, target_name, move_after=False):
|
||||
source_index = index_for_name(source_name)
|
||||
target_index = index_for_name(target_name)
|
||||
|
||||
target_row = target_index.row()
|
||||
if move_after:
|
||||
target_row += 1
|
||||
|
||||
# Generate MIME data and directly inject it into the model instead of
|
||||
# generating mouse click operations, as it's more reliable and we're
|
||||
# testing the underlying drag & drop logic as opposed to Qt's mouse
|
||||
# handling here
|
||||
mime_data = entity_outliner_model.mimeData([source_index])
|
||||
entity_outliner_model.dropMimeData(
|
||||
mime_data, QtCore.Qt.MoveAction, target_row, 0, target_index.parent()
|
||||
)
|
||||
QtWidgets.QApplication.processEvents()
|
||||
|
||||
# Move an entity before another entity in the order by dragging the source above the target
|
||||
move_entity_before = lambda source_name, target_name: _move_entity(
|
||||
source_name, target_name, move_after=False
|
||||
)
|
||||
# Move an entity after another entity in the order by dragging the source beloew the target
|
||||
move_entity_after = lambda source_name, target_name: _move_entity(
|
||||
source_name, target_name, move_after=True
|
||||
)
|
||||
|
||||
expected_order = []
|
||||
|
||||
# 1) Open the empty Prefab Base level
|
||||
helper.init_idle()
|
||||
helper.open_level("Prefab", "Base")
|
||||
|
||||
# 2) Add 5 entities to the outliner
|
||||
ENTITIES_TO_ADD = 5
|
||||
for i in range(ENTITIES_TO_ADD):
|
||||
create_entity()
|
||||
|
||||
# Our new entity should be given a name with a number automatically
|
||||
new_entity = f"Entity{i+1}"
|
||||
# The new entity should be added to the top of its parent entity
|
||||
expected_order = [new_entity] + expected_order
|
||||
|
||||
verify_entities_sorted(expected_order)
|
||||
|
||||
# 3) Move "Entity1" to the top of the order
|
||||
move_entity_before("Entity1", "Entity5")
|
||||
expected_order = ["Entity1", "Entity5", "Entity4", "Entity3", "Entity2"]
|
||||
verify_entities_sorted(expected_order)
|
||||
|
||||
# 4) Move "Entity4" to the bottom of the order
|
||||
move_entity_after("Entity4", "Entity2")
|
||||
expected_order = ["Entity1", "Entity5", "Entity3", "Entity2", "Entity4"]
|
||||
verify_entities_sorted(expected_order)
|
||||
|
||||
# 5) Add another new entity, ensure the rest of the order is unchanged
|
||||
create_entity()
|
||||
expected_order = ["Entity6", "Entity1", "Entity5", "Entity3", "Entity2", "Entity4"]
|
||||
verify_entities_sorted(expected_order)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
|
||||
Report.start_test(EntityOutliner_EntityOrdering)
|
||||
@@ -41,3 +41,15 @@ class TestAutomation(TestAutomationBase):
|
||||
from .EditorScripts import BasicEditorWorkflows_LevelEntityComponentCRUD as test_module
|
||||
self._run_test(request, workspace, editor, test_module, batch_mode=False, autotest_mode=False,
|
||||
use_null_renderer=False)
|
||||
|
||||
def test_EntityOutlienr_EntityOrdering(self, request, workspace, editor, launcher_platform):
|
||||
from .EditorScripts import EntityOutliner_EntityOrdering as test_module
|
||||
self._run_test(
|
||||
request,
|
||||
workspace,
|
||||
editor,
|
||||
test_module,
|
||||
batch_mode=False,
|
||||
autotest_mode=True,
|
||||
extra_cmdline_args=["--regset=/Amazon/Preferences/EnablePrefabSystem=true"]
|
||||
)
|
||||
|
||||
@@ -24,7 +24,6 @@ if(PAL_TRAIT_BUILD_TESTS_SUPPORTED AND PAL_TRAIT_BUILD_HOST_TOOLS AND PAL_TRAIT_
|
||||
LargeWorlds
|
||||
)
|
||||
|
||||
|
||||
ly_add_pytest(
|
||||
NAME AutomatedTesting::DynamicVegetationTests_Periodic
|
||||
TEST_SERIAL
|
||||
@@ -39,6 +38,20 @@ if(PAL_TRAIT_BUILD_TESTS_SUPPORTED AND PAL_TRAIT_BUILD_HOST_TOOLS AND PAL_TRAIT_
|
||||
LargeWorlds
|
||||
)
|
||||
|
||||
ly_add_pytest(
|
||||
NAME AutomatedTesting::DynamicVegetationTests_Periodic_Optimized
|
||||
TEST_SERIAL
|
||||
TEST_SUITE periodic
|
||||
PATH ${CMAKE_CURRENT_LIST_DIR}/dyn_veg/TestSuite_Periodic_Optimized.py
|
||||
RUNTIME_DEPENDENCIES
|
||||
AZ::AssetProcessor
|
||||
Legacy::Editor
|
||||
AutomatedTesting.Assets
|
||||
AutomatedTesting.GameLauncher
|
||||
COMPONENT
|
||||
LargeWorlds
|
||||
)
|
||||
|
||||
ly_add_pytest(
|
||||
NAME AutomatedTesting::DynamicVegetationTests_Main_Optimized
|
||||
TEST_SERIAL
|
||||
|
||||
+85
@@ -0,0 +1,85 @@
|
||||
"""
|
||||
Copyright (c) Contributors to the Open 3D Engine Project.
|
||||
For complete copyright and license terms please see the LICENSE at the root of this distribution.
|
||||
|
||||
SPDX-License-Identifier: Apache-2.0 OR MIT
|
||||
"""
|
||||
|
||||
|
||||
def DynVegUtils_TempPrefabCreationWorks():
|
||||
"""
|
||||
Summary:
|
||||
An existing level is opened. Each Prefab setup to be spawned by Dynamic Vegetation tests is created in memory and
|
||||
validated against existing test slice components/mesh assignments.
|
||||
|
||||
Expected Behavior:
|
||||
Temporary prefabs contain the expected components/assets.
|
||||
|
||||
Test Steps:
|
||||
1) Open an existing level
|
||||
2) Create each of the necessary temporary Mesh prefabs, and validate the component/mesh setups
|
||||
3) Create the necessary temporary PhysX Collider, and validate the component setup
|
||||
4) Report errors/asserts
|
||||
|
||||
:return: None
|
||||
"""
|
||||
|
||||
import os
|
||||
|
||||
import azlmbr.asset as asset
|
||||
import azlmbr.bus as bus
|
||||
import azlmbr.math as math
|
||||
|
||||
from Prefab.tests import PrefabTestUtils as prefab_test_utils
|
||||
from largeworlds.large_worlds_utils import editor_dynveg_test_helper as dynveg
|
||||
from editor_python_test_tools.utils import Report, Tracer
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
from editor_python_test_tools.prefab_utils import PrefabInstance
|
||||
|
||||
with Tracer() as error_tracer:
|
||||
# Create dictionary for prefab filenames and paths to create using helper function
|
||||
mesh_prefabs = {
|
||||
"PinkFlower": os.path.join("assets", "objects", "foliage", "grass_flower_pink.azmodel"),
|
||||
"PurpleFlower": os.path.join("assets", "objects", "foliage", "grass_flower_purple.azmodel"),
|
||||
"1m_Cube": os.path.join("objects", "_primitives", "_box_1x1.azmodel"),
|
||||
"CedarTree": os.path.join("assets", "objects", "foliage", "cedar.azmodel"),
|
||||
"Bush": os.path.join("assets", "objects", "foliage", "bush_privet_01.azmodel"),
|
||||
}
|
||||
|
||||
# 1) Open an existing simple level
|
||||
prefab_test_utils.open_base_tests_level()
|
||||
|
||||
# 2) Create each of the Mesh asset prefabs and validate that the prefab created successfully
|
||||
for prefab_filename, asset_path in mesh_prefabs.items():
|
||||
mesh_prefab_created = (
|
||||
f"Temporary mesh prefab: {prefab_filename} created successfully",
|
||||
f"Failed to create temporary mesh prefab: {prefab_filename}"
|
||||
)
|
||||
prefab = dynveg.create_temp_mesh_prefab(asset_path, prefab_filename)
|
||||
Report.result(mesh_prefab_created, helper.wait_for_condition(lambda:
|
||||
PrefabInstance.is_valid(prefab[1]), 3.0))
|
||||
|
||||
# 3) Create temp PhysX Collider prefab and validate that the prefab created successfully
|
||||
physx_prefab_filename = "CedarTree_Collision"
|
||||
physx_collider_prefab_created = (
|
||||
f"Temporary mesh prefab: {physx_prefab_filename} created successfully",
|
||||
f"Failed to create temporary mesh prefab: {physx_prefab_filename}"
|
||||
)
|
||||
test_physx_mesh_asset_id = asset.AssetCatalogRequestBus(bus.Broadcast, "GetAssetIdByPath", os.path.join(
|
||||
"assets", "objects", "foliage", "cedar.pxmesh"), math.Uuid(), False)
|
||||
dynveg.create_temp_physx_mesh_collider(test_physx_mesh_asset_id, physx_prefab_filename)
|
||||
Report.result(physx_collider_prefab_created, helper.wait_for_condition(lambda:
|
||||
PrefabInstance.is_valid(prefab[1]), 3.0))
|
||||
|
||||
# 4) Report errors/asserts
|
||||
helper.wait_for_condition(lambda: error_tracer.has_errors or error_tracer.has_asserts, 1.0)
|
||||
for error_info in error_tracer.errors:
|
||||
Report.info(f"Error: {error_info.filename} {error_info.function} | {error_info.message}")
|
||||
for assert_info in error_tracer.asserts:
|
||||
Report.info(f"Assert: {assert_info.filename} {assert_info.function} | {assert_info.message}")
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(DynVegUtils_TempPrefabCreationWorks)
|
||||
@@ -0,0 +1,23 @@
|
||||
"""
|
||||
Copyright (c) Contributors to the Open 3D Engine Project.
|
||||
For complete copyright and license terms please see the LICENSE at the root of this distribution.
|
||||
|
||||
SPDX-License-Identifier: Apache-2.0 OR MIT
|
||||
"""
|
||||
|
||||
import os
|
||||
import pytest
|
||||
|
||||
import ly_test_tools.environment.file_system as file_system
|
||||
from ly_test_tools.o3de.editor_test import EditorSingleTest, EditorSharedTest, EditorParallelTest, EditorTestSuite
|
||||
|
||||
|
||||
@pytest.mark.SUITE_main
|
||||
@pytest.mark.parametrize("launcher_platform", ['windows_editor'])
|
||||
@pytest.mark.parametrize("project", ["AutomatedTesting"])
|
||||
class TestAutomation(EditorTestSuite):
|
||||
|
||||
global_extra_cmdline_args = ["-BatchMode", "-autotest_mode", "--regset=/Amazon/Preferences/EnablePrefabSystem=true"]
|
||||
|
||||
class test_DynVegUtils_TempPrefabCreationWorks(EditorSharedTest):
|
||||
from .EditorScripts import DynVegUtils_TempPrefabCreationWorks as test_module
|
||||
+39
@@ -19,6 +19,45 @@ import azlmbr.paths
|
||||
|
||||
sys.path.append(os.path.join(azlmbr.paths.projectroot, 'Gem', 'PythonTests'))
|
||||
import editor_python_test_tools.hydra_editor_utils as hydra
|
||||
from editor_python_test_tools.editor_entity_utils import EditorEntity
|
||||
from editor_python_test_tools.prefab_utils import Prefab
|
||||
|
||||
|
||||
def create_temp_mesh_prefab(mesh_asset_path, prefab_filename):
|
||||
# Create initial entity
|
||||
root = EditorEntity.create_editor_entity(name=prefab_filename)
|
||||
assert root.exists(), "Failed to create entity"
|
||||
# Add mesh component
|
||||
mesh_component = root.add_component("Mesh")
|
||||
assert root.has_component("Mesh") and mesh_component.is_enabled(), "Failed to add/activate Mesh component"
|
||||
# Assign the specified mesh asset
|
||||
mesh_asset = asset.AssetCatalogRequestBus(bus.Broadcast, "GetAssetIdByPath", mesh_asset_path, math.Uuid(), False)
|
||||
mesh_component.set_component_property_value("Controller|Configuration|Mesh Asset", mesh_asset)
|
||||
assert mesh_component.get_component_property_value("Controller|Configuration|Mesh Asset") == mesh_asset, \
|
||||
"Failed to set Mesh asset"
|
||||
# Create and return the temporary/in-memory prefab
|
||||
temp_prefab = Prefab.create_prefab([root], prefab_filename)
|
||||
return temp_prefab
|
||||
|
||||
|
||||
def create_temp_physx_mesh_collider(physx_mesh_id, prefab_filename):
|
||||
# Create initial entity
|
||||
root = EditorEntity.create_editor_entity(name=prefab_filename)
|
||||
assert root.exists(), "Failed to create entity"
|
||||
# Add PhysX Collider component
|
||||
collider_component = root.add_component("PhysX Collider")
|
||||
assert root.has_component("PhysX Collider") and collider_component.is_enabled(), \
|
||||
"Failed to add/activate PhysX Collider component"
|
||||
# Set the Collider's Shape Configuration field to PhysicsAsset, and assign the specified PhysX Mesh asset
|
||||
collider_component.set_component_property_value("Shape Configuration|Shape", 7)
|
||||
assert collider_component.get_component_property_value("Shape Configuration|Shape") == 7, \
|
||||
"Failed to set Collider Shape to PhysicsAsset"
|
||||
collider_component.set_component_property_value("Shape Configuration|Asset|PhysX Mesh", physx_mesh_id)
|
||||
assert collider_component.get_component_property_value("Shape Configuration|Asset|PhysX Mesh") == physx_mesh_id, \
|
||||
"Failed to assign PhysX Mesh asset"
|
||||
# Create and return the temporary/in-memory prefab
|
||||
temp_prefab = Prefab.create_prefab([root], prefab_filename)
|
||||
return temp_prefab
|
||||
|
||||
|
||||
def create_surface_entity(name, center_point, box_size_x, box_size_y, box_size_z):
|
||||
|
||||
@@ -13,7 +13,10 @@ import os
|
||||
import pytest
|
||||
import subprocess
|
||||
|
||||
import ly_test_tools
|
||||
|
||||
|
||||
@pytest.mark.skipif(not ly_test_tools.WINDOWS, reason="Only succeeds on windows https://github.com/o3de/o3de/issues/5539")
|
||||
@pytest.mark.SUITE_smoke
|
||||
class TestCLIToolSerializeContextToolsWorks(object):
|
||||
def test_CLITool_SerializeContextTools_Works(self, build_directory):
|
||||
|
||||
@@ -11,10 +11,13 @@ Test should run in both gpu and non gpu
|
||||
import pytest
|
||||
import os
|
||||
from automatedtesting_shared.base import TestAutomationBase
|
||||
|
||||
import ly_test_tools
|
||||
import ly_test_tools.environment.file_system as file_system
|
||||
|
||||
|
||||
@pytest.mark.SUITE_smoke
|
||||
@pytest.mark.skipif(not ly_test_tools.WINDOWS, reason="Only succeeds on windows https://github.com/o3de/o3de/issues/5539")
|
||||
@pytest.mark.parametrize("launcher_platform", ["windows_editor"])
|
||||
@pytest.mark.parametrize("project", ["AutomatedTesting"])
|
||||
@pytest.mark.parametrize("level", ["temp_level"])
|
||||
@@ -28,4 +31,4 @@ class TestAutomation(TestAutomationBase):
|
||||
|
||||
from . import Editor_NewExistingLevels_Works as test_module
|
||||
|
||||
self._run_test(request, workspace, editor, test_module)
|
||||
self._run_test(request, workspace, editor, test_module, extra_cmdline_args=["--regset=/Amazon/Preferences/EnablePrefabSystem=false"])
|
||||
|
||||
Reference in New Issue
Block a user