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)
|
||||
|
||||
Reference in New Issue
Block a user