diff --git a/AutomatedTesting/Gem/PythonTests/Atom/TestSuite_Main.py b/AutomatedTesting/Gem/PythonTests/Atom/TestSuite_Main.py index d183ca12be..c7565d5e4b 100644 --- a/AutomatedTesting/Gem/PythonTests/Atom/TestSuite_Main.py +++ b/AutomatedTesting/Gem/PythonTests/Atom/TestSuite_Main.py @@ -41,6 +41,10 @@ class TestAutomation(EditorTestSuite): class AtomEditorComponents_DisplayMapperAdded(EditorSharedTest): from Atom.tests import hydra_AtomEditorComponents_DisplayMapperAdded as test_module + @pytest.mark.test_case_id("C36525661") + class AtomEditorComponents_EntityReferenceAdded(EditorSharedTest): + from Atom.tests import hydra_AtomEditorComponents_EntityReferenceAdded as test_module + @pytest.mark.test_case_id("C32078121") class AtomEditorComponents_ExposureControlAdded(EditorSharedTest): from Atom.tests import hydra_AtomEditorComponents_ExposureControlAdded as test_module diff --git a/AutomatedTesting/Gem/PythonTests/Atom/tests/hydra_AtomEditorComponents_EntityReferenceAdded.py b/AutomatedTesting/Gem/PythonTests/Atom/tests/hydra_AtomEditorComponents_EntityReferenceAdded.py new file mode 100644 index 0000000000..dddcca64fa --- /dev/null +++ b/AutomatedTesting/Gem/PythonTests/Atom/tests/hydra_AtomEditorComponents_EntityReferenceAdded.py @@ -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) diff --git a/AutomatedTesting/Gem/PythonTests/Physics/TestSuite_Main.py b/AutomatedTesting/Gem/PythonTests/Physics/TestSuite_Main.py index b64fbb5656..fb2744deda 100644 --- a/AutomatedTesting/Gem/PythonTests/Physics/TestSuite_Main.py +++ b/AutomatedTesting/Gem/PythonTests/Physics/TestSuite_Main.py @@ -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) \ No newline at end of file + 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) diff --git a/AutomatedTesting/Gem/PythonTests/Physics/tests/tick/Tick_CharacterGameplayComponentMotionIsSmooth.py b/AutomatedTesting/Gem/PythonTests/Physics/tests/tick/Tick_CharacterGameplayComponentMotionIsSmooth.py new file mode 100644 index 0000000000..fe718d7247 --- /dev/null +++ b/AutomatedTesting/Gem/PythonTests/Physics/tests/tick/Tick_CharacterGameplayComponentMotionIsSmooth.py @@ -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) diff --git a/AutomatedTesting/Gem/PythonTests/Physics/tests/tick/Tick_InterpolatedRigidBodyMotionIsSmooth.py b/AutomatedTesting/Gem/PythonTests/Physics/tests/tick/Tick_InterpolatedRigidBodyMotionIsSmooth.py new file mode 100644 index 0000000000..19e79355d9 --- /dev/null +++ b/AutomatedTesting/Gem/PythonTests/Physics/tests/tick/Tick_InterpolatedRigidBodyMotionIsSmooth.py @@ -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) diff --git a/Code/Framework/AzToolsFramework/AzToolsFramework/UI/PropertyEditor/PropertyAssetCtrl.cpp b/Code/Framework/AzToolsFramework/AzToolsFramework/UI/PropertyEditor/PropertyAssetCtrl.cpp index 24b2c7466e..e97be57470 100644 --- a/Code/Framework/AzToolsFramework/AzToolsFramework/UI/PropertyEditor/PropertyAssetCtrl.cpp +++ b/Code/Framework/AzToolsFramework/AzToolsFramework/UI/PropertyEditor/PropertyAssetCtrl.cpp @@ -1072,10 +1072,10 @@ namespace AzToolsFramework RefreshAutocompleter(); } - // When focus is lost, clear the field if necessary + // When focus is lost, revert to the selected asset if (!focus && m_incompleteFilename) { - HandleFieldClear(); + SetSelectedAssetID(GetCurrentAssetID()); } } diff --git a/Code/Legacy/CrySystem/SystemInit.cpp b/Code/Legacy/CrySystem/SystemInit.cpp index 5bef42dc3e..cd46fc8a04 100644 --- a/Code/Legacy/CrySystem/SystemInit.cpp +++ b/Code/Legacy/CrySystem/SystemInit.cpp @@ -1185,12 +1185,6 @@ AZ_POP_DISABLE_WARNING InlineInitializationProcessing("CSystem::Init End"); - if (gEnv->IsDedicated()) - { - SCVarsClientConfigSink CVarsClientConfigSink; - LoadConfiguration("client.cfg", &CVarsClientConfigSink); - } - // Send out EBus event EBUS_EVENT(CrySystemEventBus, OnCrySystemInitialized, *this, startupParams); diff --git a/Gems/Terrain/Code/Tests/SurfaceMaterialsListTest.cpp b/Gems/Terrain/Code/Tests/SurfaceMaterialsListTest.cpp index 686ca349f5..a9abc333f1 100644 --- a/Gems/Terrain/Code/Tests/SurfaceMaterialsListTest.cpp +++ b/Gems/Terrain/Code/Tests/SurfaceMaterialsListTest.cpp @@ -63,8 +63,10 @@ namespace UnitTest } }; - TEST_F(TerrainSurfaceMaterialsListTest, SurfaceGradientListRequiresShapeToActivate) + TEST_F(TerrainSurfaceMaterialsListTest, SurfaceMaterialsListRequiresShapeToActivate) { + // Check that the component requires a shape service to activate: trying to Activate the entity will cause the test to fail, so + // use the EvaluateDependenciesGetDetails function to check the dependencies are met. auto entity = CreateEntity(); AddSurfaceMaterialListComponent(entity.get()); @@ -75,7 +77,7 @@ namespace UnitTest entity.reset(); } - TEST_F(TerrainSurfaceMaterialsListTest, SurfaceGradientListActivatesSuccessfully) + TEST_F(TerrainSurfaceMaterialsListTest, SurfaceMaterialsListActivatesSuccessfully) { auto entity = CreateEntityWithShapeComponents(); diff --git a/pytest.ini b/pytest.ini index 65c93e0eb2..a229b19a4d 100644 --- a/pytest.ini +++ b/pytest.ini @@ -22,4 +22,5 @@ markers = SUITE_smoke: Tiny, quick tests of fundamental operation (tests with no SUITE_awsi: Time consuming AWS integration end-to-end tests # secondary markers which may appear alongisde a suite marker: REQUIRES_gpu: Tests which require a physical GPU + GROUP_tick: Tests which verify if systems update correctly with system ticks (for example, physics bodies should move smoothly) # custom markers not listed above will cause pytest to emit a typo warning