Merge branch 'development' into linux_ar
This commit is contained in:
@@ -41,6 +41,10 @@ class TestAutomation(EditorTestSuite):
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class AtomEditorComponents_DisplayMapperAdded(EditorSharedTest):
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from Atom.tests import hydra_AtomEditorComponents_DisplayMapperAdded as test_module
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@pytest.mark.test_case_id("C36525661")
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class AtomEditorComponents_EntityReferenceAdded(EditorSharedTest):
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from Atom.tests import hydra_AtomEditorComponents_EntityReferenceAdded as test_module
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@pytest.mark.test_case_id("C32078121")
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class AtomEditorComponents_ExposureControlAdded(EditorSharedTest):
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from Atom.tests import hydra_AtomEditorComponents_ExposureControlAdded as test_module
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+158
@@ -0,0 +1,158 @@
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"""
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Copyright (c) Contributors to the Open 3D Engine Project.
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For complete copyright and license terms please see the LICENSE at the root of this distribution.
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SPDX-License-Identifier: Apache-2.0 OR MIT
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"""
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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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entity_reference_creation = (
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"Entity Reference Entity successfully created",
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"Entity Reference Entity failed to be created")
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entity_reference_component = (
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"Entity has an Entity Reference component",
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"Entity failed to find Entity Reference component")
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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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def AtomEditorComponents_EntityReference_AddedToEntity():
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"""
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Summary:
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Tests the Entity Reference 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 an Entity Reference entity with no components.
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2) Add Entity Reference component to Entity Reference 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) Enter/Exit game mode.
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6) Test IsHidden.
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7) Test IsVisible.
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8) Delete Entity Reference entity.
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9) UNDO deletion.
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10) REDO deletion.
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11) Look for errors.
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:return: None
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"""
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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
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from Atom.atom_utils.atom_constants import AtomComponentProperties
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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()
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TestHelper.open_level("", "Base")
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# Test steps begin.
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# 1. Create an Entity Reference entity with no components.
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entity_reference_entity = EditorEntity.create_editor_entity(AtomComponentProperties.entity_reference())
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Report.critical_result(Tests.entity_reference_creation, entity_reference_entity.exists())
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# 2. Add Entity Reference component to Entity Reference entity.
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entity_reference_component = entity_reference_entity.add_component(
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AtomComponentProperties.entity_reference())
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Report.critical_result(
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Tests.entity_reference_component,
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entity_reference_entity.has_component(AtomComponentProperties.entity_reference()))
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# 3. UNDO the entity creation and component addition.
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# -> UNDO component addition.
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general.undo()
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# -> UNDO naming entity.
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general.undo()
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# -> UNDO selecting entity.
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general.undo()
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# -> UNDO entity creation.
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general.undo()
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general.idle_wait_frames(1)
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Report.result(Tests.creation_undo, not entity_reference_entity.exists())
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# 4. REDO the entity creation and component addition.
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# -> REDO entity creation.
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general.redo()
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# -> REDO selecting entity.
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general.redo()
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# -> REDO naming entity.
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general.redo()
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# -> REDO component addition.
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general.redo()
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general.idle_wait_frames(1)
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Report.result(Tests.creation_redo, entity_reference_entity.exists())
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# 5. Enter/Exit game mode.
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TestHelper.enter_game_mode(Tests.enter_game_mode)
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general.idle_wait_frames(1)
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TestHelper.exit_game_mode(Tests.exit_game_mode)
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# 6. Test IsHidden.
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entity_reference_entity.set_visibility_state(False)
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Report.result(Tests.is_hidden, entity_reference_entity.is_hidden() is True)
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# 7. Test IsVisible.
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entity_reference_entity.set_visibility_state(True)
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general.idle_wait_frames(1)
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Report.result(Tests.is_visible, entity_reference_entity.is_visible() is True)
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# 8. Delete Entity Reference entity.
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entity_reference_entity.delete()
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Report.result(Tests.entity_deleted, not entity_reference_entity.exists())
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# 9. UNDO deletion.
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general.undo()
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Report.result(Tests.deletion_undo, entity_reference_entity.exists())
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# 10. REDO deletion.
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general.redo()
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Report.result(Tests.deletion_redo, not entity_reference_entity.exists())
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# 11. Look for errors and asserts.
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TestHelper.wait_for_condition(lambda: error_tracer.has_errors or error_tracer.has_asserts, 1.0)
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for error_info in error_tracer.errors:
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Report.info(f"Error: {error_info.filename} {error_info.function} | {error_info.message}")
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for assert_info in error_tracer.asserts:
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Report.info(f"Assert: {assert_info.filename} {assert_info.function} | {assert_info.message}")
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if __name__ == "__main__":
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from editor_python_test_tools.utils import Report
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Report.start_test(AtomEditorComponents_EntityReference_AddedToEntity)
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@@ -91,4 +91,16 @@ class TestAutomation(TestAutomationBase):
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@revert_physics_config
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def test_C15425929_Undo_Redo(self, request, workspace, editor, launcher_platform):
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from .tests import Physics_UndoRedoWorksOnEntityWithPhysComponents as test_module
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self._run_test(request, workspace, editor, test_module)
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self._run_test(request, workspace, editor, test_module)
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@pytest.mark.GROUP_tick
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@pytest.mark.xfail(reason="Test still under development.")
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def test_Tick_InterpolatedRigidBodyMotionIsSmooth(self, request, workspace, editor, launcher_platform):
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from .tests.tick import Tick_InterpolatedRigidBodyMotionIsSmooth as test_module
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self._run_test(request, workspace, editor, test_module)
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@pytest.mark.GROUP_tick
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@pytest.mark.xfail(reason="Test still under development.")
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def test_Tick_CharacterGameplayComponentMotionIsSmooth(self, request, workspace, editor, launcher_platform):
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from .tests.tick import Tick_CharacterGameplayComponentMotionIsSmooth as test_module
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self._run_test(request, workspace, editor, test_module)
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+99
@@ -0,0 +1,99 @@
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"""
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Copyright (c) Contributors to the Open 3D Engine Project.
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For complete copyright and license terms please see the LICENSE at the root of this distribution.
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SPDX-License-Identifier: Apache-2.0 OR MIT
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Test Case Title : Verify that an entity with a character gameplay component moves smoothly.
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"""
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# fmt: off
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class Tests():
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create_entity = ("Created test entity", "Failed to create test entity")
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character_controller_added = ("Added PhysX Character Controller component", "Failed to add PhysX Character Controller component")
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character_gameplay_added = ("Added PhysX Character Gameplay component", "Failed to add PhysX Character Gameplay component")
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enter_game_mode = ("Entered game mode", "Failed to enter game mode")
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exit_game_mode = ("Exited game mode", "Failed to exit game mode")
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character_motion_smooth = ("Character motion passed smoothness threshold", "Failed to meet smoothness threshold for character motion")
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# fmt: on
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def Tick_CharacterGameplayComponentMotionIsSmooth():
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"""
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Summary:
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Create entity with PhysX Character Controller and PhysX Character Gameplay components.
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Verify that the motion of the character controller under gravity is smooth.
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Expected Behavior:
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1) The motion of the character controller under gravity is a smooth curve, rather than an erratic/jittery movement.
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Test Steps:
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1) Load the empty level
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2) Create an entity
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3) Add a PhysX Character Controller Component and PhysX Character Gameplay component
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4) Enter game mode and collect data for the character controller's z co-ordinate and the time values for a series of frames
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5) Check if the motion of the character controller was sufficiently smooth
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:return: None
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"""
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# imports
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import os
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import azlmbr.legacy.general as general
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import azlmbr.math as math
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from editor_python_test_tools.editor_entity_utils import EditorEntity as Entity
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from editor_python_test_tools.utils import Report
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from editor_python_test_tools.utils import TestHelper as helper
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from editor_python_test_tools.asset_utils import Asset
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import numpy as np
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# constants
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COEFFICIENT_OF_DETERMINATION_THRESHOLD = 1 - 1e-4 # curves with values below this are not considered sufficiently smooth
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helper.init_idle()
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# 1) Load the empty level
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helper.open_level("", "Base")
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# 2) Create an entity
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test_entity = Entity.create_editor_entity("test_entity")
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Report.result(Tests.create_entity, test_entity.id.IsValid())
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azlmbr.components.TransformBus(
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azlmbr.bus.Event, "SetWorldTranslation", test_entity.id, math.Vector3(0.0, 0.0, 0.0))
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# 3) Add character controller and character gameplay components
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character_controller_component = test_entity.add_component("PhysX Character Controller")
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Report.result(Tests.character_controller_added, test_entity.has_component("PhysX Character Controller"))
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character_gameplay_component = test_entity.add_component("PhysX Character Gameplay")
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Report.result(Tests.character_gameplay_added, test_entity.has_component("PhysX Character Gameplay"))
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# 4) Enter game mode and collect data for the rigid body's z co-ordinate and the time values for a series of frames
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t = []
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z = []
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helper.enter_game_mode(Tests.enter_game_mode)
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general.idle_wait_frames(1)
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game_entity_id = general.find_game_entity("test_entity")
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for frame in range(100):
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t.append(azlmbr.components.TickRequestBus(azlmbr.bus.Broadcast, "GetTimeAtCurrentTick").GetSeconds())
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z.append(azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldZ", game_entity_id))
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general.idle_wait_frames(1)
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helper.exit_game_mode(Tests.exit_game_mode)
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# 5) Test that the z vs t curve is sufficiently smooth (if the interpolation is not working well, the curve will be less smooth)
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# normalize the t and z data
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t = np.array(t) - np.mean(t)
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z = np.array(z) - np.mean(z)
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# fit a polynomial to the z vs t curve
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fit = np.poly1d(np.polyfit(t, z, 4))
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residual = fit(t) - z
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# calculate the coefficient of determination (a measure of how closely the polynomial curve fits the data)
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# if the coefficient is very close to 1, then the curve fits the data very well, suggesting that the rigid body motion is smooth
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# if the coefficient is significantly less than 1, then the z values vary more erratically relative to the smooth curve,
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# indicating that the motion of the rigid body is not smooth
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coefficient_of_determination = (1 - np.sum(residual * residual) / np.sum(z * z))
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Report.result(Tests.character_motion_smooth, bool(coefficient_of_determination > COEFFICIENT_OF_DETERMINATION_THRESHOLD))
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if __name__ == "__main__":
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from editor_python_test_tools.utils import Report
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Report.start_test(Tick_CharacterGameplayComponentMotionIsSmooth)
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+98
@@ -0,0 +1,98 @@
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"""
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Copyright (c) Contributors to the Open 3D Engine Project.
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For complete copyright and license terms please see the LICENSE at the root of this distribution.
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SPDX-License-Identifier: Apache-2.0 OR MIT
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Test Case Title : Verify that a rigid body with "Interpolate motion" option selected moves smoothly.
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"""
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# fmt: off
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class Tests():
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create_entity = ("Created test entity", "Failed to create test entity")
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rigid_body_added = ("Added PhysX Rigid Body component", "Failed to add PhysX Rigid Body component")
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enter_game_mode = ("Entered game mode", "Failed to enter game mode")
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exit_game_mode = ("Exited game mode", "Failed to exit game mode")
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rigid_body_smooth = ("Rigid body motion passed smoothness threshold", "Failed to meet smoothness threshold for rigid body motion")
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# fmt: on
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def Tick_InterpolatedRigidBodyMotionIsSmooth():
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"""
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Summary:
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Create entity with PhysX Rigid Body component and turn on the Interpolate motion setting.
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Verify that the position of the rigid body varies smoothly with time.
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Expected Behavior:
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1) The motion of the rigid body under gravity is a smooth curve, rather than an erratic/jittery movement.
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Test Steps:
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1) Load the empty level
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2) Create an entity
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3) Add rigid body component
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4) Enter game mode and collect data for the rigid body's z co-ordinate and the time values for a series of frames
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5) Check if the motion of the rigid body was sufficiently smooth
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:return: None
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"""
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# imports
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import os
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import azlmbr.legacy.general as general
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import azlmbr.math as math
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from editor_python_test_tools.editor_entity_utils import EditorEntity as Entity
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from editor_python_test_tools.utils import Report
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from editor_python_test_tools.utils import TestHelper as helper
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from editor_python_test_tools.asset_utils import Asset
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import numpy as np
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# constants
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COEFFICIENT_OF_DETERMINATION_THRESHOLD = 1 - 1e-4 # curves with values below this are not considered sufficiently smooth
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helper.init_idle()
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# 1) Load the empty level
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helper.open_level("", "Base")
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# 2) Create an entity
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test_entity = Entity.create_editor_entity("test_entity")
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Report.result(Tests.create_entity, test_entity.id.IsValid())
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azlmbr.components.TransformBus(
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azlmbr.bus.Event, "SetWorldTranslation", test_entity.id, math.Vector3(0.0, 0.0, 0.0))
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# 3) Add rigid body component
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rigid_body_component = test_entity.add_component("PhysX Rigid Body")
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rigid_body_component.set_component_property_value("Configuration|Interpolate motion", True)
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azlmbr.physics.RigidBodyRequestBus(azlmbr.bus.Event, "SetLinearDamping", test_entity.id, 0.0)
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Report.result(Tests.rigid_body_added, test_entity.has_component("PhysX Rigid Body"))
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# 4) Enter game mode and collect data for the rigid body's z co-ordinate and the time values for a series of frames
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t = []
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z = []
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helper.enter_game_mode(Tests.enter_game_mode)
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general.idle_wait_frames(1)
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game_entity_id = general.find_game_entity("test_entity")
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for frame in range(100):
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t.append(azlmbr.components.TickRequestBus(azlmbr.bus.Broadcast, "GetTimeAtCurrentTick").GetSeconds())
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z.append(azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldZ", game_entity_id))
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general.idle_wait_frames(1)
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helper.exit_game_mode(Tests.exit_game_mode)
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# 5) Test that the z vs t curve is sufficiently smooth (if the interpolation is not working well, the curve will be less smooth)
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# normalize the t and z data
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t = np.array(t) - np.mean(t)
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z = np.array(z) - np.mean(z)
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# fit a polynomial to the z vs t curve
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fit = np.poly1d(np.polyfit(t, z, 4))
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residual = fit(t) - z
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# calculate the coefficient of determination (a measure of how closely the polynomial curve fits the data)
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# if the coefficient is very close to 1, then the curve fits the data very well, suggesting that the rigid body motion is smooth
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# if the coefficient is significantly less than 1, then the z values vary more erratically relative to the smooth curve,
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# indicating that the motion of the rigid body is not smooth
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coefficient_of_determination = (1 - np.sum(residual * residual) / np.sum(z * z))
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Report.result(Tests.rigid_body_smooth, bool(coefficient_of_determination > COEFFICIENT_OF_DETERMINATION_THRESHOLD))
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if __name__ == "__main__":
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from editor_python_test_tools.utils import Report
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Report.start_test(Tick_InterpolatedRigidBodyMotionIsSmooth)
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