conflict fix

Signed-off-by: sphrose <82213493+sphrose@users.noreply.github.com>
This commit is contained in:
sphrose
2021-12-03 11:36:58 +00:00
579 changed files with 11102 additions and 4269 deletions
+124
View File
@@ -0,0 +1,124 @@
#
# Copyright (c) Contributors to the Open 3D Engine Project.
# For complete copyright and license terms please see the LICENSE at the root of this distribution.
#
# SPDX-License-Identifier: Apache-2.0 OR MIT
#
#
import os, traceback, binascii, sys, json, pathlib, logging
import azlmbr.math
import azlmbr.bus
from scene_helpers import *
#
# SceneAPI Processor
#
def update_manifest(scene):
import uuid
import azlmbr.scene as sceneApi
import azlmbr.scene.graph
from scene_api import scene_data as sceneData
graph = sceneData.SceneGraph(scene.graph)
# Get a list of all the mesh nodes, as well as all the nodes
mesh_name_list, all_node_paths = get_mesh_node_names(graph)
mesh_name_list.sort(key=lambda node: str.casefold(node.get_path()))
scene_manifest = sceneData.SceneManifest()
clean_filename = scene.sourceFilename.replace('.', '_')
# Compute the filename of the scene file
source_basepath = scene.watchFolder
source_relative_path = os.path.dirname(os.path.relpath(clean_filename, source_basepath))
source_filename_only = os.path.basename(clean_filename)
created_entities = []
previous_entity_id = azlmbr.entity.InvalidEntityId
first_mesh = True
# Make a list of mesh node paths
mesh_path_list = list(map(lambda node: node.get_path(), mesh_name_list))
# Assume the first mesh is the main mesh
main_mesh = mesh_name_list[0]
mesh_path = main_mesh.get_path()
# Create a unique mesh group name using the filename + node name
mesh_group_name = '{}_{}'.format(source_filename_only, main_mesh.get_name())
# Remove forbidden filename characters from the name since this will become a file on disk later
mesh_group_name = "".join(char for char in mesh_group_name if char not in "|<>:\"/?*\\")
# Add the MeshGroup to the manifest and give it a unique ID
mesh_group = scene_manifest.add_mesh_group(mesh_group_name)
mesh_group['id'] = '{' + str(uuid.uuid5(uuid.NAMESPACE_DNS, source_filename_only + mesh_path)) + '}'
# Set our current node as the only node that is included in this MeshGroup
scene_manifest.mesh_group_select_node(mesh_group, mesh_path)
# Explicitly remove all other nodes to prevent implicit inclusions
for node in mesh_path_list:
if node != mesh_path:
scene_manifest.mesh_group_unselect_node(mesh_group, node)
# Create a LOD rule
lod_rule = scene_manifest.mesh_group_add_lod_rule(mesh_group)
# Loop all the mesh nodes after the first
for x in mesh_path_list[1:]:
# Add a new LOD level
lod = scene_manifest.lod_rule_add_lod(lod_rule)
# Select the current mesh for this LOD level
scene_manifest.lod_select_node(lod, x)
# Unselect every other mesh for this LOD level
for y in mesh_path_list:
if y != x:
scene_manifest.lod_unselect_node(lod, y)
# Create an editor entity
entity_id = azlmbr.entity.EntityUtilityBus(azlmbr.bus.Broadcast, "CreateEditorReadyEntity", mesh_group_name)
# Add an EditorMeshComponent to the entity
editor_mesh_component = azlmbr.entity.EntityUtilityBus(azlmbr.bus.Broadcast, "GetOrAddComponentByTypeName", entity_id, "AZ::Render::EditorMeshComponent")
# Set the ModelAsset assetHint to the relative path of the input asset + the name of the MeshGroup we just created + the azmodel extension
# The MeshGroup we created will be output as a product in the asset's path named mesh_group_name.azmodel
# The assetHint will be converted to an AssetId later during prefab loading
json_update = json.dumps({
"Controller": { "Configuration": { "ModelAsset": {
"assetHint": os.path.join(source_relative_path, mesh_group_name) + ".azmodel" }}}
});
# Apply the JSON above to the component we created
result = azlmbr.entity.EntityUtilityBus(azlmbr.bus.Broadcast, "UpdateComponentForEntity", entity_id, editor_mesh_component, json_update)
if not result:
raise RuntimeError("UpdateComponentForEntity failed for Mesh component")
create_prefab(scene_manifest, source_filename_only, [entity_id])
# Convert the manifest to a JSON string and return it
new_manifest = scene_manifest.export()
return new_manifest
sceneJobHandler = None
def on_update_manifest(args):
try:
scene = args[0]
return update_manifest(scene)
except RuntimeError as err:
print (f'ERROR - {err}')
log_exception_traceback()
except:
log_exception_traceback()
global sceneJobHandler
sceneJobHandler = None
# try to create SceneAPI handler for processing
try:
import azlmbr.scene as sceneApi
if (sceneJobHandler == None):
sceneJobHandler = sceneApi.ScriptBuildingNotificationBusHandler()
sceneJobHandler.connect()
sceneJobHandler.add_callback('OnUpdateManifest', on_update_manifest)
except:
sceneJobHandler = None
@@ -0,0 +1,95 @@
"""
Copyright (c) Contributors to the Open 3D Engine Project.
For complete copyright and license terms please see the LICENSE at the root of this distribution.
SPDX-License-Identifier: Apache-2.0 OR MIT
"""
import traceback, logging, json
from typing import Tuple, List
import azlmbr.bus
from scene_api import scene_data as sceneData
from scene_api.scene_data import SceneGraphName
def log_exception_traceback():
"""
Outputs an exception stacktrace.
"""
data = traceback.format_exc()
logger = logging.getLogger('python')
logger.error(data)
def sanitize_name_for_disk(name: str):
"""
Removes illegal filename characters from a string.
:param name: String to clean.
:return: Name with illegal characters removed.
"""
return "".join(char for char in name if char not in "|<>:\"/?*\\")
def get_mesh_node_names(scene_graph: sceneData.SceneGraph) -> Tuple[List[SceneGraphName], List[str]]:
"""
Returns a tuple of all the mesh nodes as well as all the node paths
:param scene_graph: Scene graph to search
:return: Tuple of [Mesh Nodes, All Node Paths]
"""
import azlmbr.scene as sceneApi
import azlmbr.scene.graph
mesh_data_list = []
node = scene_graph.get_root()
children = []
paths = []
while node.IsValid():
# store children to process after siblings
if scene_graph.has_node_child(node):
children.append(scene_graph.get_node_child(node))
node_name = sceneData.SceneGraphName(scene_graph.get_node_name(node))
paths.append(node_name.get_path())
# store any node that has mesh data content
node_content = scene_graph.get_node_content(node)
if node_content.CastWithTypeName('MeshData'):
if scene_graph.is_node_end_point(node) is False:
if len(node_name.get_path()):
mesh_data_list.append(sceneData.SceneGraphName(scene_graph.get_node_name(node)))
# advance to next node
if scene_graph.has_node_sibling(node):
node = scene_graph.get_node_sibling(node)
elif children:
node = children.pop()
else:
node = azlmbr.scene.graph.NodeIndex()
return mesh_data_list, paths
def create_prefab(scene_manifest: sceneData.SceneManifest, prefab_name: str, entities: list) -> None:
prefab_filename = prefab_name + ".prefab"
created_template_id = azlmbr.prefab.PrefabSystemScriptingBus(azlmbr.bus.Broadcast, "CreatePrefab", entities,
prefab_filename)
if created_template_id is None or created_template_id == azlmbr.prefab.InvalidTemplateId:
raise RuntimeError("CreatePrefab {} failed".format(prefab_filename))
# Convert the prefab to a JSON string
output = azlmbr.prefab.PrefabLoaderScriptingBus(azlmbr.bus.Broadcast, "SaveTemplateToString", created_template_id)
if output is not None and output.IsSuccess():
json_string = output.GetValue()
uuid = azlmbr.math.Uuid_CreateRandom().ToString()
json_result = json.loads(json_string)
# Add a PrefabGroup to the manifest and store the JSON on it
scene_manifest.add_prefab_group(prefab_name, uuid, json_result)
else:
raise RuntimeError(
"SaveTemplateToString failed for template id {}, prefab {}".format(created_template_id, prefab_filename))
@@ -5,55 +5,16 @@
# SPDX-License-Identifier: Apache-2.0 OR MIT
#
#
import os, traceback, binascii, sys, json, pathlib
import azlmbr.math
import azlmbr.bus
import azlmbr.math
from scene_helpers import *
#
# SceneAPI Processor
#
def log_exception_traceback():
exc_type, exc_value, exc_tb = sys.exc_info()
data = traceback.format_exception(exc_type, exc_value, exc_tb)
print(str(data))
def get_mesh_node_names(sceneGraph):
import azlmbr.scene as sceneApi
import azlmbr.scene.graph
from scene_api import scene_data as sceneData
meshDataList = []
node = sceneGraph.get_root()
children = []
paths = []
while node.IsValid():
# store children to process after siblings
if sceneGraph.has_node_child(node):
children.append(sceneGraph.get_node_child(node))
nodeName = sceneData.SceneGraphName(sceneGraph.get_node_name(node))
paths.append(nodeName.get_path())
# store any node that has mesh data content
nodeContent = sceneGraph.get_node_content(node)
if nodeContent.CastWithTypeName('MeshData'):
if sceneGraph.is_node_end_point(node) is False:
if (len(nodeName.get_path())):
meshDataList.append(sceneData.SceneGraphName(sceneGraph.get_node_name(node)))
# advance to next node
if sceneGraph.has_node_sibling(node):
node = sceneGraph.get_node_sibling(node)
elif children:
node = children.pop()
else:
node = azlmbr.scene.graph.NodeIndex()
return meshDataList, paths
def add_material_component(entity_id):
# Create an override AZ::Render::EditorMaterialComponent
editor_material_component = azlmbr.entity.EntityUtilityBus(
@@ -64,24 +25,24 @@ def add_material_component(entity_id):
# this fills out the material asset to a known product AZMaterial asset relative path
json_update = json.dumps({
"Controller": { "Configuration": { "materials": [
{
"Key": {},
"Value": { "MaterialAsset":{
"assetHint": "materials/basic_grey.azmaterial"
}}
}]
}}
});
result = azlmbr.entity.EntityUtilityBus(azlmbr.bus.Broadcast, "UpdateComponentForEntity", entity_id, editor_material_component, json_update)
"Controller": {"Configuration": {"materials": [
{
"Key": {},
"Value": {"MaterialAsset": {
"assetHint": "materials/basic_grey.azmaterial"
}}
}]
}}
})
result = azlmbr.entity.EntityUtilityBus(azlmbr.bus.Broadcast, "UpdateComponentForEntity", entity_id,
editor_material_component, json_update)
if not result:
raise RuntimeError("UpdateComponentForEntity for editor_material_component failed")
def update_manifest(scene):
import json
import uuid, os
import azlmbr.scene as sceneApi
import azlmbr.scene.graph
from scene_api import scene_data as sceneData
@@ -89,9 +50,9 @@ def update_manifest(scene):
# Get a list of all the mesh nodes, as well as all the nodes
mesh_name_list, all_node_paths = get_mesh_node_names(graph)
scene_manifest = sceneData.SceneManifest()
clean_filename = scene.sourceFilename.replace('.', '_')
# Compute the filename of the scene file
source_basepath = scene.watchFolder
source_relative_path = os.path.dirname(os.path.relpath(clean_filename, source_basepath))
@@ -108,31 +69,39 @@ def update_manifest(scene):
# Create a unique mesh group name using the filename + node name
mesh_group_name = '{}_{}'.format(source_filename_only, mesh_name.get_name())
# Remove forbidden filename characters from the name since this will become a file on disk later
mesh_group_name = "".join(char for char in mesh_group_name if char not in "|<>:\"/?*\\")
mesh_group_name = sanitize_name_for_disk(mesh_group_name)
# Add the MeshGroup to the manifest and give it a unique ID
mesh_group = scene_manifest.add_mesh_group(mesh_group_name)
mesh_group['id'] = '{' + str(uuid.uuid5(uuid.NAMESPACE_DNS, source_filename_only + mesh_path)) + '}'
# Set our current node as the only node that is included in this MeshGroup
scene_manifest.mesh_group_select_node(mesh_group, mesh_path)
scene_manifest.mesh_group_add_comment(mesh_group, "Hello World")
# Explicitly remove all other nodes to prevent implicit inclusions
for node in all_node_paths:
if node != mesh_path:
scene_manifest.mesh_group_unselect_node(mesh_group, node)
scene_manifest.mesh_group_add_cloth_rule(mesh_group, mesh_path, "Col0", 1, "Col0", 2, "Col0", 2, 3)
scene_manifest.mesh_group_add_advanced_mesh_rule(mesh_group, True, False, True, "Col0")
scene_manifest.mesh_group_add_skin_rule(mesh_group, 3, 0.002)
scene_manifest.mesh_group_add_tangent_rule(mesh_group, 1, 0)
# Create an editor entity
entity_id = azlmbr.entity.EntityUtilityBus(azlmbr.bus.Broadcast, "CreateEditorReadyEntity", mesh_group_name)
# Add an EditorMeshComponent to the entity
editor_mesh_component = azlmbr.entity.EntityUtilityBus(azlmbr.bus.Broadcast, "GetOrAddComponentByTypeName", entity_id, "AZ::Render::EditorMeshComponent")
# Set the ModelAsset assetHint to the relative path of the input asset + the name of the MeshGroup we just created + the azmodel extension
# The MeshGroup we created will be output as a product in the asset's path named mesh_group_name.azmodel
# The assetHint will be converted to an AssetId later during prefab loading
editor_mesh_component = azlmbr.entity.EntityUtilityBus(azlmbr.bus.Broadcast, "GetOrAddComponentByTypeName",
entity_id, "AZ::Render::EditorMeshComponent")
# Set the ModelAsset assetHint to the relative path of the input asset + the name of the MeshGroup we just
# created + the azmodel extension The MeshGroup we created will be output as a product in the asset's path
# named mesh_group_name.azmodel The assetHint will be converted to an AssetId later during prefab loading
json_update = json.dumps({
"Controller": { "Configuration": { "ModelAsset": {
"assetHint": os.path.join(source_relative_path, mesh_group_name) + ".azmodel" }}}
});
"Controller": {"Configuration": {"ModelAsset": {
"assetHint": os.path.join(source_relative_path, mesh_group_name) + ".azmodel"}}}
})
# Apply the JSON above to the component we created
result = azlmbr.entity.EntityUtilityBus(azlmbr.bus.Broadcast, "UpdateComponentForEntity", entity_id, editor_mesh_component, json_update)
result = azlmbr.entity.EntityUtilityBus(azlmbr.bus.Broadcast, "UpdateComponentForEntity", entity_id,
editor_mesh_component, json_update)
if not result:
raise RuntimeError("UpdateComponentForEntity failed for Mesh component")
@@ -143,17 +112,19 @@ def update_manifest(scene):
add_material_component(entity_id)
# Get the transform component
transform_component = azlmbr.entity.EntityUtilityBus(azlmbr.bus.Broadcast, "GetOrAddComponentByTypeName", entity_id, "27F1E1A1-8D9D-4C3B-BD3A-AFB9762449C0")
transform_component = azlmbr.entity.EntityUtilityBus(azlmbr.bus.Broadcast, "GetOrAddComponentByTypeName",
entity_id, "27F1E1A1-8D9D-4C3B-BD3A-AFB9762449C0")
# Set this entity to be a child of the last entity we created
# This is just an example of how to do parenting and isn't necessarily useful to parent everything like this
if previous_entity_id is not None:
transform_json = json.dumps({
"Parent Entity" : previous_entity_id.to_json()
});
"Parent Entity": previous_entity_id.to_json()
})
# Apply the JSON update
result = azlmbr.entity.EntityUtilityBus(azlmbr.bus.Broadcast, "UpdateComponentForEntity", entity_id, transform_component, transform_json)
result = azlmbr.entity.EntityUtilityBus(azlmbr.bus.Broadcast, "UpdateComponentForEntity", entity_id,
transform_component, transform_json)
if not result:
raise RuntimeError("UpdateComponentForEntity failed for Transform component")
@@ -165,37 +136,23 @@ def update_manifest(scene):
created_entities.append(entity_id)
# Create a prefab with all our entities
prefab_filename = source_filename_only + ".prefab"
created_template_id = azlmbr.prefab.PrefabSystemScriptingBus(azlmbr.bus.Broadcast, "CreatePrefab", created_entities, prefab_filename)
if created_template_id == azlmbr.prefab.InvalidTemplateId:
raise RuntimeError("CreatePrefab {} failed".format(prefab_filename))
# Convert the prefab to a JSON string
output = azlmbr.prefab.PrefabLoaderScriptingBus(azlmbr.bus.Broadcast, "SaveTemplateToString", created_template_id)
if output.IsSuccess():
jsonString = output.GetValue()
uuid = azlmbr.math.Uuid_CreateRandom().ToString()
jsonResult = json.loads(jsonString)
# Add a PrefabGroup to the manifest and store the JSON on it
scene_manifest.add_prefab_group(source_filename_only, uuid, jsonResult)
else:
raise RuntimeError("SaveTemplateToString failed for template id {}, prefab {}".format(created_template_id, prefab_filename))
create_prefab(scene_manifest, source_filename_only, created_entities)
# Convert the manifest to a JSON string and return it
new_manifest = scene_manifest.export()
return new_manifest
sceneJobHandler = None
def on_update_manifest(args):
try:
scene = args[0]
return update_manifest(scene)
except RuntimeError as err:
print (f'ERROR - {err}')
print(f'ERROR - {err}')
log_exception_traceback()
except:
log_exception_traceback()
@@ -203,10 +160,12 @@ def on_update_manifest(args):
global sceneJobHandler
sceneJobHandler = None
# try to create SceneAPI handler for processing
try:
import azlmbr.scene as sceneApi
if (sceneJobHandler == None):
if sceneJobHandler is None:
sceneJobHandler = sceneApi.ScriptBuildingNotificationBusHandler()
sceneJobHandler.connect()
sceneJobHandler.add_callback('OnUpdateManifest', on_update_manifest)
@@ -149,11 +149,14 @@ class AtomComponentProperties:
def display_mapper(property: str = 'name') -> str:
"""
Display Mapper component properties.
- 'LDR color Grading LUT' is the Low Definition Range (LDR) color grading for Look-up Textures (LUT) which is
an Asset.id value corresponding to a lighting asset file.
:param property: From the last element of the property tree path. Default 'name' for component name string.
:return: Full property path OR component name if no property specified.
"""
properties = {
'name': 'Display Mapper',
'LDR color Grading LUT': 'Controller|Configuration|LDR color Grading LUT',
}
return properties[property]
@@ -390,7 +393,7 @@ class AtomComponentProperties:
'name': 'PostFX Shape Weight Modifier',
'requires': [AtomComponentProperties.postfx_layer()],
'shapes': ['Axis Aligned Box Shape', 'Box Shape', 'Capsule Shape', 'Compound Shape', 'Cylinder Shape',
'Disk Shape', 'Polygon Prism Shape', 'Quad Shape', 'Sphere Shape', 'Vegetation Reference Shape'],
'Disk Shape', 'Polygon Prism Shape', 'Quad Shape', 'Sphere Shape', 'Shape Reference'],
}
return properties[property]
@@ -5,6 +5,7 @@ For complete copyright and license terms please see the LICENSE at the root of t
SPDX-License-Identifier: Apache-2.0 OR MIT
"""
class Tests:
camera_creation = (
"Camera Entity successfully created",
@@ -39,6 +40,9 @@ class Tests:
is_hidden = (
"Entity is hidden",
"Entity was not hidden")
ldr_color_grading_lut = (
"LDR color Grading LUT asset set",
"LDR color Grading LUT asset could not be set")
entity_deleted = (
"Entity deleted",
"Entity was not deleted")
@@ -71,16 +75,19 @@ def AtomEditorComponents_DisplayMapper_AddedToEntity():
5) Enter/Exit game mode.
6) Test IsHidden.
7) Test IsVisible.
8) Delete Display Mapper entity.
9) UNDO deletion.
10) REDO deletion.
11) Look for errors and asserts.
8) Set LDR color Grading LUT asset.
9) Delete Display Mapper entity.
10) UNDO deletion.
11) REDO deletion.
12) Look for errors and asserts.
: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
@@ -97,7 +104,7 @@ def AtomEditorComponents_DisplayMapper_AddedToEntity():
Report.critical_result(Tests.display_mapper_creation, display_mapper_entity.exists())
# 2. Add Display Mapper component to Display Mapper entity.
display_mapper_entity.add_component(AtomComponentProperties.display_mapper())
display_mapper_component = display_mapper_entity.add_component(AtomComponentProperties.display_mapper())
Report.critical_result(
Tests.display_mapper_component,
display_mapper_entity.has_component(AtomComponentProperties.display_mapper()))
@@ -140,19 +147,29 @@ def AtomEditorComponents_DisplayMapper_AddedToEntity():
general.idle_wait_frames(1)
Report.result(Tests.is_visible, display_mapper_entity.is_visible() is True)
# 8. Delete Display Mapper entity.
# 8. Set LDR color Grading LUT asset.
display_mapper_asset_path = os.path.join("TestData", "test.lightingpreset.azasset")
display_mapper_asset = Asset.find_asset_by_path(display_mapper_asset_path, False)
display_mapper_component.set_component_property_value(
AtomComponentProperties.display_mapper("LDR color Grading LUT"), display_mapper_asset.id)
Report.result(
Tests.ldr_color_grading_lut,
display_mapper_component.get_component_property_value(
AtomComponentProperties.display_mapper("LDR color Grading LUT")) == display_mapper_asset.id)
# 9. Delete Display Mapper entity.
display_mapper_entity.delete()
Report.result(Tests.entity_deleted, not display_mapper_entity.exists())
# 9. UNDO deletion.
# 10. UNDO deletion.
general.undo()
Report.result(Tests.deletion_undo, display_mapper_entity.exists())
# 10. REDO deletion.
# 11. REDO deletion.
general.redo()
Report.result(Tests.deletion_redo, not display_mapper_entity.exists())
# 11. Look for errors and asserts.
# 12. 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}")
@@ -26,8 +26,8 @@ INSTALL
It is recommended to set up these these tools with O3DE's CMake build commands.
Assuming CMake is already setup on your operating system, below are some sample build commands:
cd /path/to/od3e/
mkdir windows_vs2019
cd windows_vs2019
mkdir windows
cd windows
cmake .. -G "Visual Studio 16 2019" -DLY_PROJECTS=AutomatedTesting
To manually install the project in development mode using your own installed Python interpreter:
@@ -459,3 +459,14 @@ class EditorEntity:
"""
new_translation = convert_to_azvector3(new_translation)
azlmbr.components.TransformBus(azlmbr.bus.Event, "SetLocalTranslation", self.id, new_translation)
# Use this only when prefab system is enabled as it will fail otherwise.
def focus_on_owning_prefab(self) -> None:
"""
Focuses on the owning prefab instance of the given entity.
:param entity: The entity used to fetch the owning prefab to focus on.
"""
assert self.id.isValid(), "A valid entity id is required to focus on its owning prefab."
focus_prefab_result = azlmbr.prefab.PrefabFocusPublicRequestBus(bus.Broadcast, "FocusOnOwningPrefab", self.id)
assert focus_prefab_result.IsSuccess(), f"Prefab operation 'FocusOnOwningPrefab' failed. Error: {focus_prefab_result.GetError()}"
@@ -34,6 +34,38 @@ class TestHelper:
# JIRA: SPEC-2880
# general.idle_wait_frames(1)
@staticmethod
def create_level(level_name: str) -> bool:
"""
:param level_name: The name of the level to be created
:return: True if ECreateLevelResult returns 0, False otherwise with logging to report reason
"""
Report.info(f"Creating level {level_name}")
# Use these hardcoded values to pass expected values for old terrain system until new create_level API is
# available
heightmap_resolution = 1024
heightmap_meters_per_pixel = 1
terrain_texture_resolution = 4096
use_terrain = False
result = general.create_level_no_prompt(level_name, heightmap_resolution, heightmap_meters_per_pixel,
terrain_texture_resolution, use_terrain)
# Result codes are ECreateLevelResult defined in CryEdit.h
if result == 1:
Report.info(f"{level_name} level already exists")
elif result == 2:
Report.info("Failed to create directory")
elif result == 3:
Report.info("Directory length is too long")
elif result != 0:
Report.info("Unknown error, failed to create level")
else:
Report.info(f"{level_name} level created successfully")
return result == 0
@staticmethod
def open_level(directory : str, level : str):
# type: (str, str) -> None
@@ -61,3 +61,11 @@ class TestAutomation(TestAutomationBase):
def test_CreatePrefab_UnderAnotherPrefab(self, request, workspace, editor, launcher_platform):
from Prefab.tests.create_prefab import CreatePrefab_UnderAnotherPrefab as test_module
self._run_prefab_test(request, workspace, editor, test_module, autotest_mode=False)
def test_DeleteEntity_UnderAnotherPrefab(self, request, workspace, editor, launcher_platform):
from Prefab.tests.delete_entity import DeleteEntity_UnderAnotherPrefab as test_module
self._run_prefab_test(request, workspace, editor, test_module, autotest_mode=False)
def test_DeleteEntity_UnderLevelPrefab(self, request, workspace, editor, launcher_platform):
from Prefab.tests.delete_entity import DeleteEntity_UnderLevelPrefab as test_module
self._run_prefab_test(request, workspace, editor, test_module, autotest_mode=False)
@@ -0,0 +1,52 @@
"""
Copyright (c) Contributors to the Open 3D Engine Project.
For complete copyright and license terms please see the LICENSE at the root of this distribution.
SPDX-License-Identifier: Apache-2.0 OR MIT
"""
def DeleteEntity_UnderAnotherPrefab():
"""
Test description:
- Creates an entity.
- Creates a prefab out of the above entity.
- Focuses on the created prefab and destroys the entity within.
Checks that the entity is correctly destroyed.
"""
from editor_python_test_tools.editor_entity_utils import EditorEntity
from editor_python_test_tools.prefab_utils import Prefab
import Prefab.tests.PrefabTestUtils as prefab_test_utils
prefab_test_utils.open_base_tests_level()
PREFAB_FILE_NAME = 'some_prefab'
# Creates a new entity at the root level
entity = EditorEntity.create_editor_entity()
assert entity.id.IsValid(), "Couldn't create entity."
# Asserts if prefab creation doesn't succeed
child_prefab, child_instance = Prefab.create_prefab([entity], PREFAB_FILE_NAME)
child_entity_ids_inside_prefab = child_instance.get_direct_child_entities()
assert len(
child_entity_ids_inside_prefab) == 1, f"{len(child_entity_ids_inside_prefab)} entities found inside prefab" \
f" when there should have been just 1 entity"
child_entity_inside_prefab = child_entity_ids_inside_prefab[0]
child_entity_inside_prefab.focus_on_owning_prefab()
child_entity_inside_prefab.delete()
# Wait till prefab propagation finishes before validating entity deletion.
azlmbr.legacy.general.idle_wait_frames(1)
child_entity_ids_inside_prefab = child_instance.get_direct_child_entities()
assert len(
child_entity_ids_inside_prefab) == 0, f"{len(child_entity_ids_inside_prefab)} entities found inside prefab" \
f" when there should have been 0 entities"
if __name__ == "__main__":
from editor_python_test_tools.utils import Report
Report.start_test(DeleteEntity_UnderAnotherPrefab)
@@ -0,0 +1,37 @@
"""
Copyright (c) Contributors to the Open 3D Engine Project.
For complete copyright and license terms please see the LICENSE at the root of this distribution.
SPDX-License-Identifier: Apache-2.0 OR MIT
"""
def DeleteEntity_UnderLevelPrefab():
"""
Test description:
- Creates an entity.
- Destroys the created entity.
Checks that the entity is correctly destroyed.
"""
from editor_python_test_tools.editor_entity_utils import EditorEntity
import Prefab.tests.PrefabTestUtils as prefab_test_utils
prefab_test_utils.open_base_tests_level()
# Creates a new Entity at the root level
# Asserts if creation didn't succeed
entity = EditorEntity.create_editor_entity_at((100.0, 100.0, 100.0), name = "TestEntity")
assert entity.id.IsValid(), "Couldn't create entity"
level_container_entity = EditorEntity(entity.get_parent_id())
entity.delete()
# Wait till prefab propagation finishes before validating entity deletion.
azlmbr.legacy.general.idle_wait_frames(1)
level_container_child_entities_count = len(level_container_entity.get_children_ids())
assert level_container_child_entities_count == 0, f"The level still has {level_container_child_entities_count}" \
f" children when it should have 0."
if __name__ == "__main__":
from editor_python_test_tools.utils import Report
Report.start_test(DeleteEntity_UnderLevelPrefab)
@@ -72,7 +72,7 @@ def Terrain_SupportsPhysics():
# 2) Create 2 test entities, one parent at 512.0, 512.0, 50.0 and one child at the default position and add the required components
entity1_components_to_add = ["Axis Aligned Box Shape", "Terrain Layer Spawner", "Terrain Height Gradient List", "Terrain Physics Heightfield Collider", "PhysX Heightfield Collider"]
entity2_components_to_add = ["Vegetation Reference Shape", "Gradient Transform Modifier", "FastNoise Gradient"]
entity2_components_to_add = ["Shape Reference", "Gradient Transform Modifier", "FastNoise Gradient"]
ball_components_to_add = ["Sphere Shape", "PhysX Collider", "PhysX Rigid Body"]
terrain_spawner_entity = hydra.Entity("TestEntity1")
terrain_spawner_entity.create_entity(azmath.Vector3(512.0, 512.0, 50.0), entity1_components_to_add)
@@ -4,7 +4,7 @@ For complete copyright and license terms please see the LICENSE at the root of t
SPDX-License-Identifier: Apache-2.0 OR MIT
A fixture for Setting Up Asset Processor Batch workspace for tests in lmbr_test
A fixture for Setting Up Asset Processor Batch workspace for tests
"""
# Import builtin libraries
@@ -4,7 +4,7 @@ For complete copyright and license terms please see the LICENSE at the root of t
SPDX-License-Identifier: Apache-2.0 OR MIT
A fixture for using the Asset Processor in lmbr_test, this will stop the asset processor after every test via
A fixture for using the Asset Processor, this will stop the asset processor after every test via
the teardown. Using the fixture at class level will stop the asset processor after the suite completes.
Using the fixture at test level will stop asset processor after the test completes. Calling this fixture as a test argument will still run the teardown to stop the Asset Processor.
"""
@@ -15,6 +15,7 @@ import logging
# Import LyTestTools
import ly_test_tools.o3de.asset_processor as asset_processor_commands
import ly_test_tools.o3de.asset_processor_utils
logger = logging.getLogger(__name__)
@@ -36,5 +37,8 @@ def asset_processor(request: pytest.fixture, workspace: pytest.fixture) -> asset
ap.stop()
request.addfinalizer(teardown)
for n in ly_test_tools.o3de.asset_processor_utils.processList:
assert not ly_test_tools.o3de.asset_processor_utils.check_ap_running(n), f"{n} process did not shutdown correctly."
return ap
@@ -103,6 +103,19 @@ if(PAL_TRAIT_BUILD_TESTS_SUPPORTED AND PAL_TRAIT_BUILD_HOST_TOOLS)
AZ::AssetBundlerBatch
)
ly_add_pytest(
NAME AssetPipelineTests.BundleMode
PATH ${CMAKE_CURRENT_LIST_DIR}/bundle_mode_tests.py
EXCLUDE_TEST_RUN_TARGET_FROM_IDE
TEST_SERIAL
TEST_SUITE periodic
RUNTIME_DEPENDENCIES
AZ::AssetProcessor
AZ::AssetBundlerBatch
Legacy::Editor
AutomatedTesting.Assets
)
ly_add_pytest(
NAME AssetPipelineTests.AssetBuilder
PATH ${CMAKE_CURRENT_LIST_DIR}/asset_builder_tests.py
@@ -0,0 +1,20 @@
"""
Copyright (c) Contributors to the Open 3D Engine Project.
For complete copyright and license terms please see the LICENSE at the root of this distribution.
SPDX-License-Identifier: Apache-2.0 OR MIT
"""
import azlmbr.bus
import azlmbr.editor
import azlmbr.legacy.general
import sys
# Print out the passed in bundle_path, so the outer test can verify this was sent in correctly
bundle_path = sys.argv[1]
print('Bundle mode test running with path {}'.format(sys.argv[1]))
# Turn on bundle mode. This will trigger some printouts that the outer test logic will validate.
azlmbr.legacy.general.set_cvar_integer("sys_report_files_not_found_in_paks", 1)
azlmbr.legacy.general.run_console(f"loadbundles {bundle_path}")
azlmbr.editor.EditorToolsApplicationRequestBus(azlmbr.bus.Broadcast, 'ExitNoPrompt')
@@ -0,0 +1,93 @@
"""
Copyright (c) Contributors to the Open 3D Engine Project.
For complete copyright and license terms please see the LICENSE at the root of this distribution.
SPDX-License-Identifier: Apache-2.0 OR MIT
"""
import os
import pytest
import logging
import sys
import time
pytest.importorskip('ly_test_tools')
import ly_test_tools.environment.file_system as fs
import ly_test_tools.environment.waiter as waiter
import ly_test_tools.log.log_monitor
from ..ap_fixtures.asset_processor_fixture import asset_processor as asset_processor
from ..ap_fixtures.bundler_batch_setup_fixture import bundler_batch_setup_fixture as bundler_batch_helper
from ..ap_fixtures.timeout_option_fixture import timeout_option_fixture as timeout
@pytest.mark.SUITE_periodic
@pytest.mark.parametrize('launcher_platform', ['windows_editor'])
@pytest.mark.parametrize('project', ['AutomatedTesting'])
@pytest.mark.parametrize('level', ['auto_test'])
class TestBundleMode(object):
def test_bundle_mode_with_levels_mounts_bundles_correctly(self, request, editor, level, launcher_platform,
asset_processor, workspace, bundler_batch_helper):
level_pak = os.path.join("levels", level, "level.pak")
bundles_folder = os.path.join(workspace.paths.project(), "Bundles")
bundle_request_path = os.path.join(bundles_folder, "bundle.pak")
bundle_result_path = os.path.join(bundles_folder,
bundler_batch_helper.platform_file_name(
"bundle.pak", workspace.asset_processor_platform))
# Create target 'Bundles' folder if it doesn't exist
if not os.path.exists(bundles_folder):
os.mkdir(bundles_folder)
# Delete target bundle file if it already exists
if os.path.exists(bundle_result_path):
fs.delete([bundle_result_path], True, False)
# Make asset list file to use in the bundle
bundler_batch_helper.call_assetLists(
addSeed=level_pak,
assetListFile=bundler_batch_helper["asset_info_file_request"],
)
# Make bundle in <project_folder>/Bundles
bundler_batch_helper.call_bundles(
assetListFile=bundler_batch_helper["asset_info_file_result"],
outputBundlePath=bundle_request_path,
maxSize="2048",
)
# Ensure the bundle was created
assert os.path.exists(bundle_result_path), f"Bundle was not created at location: {bundle_result_path}"
# The editor flips the slash direction in some of the printouts
bundle_result_path_editor_separator = bundle_result_path.replace('\\', '/')
expected_lines = [
# A beginning of test printout can help debug where failures occur, if this line is missing
# then the Editor didn't launch, didn't run the Python test, or didn't pass in the right parameter
f'Bundle mode test running with path {bundles_folder}',
# These printouts happen in response to the loadbundles call, and verify this bundle is actually loaded
f"[CONSOLE] Executing console command 'loadbundles {bundles_folder}'",
f'(BundlingSystem) - Loading bundles from {bundles_folder} of type .pak',
f'(Archive) - Opening archive file {bundle_result_path_editor_separator}',
]
unexpected_lines = []
timeout = 180
halt_on_unexpected = False
test_directory = os.path.join(os.path.dirname(__file__))
test_file = os.path.join(test_directory, 'bundle_mode_in_editor_tests.py')
editor.args.extend(['-NullRenderer', '-rhi=Null', "--skipWelcomeScreenDialog",
"--autotest_mode", "--runpythontest", test_file, "--runpythonargs", bundles_folder])
with editor.start(launch_ap=True):
editor_log_file = os.path.join(editor.workspace.paths.project_log(), 'Editor.log')
log_monitor = ly_test_tools.log.log_monitor.LogMonitor(editor, editor_log_file)
waiter.wait_for(
lambda: editor.is_alive(),
timeout,
exc=("Log file '{}' was never opened by another process.".format(editor_log_file)),
interval=1)
log_monitor.monitor_log_for_lines(expected_lines, unexpected_lines, halt_on_unexpected, timeout)
# Delete the bundle created and used in this test
fs.delete([bundle_result_path], True, False)
@@ -7,60 +7,6 @@
#
if(PAL_TRAIT_BUILD_TESTS_SUPPORTED AND PAL_TRAIT_BUILD_HOST_TOOLS AND PAL_TRAIT_FOUNDATION_TEST_SUPPORTED)
ly_add_pytest(
NAME AutomatedTesting::EditorTests_Main
TEST_SUITE main
TEST_SERIAL
PATH ${CMAKE_CURRENT_LIST_DIR}/TestSuite_Main.py
PYTEST_MARKS "not REQUIRES_gpu"
RUNTIME_DEPENDENCIES
Legacy::Editor
AZ::AssetProcessor
AutomatedTesting.Assets
COMPONENT
Editor
)
ly_add_pytest(
NAME AutomatedTesting::EditorTests_Main_GPU
TEST_SUITE main
TEST_SERIAL
TEST_REQUIRES gpu
PATH ${CMAKE_CURRENT_LIST_DIR}/TestSuite_Main.py
PYTEST_MARKS "REQUIRES_gpu"
RUNTIME_DEPENDENCIES
Legacy::Editor
AZ::AssetProcessor
AutomatedTesting.Assets
COMPONENT
Editor
)
ly_add_pytest(
NAME AutomatedTesting::EditorTests_Periodic
TEST_SUITE periodic
TEST_SERIAL
PATH ${CMAKE_CURRENT_LIST_DIR}/TestSuite_Periodic.py
RUNTIME_DEPENDENCIES
Legacy::Editor
AZ::AssetProcessor
AutomatedTesting.Assets
COMPONENT
Editor
)
ly_add_pytest(
NAME AutomatedTesting::EditorTests_Sandbox
TEST_SUITE sandbox
TEST_SERIAL
PATH ${CMAKE_CURRENT_LIST_DIR}/TestSuite_Sandbox.py
RUNTIME_DEPENDENCIES
Legacy::Editor
AZ::AssetProcessor
AutomatedTesting.Assets
COMPONENT
Editor
)
ly_add_pytest(
NAME AutomatedTesting::EditorTests_Main_Optimized
@@ -49,7 +49,6 @@ class TestAutomationNoAutoTestMode(EditorTestSuite):
from .EditorScripts import AssetPicker_UI_UX as test_module
@pytest.mark.xfail(reason="Optimized tests are experimental, we will enable xfail and monitor them temporarily.")
@pytest.mark.SUITE_main
@pytest.mark.parametrize("launcher_platform", ['windows_editor'])
@pytest.mark.parametrize("project", ["AutomatedTesting"])
@@ -11,24 +11,10 @@ if(PAL_TRAIT_BUILD_TESTS_SUPPORTED AND PAL_TRAIT_BUILD_HOST_TOOLS AND PAL_TRAIT_
## DynVeg ##
ly_add_pytest(
NAME AutomatedTesting::DynamicVegetationTests_Main
NAME AutomatedTesting::DynamicVegetationTests_Main_Optimized
TEST_SERIAL
TEST_SUITE main
PATH ${CMAKE_CURRENT_LIST_DIR}/dyn_veg/TestSuite_Main.py
RUNTIME_DEPENDENCIES
AZ::AssetProcessor
Legacy::Editor
AutomatedTesting.GameLauncher
AutomatedTesting.Assets
COMPONENT
LargeWorlds
)
ly_add_pytest(
NAME AutomatedTesting::DynamicVegetationTests_Periodic
TEST_SERIAL
TEST_SUITE periodic
PATH ${CMAKE_CURRENT_LIST_DIR}/dyn_veg/TestSuite_Periodic.py
PATH ${CMAKE_CURRENT_LIST_DIR}/dyn_veg/TestSuite_Main_Optimized.py
RUNTIME_DEPENDENCIES
AZ::AssetProcessor
Legacy::Editor
@@ -37,7 +23,6 @@ if(PAL_TRAIT_BUILD_TESTS_SUPPORTED AND PAL_TRAIT_BUILD_HOST_TOOLS AND PAL_TRAIT_
COMPONENT
LargeWorlds
)
ly_add_pytest(
NAME AutomatedTesting::DynamicVegetationTests_Periodic_Optimized
TEST_SERIAL
@@ -52,20 +37,6 @@ if(PAL_TRAIT_BUILD_TESTS_SUPPORTED AND PAL_TRAIT_BUILD_HOST_TOOLS AND PAL_TRAIT_
LargeWorlds
)
ly_add_pytest(
NAME AutomatedTesting::DynamicVegetationTests_Main_Optimized
TEST_SERIAL
TEST_SUITE main
PATH ${CMAKE_CURRENT_LIST_DIR}/dyn_veg/TestSuite_Main_Optimized.py
RUNTIME_DEPENDENCIES
AZ::AssetProcessor
Legacy::Editor
AutomatedTesting.Assets
AutomatedTesting.GameLauncher
COMPONENT
LargeWorlds
)
## LandscapeCanvas ##
ly_add_pytest(
@@ -72,9 +72,9 @@ def DynamicSliceInstanceSpawner_Embedded_E2E():
# 1) Create a new, temporary level
lvl_name = "tmp_level"
helper.init_idle()
level_created = general.create_level_no_prompt(lvl_name, 1024, 1, 4096, False)
level_created = helper.create_level(lvl_name)
general.idle_wait(1.0)
Report.critical_result(Tests.level_created, level_created == 0)
Report.critical_result(Tests.level_created, level_created)
general.set_current_view_position(512.0, 480.0, 38.0)
# 2) Create a new entity with required vegetation area components and Script Canvas component for launcher test
@@ -73,9 +73,9 @@ def DynamicSliceInstanceSpawner_External_E2E():
# 1) Create a new, temporary level
lvl_name = "tmp_level"
helper.init_idle()
level_created = general.create_level_no_prompt(lvl_name, 1024, 1, 4096, False)
level_created = helper.create_level(lvl_name)
general.idle_wait(1.0)
Report.critical_result(Tests.level_created, level_created == 0)
Report.critical_result(Tests.level_created, level_created)
general.set_current_view_position(512.0, 480.0, 38.0)
# 2) Create a new entity with required vegetation area components and switch the Vegetation Asset List Source
@@ -76,9 +76,9 @@ def LayerBlender_E2E_Editor():
# 1) Create a new, temporary level
lvl_name = "tmp_level"
helper.init_idle()
level_created = general.create_level_no_prompt(lvl_name, 1024, 1, 4096, False)
level_created = helper.create_level(lvl_name)
general.idle_wait(1.0)
Report.critical_result(Tests.level_created, level_created == 0)
Report.critical_result(Tests.level_created, level_created)
general.set_current_view_position(500.49, 498.69, 46.66)
general.set_current_view_rotation(-42.05, 0.00, -36.33)
@@ -78,7 +78,7 @@ def LayerSpawner_InheritBehaviorFlag():
# Create Vegetation area and assign a valid asset
veg_1 = hydra.Entity("veg_1")
veg_1.create_entity(
position, ["Vegetation Layer Spawner", "Vegetation Reference Shape", "Vegetation Asset List"]
position, ["Vegetation Layer Spawner", "Shape Reference", "Vegetation Asset List"]
)
set_dynamic_slice_asset(veg_1, 2, os.path.join("Slices", "PinkFlower.dynamicslice"))
veg_1.get_set_test(1, "Configuration|Shape Entity Id", blender_entity.id)
@@ -86,7 +86,7 @@ def LayerSpawner_InheritBehaviorFlag():
# Create second vegetation area and assign a valid asset
veg_2 = hydra.Entity("veg_2")
veg_2.create_entity(
position, ["Vegetation Layer Spawner", "Vegetation Reference Shape", "Vegetation Asset List"]
position, ["Vegetation Layer Spawner", "Shape Reference", "Vegetation Asset List"]
)
set_dynamic_slice_asset(veg_2, 2, os.path.join("Slices", "PurpleFlower.dynamicslice"))
veg_2.get_set_test(1, "Configuration|Shape Entity Id", blender_entity.id)
@@ -9,7 +9,7 @@ SPDX-License-Identifier: Apache-2.0 OR MIT
def LayerSpawner_InstancesPlantInAllSupportedShapes():
"""
Summary:
The level is loaded and vegetation area is created. Then the Vegetation Reference Shape
The level is loaded and vegetation area is created. Then the Shape Reference
component of vegetation area is pinned with entities of different shape components to check
if the vegetation plants in different shaped areas.
@@ -67,7 +67,7 @@ def LayerSpawner_InstancesPlantInAllSupportedShapes():
10.0, 10.0, 10.0,
asset_path)
vegetation.remove_component("Box Shape")
vegetation.add_component("Vegetation Reference Shape")
vegetation.add_component("Shape Reference")
# Create surface for planting on
dynveg.create_surface_entity("Surface Entity", entity_position, 60.0, 60.0, 1.0)
@@ -12,13 +12,23 @@ import ly_test_tools.environment.file_system as file_system
from ly_test_tools.o3de.editor_test import EditorSingleTest, EditorSharedTest, EditorParallelTest, EditorTestSuite
@pytest.mark.xfail(reason="Optimized tests are experimental, we will enable xfail and monitor them temporarily.")
@pytest.mark.SUITE_main
@pytest.mark.parametrize("launcher_platform", ['windows_editor'])
@pytest.mark.parametrize("project", ["AutomatedTesting"])
class TestAutomation(EditorTestSuite):
enable_prefab_system = False
# Helpers for test asset cleanup
def cleanup_test_level(self, workspace):
file_system.delete([os.path.join(workspace.paths.engine_root(), "AutomatedTesting", "Levels", "tmp_level")],
True, True)
def cleanup_test_slices(self, workspace):
file_system.delete([os.path.join(workspace.paths.engine_root(), "AutomatedTesting", "slices",
"TestSlice_1.slice")], True, True)
file_system.delete([os.path.join(workspace.paths.engine_root(), "AutomatedTesting", "slices",
"TestSlice_2.slice")], True, True)
class test_DynamicSliceInstanceSpawner_DynamicSliceSpawnerWorks(EditorParallelTest):
from .EditorScripts import DynamicSliceInstanceSpawner_DynamicSliceSpawnerWorks as test_module
@@ -38,10 +48,7 @@ class TestAutomation(EditorTestSuite):
class test_SpawnerSlices_SliceCreationAndVisibilityToggleWorks(EditorSingleTest):
# Custom teardown to remove slice asset created during test
def teardown(self, request, workspace, editor, editor_test_results, launcher_platform):
file_system.delete([os.path.join(workspace.paths.engine_root(), "AutomatedTesting", "slices",
"TestSlice_1.slice")], True, True)
file_system.delete([os.path.join(workspace.paths.engine_root(), "AutomatedTesting", "slices",
"TestSlice_2.slice")], True, True)
TestAutomation.cleanup_test_slices(self, workspace)
from .EditorScripts import SpawnerSlices_SliceCreationAndVisibilityToggleWorks as test_module
class test_AssetListCombiner_CombinedDescriptorsExpressInConfiguredArea(EditorParallelTest):
@@ -152,23 +159,29 @@ class TestAutomation(EditorTestSuite):
class test_DynamicSliceInstanceSpawner_Embedded_E2E_Editor(EditorSingleTest):
from .EditorScripts import DynamicSliceInstanceSpawner_Embedded_E2E as test_module
# Custom teardown to remove test level created during test
# Custom setup/teardown to remove test level created during test
def setup(self, request, workspace, editor, editor_test_results, launcher_platform):
TestAutomation.cleanup_test_level(self, workspace)
def teardown(self, request, workspace, editor, editor_test_results, launcher_platform):
file_system.delete([os.path.join(workspace.paths.engine_root(), "AutomatedTesting", "Levels", "tmp_level")],
True, True)
TestAutomation.cleanup_test_level(self, workspace)
class test_DynamicSliceInstanceSpawner_External_E2E_Editor(EditorSingleTest):
from .EditorScripts import DynamicSliceInstanceSpawner_External_E2E as test_module
# Custom teardown to remove test level created during test
# Custom setup/teardown to remove test level created during test
def setup(self, request, workspace, editor, editor_test_results, launcher_platform):
TestAutomation.cleanup_test_level(self, workspace)
def teardown(self, request, workspace, editor, editor_test_results, launcher_platform):
file_system.delete([os.path.join(workspace.paths.engine_root(), "AutomatedTesting", "Levels", "tmp_level")],
True, True)
TestAutomation.cleanup_test_level(self, workspace)
class test_LayerBlender_E2E_Editor(EditorSingleTest):
from .EditorScripts import LayerBlender_E2E_Editor as test_module
# Custom teardown to remove test level created during test
# Custom setup/teardown to remove test level created during test
def setup(self, request, workspace, editor, editor_test_results, launcher_platform):
TestAutomation.cleanup_test_level(self, workspace)
def teardown(self, request, workspace, editor, editor_test_results, launcher_platform):
file_system.delete([os.path.join(workspace.paths.engine_root(), "AutomatedTesting", "Levels", "tmp_level")],
True, True)
TestAutomation.cleanup_test_level(self, workspace)
@@ -96,7 +96,7 @@ def AreaNodes_DependentComponentsAdded():
'SpawnerAreaNode': [
'Vegetation Layer Spawner',
'Vegetation Asset List',
'Vegetation Reference Shape'
'Shape Reference'
],
'MeshBlockerAreaNode': [
'Vegetation Layer Blocker (Mesh)',
@@ -104,7 +104,7 @@ def AreaNodes_DependentComponentsAdded():
],
'BlockerAreaNode': [
'Vegetation Layer Blocker',
'Vegetation Reference Shape'
'Shape Reference'
]
}
@@ -82,7 +82,7 @@ def Edit_DisabledNodeDuplication():
nodes = {
'SpawnerAreaNode': 'Vegetation Asset List',
'MeshBlockerAreaNode': 'Mesh',
'BlockerAreaNode': 'Vegetation Reference Shape',
'BlockerAreaNode': 'Shape Reference',
'FastNoiseGradientNode': 'Gradient Transform Modifier',
'ImageGradientNode': 'Gradient Transform Modifier',
'PerlinNoiseGradientNode': 'Gradient Transform Modifier',
@@ -104,7 +104,7 @@ def GradientNodes_DependentComponentsAdded():
# we will be checking for
commonComponents = [
'Gradient Transform Modifier',
'Vegetation Reference Shape'
'Shape Reference'
]
componentNames = []
for name in gradients:
@@ -114,7 +114,7 @@ def GradientNodes_DependentComponentsAdded():
# Create nodes for the gradients that have additional required dependencies and check if
# the Entity created by adding the node has the appropriate Component and required
# Gradient Transform Modifier and Vegetation Reference Shape components added automatically to it
# Gradient Transform Modifier and Shape Reference components added automatically to it
newGraph = graph.GraphManagerRequestBus(bus.Broadcast, 'GetGraph', newGraphId)
x = 10.0
y = 10.0
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,12 @@
0,0,0,0,0,0
0,0,0,0,0,0
0,0,0,0,0,0
0,0,0,0,0,0
0,0,0,0,0,0
0,0,0,0,0,0
0,0,0,0,0,0
0,0,0,0,0,0
0,0,0,0,0,0
0,0,0,0,0,0
0,0,0,0,0,0
0,0,0,0,0,0
@@ -0,0 +1,3 @@
version https://git-lfs.github.com/spec/v1
oid sha256:7e169277bca473325281d5fe043cffc9196bd3ef46f6bffbea6e0b5e3b7194a1
size 62700
@@ -0,0 +1,8 @@
{
"values": [
{
"$type": "ScriptProcessorRule",
"scriptFilename": "Editor/Scripts/auto_lod.py"
}
]
}