add python test for smoothness of character gameplay component motion
Signed-off-by: greerdv <greerdv@amazon.com>
This commit is contained in:
@@ -97,4 +97,10 @@ class TestAutomation(TestAutomationBase):
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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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self._run_test(request, workspace, editor, test_module)
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@pytest.mark.tick
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@pytest.mark.xfail(reason="Test still under development.")
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def test_Tick_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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+97
@@ -0,0 +1,97 @@
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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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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("Physics", "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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general.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 timestep 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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general.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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