add python test for smoothness of character gameplay component motion

Signed-off-by: greerdv <greerdv@amazon.com>
This commit is contained in:
greerdv
2021-10-29 17:21:21 +01:00
parent 06ef037278
commit 53c6a22ac2
2 changed files with 104 additions and 1 deletions
@@ -97,4 +97,10 @@ class TestAutomation(TestAutomationBase):
@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)
self._run_test(request, workspace, editor, test_module)
@pytest.mark.tick
@pytest.mark.xfail(reason="Test still under development.")
def test_Tick_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)
@@ -0,0 +1,97 @@
"""
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")
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("Physics", "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 = []
general.enter_game_mode()
general.idle_wait_frames(1)
game_entity_id = general.find_game_entity("test_entity")
for timestep 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)
general.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)