Rename to final folder name
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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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# Test case ID : C4044460
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# Test Case Title : Verify the functionality of static friction
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# fmt: off
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class Tests():
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enter_game_mode = ("Entered game mode", "Failed to enter game mode")
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find_ramp = ("Ramp entity found", "Ramp entity not found")
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find_box_zero = ("Box entity 'zero' found", "Box entity 'zero' not found")
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find_box_low = ("Box entity 'low' found", "Box entity 'low' not found")
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find_box_mid = ("Box entity 'mid' found", "Box entity 'mid' not found")
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find_box_high = ("Box entity 'high' found", "Box entity 'high' not found")
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box_at_rest_zero = ("Box 'zero' began test motionless", "Box 'zero' did not begin test motionless")
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box_at_rest_low = ("Box 'low' began test motionless", "Box 'low' did not begin test motionless")
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box_at_rest_mid = ("Box 'mid' began test motionless", "Box 'mid' did not begin test motionless")
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box_at_rest_high = ("Box 'high' began test motionless", "Box 'high' did not begin test motionless")
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box_was_pushed_zero = ("Box 'zero' moved", "Box 'zero' did not move before timeout")
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box_was_pushed_low = ("Box 'low' moved", "Box 'low' did not move before timeout")
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box_was_pushed_mid = ("Box 'mid' moved", "Box 'mid' did not move before timeout")
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box_was_pushed_high = ("Box 'high' moved", "Box 'high' did not move before timeout")
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force_impulse_ordered = ("Boxes with greater static friction required greater impulses", "Boxes with greater static friction did not require greater impulses")
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exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
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# fmt: on
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def Material_StaticFriction():
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"""
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Summary:
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Runs an automated test to ensure that greater static friction coefficient settings on a physX material results in
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rigidbodys (with that material) requiring a greater force in order to be set into motion
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Level Description:
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Four boxes sit on a horizontal 'ramp'. The boxes are identical, save for their physX material.
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A new material library was created with 4 materials and their static friction coefficient:
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zero_static_friction: 0.00
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low_static_friction: 0.50
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mid_static_friction: 1.00
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high_static_friction: 1.50
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Each material is identical otherwise
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Each box is assigned its corresponding friction material, the ramp is assigned low_static_friction
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The COM of the boxes is placed on the plane (0, 0, -0.5), so as to remove any torque moments and resulting rotations
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Expected Behavior:
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For each box, this script will apply a force impulse in the world X direction (starting at magnitude 0.0).
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Every frame, it checks if the box moved:
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If it didn't, we increase the magnitude slightly and try again
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If it did, the box retains the magnitude required to move it, and we move to the next box.
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Boxes with greater static friction coefficients should require greater forces in order to set them in motion.
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Test Steps:
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1) Open level
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2) Enter game mode
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3) Find the ramp
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For each box:
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4) Find the box
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5) Ensure the box is stationary
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6) Push the box until it moves
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7) Assert that greater coefficients result in greater required force impulses
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8) Exit game mode
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9) Close the editor
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Note:
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- This test file must be called from the Open 3D Engine Editor command terminal
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- Any passed and failed tests are written to the Editor.log file.
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Parsing the file or running a log_monitor are required to observe the test results.
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:return: None
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"""
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import os
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import sys
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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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import azlmbr
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import azlmbr.legacy.general as general
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import azlmbr.bus as bus
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import azlmbr.math as lymath
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FORCE_IMPULSE_INCREMENT = 0.005 # How much we increase the force every frame
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MIN_MOVE_DISTANCE = 0.02 # Distance magnitude that a box must travel in order to be considered moved
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STATIONARY_TOLERANCE = 0.0001 # Boxes must have velocities under this magnitude in order to be stationary
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TIMEOUT = 10
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class Box:
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def __init__(self, name, valid_test, stationary_test, moved_test):
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self.name = name
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self.id = general.find_game_entity(name)
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self.start_position = self.get_position()
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self.force_impulse = 0.0
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self.valid_test = valid_test
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self.stationary_test = stationary_test
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self.moved_test = moved_test
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def is_stationary(self):
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velocity = azlmbr.physics.RigidBodyRequestBus(bus.Event, "GetLinearVelocity", self.id)
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return vector_close_to_zero(velocity, STATIONARY_TOLERANCE)
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def get_position(self):
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return azlmbr.components.TransformBus(bus.Event, "GetWorldTranslation", self.id)
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def vector_close_to_zero(vector, tolerance):
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return abs(vector.x) <= tolerance and abs(vector.y) <= tolerance and abs(vector.z) <= tolerance
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def push(box):
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delta = box.start_position.Subtract(box.get_position())
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if vector_close_to_zero(delta, MIN_MOVE_DISTANCE):
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box.force_impulse += FORCE_IMPULSE_INCREMENT
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impulse_vector = lymath.Vector3(box.force_impulse, 0.0, 0.0)
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azlmbr.physics.RigidBodyRequestBus(bus.Event, "ApplyLinearImpulse", box.id, impulse_vector)
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return False
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else:
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Report.info("Box {} required force was {:.3f}".format(box.name, box.force_impulse))
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return True
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helper.init_idle()
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# 1) Open level
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helper.open_level("Physics", "Material_StaticFriction")
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# 2) Enter game mode
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helper.enter_game_mode(Tests.enter_game_mode)
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# fmt: off
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# Set up our boxes
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box_zero = Box(
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name = "Zero",
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valid_test = Tests.find_box_zero,
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stationary_test = Tests.box_at_rest_zero,
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moved_test = Tests.box_was_pushed_zero
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)
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box_low = Box(
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name = "Low",
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valid_test = Tests.find_box_low,
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stationary_test = Tests.box_at_rest_low,
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moved_test = Tests.box_was_pushed_low
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)
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box_mid = Box(
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name = "Mid",
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valid_test = Tests.find_box_mid,
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stationary_test = Tests.box_at_rest_mid,
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moved_test = Tests.box_was_pushed_mid
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)
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box_high = Box(
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name = "High",
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valid_test = Tests.find_box_high,
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stationary_test = Tests.box_at_rest_high,
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moved_test = Tests.box_was_pushed_high
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)
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all_boxes = (box_zero, box_low, box_mid, box_high)
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# fmt: on
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# 3) Find the ramp
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ramp_id = general.find_game_entity("Ramp")
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Report.critical_result(Tests.find_ramp, ramp_id.IsValid())
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for box in all_boxes:
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Report.info("********Pushing Box {}********".format(box.name))
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# 4) Find the box
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Report.critical_result(box.valid_test, box.id.IsValid())
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# 5) Ensure the box is stationary
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Report.result(box.stationary_test, box.is_stationary())
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# 6) Push the box until it moves
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Report.critical_result(box.moved_test, helper.wait_for_condition(lambda: push(box), TIMEOUT))
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# 7) Assert that greater coefficients result in greater required force impulses
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ordered_impulses = box_high.force_impulse > box_mid.force_impulse > box_low.force_impulse > box_zero.force_impulse
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Report.result(Tests.force_impulse_ordered, ordered_impulses)
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# 8) Exit game mode
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helper.exit_game_mode(Tests.exit_game_mode)
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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(Material_StaticFriction)
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