made some physX tests less flaky (#4632)

Joints_BallLeadFollowerCollide - changed the idle_wait to a wait_for_condition of the lead and follower colliding with a 10 second timeout. It was a 2 second timeout which is on the edge of the time from start to collision (~1.5sec).

Joints_HingeNoLimitsConstrained - now measures the angle the joint is at and waits for the follower to raise up and over the lead, or fail after a 10sec timeout. This use to 'catch' the follower joint in a force region and check the position of the follower to determine pass/fail.

Signed-off-by: amzn-sean <75276488+amzn-sean@users.noreply.github.com>
This commit is contained in:
amzn-sean
2021-10-13 12:50:11 +01:00
committed by GitHub
parent 48a74ca93d
commit 5bf7330f35
3 changed files with 54 additions and 23 deletions
@@ -52,9 +52,6 @@ def Joints_BallLeadFollowerCollide():
from editor_python_test_tools.utils import Report
from editor_python_test_tools.utils import TestHelper as helper
import azlmbr.legacy.general as general
import azlmbr.bus
from JointsHelper import JointEntityCollisionAware
# Helper Entity class - self.collided flag is set when instance receives collision event.
@@ -75,17 +72,12 @@ def Joints_BallLeadFollowerCollide():
lead = Entity("lead")
follower = Entity("follower")
# 4) Wait for several seconds
general.idle_wait(2.0) # wait for lead and follower to move
# 4) Wait for collision between lead and follower or timeout
Report.critical_result(Tests.check_collision_happened, helper.wait_for_condition(lambda: lead.collided and follower.collided, 10.0))
# 5) Check to see if lead and follower behaved as expected
Report.critical_result(Tests.check_collision_happened, lead.collided and follower.collided)
# 6) Exit Game Mode
# 5) Exit Game Mode
helper.exit_game_mode(Tests.exit_game_mode)
if __name__ == "__main__":
from editor_python_test_tools.utils import Report
Report.start_test(Joints_BallLeadFollowerCollide)