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>
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+3
-11
@@ -52,9 +52,6 @@ def Joints_BallLeadFollowerCollide():
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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.legacy.general as general
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import azlmbr.bus
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from JointsHelper import JointEntityCollisionAware
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# Helper Entity class - self.collided flag is set when instance receives collision event.
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@@ -75,17 +72,12 @@ def Joints_BallLeadFollowerCollide():
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lead = Entity("lead")
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follower = Entity("follower")
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# 4) Wait for several seconds
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general.idle_wait(2.0) # wait for lead and follower to move
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# 4) Wait for collision between lead and follower or timeout
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Report.critical_result(Tests.check_collision_happened, helper.wait_for_condition(lambda: lead.collided and follower.collided, 10.0))
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# 5) Check to see if lead and follower behaved as expected
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Report.critical_result(Tests.check_collision_happened, lead.collided and follower.collided)
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# 6) Exit Game Mode
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# 5) 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(Joints_BallLeadFollowerCollide)
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