Merge pull request #5603 from aws-lumberyard-dev/jckand/SliceDeprecationAutomationUtils

Adding in-memory prefab creation helpers for DynVeg tests
This commit is contained in:
Nicholas Van Sickle
2021-11-16 09:45:02 -08:00
committed by GitHub
5 changed files with 163 additions and 2 deletions
@@ -132,6 +132,7 @@ class EditorEntity:
def __init__(self, id: azlmbr.entity.EntityId):
self.id: azlmbr.entity.EntityId = id
self.components: List[EditorComponent] = []
# Creation functions
@classmethod
@@ -279,7 +280,7 @@ class EditorEntity:
), f"Failure: Could not add component: '{new_comp.get_component_name()}' to entity: '{self.get_name()}'"
new_comp.id = add_component_outcome.GetValue()[0]
components.append(new_comp)
self.components.append(new_comp)
return components
def get_components_of_type(self, component_names: list) -> List[EditorComponent]:
@@ -24,7 +24,6 @@ if(PAL_TRAIT_BUILD_TESTS_SUPPORTED AND PAL_TRAIT_BUILD_HOST_TOOLS AND PAL_TRAIT_
LargeWorlds
)
ly_add_pytest(
NAME AutomatedTesting::DynamicVegetationTests_Periodic
TEST_SERIAL
@@ -39,6 +38,20 @@ if(PAL_TRAIT_BUILD_TESTS_SUPPORTED AND PAL_TRAIT_BUILD_HOST_TOOLS AND PAL_TRAIT_
LargeWorlds
)
ly_add_pytest(
NAME AutomatedTesting::DynamicVegetationTests_Periodic_Optimized
TEST_SERIAL
TEST_SUITE periodic
PATH ${CMAKE_CURRENT_LIST_DIR}/dyn_veg/TestSuite_Periodic_Optimized.py
RUNTIME_DEPENDENCIES
AZ::AssetProcessor
Legacy::Editor
AutomatedTesting.Assets
AutomatedTesting.GameLauncher
COMPONENT
LargeWorlds
)
ly_add_pytest(
NAME AutomatedTesting::DynamicVegetationTests_Main_Optimized
TEST_SERIAL
@@ -0,0 +1,85 @@
"""
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
"""
def DynVegUtils_TempPrefabCreationWorks():
"""
Summary:
An existing level is opened. Each Prefab setup to be spawned by Dynamic Vegetation tests is created in memory and
validated against existing test slice components/mesh assignments.
Expected Behavior:
Temporary prefabs contain the expected components/assets.
Test Steps:
1) Open an existing level
2) Create each of the necessary temporary Mesh prefabs, and validate the component/mesh setups
3) Create the necessary temporary PhysX Collider, and validate the component setup
4) Report errors/asserts
:return: None
"""
import os
import azlmbr.asset as asset
import azlmbr.bus as bus
import azlmbr.math as math
from Prefab.tests import PrefabTestUtils as prefab_test_utils
from largeworlds.large_worlds_utils import editor_dynveg_test_helper as dynveg
from editor_python_test_tools.utils import Report, Tracer
from editor_python_test_tools.utils import TestHelper as helper
from editor_python_test_tools.prefab_utils import PrefabInstance
with Tracer() as error_tracer:
# Create dictionary for prefab filenames and paths to create using helper function
mesh_prefabs = {
"PinkFlower": os.path.join("assets", "objects", "foliage", "grass_flower_pink.azmodel"),
"PurpleFlower": os.path.join("assets", "objects", "foliage", "grass_flower_purple.azmodel"),
"1m_Cube": os.path.join("objects", "_primitives", "_box_1x1.azmodel"),
"CedarTree": os.path.join("assets", "objects", "foliage", "cedar.azmodel"),
"Bush": os.path.join("assets", "objects", "foliage", "bush_privet_01.azmodel"),
}
# 1) Open an existing simple level
prefab_test_utils.open_base_tests_level()
# 2) Create each of the Mesh asset prefabs and validate that the prefab created successfully
for prefab_filename, asset_path in mesh_prefabs.items():
mesh_prefab_created = (
f"Temporary mesh prefab: {prefab_filename} created successfully",
f"Failed to create temporary mesh prefab: {prefab_filename}"
)
prefab = dynveg.create_temp_mesh_prefab(asset_path, prefab_filename)
Report.result(mesh_prefab_created, helper.wait_for_condition(lambda:
PrefabInstance.is_valid(prefab[1]), 3.0))
# 3) Create temp PhysX Collider prefab and validate that the prefab created successfully
physx_prefab_filename = "CedarTree_Collision"
physx_collider_prefab_created = (
f"Temporary mesh prefab: {physx_prefab_filename} created successfully",
f"Failed to create temporary mesh prefab: {physx_prefab_filename}"
)
test_physx_mesh_asset_id = asset.AssetCatalogRequestBus(bus.Broadcast, "GetAssetIdByPath", os.path.join(
"assets", "objects", "foliage", "cedar.pxmesh"), math.Uuid(), False)
dynveg.create_temp_physx_mesh_collider(test_physx_mesh_asset_id, physx_prefab_filename)
Report.result(physx_collider_prefab_created, helper.wait_for_condition(lambda:
PrefabInstance.is_valid(prefab[1]), 3.0))
# 4) Report errors/asserts
helper.wait_for_condition(lambda: error_tracer.has_errors or error_tracer.has_asserts, 1.0)
for error_info in error_tracer.errors:
Report.info(f"Error: {error_info.filename} {error_info.function} | {error_info.message}")
for assert_info in error_tracer.asserts:
Report.info(f"Assert: {assert_info.filename} {assert_info.function} | {assert_info.message}")
if __name__ == "__main__":
from editor_python_test_tools.utils import Report
Report.start_test(DynVegUtils_TempPrefabCreationWorks)
@@ -0,0 +1,23 @@
"""
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
"""
import os
import pytest
import ly_test_tools.environment.file_system as file_system
from ly_test_tools.o3de.editor_test import EditorSingleTest, EditorSharedTest, EditorParallelTest, EditorTestSuite
@pytest.mark.SUITE_main
@pytest.mark.parametrize("launcher_platform", ['windows_editor'])
@pytest.mark.parametrize("project", ["AutomatedTesting"])
class TestAutomation(EditorTestSuite):
global_extra_cmdline_args = ["-BatchMode", "-autotest_mode", "--regset=/Amazon/Preferences/EnablePrefabSystem=true"]
class test_DynVegUtils_TempPrefabCreationWorks(EditorSharedTest):
from .EditorScripts import DynVegUtils_TempPrefabCreationWorks as test_module
@@ -19,6 +19,45 @@ import azlmbr.paths
sys.path.append(os.path.join(azlmbr.paths.projectroot, 'Gem', 'PythonTests'))
import editor_python_test_tools.hydra_editor_utils as hydra
from editor_python_test_tools.editor_entity_utils import EditorEntity
from editor_python_test_tools.prefab_utils import Prefab
def create_temp_mesh_prefab(mesh_asset_path, prefab_filename):
# Create initial entity
root = EditorEntity.create_editor_entity(name=prefab_filename)
assert root.exists(), "Failed to create entity"
# Add mesh component
mesh_component = root.add_component("Mesh")
assert root.has_component("Mesh") and mesh_component.is_enabled(), "Failed to add/activate Mesh component"
# Assign the specified mesh asset
mesh_asset = asset.AssetCatalogRequestBus(bus.Broadcast, "GetAssetIdByPath", mesh_asset_path, math.Uuid(), False)
mesh_component.set_component_property_value("Controller|Configuration|Mesh Asset", mesh_asset)
assert mesh_component.get_component_property_value("Controller|Configuration|Mesh Asset") == mesh_asset, \
"Failed to set Mesh asset"
# Create and return the temporary/in-memory prefab
temp_prefab = Prefab.create_prefab([root], prefab_filename)
return temp_prefab
def create_temp_physx_mesh_collider(physx_mesh_id, prefab_filename):
# Create initial entity
root = EditorEntity.create_editor_entity(name=prefab_filename)
assert root.exists(), "Failed to create entity"
# Add PhysX Collider component
collider_component = root.add_component("PhysX Collider")
assert root.has_component("PhysX Collider") and collider_component.is_enabled(), \
"Failed to add/activate PhysX Collider component"
# Set the Collider's Shape Configuration field to PhysicsAsset, and assign the specified PhysX Mesh asset
collider_component.set_component_property_value("Shape Configuration|Shape", 7)
assert collider_component.get_component_property_value("Shape Configuration|Shape") == 7, \
"Failed to set Collider Shape to PhysicsAsset"
collider_component.set_component_property_value("Shape Configuration|Asset|PhysX Mesh", physx_mesh_id)
assert collider_component.get_component_property_value("Shape Configuration|Asset|PhysX Mesh") == physx_mesh_id, \
"Failed to assign PhysX Mesh asset"
# Create and return the temporary/in-memory prefab
temp_prefab = Prefab.create_prefab([root], prefab_filename)
return temp_prefab
def create_surface_entity(name, center_point, box_size_x, box_size_y, box_size_z):