Add Light component GPU (screenshot) test to AutomatedTesting nightly o3de runs. (#2923)
* adds the Light component GPU screenshot test to AutomatedTesting Signed-off-by: jromnoa <jromnoa@amazon.com> * add LIGHT_TYPE_PROPERTY constant to test script since it is re-used multiple times Signed-off-by: jromnoa <jromnoa@amazon.com> * removes redundant f strings, adds LIGHT_COMPONENT and LIGHT_TYPE_PROPERTY constants for re-use, removed formattng errors, increase CMakeLists.txt timeout, add attach_component_to_entity() to hydra_editor_utils.py Signed-off-by: jromnoa <jromnoa@amazon.com> * fix ImportError Signed-off-by: jromnoa <jromnoa@amazon.com> * moves the LIGHT_TYPES constant to a new file since scripts rely on it that do not have the Editor launched (can't see hydra bindings so failes with ModuleNotFound error) Signed-off-by: jromnoa <jromnoa@amazon.com>
This commit is contained in:
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@@ -19,7 +19,7 @@ import azlmbr.legacy.general as general
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sys.path.append(os.path.join(azlmbr.paths.devassets, "Gem", "PythonTests"))
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import editor_python_test_tools.hydra_editor_utils as hydra
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from atom_renderer.atom_utils.atom_component_helper import LIGHT_TYPES
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from atom_renderer.atom_utils.atom_constants import LIGHT_TYPES
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LIGHT_TYPE_PROPERTY = 'Controller|Configuration|Light type'
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SPHERE_AND_SPOT_DISK_LIGHT_PROPERTIES = [
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+268
@@ -0,0 +1,268 @@
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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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Hydra script that is used to create an entity with a Light component attached.
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It then updates the property values of the Light component and takes a screenshot.
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The screenshot is compared against an expected golden image for test verification.
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See the run() function for more in-depth test info.
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"""
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import os
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import sys
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import azlmbr.asset as asset
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import azlmbr.bus as bus
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import azlmbr.editor as editor
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import azlmbr.math as math
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import azlmbr.paths
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import azlmbr.legacy.general as general
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sys.path.append(os.path.join(azlmbr.paths.devroot, "AutomatedTesting", "Gem", "PythonTests"))
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import editor_python_test_tools.hydra_editor_utils as hydra
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from atom_renderer.atom_utils import screenshot_utils
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from atom_renderer.atom_utils import atom_component_helper
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from editor_python_test_tools.editor_test_helper import EditorTestHelper
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helper = EditorTestHelper(log_prefix="Atom_EditorTestHelper")
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LEVEL_NAME = "auto_test"
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LIGHT_COMPONENT = "Light"
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LIGHT_TYPE_PROPERTY = 'Controller|Configuration|Light type'
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DEGREE_RADIAN_FACTOR = 0.0174533
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def run():
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"""
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Sets up the tests by making sure the required level is created & setup correctly.
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It then executes 2 test cases - see each associated test function's docstring for more info.
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Finally prints the string "Light component tests completed" after completion
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Tests will fail immediately if any of these log lines are found:
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1. Trace::Assert
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2. Trace::Error
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3. Traceback (most recent call last):
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:return: None
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"""
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atom_component_helper.create_basic_atom_level(level_name=LEVEL_NAME)
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# Run tests.
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area_light_test()
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spot_light_test()
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general.log("Light component tests completed.")
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def area_light_test():
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"""
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Basic test for the "Light" component attached to an "area_light" entity.
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Test Case - Light Component: Capsule, Spot (disk), and Point (sphere):
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1. Creates "area_light" entity w/ a Light component that has a Capsule Light type w/ the color set to 255, 0, 0
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2. Enters game mode to take a screenshot for comparison, then exits game mode.
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3. Sets the Light component Intensity Mode to Lumens (default).
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4. Ensures the Light component Mode is Automatic (default).
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5. Sets the Intensity value of the Light component to 0.0
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6. Enters game mode again, takes another screenshot for comparison, then exits game mode.
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7. Updates the Intensity value of the Light component to 1000.0
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8. Enters game mode again, takes another screenshot for comparison, then exits game mode.
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9. Swaps the Capsule light type option to Spot (disk) light type on the Light component
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10. Updates "area_light" entity Transform rotate value to x: 90.0, y:0.0, z:0.0
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11. Enters game mode again, takes another screenshot for comparison, then exits game mode.
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12. Swaps the Spot (disk) light type for the Point (sphere) light type in the Light component.
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13. Enters game mode again, takes another screenshot for comparison, then exits game mode.
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14. Deletes the Light component from the "area_light" entity and verifies its successful.
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"""
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# Create an "area_light" entity with "Light" component using Light type of "Capsule"
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area_light_entity_name = "area_light"
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area_light = hydra.Entity(area_light_entity_name)
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area_light.create_entity(math.Vector3(-1.0, -2.0, 3.0), [LIGHT_COMPONENT])
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general.log(
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f"{area_light_entity_name}_test: Component added to the entity: "
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f"{hydra.has_components(area_light.id, [LIGHT_COMPONENT])}")
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light_component_id_pair = hydra.attach_component_to_entity(area_light.id, LIGHT_COMPONENT)
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# Select the "Capsule" light type option.
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azlmbr.editor.EditorComponentAPIBus(
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azlmbr.bus.Broadcast,
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'SetComponentProperty',
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light_component_id_pair,
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LIGHT_TYPE_PROPERTY,
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atom_component_helper.LIGHT_TYPES['capsule']
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)
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# Update color and take screenshot in game mode
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color = math.Color(255.0, 0.0, 0.0, 0.0)
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area_light.get_set_test(0, "Controller|Configuration|Color", color)
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general.idle_wait(1.0)
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screenshot_utils.take_screenshot_game_mode("AreaLight_1", area_light_entity_name)
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# Update intensity value to 0.0 and take screenshot in game mode
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area_light.get_set_test(0, "Controller|Configuration|Attenuation Radius|Mode", 1)
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area_light.get_set_test(0, "Controller|Configuration|Intensity", 0.0)
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general.idle_wait(1.0)
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screenshot_utils.take_screenshot_game_mode("AreaLight_2", area_light_entity_name)
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# Update intensity value to 1000.0 and take screenshot in game mode
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area_light.get_set_test(0, "Controller|Configuration|Intensity", 1000.0)
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general.idle_wait(1.0)
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screenshot_utils.take_screenshot_game_mode("AreaLight_3", area_light_entity_name)
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# Swap the "Capsule" light type option to "Spot (disk)" light type
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azlmbr.editor.EditorComponentAPIBus(
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azlmbr.bus.Broadcast,
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'SetComponentProperty',
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light_component_id_pair,
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LIGHT_TYPE_PROPERTY,
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atom_component_helper.LIGHT_TYPES['spot_disk']
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)
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area_light_rotation = math.Vector3(DEGREE_RADIAN_FACTOR * 90.0, 0.0, 0.0)
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azlmbr.components.TransformBus(azlmbr.bus.Event, "SetLocalRotation", area_light.id, area_light_rotation)
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general.idle_wait(1.0)
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screenshot_utils.take_screenshot_game_mode("AreaLight_4", area_light_entity_name)
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# Swap the "Spot (disk)" light type to the "Point (sphere)" light type and take screenshot.
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azlmbr.editor.EditorComponentAPIBus(
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azlmbr.bus.Broadcast,
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'SetComponentProperty',
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light_component_id_pair,
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LIGHT_TYPE_PROPERTY,
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atom_component_helper.LIGHT_TYPES['sphere']
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)
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general.idle_wait(1.0)
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screenshot_utils.take_screenshot_game_mode("AreaLight_5", area_light_entity_name)
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editor.ToolsApplicationRequestBus(bus.Broadcast, "DeleteEntityById", area_light.id)
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def spot_light_test():
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"""
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Basic test for the Light component attached to a "spot_light" entity.
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Test Case - Light Component: Spot (disk) with shadows & colors:
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1. Creates "spot_light" entity w/ a Light component attached to it.
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2. Selects the "directional_light" entity already present in the level and disables it.
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3. Selects the "global_skylight" entity already present in the level and disables the HDRi Skybox component,
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as well as the Global Skylight (IBL) component.
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4. Enters game mode to take a screenshot for comparison, then exits game mode.
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5. Selects the "ground_plane" entity and changes updates the material to a new material.
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6. Enters game mode to take a screenshot for comparison, then exits game mode.
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7. Selects the "spot_light" entity and increases the Light component Intensity to 800 lm
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8. Enters game mode to take a screenshot for comparison, then exits game mode.
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9. Selects the "spot_light" entity and sets the Light component Color to 47, 75, 37
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10. Enters game mode to take a screenshot for comparison, then exits game mode.
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11. Selects the "spot_light" entity and modifies the Shutter controls to the following values:
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- Enable shutters: True
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- Inner Angle: 60.0
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- Outer Angle: 75.0
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12. Enters game mode to take a screenshot for comparison, then exits game mode.
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13. Selects the "spot_light" entity and modifies the Shadow controls to the following values:
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- Enable Shadow: True
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- ShadowmapSize: 256
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14. Modifies the world translate position of the "spot_light" entity to 0.7, -2.0, 1.9 (for casting shadows better)
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15. Enters game mode to take a screenshot for comparison, then exits game mode.
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"""
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# Disable "Directional Light" component for the "directional_light" entity
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# "directional_light" entity is created by the create_basic_atom_level() function by default.
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directional_light_entity_id = hydra.find_entity_by_name("directional_light")
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directional_light = hydra.Entity(name='directional_light', id=directional_light_entity_id)
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directional_light_component_type = azlmbr.editor.EditorComponentAPIBus(
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azlmbr.bus.Broadcast, 'FindComponentTypeIdsByEntityType', ["Directional Light"], 0)[0]
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directional_light_component = azlmbr.editor.EditorComponentAPIBus(
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azlmbr.bus.Broadcast, 'GetComponentOfType', directional_light.id, directional_light_component_type
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).GetValue()
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editor.EditorComponentAPIBus(bus.Broadcast, "DisableComponents", [directional_light_component])
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general.idle_wait(0.5)
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# Disable "Global Skylight (IBL)" and "HDRi Skybox" components for the "global_skylight" entity
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global_skylight_entity_id = hydra.find_entity_by_name("global_skylight")
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global_skylight = hydra.Entity(name='global_skylight', id=global_skylight_entity_id)
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global_skylight_component_type = azlmbr.editor.EditorComponentAPIBus(
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azlmbr.bus.Broadcast, 'FindComponentTypeIdsByEntityType', ["Global Skylight (IBL)"], 0)[0]
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global_skylight_component = azlmbr.editor.EditorComponentAPIBus(
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azlmbr.bus.Broadcast, 'GetComponentOfType', global_skylight.id, global_skylight_component_type
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).GetValue()
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editor.EditorComponentAPIBus(bus.Broadcast, "DisableComponents", [global_skylight_component])
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hdri_skybox_component_type = azlmbr.editor.EditorComponentAPIBus(
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azlmbr.bus.Broadcast, 'FindComponentTypeIdsByEntityType', ["HDRi Skybox"], 0)[0]
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hdri_skybox_component = azlmbr.editor.EditorComponentAPIBus(
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azlmbr.bus.Broadcast, 'GetComponentOfType', global_skylight.id, hdri_skybox_component_type
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).GetValue()
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editor.EditorComponentAPIBus(bus.Broadcast, "DisableComponents", [hdri_skybox_component])
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general.idle_wait(0.5)
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# Create a "spot_light" entity with "Light" component using Light Type of "Spot (disk)"
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spot_light_entity_name = "spot_light"
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spot_light = hydra.Entity(spot_light_entity_name)
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spot_light.create_entity(math.Vector3(0.7, -2.0, 1.0), [LIGHT_COMPONENT])
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general.log(
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f"{spot_light_entity_name}_test: Component added to the entity: "
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f"{hydra.has_components(spot_light.id, [LIGHT_COMPONENT])}")
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rotation = math.Vector3(DEGREE_RADIAN_FACTOR * 300.0, 0.0, 0.0)
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azlmbr.components.TransformBus(azlmbr.bus.Event, "SetLocalRotation", spot_light.id, rotation)
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light_component_type = hydra.attach_component_to_entity(spot_light.id, LIGHT_COMPONENT)
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editor.EditorComponentAPIBus(
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azlmbr.bus.Broadcast,
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'SetComponentProperty',
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light_component_type,
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LIGHT_TYPE_PROPERTY,
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atom_component_helper.LIGHT_TYPES['spot_disk']
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)
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general.idle_wait(1.0)
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screenshot_utils.take_screenshot_game_mode("SpotLight_1", spot_light_entity_name)
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# Change default material of ground plane entity and take screenshot
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ground_plane_entity_id = hydra.find_entity_by_name("ground_plane")
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ground_plane = hydra.Entity(name='ground_plane', id=ground_plane_entity_id)
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ground_plane_asset_path = os.path.join("Materials", "Presets", "MacBeth", "22_neutral_5-0_0-70d.azmaterial")
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ground_plane_asset_value = asset.AssetCatalogRequestBus(
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bus.Broadcast, "GetAssetIdByPath", ground_plane_asset_path, math.Uuid(), False)
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material_property_path = "Default Material|Material Asset"
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material_component_type = azlmbr.editor.EditorComponentAPIBus(
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azlmbr.bus.Broadcast, 'FindComponentTypeIdsByEntityType', ["Material"], 0)[0]
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material_component = azlmbr.editor.EditorComponentAPIBus(
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azlmbr.bus.Broadcast, 'GetComponentOfType', ground_plane.id, material_component_type).GetValue()
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editor.EditorComponentAPIBus(
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azlmbr.bus.Broadcast,
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'SetComponentProperty',
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material_component,
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material_property_path,
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ground_plane_asset_value
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)
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general.idle_wait(1.0)
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screenshot_utils.take_screenshot_game_mode("SpotLight_2", spot_light_entity_name)
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# Increase intensity value of the Spot light and take screenshot in game mode
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spot_light.get_set_test(0, "Controller|Configuration|Intensity", 800.0)
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general.idle_wait(1.0)
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screenshot_utils.take_screenshot_game_mode("SpotLight_3", spot_light_entity_name)
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# Update the Spot light color and take screenshot in game mode
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color_value = math.Color(47.0 / 255.0, 75.0 / 255.0, 37.0 / 255.0, 255.0 / 255.0)
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spot_light.get_set_test(0, "Controller|Configuration|Color", color_value)
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general.idle_wait(1.0)
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screenshot_utils.take_screenshot_game_mode("SpotLight_4", spot_light_entity_name)
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# Update the Shutter controls of the Light component and take screenshot
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spot_light.get_set_test(0, "Controller|Configuration|Shutters|Enable shutters", True)
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spot_light.get_set_test(0, "Controller|Configuration|Shutters|Inner angle", 60.0)
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spot_light.get_set_test(0, "Controller|Configuration|Shutters|Outer angle", 75.0)
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general.idle_wait(1.0)
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screenshot_utils.take_screenshot_game_mode("SpotLight_5", spot_light_entity_name)
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# Update the Shadow controls, move the spot_light entity world translate position and take screenshot
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spot_light.get_set_test(0, "Controller|Configuration|Shadows|Enable shadow", True)
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spot_light.get_set_test(0, "Controller|Configuration|Shadows|Shadowmap size", 256.0)
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azlmbr.components.TransformBus(
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azlmbr.bus.Event, "SetWorldTranslation", spot_light.id, math.Vector3(0.7, -2.0, 1.9))
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general.idle_wait(1.0)
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screenshot_utils.take_screenshot_game_mode("SpotLight_6", spot_light_entity_name)
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if __name__ == "__main__":
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run()
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