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>
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+179
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@@ -3,17 +3,184 @@ Copyright (c) Contributors to the Open 3D Engine Project. For complete copyright
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SPDX-License-Identifier: Apache-2.0 OR MIT
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File to assist with common hydra component functions or constants used across various Atom tests.
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File to assist with common hydra component functions used across various Atom tests.
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"""
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import os
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# Light type options for the Light component.
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LIGHT_TYPES = {
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'unknown': 0,
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'sphere': 1,
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'spot_disk': 2,
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'capsule': 3,
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'quad': 4,
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'polygon': 5,
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'simple_point': 6,
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'simple_spot': 7,
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}
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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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def create_basic_atom_level(level_name):
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"""
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Creates a new level inside the Editor matching level_name & adds the following:
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1. "default_level" entity to hold all other entities.
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2. Adds Grid, Global Skylight (IBL), ground Mesh, Directional Light, Sphere w/ material+mesh, & Camera components.
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3. Each of these components has its settings tweaked slightly to match the ideal scene to test Atom rendering.
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:param level_name: name of the level to create and apply this basic setup to.
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:return: None
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"""
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import azlmbr.asset as asset
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import azlmbr.bus as bus
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import azlmbr.camera as camera
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import azlmbr.editor as editor
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import azlmbr.entity as entity
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import azlmbr.legacy.general as general
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import azlmbr.math as math
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import azlmbr.object
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import editor_python_test_tools.hydra_editor_utils as hydra
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# Create a new level.
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new_level_name = level_name
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heightmap_resolution = 512
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heightmap_meters_per_pixel = 1
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terrain_texture_resolution = 412
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use_terrain = False
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# Return codes are ECreateLevelResult defined in CryEdit.h
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return_code = general.create_level_no_prompt(
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new_level_name, heightmap_resolution, heightmap_meters_per_pixel, terrain_texture_resolution, use_terrain)
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if return_code == 1:
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general.log(f"{new_level_name} level already exists")
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elif return_code == 2:
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general.log("Failed to create directory")
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elif return_code == 3:
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general.log("Directory length is too long")
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elif return_code != 0:
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general.log("Unknown error, failed to create level")
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else:
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general.log(f"{new_level_name} level created successfully")
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# Enable idle and update viewport.
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general.idle_enable(True)
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general.idle_wait(1.0)
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general.update_viewport()
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general.idle_wait(0.5) # half a second is more than enough for updating the viewport.
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# Close out problematic windows, FPS meters, and anti-aliasing.
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if general.is_helpers_shown(): # Turn off the helper gizmos if visible
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general.toggle_helpers()
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general.idle_wait(1.0)
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if general.is_pane_visible("Error Report"): # Close Error Report windows that block focus.
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general.close_pane("Error Report")
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if general.is_pane_visible("Error Log"): # Close Error Log windows that block focus.
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general.close_pane("Error Log")
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general.idle_wait(1.0)
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general.run_console("r_displayInfo=0")
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general.run_console("r_antialiasingmode=0")
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general.idle_wait(1.0)
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# Delete all existing entities & create default_level entity
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search_filter = azlmbr.entity.SearchFilter()
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all_entities = entity.SearchBus(azlmbr.bus.Broadcast, "SearchEntities", search_filter)
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editor.ToolsApplicationRequestBus(bus.Broadcast, "DeleteEntities", all_entities)
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default_level = hydra.Entity("default_level")
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default_position = math.Vector3(0.0, 0.0, 0.0)
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default_level.create_entity(default_position, ["Grid"])
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default_level.get_set_test(0, "Controller|Configuration|Secondary Grid Spacing", 1.0)
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# Set the viewport up correctly after adding the parent default_level entity.
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screen_width = 1280
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screen_height = 720
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degree_radian_factor = 0.0174533 # Used by "Rotation" property for the Transform component.
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general.set_viewport_size(screen_width, screen_height)
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general.update_viewport()
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helper.wait_for_condition(
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function=lambda: helper.isclose(a=general.get_viewport_size().x, b=screen_width, rel_tol=0.1)
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and helper.isclose(a=general.get_viewport_size().y, b=screen_height, rel_tol=0.1),
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timeout_in_seconds=4.0
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)
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result = helper.isclose(a=general.get_viewport_size().x, b=screen_width, rel_tol=0.1) and helper.isclose(
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a=general.get_viewport_size().y, b=screen_height, rel_tol=0.1)
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general.log(general.get_viewport_size().x)
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general.log(general.get_viewport_size().y)
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general.log(general.get_viewport_size().z)
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general.log(f"Viewport is set to the expected size: {result}")
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general.log("Basic level created")
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general.run_console("r_DisplayInfo = 0")
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# Create global_skylight entity and set the properties
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global_skylight = hydra.Entity("global_skylight")
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global_skylight.create_entity(
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entity_position=default_position,
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components=["HDRi Skybox", "Global Skylight (IBL)"],
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parent_id=default_level.id)
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global_skylight_asset_path = os.path.join(
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"LightingPresets", "greenwich_park_02_4k_iblskyboxcm_iblspecular.exr.streamingimage")
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global_skylight_asset_value = asset.AssetCatalogRequestBus(
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bus.Broadcast, "GetAssetIdByPath", global_skylight_asset_path, math.Uuid(), False)
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global_skylight.get_set_test(0, "Controller|Configuration|Cubemap Texture", global_skylight_asset_value)
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global_skylight.get_set_test(1, "Controller|Configuration|Diffuse Image", global_skylight_asset_value)
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global_skylight.get_set_test(1, "Controller|Configuration|Specular Image", global_skylight_asset_value)
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# Create ground_plane entity and set the properties
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ground_plane = hydra.Entity("ground_plane")
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ground_plane.create_entity(
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entity_position=default_position,
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components=["Material"],
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parent_id=default_level.id)
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azlmbr.components.TransformBus(azlmbr.bus.Event, "SetLocalUniformScale", ground_plane.id, 32.0)
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ground_plane_material_asset_path = os.path.join(
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"Materials", "Presets", "PBR", "metal_chrome.azmaterial")
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ground_plane_material_asset_value = asset.AssetCatalogRequestBus(
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bus.Broadcast, "GetAssetIdByPath", ground_plane_material_asset_path, math.Uuid(), False)
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ground_plane.get_set_test(0, "Default Material|Material Asset", ground_plane_material_asset_value)
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# Work around to add the correct Atom Mesh component
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mesh_type_id = azlmbr.globals.property.EditorMeshComponentTypeId
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ground_plane.components.append(
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editor.EditorComponentAPIBus(
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bus.Broadcast, "AddComponentsOfType", ground_plane.id, [mesh_type_id]
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).GetValue()[0]
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)
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ground_plane_mesh_asset_path = os.path.join("Models", "plane.azmodel")
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ground_plane_mesh_asset_value = asset.AssetCatalogRequestBus(
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bus.Broadcast, "GetAssetIdByPath", ground_plane_mesh_asset_path, math.Uuid(), False)
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ground_plane.get_set_test(1, "Controller|Configuration|Mesh Asset", ground_plane_mesh_asset_value)
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# Create directional_light entity and set the properties
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directional_light = hydra.Entity("directional_light")
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directional_light.create_entity(
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entity_position=math.Vector3(0.0, 0.0, 10.0),
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components=["Directional Light"],
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parent_id=default_level.id)
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directional_light_rotation = math.Vector3(degree_radian_factor * -90.0, 0.0, 0.0)
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azlmbr.components.TransformBus(
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azlmbr.bus.Event, "SetLocalRotation", directional_light.id, directional_light_rotation)
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# Create sphere entity and set the properties
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sphere_entity = hydra.Entity("sphere")
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sphere_entity.create_entity(
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entity_position=math.Vector3(0.0, 0.0, 1.0),
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components=["Material"],
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parent_id=default_level.id)
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sphere_material_asset_path = os.path.join("Materials", "Presets", "PBR", "metal_brass_polished.azmaterial")
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sphere_material_asset_value = asset.AssetCatalogRequestBus(
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bus.Broadcast, "GetAssetIdByPath", sphere_material_asset_path, math.Uuid(), False)
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sphere_entity.get_set_test(0, "Default Material|Material Asset", sphere_material_asset_value)
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# Work around to add the correct Atom Mesh component
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sphere_entity.components.append(
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editor.EditorComponentAPIBus(
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bus.Broadcast, "AddComponentsOfType", sphere_entity.id, [mesh_type_id]
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).GetValue()[0]
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)
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sphere_mesh_asset_path = os.path.join("Models", "sphere.azmodel")
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sphere_mesh_asset_value = asset.AssetCatalogRequestBus(
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bus.Broadcast, "GetAssetIdByPath", sphere_mesh_asset_path, math.Uuid(), False)
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sphere_entity.get_set_test(1, "Controller|Configuration|Mesh Asset", sphere_mesh_asset_value)
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# Create camera component and set the properties
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camera_entity = hydra.Entity("camera")
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camera_entity.create_entity(
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entity_position=math.Vector3(5.5, -12.0, 9.0),
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components=["Camera"],
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parent_id=default_level.id)
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rotation = math.Vector3(
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degree_radian_factor * -27.0, degree_radian_factor * -12.0, degree_radian_factor * 25.0
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)
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azlmbr.components.TransformBus(azlmbr.bus.Event, "SetLocalRotation", camera_entity.id, rotation)
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camera_entity.get_set_test(0, "Controller|Configuration|Field of view", 60.0)
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camera.EditorCameraViewRequestBus(azlmbr.bus.Event, "ToggleCameraAsActiveView", camera_entity.id)
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@@ -0,0 +1,19 @@
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"""
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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.
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SPDX-License-Identifier: Apache-2.0 OR MIT
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Hold constants used across both hydra and non-hydra scripts.
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"""
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# Light type options for the Light component.
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LIGHT_TYPES = {
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'unknown': 0,
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'sphere': 1,
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'spot_disk': 2,
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'capsule': 3,
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'quad': 4,
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'polygon': 5,
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'simple_point': 6,
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'simple_spot': 7,
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}
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@@ -91,3 +91,20 @@ class ScreenshotHelper(object):
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else:
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frames_waited = frames_waited + 1
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general.log(f"(waited {frames_waited} frames)")
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def take_screenshot_game_mode(screenshot_name, entity_name=None):
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"""
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Enters game mode & takes a screenshot, then exits game mode after.
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:param screenshot_name: name to give the captured screenshot .ppm file.
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:param entity_name: name of the entity being tested (for generating unique log lines).
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:return: None
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"""
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general.enter_game_mode()
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helper.wait_for_condition(lambda: general.is_in_game_mode(), 2.0)
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general.log(f"{entity_name}_test: Entered game mode: {general.is_in_game_mode()}")
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ScreenshotHelper(general.idle_wait_frames).capture_screenshot_blocking(f"{screenshot_name}.ppm")
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general.idle_wait(1.0)
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general.exit_game_mode()
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helper.wait_for_condition(lambda: not general.is_in_game_mode(), 2.0)
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general.log(f"{entity_name}_test: Exit game mode: {not general.is_in_game_mode()}")
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