Integrating latest 47acbe8
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"""
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All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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its licensors.
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For complete copyright and license terms please see the LICENSE at the root of this
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distribution (the "License"). All use of this software is governed by the License,
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or, if provided, by the license below or the license accompanying this file. Do not
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remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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"""
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# Test case ID : C5968760
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# Test Case Title : Check moving force region changes net force
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# URL of the test case : https://testrail.agscollab.com/index.php?/cases/view/5968760
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# fmt: off
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class Tests():
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enter_game_mode = ("Entered game mode", "Failed to enter game mode")
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find_sphere = ("SphereRigidBody found", "SphereRigidBody not found")
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find_force_region = ("ForceRegionBox is found", "ForceRegionBox is not found")
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sphere_dropped = ("Sphere dropped down", "Sphere did not drop down")
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sphere_bounced = ("Sphere bounced to its left", "Sphere did not bounce to its left")
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exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
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# fmt: on
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def C5968760_ForceRegion_CheckNetForceChange():
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"""
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Summary:
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Check moving force region changes net force.
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Level Description:
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The SphereRigidBody entity is placed above the ForceRegionBox entity.
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ForceRegionBox (entity) - Entity with PhysX Force Region, Mesh, PhysX Collider
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SphereRigidBody (entity) - Entity with PhysX Rigid body, Mesh and collider components
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Expected Behavior:
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We are checking if the ball falls down initially and then moving the force region to the right to verify if the
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ball bounces off to the left when it collides with the force region.
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Test Steps:
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1) Open level
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2) Enter game mode
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3) Retrieve and validate entities
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4) Get the initial position of the Sphere (rigid body)
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5) Move the object to right (X - direction) and rotate in Y - direction
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6) Check if the ball is falling down
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7) Add force region notification handler
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8) Wait till the ball enters the force region
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9) Check if the ball has bounced and moved left
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10) Exit game mode
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11) Close the editor
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Note:
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- This test file must be called from the Lumberyard Editor command terminal
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- Any passed and failed tests are written to the Editor.log file.
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Parsing the file or running a log_monitor are required to observe the test results.
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:return: None
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"""
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import os
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import sys
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import ImportPathHelper as imports
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imports.init()
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from utils import Report
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from 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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# Constants
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TIMEOUT = 3.0 # wait a maximum of 3 seconds
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SPHERE_RADIUS = 0.5
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TRANSLATION_OFFSET = 0.2
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ROTATION_OFFSET = -0.005
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class Sphere:
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id = None
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initial_position = None
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current_position = None
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z_at_collision = None
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in_force_region = False
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bounced = False
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class ForceRegion:
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id = None
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translation_position = None
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rotation_position = None
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def sphere_bounced():
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Sphere.current_position = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldTranslation", Sphere.id)
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bounced_up = Sphere.current_position.z > Sphere.z_at_collision + SPHERE_RADIUS
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bounced_left = Sphere.current_position.x < Sphere.initial_position.x
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Sphere.bounced = bounced_left and bounced_up
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return Sphere.bounced
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helper.init_idle()
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# 1) Open level
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helper.open_level("Physics", "C5968760_ForceRegion_CheckNetForceChange")
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# 2) Enter game mode
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helper.enter_game_mode(Tests.enter_game_mode)
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# 3) Retrieve and validate entities
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Sphere.id = general.find_game_entity("SphereRigidBody")
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Report.critical_result(Tests.find_sphere, Sphere.id.IsValid())
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ForceRegion.id = general.find_game_entity("ForceRegionBox")
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Report.critical_result(Tests.find_force_region, ForceRegion.id.IsValid())
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# 4) Get the initial position of the Sphere (rigid body)
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Sphere.initial_position = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldTranslation", Sphere.id)
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# 5) Move the object to right (X - direction) and rotate in Y - direction
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ForceRegion.translation_position = azlmbr.components.TransformBus(
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azlmbr.bus.Event, "GetWorldTranslation", ForceRegion.id
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)
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azlmbr.components.TransformBus(
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azlmbr.bus.Event, "SetWorldX", ForceRegion.id, (ForceRegion.translation_position.x + TRANSLATION_OFFSET)
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)
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# Rotation in y direction anti clockwise
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ForceRegion.rotation_position = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldRotation", ForceRegion.id)
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azlmbr.components.TransformBus(
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azlmbr.bus.Event, "RotateAroundLocalY", ForceRegion.id, (ForceRegion.rotation_position.y + ROTATION_OFFSET)
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)
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Report.info("The force region has been repositioned")
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# 6) Check if the ball is falling down
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Sphere.current_position = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldTranslation", Sphere.id)
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sphere_dropped = Sphere.current_position.z < (Sphere.initial_position.z + SPHERE_RADIUS)
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Report.critical_result(Tests.sphere_dropped, sphere_dropped)
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# 7) Add force region notification handler
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def on_force_region_entered(args):
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region_id = args[0]
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object_id = args[1]
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if region_id.Equal(ForceRegion.id) and object_id.Equal(Sphere.id):
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if not Sphere.in_force_region:
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Sphere.in_force_region = True
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Report.info("Force Region entered")
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force_notification_handler = azlmbr.physics.ForceRegionNotificationBusHandler()
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force_notification_handler.connect(None)
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force_notification_handler.add_callback("OnCalculateNetForce", on_force_region_entered)
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# 8) Wait till the ball enters the force region
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helper.wait_for_condition(lambda: Sphere.in_force_region, TIMEOUT)
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# sphere z position when it entered force region
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Sphere.z_at_collision = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldTranslation", Sphere.id).z
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# 9) Check if the ball has bounced and moved left
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# wait frames till the ball bounces
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helper.wait_for_condition(sphere_bounced, TIMEOUT)
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Report.result(Tests.sphere_bounced, Sphere.bounced)
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# 10) 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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import ImportPathHelper as imports
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imports.init()
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from utils import Report
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Report.start_test(C5968760_ForceRegion_CheckNetForceChange)
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