use smaller asset files, fix asset to use asset.id for tests

Signed-off-by: jromnoa <80134229+jromnoa@users.noreply.github.com>
monroegm-disable-blank-issue-2
jromnoa 4 years ago
parent c83d0432dd
commit 9c2a50d686

@ -127,10 +127,9 @@ def AtomGPU_BasicLevelSetup_SetsUpLevel():
from editor_python_test_tools.editor_entity_utils import EditorEntity
from editor_python_test_tools.utils import Report, Tracer, TestHelper as helper
from Atom.atom_utils.atom_constants import AtomComponentProperties
from Atom.atom_utils.screenshot_utils import ScreenshotHelper
MATERIAL_COMPONENT_NAME = "Material"
MESH_COMPONENT_NAME = "Mesh"
SCREENSHOT_NAME = "AtomBasicLevelSetup"
SCREEN_WIDTH = 1280
SCREEN_HEIGHT = 720
@ -141,14 +140,9 @@ def AtomGPU_BasicLevelSetup_SetsUpLevel():
general.update_viewport()
helper.wait_for_condition(
function=lambda: isclose(a=general.get_viewport_size().x, b=SCREEN_WIDTH, rel_tol=0.1)
and isclose(a=general.get_viewport_size().y, b=SCREEN_HEIGHT, rel_tol=0.1),
and isclose(a=general.get_viewport_size().y, b=SCREEN_HEIGHT, rel_tol=0.1),
timeout_in_seconds=4.0
)
result = isclose(
a=general.get_viewport_size().x, b=SCREEN_WIDTH, rel_tol=0.1) and isclose(
a=general.get_viewport_size().y, b=SCREEN_HEIGHT, rel_tol=0.1)
return result
with Tracer() as error_tracer:
# Test setup begins.
@ -160,8 +154,8 @@ def AtomGPU_BasicLevelSetup_SetsUpLevel():
# 1. Close error windows and display helpers then update the viewport size.
helper.close_error_windows()
helper.close_display_helpers()
initial_viewport_setup(SCREEN_WIDTH, SCREEN_HEIGHT)
general.update_viewport()
Report.critical_result(Tests.viewport_set, initial_viewport_setup(SCREEN_WIDTH, SCREEN_HEIGHT))
# 2. Create Default Level Entity.
default_level_entity_name = "Default Level"
@ -169,12 +163,11 @@ def AtomGPU_BasicLevelSetup_SetsUpLevel():
math.Vector3(0.0, 0.0, 0.0), default_level_entity_name)
# 3. Create Grid Entity as a child entity of the Default Level Entity.
grid_name = "Grid"
grid_entity = EditorEntity.create_editor_entity(grid_name, default_level_entity.id)
grid_entity = EditorEntity.create_editor_entity(AtomComponentProperties.grid(), default_level_entity.id)
# 4. Add Grid component to Grid Entity and set Secondary Grid Spacing.
grid_component = grid_entity.add_component(grid_name)
secondary_grid_spacing_property = "Controller|Configuration|Secondary Grid Spacing"
grid_component = grid_entity.add_component(AtomComponentProperties.grid())
secondary_grid_spacing_property = AtomComponentProperties.grid('Secondary Grid Spacing')
secondary_grid_spacing_value = 1.0
grid_component.set_component_property_value(secondary_grid_spacing_property, secondary_grid_spacing_value)
secondary_grid_spacing_set = grid_component.get_component_property_value(
@ -182,134 +175,137 @@ def AtomGPU_BasicLevelSetup_SetsUpLevel():
Report.result(Tests.secondary_grid_spacing, secondary_grid_spacing_set)
# 5. Create Global Skylight (IBL) Entity as a child entity of the Default Level Entity.
global_skylight_name = "Global Skylight (IBL)"
global_skylight_entity = EditorEntity.create_editor_entity(global_skylight_name, default_level_entity.id)
global_skylight_entity = EditorEntity.create_editor_entity(
AtomComponentProperties.global_skylight(), default_level_entity.id)
# 6. Add HDRi Skybox component to the Global Skylight (IBL) Entity.
hdri_skybox_name = "HDRi Skybox"
hdri_skybox_component = global_skylight_entity.add_component(hdri_skybox_name)
Report.result(Tests.hdri_skybox_component_added, global_skylight_entity.has_component(hdri_skybox_name))
hdri_skybox_component = global_skylight_entity.add_component(AtomComponentProperties.hdri_skybox())
Report.result(Tests.hdri_skybox_component_added, global_skylight_entity.has_component(
AtomComponentProperties.hdri_skybox()))
# 7. Add Global Skylight (IBL) component to the Global Skylight (IBL) Entity.
global_skylight_component = global_skylight_entity.add_component(global_skylight_name)
Report.result(Tests.global_skylight_component_added, global_skylight_entity.has_component(global_skylight_name))
global_skylight_component = global_skylight_entity.add_component(AtomComponentProperties.global_skylight())
Report.result(Tests.global_skylight_component_added, global_skylight_entity.has_component(
AtomComponentProperties.global_skylight()))
# 8. Set the Cubemap Texture property of the HDRi Skybox component.
global_skylight_image_asset_path = os.path.join(
"LightingPresets", "greenwich_park_02_4k_iblskyboxcm_iblspecular.exr.streamingimage")
global_skylight_image_asset_path = os.path.join("LightingPresets", "default_iblskyboxcm.exr.streamingimage")
global_skylight_image_asset = Asset.find_asset_by_path(global_skylight_image_asset_path, False)
hdri_skybox_cubemap_texture_property = "Controller|Configuration|Cubemap Texture"
hdri_skybox_component.set_component_property_value(
hdri_skybox_cubemap_texture_property, global_skylight_image_asset.id)
AtomComponentProperties.hdri_skybox('Cubemap Texture'), global_skylight_image_asset.id)
Report.result(
Tests.hdri_skybox_cubemap_texture_set,
hdri_skybox_component.get_component_property_value(
hdri_skybox_cubemap_texture_property) == global_skylight_image_asset)
AtomComponentProperties.hdri_skybox('Cubemap Texture')) == global_skylight_image_asset.id)
# 9. Set the Diffuse Image property of the Global Skylight (IBL) component.
# Re-use the same image that was used in the previous test step.
global_skylight_diffuse_image_property = "Controller|Configuration|Diffuse Image"
global_skylight_diffuse_image_asset_path = os.path.join(
"LightingPresets", "default_iblskyboxcm_ibldiffuse.exr.streamingimage")
global_skylight_diffuse_image_asset = Asset.find_asset_by_path(global_skylight_diffuse_image_asset_path, False)
global_skylight_component.set_component_property_value(
global_skylight_diffuse_image_property, global_skylight_image_asset)
AtomComponentProperties.global_skylight('Diffuse Image'), global_skylight_diffuse_image_asset.id)
Report.result(
Tests.global_skylight_diffuse_image_set,
global_skylight_component.get_component_property_value(
global_skylight_diffuse_image_property) == global_skylight_image_asset)
AtomComponentProperties.global_skylight('Diffuse Image')) == global_skylight_diffuse_image_asset.id)
# 10. Set the Specular Image property of the Global Skylight (IBL) component.
# Re-use the same image that was used in the previous test step.
global_skylight_specular_image_property = "Controller|Configuration|Specular Image"
global_skylight_specular_image_asset_path = os.path.join(
"LightingPresets", "default_iblskyboxcm_iblspecular.exr.streamingimage")
global_skylight_specular_image_asset = Asset.find_asset_by_path(
global_skylight_specular_image_asset_path, False)
global_skylight_component.set_component_property_value(
global_skylight_specular_image_property, global_skylight_image_asset)
AtomComponentProperties.global_skylight('Specular Image'), global_skylight_specular_image_asset.id)
global_skylight_specular_image_set = global_skylight_component.get_component_property_value(
global_skylight_specular_image_property)
AtomComponentProperties.global_skylight('Specular Image'))
Report.result(
Tests.global_skylight_specular_image_set, global_skylight_specular_image_set == global_skylight_image_asset)
Tests.global_skylight_specular_image_set,
global_skylight_specular_image_set == global_skylight_specular_image_asset.id)
# 11. Create a Ground Plane Entity with a Material component that is a child entity of the Default Level Entity.
ground_plane_name = "Ground Plane"
ground_plane_entity = EditorEntity.create_editor_entity(ground_plane_name, default_level_entity.id)
ground_plane_material_component = ground_plane_entity.add_component(MATERIAL_COMPONENT_NAME)
ground_plane_material_component = ground_plane_entity.add_component(AtomComponentProperties.material())
Report.result(
Tests.ground_plane_material_component_added, ground_plane_entity.has_component(MATERIAL_COMPONENT_NAME))
Tests.ground_plane_material_component_added,
ground_plane_entity.has_component(AtomComponentProperties.material()))
# 12. Set the Material Asset property of the Material component for the Ground Plane Entity.
ground_plane_entity.set_local_uniform_scale(32.0)
ground_plane_material_asset_path = os.path.join("Materials", "Presets", "PBR", "metal_chrome.azmaterial")
ground_plane_material_asset = Asset.find_asset_by_path(ground_plane_material_asset_path, False)
ground_plane_material_asset_property = "Default Material|Material Asset"
ground_plane_material_component.set_component_property_value(
ground_plane_material_asset_property, ground_plane_material_asset.id)
AtomComponentProperties.material('Material Asset'), ground_plane_material_asset.id)
Report.result(
Tests.ground_plane_material_asset_set,
ground_plane_material_component.get_component_property_value(
ground_plane_material_asset_property) == ground_plane_material_asset)
AtomComponentProperties.material('Material Asset')) == ground_plane_material_asset.id)
# 13. Add the Mesh component to the Ground Plane Entity and set the Mesh component Mesh Asset property.
ground_plane_mesh_component = ground_plane_entity.add_component(MESH_COMPONENT_NAME)
Report.result(Tests.mesh_component_added, ground_plane_entity.has_component(MESH_COMPONENT_NAME))
ground_plane_mesh_asset_path = os.path.join("Objects", "plane.azmodel")
ground_plane_mesh_component = ground_plane_entity.add_component(AtomComponentProperties.mesh())
Report.result(Tests.mesh_component_added, ground_plane_entity.has_component(AtomComponentProperties.mesh()))
ground_plane_mesh_asset_path = os.path.join("TestData", "Objects", "plane.azmodel")
ground_plane_mesh_asset = Asset.find_asset_by_path(ground_plane_mesh_asset_path, False)
ground_plane_mesh_asset_property = "Controller|Configuration|Mesh Asset"
ground_plane_mesh_component.set_component_property_value(
ground_plane_mesh_asset_property, ground_plane_mesh_asset.id)
AtomComponentProperties.mesh('Mesh Asset'), ground_plane_mesh_asset.id)
Report.result(
Tests.ground_plane_mesh_asset_set,
ground_plane_mesh_component.get_component_property_value(
ground_plane_mesh_asset_property) == ground_plane_mesh_asset)
AtomComponentProperties.mesh('Mesh Asset')) == ground_plane_mesh_asset.id)
# 14. Create a Directional Light Entity as a child entity of the Default Level Entity.
directional_light_name = "Directional Light"
directional_light_entity = EditorEntity.create_editor_entity_at(
math.Vector3(0.0, 0.0, 10.0), directional_light_name, default_level_entity.id)
math.Vector3(0.0, 0.0, 10.0), AtomComponentProperties.directional_light(), default_level_entity.id)
# 15. Add Directional Light component to Directional Light Entity and set entity rotation.
directional_light_entity.add_component(directional_light_name)
directional_light_entity.add_component(AtomComponentProperties.directional_light())
directional_light_entity_rotation = math.Vector3(DEGREE_RADIAN_FACTOR * -90.0, 0.0, 0.0)
directional_light_entity.set_local_rotation(directional_light_entity_rotation)
Report.result(
Tests.directional_light_component_added, directional_light_entity.has_component(directional_light_name))
Tests.directional_light_component_added, directional_light_entity.has_component(
AtomComponentProperties.directional_light()))
# 16. Create a Sphere Entity as a child entity of the Default Level Entity then add a Material component.
sphere_entity = EditorEntity.create_editor_entity_at(
math.Vector3(0.0, 0.0, 1.0), "Sphere", default_level_entity.id)
sphere_material_component = sphere_entity.add_component(MATERIAL_COMPONENT_NAME)
Report.result(Tests.sphere_material_component_added, sphere_entity.has_component(MATERIAL_COMPONENT_NAME))
sphere_material_component = sphere_entity.add_component(AtomComponentProperties.material())
Report.result(Tests.sphere_material_component_added, sphere_entity.has_component(
AtomComponentProperties.material()))
# 17. Set the Material Asset property of the Material component for the Sphere Entity.
sphere_material_asset_path = os.path.join("Materials", "Presets", "PBR", "metal_brass_polished.azmaterial")
sphere_material_asset = Asset.find_asset_by_path(sphere_material_asset_path, False)
sphere_material_asset_property = "Default Material|Material Asset"
sphere_material_component.set_component_property_value(sphere_material_asset_property, sphere_material_asset.id)
sphere_material_component.set_component_property_value(
AtomComponentProperties.material('Material Asset'), sphere_material_asset.id)
Report.result(Tests.sphere_material_set, sphere_material_component.get_component_property_value(
sphere_material_asset_property) == sphere_material_asset)
AtomComponentProperties.material('Material Asset')) == sphere_material_asset.id)
# 18. Add Mesh component to Sphere Entity and set the Mesh Asset property for the Mesh component.
sphere_mesh_component = sphere_entity.add_component(MESH_COMPONENT_NAME)
sphere_mesh_component = sphere_entity.add_component(AtomComponentProperties.mesh())
sphere_mesh_asset_path = os.path.join("Models", "sphere.azmodel")
sphere_mesh_asset = Asset.find_asset_by_path(sphere_mesh_asset_path, False)
sphere_mesh_asset_property = "Controller|Configuration|Mesh Asset"
sphere_mesh_component.set_component_property_value(sphere_mesh_asset_property, sphere_mesh_asset.id)
sphere_mesh_component.set_component_property_value(
AtomComponentProperties.mesh('Mesh Asset'), sphere_mesh_asset.id)
Report.result(Tests.sphere_mesh_asset_set, sphere_mesh_component.get_component_property_value(
sphere_mesh_asset_property) == sphere_mesh_asset)
AtomComponentProperties.mesh('Mesh Asset')) == sphere_mesh_asset.id)
# 19. Create a Camera Entity as a child entity of the Default Level Entity then add a Camera component.
camera_name = "Camera"
camera_entity = EditorEntity.create_editor_entity_at(
math.Vector3(5.5, -12.0, 9.0), camera_name, default_level_entity.id)
camera_component = camera_entity.add_component(camera_name)
Report.result(Tests.camera_component_added, camera_entity.has_component(camera_name))
math.Vector3(5.5, -12.0, 9.0), AtomComponentProperties.camera(), default_level_entity.id)
camera_component = camera_entity.add_component(AtomComponentProperties.camera())
Report.result(Tests.camera_component_added, camera_entity.has_component(AtomComponentProperties.camera()))
# 20. Set the Camera Entity rotation value and set the Camera component Field of View value.
camera_entity_rotation = math.Vector3(
DEGREE_RADIAN_FACTOR * -27.0, DEGREE_RADIAN_FACTOR * -12.0, DEGREE_RADIAN_FACTOR * 25.0)
camera_entity.set_local_rotation(camera_entity_rotation)
camera_fov_property = "Controller|Configuration|Field of view"
camera_fov_value = 60.0
camera_component.set_component_property_value(camera_fov_property, camera_fov_value)
camera_component.set_component_property_value(AtomComponentProperties.camera('Field of view'), camera_fov_value)
azlmbr.camera.EditorCameraViewRequestBus(azlmbr.bus.Event, "ToggleCameraAsActiveView", camera_entity.id)
Report.result(Tests.camera_fov_set, camera_component.get_component_property_value(
camera_fov_property) == camera_fov_value)
AtomComponentProperties.camera('Field of view')) == camera_fov_value)
# 21. Enter game mode.
helper.enter_game_mode(Tests.enter_game_mode)

@ -131,8 +131,7 @@ def run():
components=["HDRi Skybox", "Global Skylight (IBL)"],
parent_id=default_level.id
)
global_skylight_image_asset_path = os.path.join(
"LightingPresets", "greenwich_park_02_4k_iblskyboxcm_iblspecular.exr.streamingimage")
global_skylight_image_asset_path = os.path.join("LightingPresets", "default_iblskyboxcm.exr.streamingimage")
global_skylight_image_asset = asset.AssetCatalogRequestBus(
bus.Broadcast, "GetAssetIdByPath", global_skylight_image_asset_path, math.Uuid(), False)
global_skylight.get_set_test(0, "Controller|Configuration|Cubemap Texture", global_skylight_image_asset)

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