rename to tmp name
This commit is contained in:
+102
@@ -0,0 +1,102 @@
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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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"""
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# Test case ID : C6131473
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# Test Case Title : Verify a static slice is not spawned automatically everytime a dynamic slice with
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# PhysX Components is spawned
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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_entity = ("Entities are found", "Entities are not found")
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dynamic_slice_entity = ("Dynamic slice entity not found", "Dynamic slice entity found")
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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 Physics_DynamicSliceWithPhysNotSpawnsStaticSlice():
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"""
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Summary:
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Verify a static slice is not spawned automatically everytime a dynamic slice with PhysX Components is spawned
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Level Description:
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Spawner (entity) - Entity with a spawner component with a dynamic slice attached to it.
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"Spawn on activate" is enabled for the spawner component.
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The Spawner is attached to a dynamic slice "RigidBody" with components
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PhysX Rigid body,
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PhysX Collider with shape as Sphere and radius as 1.0,
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Rendering mesh with mesh as primitive_sphere
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Expected Behavior:
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We are checking if the dynamic slice "RigidBody" is present in the current level.
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The test fails if the dynamic slice is found in the level.
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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) Verify if the dynamic slice entity exists in the current level
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5) Exit game mode
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6) Close the editor
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Note:
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- This test file must be called from the Open 3D Engine 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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from editor_python_test_tools.utils import Report
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from editor_python_test_tools.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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import azlmbr.entity as entity
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# Constants
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DYNAMIC_SLICE_NAME = "RigidBody"
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helper.init_idle()
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# 1) Open level
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helper.open_level("Physics", "Physics_DynamicSliceWithPhysNotSpawnsStaticSlice")
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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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spawner_id = general.find_game_entity("SpawnerEntity")
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Report.result(Tests.find_entity, spawner_id.IsValid())
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# 4) Verify if the dynamic slice entity exists in the current level
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# Get all the entity ids in the level
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searchFilter = entity.SearchFilter()
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searchFilter.Names = ["*"]
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entity_ids = entity.SearchBus(azlmbr.bus.Broadcast, "SearchEntities", searchFilter)
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entity_names = [
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azlmbr.entity.GameEntityContextRequestBus(azlmbr.bus.Broadcast, "GetEntityName", entity_id)
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for entity_id in entity_ids
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]
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# check if the dynamic slice ("RigidBody") exists in the list if entities
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Report.result(Tests.dynamic_slice_entity, DYNAMIC_SLICE_NAME not in entity_names)
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# 5) 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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from editor_python_test_tools.utils import Report
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Report.start_test(Physics_DynamicSliceWithPhysNotSpawnsStaticSlice)
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+90
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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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"""
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# Test case ID : C15425929
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# Test Case Title : Verify that undo - redo operations do not create any error
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# fmt: off
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class Tests:
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entity_found = ("Entity was initially found", "Entity COULD NOT be found initially")
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entity_deleted = ("Entity was deleted", "Entity WAS NOT deleted")
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deletion_undone = ("Undo worked", "Undo DID NOT work")
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deletion_redone = ("Redo worked", "Redo DID NOT work")
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no_error_occurred = ("Undo/redo completed without errors", "An error occurred during undo/redo")
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# fmt: off
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def Physics_UndoRedoWorksOnEntityWithPhysComponents():
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"""
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Summary:
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Tests that no error messages arise when using the undo and redo functions in the editor.
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Level Description:
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DeleteMe - an entity that just exists above the terrain with a sphere shape component on it.
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Steps:
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1) Load level
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2) Initially find the entity
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3) Delete the entity
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4) Undo the deletion
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5) Redo the deletion
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6) Look for errors
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7) Close the editor
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Expected Behavior:
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The entity should be deleted, un-deleted, and re-deleted.
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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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from editor_python_test_tools.utils import Report
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from editor_python_test_tools.utils import TestHelper as helper
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from editor_python_test_tools.utils import Tracer
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import azlmbr.legacy.general as general
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helper.init_idle()
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# 1) Load the level
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helper.open_level("Physics", "Physics_UndoRedoWorksOnEntityWithPhysComponents")
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with Tracer() as error_tracer:
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# Entity to delete and undo and re-delete
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entity_name = "DeleteMe"
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# 2) Find entity initially
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entity_id = general.find_editor_entity(entity_name)
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Report.critical_result(Tests.entity_found, entity_id.IsValid())
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# 3) Delete entity
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general.select_objects([entity_name])
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general.delete_selected()
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entity_id = general.find_editor_entity(entity_name)
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Report.result(Tests.entity_deleted, not entity_id.IsValid())
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# 4) Undo deletion
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general.undo()
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entity_id = general.find_editor_entity(entity_name)
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Report.result(Tests.deletion_undone, entity_id.IsValid())
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# 5) Redo deletion
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general.redo()
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entity_id = general.find_editor_entity(entity_name)
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Report.result(Tests.deletion_redone, not entity_id.IsValid())
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# 6) Look for errors
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helper.wait_for_condition(lambda: error_tracer.has_errors, 1.0)
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Report.result(Tests.no_error_occurred, not error_tracer.has_errors)
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if __name__ == "__main__":
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from editor_python_test_tools.utils import Report
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Report.start_test(Physics_UndoRedoWorksOnEntityWithPhysComponents)
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+105
@@ -0,0 +1,105 @@
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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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"""
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# Test case ID : C5689529
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# Test Case Title : Create an entity with PhysX Terrain component and add
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# PhysX Rigid Body PhysX, PhysX Collider and Rendering Mesh to it and
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# verify that it works in game mode
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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_entity = ("Entity found", "Entity not found")
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gravity_enabled = ("Gravity is enabled", "Gravity is disabled")
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mass_equal = ("Mass of rigid body equal to the expected mass", "Mass of rigid body not equal to the expected mass")
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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 Physics_VerifyColliderRigidBodyMeshAndTerrainWorkTogether():
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"""
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Summary:
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Create an entity with PhysX Terrain component and add PhysX Rigid Body PhysX,
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PhysX Collider and Rendering Mesh to it and verify that it works in game mode
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Level Description:
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PhysXRigidBody (entity) - Entity with components PhysX Rigid Body, PhysX Collider, Terrain and Rendering Mesh
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Expected Behavior:
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The rigid body entity should be working in the game mode.
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We are checking if entity id is valid and extracting some properties of rigid body.
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Also we are waiting for few frames to ensure that the editor did not crash.
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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) Waiting for WAIT_FRAMES to ensure that the editor did not crash in the game mode
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5) Check the properties of rigid body like Gravity(enabled) and Mass(1.0kg)
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6) Exit game mode
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7) Close the editor
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Note:
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- This test file must be called from the Open 3D Engine 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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from editor_python_test_tools.utils import Report
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from editor_python_test_tools.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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WAIT_FRAMES = 2
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EXPECTED_MASS = 1.0 # Default mass of a rigid body component
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helper.init_idle()
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# 1) Open level
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helper.open_level("Physics", "Physics_VerifyColliderRigidBodyMeshAndTerrainWorkTogether")
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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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rigid_body_id = general.find_game_entity("PhysXRigidBody")
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Report.critical_result(Tests.find_entity, rigid_body_id.IsValid())
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class RigidBody:
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gravity_enabled = False
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collison_occued = False
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mass = 0.0
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# 4) Waiting for WAIT_FRAMES to ensure that the editor did not crash in the game mode
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general.idle_wait_frames(WAIT_FRAMES)
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Report.info("Editor did not crash after waiting for " + str(WAIT_FRAMES) + " frames")
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# 5) Check the properties of rigid body like Gravity(enabled) and Mass(1.0kg)
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RigidBody.gravity_enabled = azlmbr.physics.RigidBodyRequestBus(azlmbr.bus.Event, "IsGravityEnabled", rigid_body_id)
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Report.critical_result(Tests.gravity_enabled, RigidBody.gravity_enabled)
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RigidBody.mass = azlmbr.physics.RigidBodyRequestBus(azlmbr.bus.Event, "GetMass", rigid_body_id)
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Report.critical_result(Tests.mass_equal, RigidBody.mass == EXPECTED_MASS)
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# 6) 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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from editor_python_test_tools.utils import Report
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Report.start_test(Physics_VerifyColliderRigidBodyMeshAndTerrainWorkTogether)
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+153
@@ -0,0 +1,153 @@
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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.
|
||||
|
||||
SPDX-License-Identifier: Apache-2.0 OR MIT
|
||||
"""
|
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# Test case ID : C29032500
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# Test Case Title : Check that WorldRequestBus works with editor components
|
||||
|
||||
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||||
# fmt: off
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class Tests():
|
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find_staticshapebox = ("Found StaticShapeBox", "Failed to find StaticShapeBox")
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find_staticsphere = ("Found StaticSphere", "Failed to find StaticSphere")
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find_staticbox = ("Found StaticBox", "Failed to find StaticBox")
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find_staticcapsule = ("Found StaticCapsule", "Failed to find StaticCapsule")
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find_staticmesh = ("Found StaticMesh", "Failed to find StaticMesh")
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find_shapebox = ("Found ShapeBox", "Failed to find ShapeBox")
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find_sphere = ("Found Sphere", "Failed to find Sphere")
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find_box = ("Found Box", "Failed to find Box")
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find_capsule = ("Found Capsule", "Failed to find Capsule")
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find_mesh = ("Found Mesh", "Failed to find Mesh")
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||||
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||||
aabb_staticshapebox = ("Correct AABB for StaticShapeBox", "Incorrect AABB for StaticShapeBox")
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aabb_staticsphere = ("Correct AABB for StaticSphere", "Incorrect AABB for StaticSphere")
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aabb_staticbox = ("Correct AABB for StaticBox", "Incorrect AABB for StaticBox")
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||||
aabb_staticcapsule = ("Correct AABB for StaticCapsule", "Incorrect AABB for StaticCapsule")
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aabb_staticmesh = ("Correct AABB for StaticMesh", "Incorrect AABB for StaticMesh")
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aabb_shapebox = ("Correct AABB for ShapeBox", "Incorrect AABB for ShapeBox")
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aabb_sphere = ("Correct AABB for Sphere", "Incorrect AABB for Sphere")
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aabb_box = ("Correct AABB for Box", "Incorrect AABB for Box")
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aabb_capsule = ("Correct AABB for Capsule", "Incorrect AABB for Capsule")
|
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aabb_mesh = ("Correct AABB for Mesh", "Incorrect AABB for Mesh")
|
||||
|
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raycast_staticshapebox = ("Correct raycast for StaticShapeBox", "Incorrect raycast for StaticShapeBox")
|
||||
raycast_staticsphere = ("Correct raycast for StaticSphere", "Incorrect raycast for StaticSphere")
|
||||
raycast_staticbox = ("Correct raycast for StaticBox", "Incorrect raycast for StaticBox")
|
||||
raycast_staticcapsule = ("Correct raycast for StaticCapsule", "Incorrect raycast for StaticCapsule")
|
||||
raycast_staticmesh = ("Correct raycast for StaticMesh", "Incorrect raycast for StaticMesh")
|
||||
raycast_shapebox = ("Correct raycast for ShapeBox", "Incorrect raycast for ShapeBox")
|
||||
raycast_sphere = ("Correct raycast for Sphere", "Incorrect raycast for Sphere")
|
||||
raycast_box = ("Correct raycast for Box", "Incorrect raycast for Box")
|
||||
raycast_capsule = ("Correct raycast for Capsule", "Incorrect raycast for Capsule")
|
||||
raycast_mesh = ("Correct raycast for Mesh", "Incorrect raycast for Mesh")
|
||||
# fmt: on
|
||||
|
||||
|
||||
def Physics_WorldBodyBusWorksOnEditorComponents():
|
||||
r"""
|
||||
Summary:
|
||||
Runs a test to make sure that a WorldBodyBus works property for components
|
||||
|
||||
Level Description:
|
||||
- Dynamic
|
||||
- Sphere: Sphere with Rigid body
|
||||
- Box: Box with Rigid body
|
||||
- Capsule: Capsule with Rigid body
|
||||
- Mesh: Sedan car Mesh with Rigid body
|
||||
- ShapeBox: Shape Collider component + Box with rigidBody
|
||||
- Static
|
||||
- StaticSphere: Sphere with only Coollider component
|
||||
- StaticBox: Box with only Coollider component
|
||||
- StaticCapsule: Capsule with only Coollider component
|
||||
- StaticMesh: Sedan car Mesh with only Coollider component
|
||||
- StaticShapeBox: Only Shape Collider component + Box
|
||||
|
||||
TopDown view:
|
||||
____
|
||||
[!] o [ ] ( ) (____)
|
||||
ShapeBox Sphere Box Capsule Mesh
|
||||
____
|
||||
[!] o [ ] ( ) (____)
|
||||
StaticShapeBox StaticSphere StaticBox StaticCapsule StaticMesh
|
||||
|
||||
Expected Outcome:
|
||||
Checks AABB and RayCast functions of WorldBodyBus against the All the entities in the level
|
||||
|
||||
:return:
|
||||
"""
|
||||
import os
|
||||
import sys
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.bus
|
||||
import math
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
from editor_python_test_tools.utils import vector3_str, aabb_str
|
||||
|
||||
AABB_THRESHOLD = 0.01 # Entities won't move in the simulation
|
||||
|
||||
helper.init_idle()
|
||||
helper.open_level("Physics", "Physics_WorldBodyBusWorksOnEditorComponents")
|
||||
|
||||
def create_aabb(aabb_min_tuple, aabb_max_tuple):
|
||||
return azlmbr.math.Aabb_CreateFromMinMax(azlmbr.math.Vector3(aabb_min_tuple[0], aabb_min_tuple[1], aabb_min_tuple[2]),
|
||||
azlmbr.math.Vector3(aabb_max_tuple[0], aabb_max_tuple[1], aabb_max_tuple[2]))
|
||||
|
||||
class EntityData:
|
||||
def __init__(self, name, target_aabb):
|
||||
self.name = name
|
||||
self.target_aabb = target_aabb
|
||||
|
||||
def get_test_tuple_for_entity(testprefix, entity_name):
|
||||
return Tests.__dict__[testprefix.lower() + "_" + entity_name.lower()]
|
||||
|
||||
ENTITY_DATA = [ EntityData("ShapeBox", create_aabb((509.82, 523.08, 32.81), (510.82, 524.08, 33.81))),
|
||||
EntityData("Sphere", create_aabb((509.82, 526.39, 32.81), (510.82, 527.39, 33.81))),
|
||||
EntityData("Box", create_aabb((509.82, 529.66, 32.81), (510.82, 530.66, 33.81))),
|
||||
EntityData("Capsule", create_aabb((510.07, 533.70, 32.81), (510.57, 534.20, 33.81))),
|
||||
EntityData("Mesh", create_aabb((509.48, 536.30, 33.31), (511.16, 540.38, 34.38))),
|
||||
EntityData("StaticShapeBox", create_aabb((512.08, 523.08, 32.81), (513.08, 524.08, 33.81))),
|
||||
EntityData("StaticSphere", create_aabb((512.08, 526.39, 32.81), (513.08, 527.39, 33.81))),
|
||||
EntityData("StaticBox", create_aabb((512.08, 529.66, 32.81), (513.08, 530.66, 33.81))),
|
||||
EntityData("StaticCapsule", create_aabb((512.33, 533.70, 32.81), (512.83, 534.20, 33.81))),
|
||||
EntityData("StaticMesh", create_aabb((511.74, 536.30, 33.31), (513.42, 540.38, 34.38))) ] # AABB data obtained by observation
|
||||
|
||||
|
||||
for entity_data in ENTITY_DATA:
|
||||
entity_id = general.find_editor_entity(entity_data.name);
|
||||
Report.result(get_test_tuple_for_entity("find", entity_data.name), entity_id.IsValid())
|
||||
if entity_id.IsValid():
|
||||
# AABB test
|
||||
aabb = azlmbr.physics.WorldBodyRequestBus(azlmbr.bus.Event, "GetAabb", entity_id)
|
||||
Report.info("%s AABB -> %s" % (entity_data.name, aabb_str(aabb)))
|
||||
Report.info("%s expected AABB -> %s" % (entity_data.name, aabb_str(entity_data.target_aabb)))
|
||||
is_expected_aabb_size = aabb.min.IsClose(entity_data.target_aabb.min, AABB_THRESHOLD) and aabb.max.IsClose(entity_data.target_aabb.max, AABB_THRESHOLD)
|
||||
Report.result(get_test_tuple_for_entity("aabb", entity_data.name), is_expected_aabb_size)
|
||||
|
||||
# Raycast test
|
||||
entity_pos = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldTM", entity_id).GetPosition()
|
||||
raycast_request = azlmbr.physics.RayCastRequest()
|
||||
raycast_request.Start = entity_pos.Add(azlmbr.math.Vector3(0.0, 0.0, 100.0))
|
||||
raycast_request.Distance = 500.0
|
||||
raycast_request.Direction = azlmbr.math.Vector3(0.0, 0.0, -1.0)
|
||||
result = azlmbr.physics.WorldBodyRequestBus(azlmbr.bus.Event, "RayCast", entity_id, raycast_request)
|
||||
if result:
|
||||
# Following line crashes due to a hydra bug, use distance for now
|
||||
# has_hit = ragdoll_id.Equal(result.EntityId)
|
||||
has_hit = result.Distance > 0.1 and math.isclose(result.Position.x, entity_pos.x) and math.isclose(result.Position.y, entity_pos.y)
|
||||
Report.info("Hit: %s" % vector3_str(result.Position))
|
||||
Report.result(get_test_tuple_for_entity("raycast", entity_data.name), has_hit)
|
||||
else:
|
||||
Report.failure(get_test_tuple_for_entity("raycast", entity_data.name))
|
||||
|
||||
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(Physics_WorldBodyBusWorksOnEditorComponents)
|
||||
+92
@@ -0,0 +1,92 @@
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
|
||||
# Test case ID : C14654881
|
||||
# Test Case Title : Switching levels from a level containing a character controller component
|
||||
# should not lead to a crash
|
||||
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests:
|
||||
# level
|
||||
level1_enter_game_mode = ("Entered game mode level 1", "Failed to enter game mode level 1")
|
||||
level1_exit_game_mode = ("Exited game mode level 1", "Couldn't exit game mode level 1")
|
||||
CharacterController_found = ("Character controller was found", "Character controller was not found")
|
||||
level2_enter_game_mode = ("Entered game mode level 2", "Failed to enter game mode level 2")
|
||||
level2_exit_game_mode = ("Exited game mode level 2", "Couldn't exit game mode level 2")
|
||||
# fmt: on
|
||||
|
||||
|
||||
def CharacterController_SwitchLevels():
|
||||
"""
|
||||
Summary:
|
||||
Runs an automated test to verify that switching levels from a level containing a character controller component
|
||||
does not lead to a crash
|
||||
|
||||
Level Description:
|
||||
There are 2 levels used in this test:
|
||||
One contains an entity with a PhysX Character Controller component,
|
||||
the other one is empty.
|
||||
|
||||
Expected Behavior:
|
||||
It should enter and then exit game mode without any errors in both levels.
|
||||
|
||||
|
||||
Test Steps:
|
||||
1.1) Load the level with PhysX Character Controller
|
||||
1.2) Enter game mode
|
||||
1.3) Find the entity with PhysX Character Controller component
|
||||
1.4) Exit game mode
|
||||
|
||||
2.1) Load the empty level
|
||||
2.2) Enter game mode
|
||||
2.3) Exit game mode
|
||||
|
||||
3) Close editor
|
||||
"""
|
||||
|
||||
import os
|
||||
import sys
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.bus
|
||||
|
||||
# Constants
|
||||
WAIT_FOR_ERRORS = 3.0
|
||||
|
||||
helper.init_idle()
|
||||
|
||||
# 1.1) Load level 1 (with character controller)
|
||||
helper.open_level("Physics", "CharacterController_SwitchLevels")
|
||||
|
||||
# 1.2) Enter game mode
|
||||
helper.enter_game_mode(Tests.level1_enter_game_mode)
|
||||
|
||||
# 1.3) Find and validate character controller entity
|
||||
characterController_id = general.find_game_entity("CharacterController")
|
||||
Report.critical_result(Tests.CharacterController_found, characterController_id.IsValid())
|
||||
|
||||
# 1.4) Exit Game mode
|
||||
helper.exit_game_mode(Tests.level1_exit_game_mode)
|
||||
|
||||
# 2.1) Load level 2 (empty level)
|
||||
helper.open_level("Physics", "Base")
|
||||
|
||||
# 2.2) Enter game mode
|
||||
helper.enter_game_mode(Tests.level2_enter_game_mode)
|
||||
general.idle_wait(WAIT_FOR_ERRORS)
|
||||
|
||||
# 2.3) Exit Game mode
|
||||
helper.exit_game_mode(Tests.level2_exit_game_mode)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(CharacterController_SwitchLevels)
|
||||
+86
@@ -0,0 +1,86 @@
|
||||
"""
|
||||
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
|
||||
|
||||
Test case ID : C4976236
|
||||
Test Case Title : Verify that you can add the physX collider component to an entity
|
||||
without it throwing an error or warning
|
||||
|
||||
"""
|
||||
|
||||
# fmt: off
|
||||
class Tests():
|
||||
create_test_entity = ("Entity created successfully", "Failed to create Entity")
|
||||
add_physx_collider = ("PhysX Collider component added", "Failed to add PhysX Collider component")
|
||||
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
|
||||
no_errors_and_warnings_found = ("No errors and warnings found", "Found errors and warnings")
|
||||
exit_game_mode = ("Exited game mode", "Failed to exit game mode")
|
||||
# fmt: on
|
||||
|
||||
|
||||
def Collider_AddColliderComponent():
|
||||
"""
|
||||
Summary:
|
||||
Opens an empty level and creates an Entity with PhysX Collider. Verify that editor remains stable in Game mode.
|
||||
|
||||
Expected Behavior:
|
||||
The Editor is stable there are no warnings or errors.
|
||||
|
||||
Test Steps:
|
||||
1) Load the level
|
||||
2) Create test entity
|
||||
3) Start the Tracer to catch any errors and warnings
|
||||
4) Add the PhysX Collider component and change shape to box
|
||||
5) Enter game mode
|
||||
6) Verify there are no errors and warnings in the logs
|
||||
7) Exit game mode
|
||||
8) Close the editor
|
||||
|
||||
:return: None
|
||||
"""
|
||||
|
||||
# Helper file Imports
|
||||
|
||||
from editor_python_test_tools.editor_entity_utils import EditorEntity
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
from editor_python_test_tools.utils import Tracer
|
||||
from editor_python_test_tools.asset_utils import Asset
|
||||
|
||||
helper.init_idle()
|
||||
# 1) Load the level
|
||||
helper.open_level("Physics", "Base")
|
||||
|
||||
# 2) Create test entity
|
||||
test_entity = EditorEntity.create_editor_entity("TestEntity")
|
||||
Report.result(Tests.create_test_entity, test_entity.id.IsValid())
|
||||
|
||||
# 3) Start the Tracer to catch any errors and warnings
|
||||
with Tracer() as section_tracer:
|
||||
# 4) Add the PhysX Collider component and change shape to box
|
||||
collider_component = test_entity.add_component("PhysX Collider")
|
||||
Report.result(Tests.add_physx_collider, test_entity.has_component("PhysX Collider"))
|
||||
collider_component.set_component_property_value('Shape Configuration|Shape', azlmbr.physics.ShapeType_Box)
|
||||
|
||||
# 5) Enter game mode
|
||||
helper.enter_game_mode(Tests.enter_game_mode)
|
||||
|
||||
# 6) Verify there are no errors and warnings in the logs
|
||||
success_condition = not (section_tracer.has_errors or section_tracer.has_warnings)
|
||||
Report.result(Tests.no_errors_and_warnings_found, success_condition)
|
||||
if not success_condition:
|
||||
if section_tracer.has_warnings:
|
||||
Report.info(f"Warnings found: {section_tracer.warnings}")
|
||||
if section_tracer.has_errors:
|
||||
Report.info(f"Errors found: {section_tracer.errors}")
|
||||
|
||||
# 7) Exit game mode
|
||||
helper.exit_game_mode(Tests.exit_game_mode)
|
||||
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(Collider_AddColliderComponent)
|
||||
+83
@@ -0,0 +1,83 @@
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
# Test case ID : C4976227
|
||||
# Test Case Title : Validate that a Collision Group can be added
|
||||
|
||||
# Level has entity with custom collision group added.
|
||||
# If level enters game mode, collision group addition is validated.
|
||||
|
||||
# fmt: off
|
||||
class Tests:
|
||||
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
|
||||
find_sphere = ("Sphere entity found", "Sphere entity not found")
|
||||
collision_group = ("Collision group addition validated", "Collision group addition not valid")
|
||||
exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
|
||||
# fmt: on
|
||||
|
||||
|
||||
def Collider_AddingNewGroupWorks():
|
||||
"""
|
||||
Summary:
|
||||
Runs an automated test to ensure that a collision group can be added.
|
||||
|
||||
Level Description:
|
||||
Sphere (Entity) - PhysX Collider(shape:sphere): Collision Layer (Default), Collides With (Test_Group)
|
||||
|
||||
Test_Group (Collision Group) - Collision Group that is custom made for this test.
|
||||
Requires a custom ".physxconfiguration" file in addition to the level file
|
||||
|
||||
Expected Behavior:
|
||||
When game mode is entered the entity id should be valid and position should be found
|
||||
|
||||
Test Steps:
|
||||
1) Open Level
|
||||
2) Enter game mode
|
||||
3) Validate entities
|
||||
4) Exit game mode
|
||||
5) Close Editor
|
||||
|
||||
Note:
|
||||
- This test file must be called from the Open 3D Engine Editor command terminal
|
||||
- Any passed and failed tests are written to the Editor.log file.
|
||||
Parsing the file or running a log_monitor are required to observe the test results.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
|
||||
import os
|
||||
import sys
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.bus
|
||||
|
||||
helper.init_idle()
|
||||
# 1) Open Level
|
||||
helper.open_level("Physics", "Collider_AddingNewGroupWorks")
|
||||
|
||||
# 2) Enter game mode
|
||||
helper.enter_game_mode(Tests.enter_game_mode)
|
||||
|
||||
# 3) Validate entities
|
||||
sphere_id = general.find_game_entity("Sphere")
|
||||
|
||||
Report.result(Tests.find_sphere, sphere_id.IsValid())
|
||||
|
||||
sphere_position = None
|
||||
sphere_position = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldTranslation", sphere_id)
|
||||
|
||||
Report.result(Tests.collision_group, sphere_id.isValid() and sphere_position != None)
|
||||
|
||||
# 4) Exit game mode
|
||||
helper.exit_game_mode(Tests.exit_game_mode)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(Collider_AddingNewGroupWorks)
|
||||
+105
@@ -0,0 +1,105 @@
|
||||
"""
|
||||
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
|
||||
|
||||
Test case ID : C4982801
|
||||
Test Case Title : Verify that the shape Box can be selected from drop downlist and the value for its dimensions in x,y,z can be set after that
|
||||
|
||||
"""
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests():
|
||||
entity_created = ("Test Entity created successfully", "Failed to create Test Entity")
|
||||
collider_added = ("PhysX Collider added successfully", "Failed to add PhysX Collider")
|
||||
collider_shape_changed = ("PhysX Collider shape changed successfully", "Failed change PhysX Collider shape")
|
||||
shape_dimensions_changed = ("Shape dimensions modified successfully", "Failed to modify Shape dimensions")
|
||||
# fmt: on
|
||||
|
||||
|
||||
def Collider_BoxShapeEditting():
|
||||
"""
|
||||
Summary:
|
||||
Adding PhysX Collider and Shape components to test entity, then attempting to modify the shape's dimensions
|
||||
|
||||
Expected Behavior:
|
||||
Box shape can be selected for the Shape Component and the value for X, Y, and Z dimensions can be changed
|
||||
|
||||
Test Steps:
|
||||
1) Load the empty level
|
||||
2) Create the test entity
|
||||
3) Add PhysX Collider component to test entity
|
||||
4) Change the PhysX Collider shape and store the original dimensions
|
||||
5) Modify the dimensions
|
||||
6) Verify they have been changed
|
||||
|
||||
Note:
|
||||
- This test file must be called from the Open 3D Engine Editor command terminal
|
||||
- Any passed and failed tests are written to the Editor.log file.
|
||||
Parsing the file or running a log_monitor are required to observe the test results.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
# Helper Files
|
||||
|
||||
from editor_python_test_tools.editor_entity_utils import EditorEntity as Entity
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
|
||||
# Open 3D Engine Imports
|
||||
import azlmbr.math as math
|
||||
|
||||
BOX_SHAPETYPE_ENUM = 1
|
||||
SET_SIZE = 2.5
|
||||
SIZE_TOLERANCE = 0.5
|
||||
|
||||
def check_dimensions_changed(set_dimension_value, modified_dimensions, tolerance):
|
||||
def compare_values(value_name, set_value, grabbed_value, tolerance):
|
||||
within_tolerance = math.Math_IsClose(set_value, grabbed_value, tolerance)
|
||||
if not within_tolerance:
|
||||
assert (
|
||||
False
|
||||
), f"The modified value for {value_name} was not within the allowed tolerance\nExpected:{set_value}\nActual: {grabbed_value}"
|
||||
return within_tolerance
|
||||
|
||||
# Check for X, Y, & Z values
|
||||
x_value = compare_values("x_value", set_dimension_value, modified_dimensions.x, tolerance)
|
||||
y_value = compare_values("y_value", set_dimension_value, modified_dimensions.y, tolerance)
|
||||
z_value = compare_values("z_value", set_dimension_value, modified_dimensions.z, tolerance)
|
||||
|
||||
return x_value and y_value and z_value
|
||||
|
||||
helper.init_idle()
|
||||
# 1) Load the empty level
|
||||
helper.open_level("Physics", "Base")
|
||||
|
||||
# 2) Create the test entity
|
||||
test_entity = Entity.create_editor_entity("Test Entity")
|
||||
Report.result(Tests.entity_created, test_entity.id.IsValid())
|
||||
|
||||
# 3) Add PhysX Collider component to test entity
|
||||
test_component = test_entity.add_component("PhysX Collider")
|
||||
Report.result(Tests.collider_added, test_entity.has_component("PhysX Collider"))
|
||||
|
||||
# 4) Change the PhysX Collider shape and store the original dimensions
|
||||
test_component.set_component_property_value("Shape Configuration|Shape", BOX_SHAPETYPE_ENUM)
|
||||
add_check = test_component.get_component_property_value("Shape Configuration|Shape") == BOX_SHAPETYPE_ENUM
|
||||
Report.result(Tests.collider_shape_changed, add_check)
|
||||
|
||||
# 5) Modify the dimensions
|
||||
Report.info(f"Attempting to set XYZ values to {SET_SIZE}")
|
||||
test_component.set_component_property_value(
|
||||
"Shape Configuration|Box|Dimensions", math.Vector3(SET_SIZE, SET_SIZE, SET_SIZE)
|
||||
)
|
||||
mod_dimensions = test_component.get_component_property_value("Shape Configuration|Box|Dimensions")
|
||||
|
||||
# 6) Verify they have been changed
|
||||
dimensions_successfully_changed = check_dimensions_changed(SET_SIZE, mod_dimensions, SIZE_TOLERANCE)
|
||||
Report.result(Tests.shape_dimensions_changed, dimensions_successfully_changed)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(Collider_BoxShapeEditting)
|
||||
+105
@@ -0,0 +1,105 @@
|
||||
"""
|
||||
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
|
||||
|
||||
Test case ID : C4982802
|
||||
Test Case Title : Verify that the shape capsule can be selected from drop downlist and the value for its height and radius can be set after that
|
||||
|
||||
"""
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests():
|
||||
entity_created = ("Test Entity created successfully", "Failed to create Test Entity")
|
||||
collider_added = ("PhysX Collider added successfully", "Failed to add PhysX Collider")
|
||||
collider_shape_changed = ("PhysX Collider shape changed successfully", "Failed change PhysX Collider shape")
|
||||
shape_dimensions_changed = ("Shape dimensions modified successfully", "Failed to modify Shape dimensions")
|
||||
# fmt: on
|
||||
|
||||
|
||||
def Collider_CapsuleShapeEditting():
|
||||
"""
|
||||
Summary:
|
||||
Adding PhysX Collider and Shape components to test entity, then attempting to modify the shape's dimensions
|
||||
|
||||
Expected Behavior:
|
||||
Capsule shape can be selected for the Shape Component and the value for Height and Radius can be changed
|
||||
|
||||
Test Steps:
|
||||
1) Load the empty level
|
||||
2) Create the test entity
|
||||
3) Add PhysX Collider component to test entity
|
||||
4) Change the PhysX Collider shape
|
||||
5) Modify the dimensions
|
||||
6) Verify they have been changed
|
||||
|
||||
Note:
|
||||
- This test file must be called from the Open 3D Engine Editor command terminal
|
||||
- Any passed and failed tests are written to the Editor.log file.
|
||||
Parsing the file or running a log_monitor are required to observe the test results.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
# Helper Files
|
||||
|
||||
from editor_python_test_tools.editor_entity_utils import EditorEntity as Entity
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
|
||||
# Open 3D Engine Imports
|
||||
import azlmbr.math as math
|
||||
|
||||
CAPSULE_SHAPETYPE_ENUM = 2
|
||||
# Note from Editor Console: Height must exceed twice the radius in capsule configuration
|
||||
SIZE_RADIUS = 4.0
|
||||
SIZE_HEIGHT = SIZE_RADIUS * 2 + 1.0
|
||||
SIZE_TOLERANCE = 0.5
|
||||
|
||||
def change_dimension_value(component, component_property_path, value):
|
||||
Report.info(f"Attempting to set value for {component_property_path} to {value}")
|
||||
component.set_component_property_value(component_property_path, value)
|
||||
returning_value = component.get_component_property_value(component_property_path)
|
||||
Report.info(f"Value for {component_property_path} is currently {returning_value}")
|
||||
return returning_value
|
||||
|
||||
def check_dimension_change(value_name, value_set, grabbed_value, tolerance):
|
||||
within_tolerance = math.Math_IsClose(value_set, grabbed_value, tolerance)
|
||||
if not within_tolerance:
|
||||
assert (
|
||||
False
|
||||
), f"The modified value for {value_name} was not within the allowed tolerance\nExpected:{value_set}\nActual: {grabbed_value}"
|
||||
return within_tolerance
|
||||
|
||||
helper.init_idle()
|
||||
# 1) Load the empty level
|
||||
helper.open_level("Physics", "Base")
|
||||
|
||||
# 2) Create the test entity
|
||||
test_entity = Entity.create_editor_entity("Test Entity")
|
||||
Report.result(Tests.entity_created, test_entity.id.IsValid())
|
||||
|
||||
# 3) Add PhysX Collider component to test entity
|
||||
test_component = test_entity.add_component("PhysX Collider")
|
||||
Report.result(Tests.collider_added, test_entity.has_component("PhysX Collider"))
|
||||
|
||||
# 4) Change the PhysX Collider shape
|
||||
test_component.set_component_property_value("Shape Configuration|Shape", CAPSULE_SHAPETYPE_ENUM)
|
||||
add_check = test_component.get_component_property_value("Shape Configuration|Shape") == CAPSULE_SHAPETYPE_ENUM
|
||||
Report.result(Tests.collider_shape_changed, add_check)
|
||||
|
||||
# 5) Modify the dimensions
|
||||
mod_height = change_dimension_value(test_component, "Shape Configuration|Capsule|Height", SIZE_HEIGHT)
|
||||
mod_radius = change_dimension_value(test_component, "Shape Configuration|Capsule|Radius", SIZE_RADIUS)
|
||||
|
||||
# 6) Verify they have been changed
|
||||
resulting_check = check_dimension_change(
|
||||
"Height", SIZE_HEIGHT, mod_height, SIZE_TOLERANCE
|
||||
) and check_dimension_change("Radius", SIZE_RADIUS, mod_radius, SIZE_TOLERANCE)
|
||||
Report.result(Tests.shape_dimensions_changed, resulting_check)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(Collider_CapsuleShapeEditting)
|
||||
+72
@@ -0,0 +1,72 @@
|
||||
"""
|
||||
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
|
||||
|
||||
Test case ID : C14861500
|
||||
Test Case Title : Verify Default shape is Physics Asset
|
||||
|
||||
"""
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests():
|
||||
create_collider_entity = ("Created Collider Entity", "Failed to create Collider Entity")
|
||||
add_physx_collider = ("PhysX Collider added", "Failed to add PhysX Collider")
|
||||
shape_is_correct = ("PhysX Collider Shape is correct", "PhysX Collider Shape is not PhysicsAsset")
|
||||
# fmt: on
|
||||
|
||||
|
||||
def Collider_CheckDefaultShapeSettingIsPxMesh():
|
||||
"""
|
||||
Summary:
|
||||
Check the default for Shape on the PhysX Collider component
|
||||
|
||||
Expected Behavior:
|
||||
When adding the PhysX Collider, the default Shape should be PhysX Asset
|
||||
|
||||
Test Steps:
|
||||
1) Load empty level
|
||||
2) Create an entity to hold the PhysX Shape Collider component
|
||||
3) Add the PhysX Collider component
|
||||
4) Check value of Shape property on PhysX Collider
|
||||
|
||||
Note:
|
||||
- This test file must be called from the Open 3D Engine Editor command terminal
|
||||
- Any passed and failed tests are written to the Editor.log file.
|
||||
Parsing the file or running a log_monitor are required to observe the test results.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
# Helper Files
|
||||
|
||||
from editor_python_test_tools.editor_entity_utils import EditorEntity as Entity
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
|
||||
# Open 3D Engine Imports
|
||||
import azlmbr.legacy.general as general
|
||||
|
||||
PHYSICS_ASSET_INDEX = 7 # Hardcoded enum index value for Shape property
|
||||
|
||||
helper.init_idle()
|
||||
# 1) Load empty level
|
||||
helper.open_level("Physics", "Base")
|
||||
|
||||
# 2) Create an entity to hold the PhysX Shape Collider component
|
||||
collider_entity = Entity.create_editor_entity("Collider")
|
||||
Report.result(Tests.create_collider_entity, collider_entity.id.IsValid())
|
||||
|
||||
# 3) Add the PhysX Collider component
|
||||
test_component = collider_entity.add_component("PhysX Collider")
|
||||
Report.result(Tests.add_physx_collider, collider_entity.has_component("PhysX Collider"))
|
||||
|
||||
# 4) Check value of Shape property on PhysX Collider
|
||||
value_to_test = test_component.get_component_property_value("Shape Configuration|Shape")
|
||||
Report.result(Tests.shape_is_correct, value_to_test == PHYSICS_ASSET_INDEX)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(Collider_CheckDefaultShapeSettingIsPxMesh)
|
||||
+334
@@ -0,0 +1,334 @@
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
|
||||
# Test case ID : C4982797
|
||||
# Test Case Title : Check that collision offsets trigger collision events,
|
||||
# not entity transform locations
|
||||
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests:
|
||||
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
|
||||
boxes_found = ("All boxes were validated", "Couldn't validate at least one box")
|
||||
spheres_found = ("All spheres were validated", "Not all the spheres could be validated")
|
||||
test_completed = ("The test completed", "The test timed out")
|
||||
target_spheres_passed = ("All spheres intended to collide with Target Boxes DID", "At least one sphere intended to collide with a Target Box DID NOT")
|
||||
pass_spheres_passed = ("All spheres intended to pass through Target Boxes DID", "At least one sphere intended to pass through a Target Box DID NOT")
|
||||
exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
|
||||
|
||||
# fmt: on
|
||||
|
||||
|
||||
def Collider_ColliderPositionOffset():
|
||||
# type: () -> None
|
||||
"""
|
||||
Summary:
|
||||
Runs an automated test to ensure that PhysXCollider offsets work properly. Collisions should be
|
||||
calculated based on the location of the colliders, not the geometry of the entity's Transform
|
||||
|
||||
Level Description:
|
||||
There are five classes of entities in the level: Target Spheres, Pass Spheres, Target Boxes, Pass Boxes
|
||||
and Fail Boxes. All entities have gravity disabled, are positioned above the terrain, and have the same
|
||||
collision group/layer (Default/All).
|
||||
|
||||
Target Boxes: These are the actual boxes that have their colliders offset. There are three of these
|
||||
boxes, one for each offset axis (rightly labeled Box_[X, Y, or Z]_Target).
|
||||
|
||||
Target Spheres: These spheres are positioned near the Target Boxes' collision offset areas. These entities are
|
||||
initialized with a velocity that will send them on course to collide with the collision geometry for the
|
||||
Target Boxes. They are appropriately labeled for which Target box they are to collide with
|
||||
Sphere_[X, Y, or Z]_Target
|
||||
|
||||
Pass Spheres: The spheres are positioned near the Target Boxes as well, and are also initialized with a velocity
|
||||
that will will send them towards their Target Box. The difference here is that they aligned to "collide"
|
||||
with their Target Box's actual transform (not their collider offset). They too are appropriately named
|
||||
Sphere_[X, Y, or Z]_Pass
|
||||
|
||||
Pass Boxes: Pass Boxes are positioned on the other side of the Pass Spheres from their target Box. They serve
|
||||
as a trigger to register that the Pass Sphere successfully passed through the respective Target Box's
|
||||
transform geometry. They are rightfully named Box_[X, Y, or Z]_Pass
|
||||
|
||||
Fail Boxes: Fail boxes (like Pass Boxes) are positioned on the other side of their respective Target Box,
|
||||
but they are arranged opposite the Target Sphere (rather than the Pass Sphere). They act as a fail safe
|
||||
if the Target Sphere happens the pass through the Target Box's collider offset. They are named following the
|
||||
same convention: Box_[X, Y, or Z]_Fail
|
||||
|
||||
Note: All boxes are set to "kinematic" so they do not move when a collision happens.
|
||||
|
||||
Expected Behavior:
|
||||
Upon entering game mode, the spheres should follow their initial velocities. The Target Spheres should collide and
|
||||
bounce off of the Target Boxes' collision offsets, and the Pass Spheres should pass through the visible transforms
|
||||
of their Target Boxes and collide with their respective Pass Boxes.
|
||||
|
||||
Test Steps:
|
||||
1) Loads the level
|
||||
2) Enters game mode
|
||||
3) Retrieve and validate entities
|
||||
4) Ensures that the test objects are located
|
||||
5) Wait for test to complete or time out
|
||||
6) Log the results
|
||||
7) Exit game mode and editor
|
||||
|
||||
Note:
|
||||
- This test file must be called from the Open 3D Engine Editor command terminal
|
||||
- Any passed and failed tests are written to the Editor.log file.
|
||||
Parsing the file or running a log_monitor are required to observe the test results.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
# System imports
|
||||
import os
|
||||
import sys
|
||||
|
||||
# Internal editor imports
|
||||
|
||||
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.bus
|
||||
import azlmbr
|
||||
|
||||
# ******** Global Variables ********
|
||||
|
||||
# Entity data organization class
|
||||
class EntityData:
|
||||
def __init__(self, name):
|
||||
self.name = name
|
||||
self.id = None
|
||||
self.init_pos = None
|
||||
self.current_pos = None
|
||||
self.result = None
|
||||
|
||||
# fmt: off
|
||||
# Establish entity sets
|
||||
target_spheres = [EntityData("Sphere_X_Target"), EntityData("Sphere_Y_Target"), EntityData("Sphere_Z_Target")]
|
||||
pass_spheres = [EntityData("Sphere_X_Pass"), EntityData("Sphere_Y_Pass"), EntityData("Sphere_Z_Pass")]
|
||||
target_boxes = [EntityData("Box_X_Target"), EntityData("Box_Y_Target"), EntityData("Box_Z_Target")]
|
||||
pass_boxes = [EntityData("Box_X_Pass"), EntityData("Box_Y_Pass"), EntityData("Box_Z_Pass")]
|
||||
fail_boxes = [EntityData("Box_X_Fail"), EntityData("Box_Y_Fail"), EntityData("Box_Z_Fail")]
|
||||
|
||||
all_spheres = target_spheres + pass_spheres
|
||||
all_boxes = pass_boxes + fail_boxes + target_boxes
|
||||
all_entities = all_spheres + all_boxes
|
||||
|
||||
# Maps a Sphere to its last anticipated collision/position (by name)
|
||||
final_expected_collisions = {
|
||||
"Sphere_X_Target": "Box_X_Fail",
|
||||
"Sphere_Y_Target": "Box_Y_Fail",
|
||||
"Sphere_Z_Target": "Box_Z_Fail",
|
||||
"Sphere_X_Pass": "Box_X_Pass",
|
||||
"Sphere_Y_Pass": "Box_Y_Pass",
|
||||
"Sphere_Z_Pass": "Box_Z_Pass",
|
||||
}
|
||||
|
||||
# Possible results
|
||||
PASS = "pass"
|
||||
FAIL = "fail"
|
||||
TARGET = "target"
|
||||
# fmt: on
|
||||
|
||||
# ******** Helper Functions ********
|
||||
|
||||
# Validate entities' IDs and initial positions.
|
||||
# Fast Fails if there are any problems retrieving vital information
|
||||
def validate_entities(entity_list, test_tuple):
|
||||
# type: ([EntityData], (str, str)) -> None
|
||||
passed = True
|
||||
for entity in entity_list:
|
||||
valid = True
|
||||
entity.id = general.find_game_entity(entity.name)
|
||||
if not entity.id.IsValid():
|
||||
valid = False
|
||||
Report.info("Entity: {} could not be validated".format(entity.name))
|
||||
entity.init_pos = entity.current_pos = azlmbr.components.TransformBus(
|
||||
azlmbr.bus.Event, "GetWorldTranslation", entity.id
|
||||
)
|
||||
|
||||
if entity.init_pos is None or entity.init_pos.IsZero():
|
||||
valid = False
|
||||
Report.info("Entity: {}'s initial position could not be found".format(entity.name))
|
||||
|
||||
if not valid:
|
||||
passed = False
|
||||
break
|
||||
Report.critical_result(test_tuple, passed)
|
||||
|
||||
# Updates entities' current position
|
||||
def update_positions(entity_list):
|
||||
# type: ([EntityData]) -> None
|
||||
for entity in entity_list:
|
||||
entity.current_pos = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldTranslation", entity.id)
|
||||
|
||||
# Looks for implicit failure cases for moving spheres
|
||||
# by checking if they have moved through their "final expected collision" object
|
||||
def check_for_failure(sphere_entities):
|
||||
# type: ([EntityData]) -> None
|
||||
for sphere in sphere_entities:
|
||||
expected_name = final_expected_collisions[sphere.name]
|
||||
expected_entity_list = [entity for entity in all_entities if entity.name == expected_name]
|
||||
if len(expected_entity_list) == 0:
|
||||
# Just in case we can't find the entity's "final expected collision" entity
|
||||
Report.info("Failed finding {} in expected entities list:".format(expected_name))
|
||||
Report.info(" {}".format(expected_entity_list))
|
||||
helper.fail_fast()
|
||||
expected_entity = expected_entity_list[0]
|
||||
if sphere.result != FAIL and has_passed_through(sphere, expected_entity):
|
||||
sphere.result = FAIL
|
||||
Report.info("{} has unexpectedly passed through {}".format(sphere.name, expected_name))
|
||||
|
||||
# Checks for unexpected movement in stationary objects
|
||||
# Fast Fails and writes to the log if there is a difference between initial position and current position
|
||||
def check_for_unexpected_movement(entity_list):
|
||||
# type: ([EntityData]) -> None
|
||||
for entity in entity_list:
|
||||
if not entity.init_pos.IsClose(entity.current_pos, CLOSE_ENOUGH_THRESHOLD):
|
||||
helper.fail_fast("{} has unexpectedly moved".format(entity.name))
|
||||
|
||||
# Verifies the results for the entities passed in.
|
||||
# Returns a count of the verified results
|
||||
def verify_results(entity_list, expected_result):
|
||||
# type: ([EntityData], str) -> int
|
||||
results_verified = 0
|
||||
for entity in entity_list:
|
||||
if entity.result == expected_result:
|
||||
results_verified += 1
|
||||
else:
|
||||
Report.info("{} had unexpected result: {}".format(entity.name, entity.result))
|
||||
return results_verified
|
||||
|
||||
# Batch assign event handlers
|
||||
def set_handlers(entity_list, callback, event="OnCollisionBegin"):
|
||||
# type: ([EntityData], function, str) -> [handler]
|
||||
handlers = []
|
||||
for entity in entity_list:
|
||||
handler = azlmbr.physics.CollisionNotificationBusHandler()
|
||||
handler.connect(entity.id)
|
||||
handler.add_callback(event, callback)
|
||||
handlers.append(handler)
|
||||
return handlers
|
||||
|
||||
# Checks to see if we are done collecting results for the test
|
||||
def done_collecting_results(entity_list, num_results):
|
||||
# type: ([EntityData], int) -> bool
|
||||
result_count = 0
|
||||
for entity in entity_list:
|
||||
if entity.result is not None:
|
||||
result_count += 1
|
||||
|
||||
# When all spheres have a result we are done
|
||||
return result_count == num_results
|
||||
|
||||
# Checks if a moving entity has passed through a stationary entity.
|
||||
# There is an assumption that the stationary entity should not have substantial movement
|
||||
def has_passed_through(moving_entity, stationary_entity):
|
||||
# type: (EntityData, EntityData) -> bool
|
||||
init_diff = stationary_entity.init_pos.Subtract(moving_entity.init_pos).Unary()
|
||||
current_diff = stationary_entity.current_pos.Subtract(moving_entity.current_pos).Unary()
|
||||
angle = init_diff.AngleSafeDeg(current_diff)
|
||||
# Angle > 90 degrees represents a change of sides
|
||||
result = angle > 90.0
|
||||
return result
|
||||
|
||||
def test_completed():
|
||||
update_positions(all_entities)
|
||||
check_for_failure(all_spheres)
|
||||
check_for_unexpected_movement(all_boxes)
|
||||
return done_collecting_results(all_spheres, TOTAL_SPHERES)
|
||||
|
||||
# ******** Event Handlers ********
|
||||
|
||||
# General collision handler
|
||||
def on_collision_begin(collider_id, result):
|
||||
# type: (EntityId, str) -> None
|
||||
for sphere in all_spheres:
|
||||
if sphere.id.Equal(collider_id):
|
||||
Report.info("Entity: {} collided with a {} box".format(sphere.name, result))
|
||||
if result is FAIL or sphere.result is None:
|
||||
# Set result if not set yet OR the result is a failure (failure overrides success)
|
||||
sphere.result = result
|
||||
return
|
||||
# It wasn't a sphere that collided, something went wrong
|
||||
if collider_id.IsValid():
|
||||
entity_name = azlmbr.entity.GameEntityContextRequestBus(azlmbr.bus.Broadcast, "GetEntityName", collider_id)
|
||||
Report.info("{} box collided with unexpected entity: {}".format(result, entity_name))
|
||||
|
||||
# Fail Box collision event handler
|
||||
def on_collision_begin_fail_box(args):
|
||||
# type: ([EntityId, ...]) -> None
|
||||
on_collision_begin(args[0], FAIL)
|
||||
|
||||
# Success Box Collision Event Handler
|
||||
def on_collision_begin_pass_box(args):
|
||||
# type: ([EntityId, ...]) -> None
|
||||
on_collision_begin(args[0], PASS)
|
||||
|
||||
# Target box collision event handler
|
||||
def on_collision_begin_target_box(args):
|
||||
# type: ([EntityId, ...]) -> None
|
||||
on_collision_begin(args[0], TARGET)
|
||||
|
||||
# ******** Execution Code *********
|
||||
|
||||
# Local Constants
|
||||
TIME_OUT = 2.0
|
||||
CLOSE_ENOUGH_THRESHOLD = 0.1
|
||||
|
||||
TOTAL_TARGET_SPHERES = 3
|
||||
TOTAL_PASS_SPHERES = 3
|
||||
TOTAL_SPHERES = TOTAL_TARGET_SPHERES + TOTAL_PASS_SPHERES
|
||||
|
||||
helper.init_idle()
|
||||
|
||||
# 1) Open level
|
||||
helper.open_level("Physics", "Collider_ColliderPositionOffset")
|
||||
|
||||
# 2) Enter game mode
|
||||
helper.enter_game_mode(Tests.enter_game_mode)
|
||||
|
||||
# 3) Retrieve and validate entities
|
||||
validate_entities(all_boxes, Tests.boxes_found)
|
||||
validate_entities(all_spheres, Tests.spheres_found)
|
||||
|
||||
# Assign handlers
|
||||
handlers = []
|
||||
handlers = handlers + set_handlers(fail_boxes, on_collision_begin_fail_box)
|
||||
handlers = handlers + set_handlers(pass_boxes, on_collision_begin_pass_box)
|
||||
handlers = handlers + set_handlers(target_boxes, on_collision_begin_target_box)
|
||||
|
||||
# 4) Wait for either time out or for the test to complete
|
||||
Report.result(Tests.test_completed, helper.wait_for_condition(test_completed, TIME_OUT))
|
||||
|
||||
# 5) Log results
|
||||
# Verify entities results
|
||||
pass_spheres_passed = verify_results(pass_spheres, PASS)
|
||||
target_spheres_passed = verify_results(target_spheres, TARGET)
|
||||
|
||||
# Report results
|
||||
Report.result(Tests.target_spheres_passed, target_spheres_passed == TOTAL_TARGET_SPHERES)
|
||||
Report.result(Tests.pass_spheres_passed, pass_spheres_passed == TOTAL_PASS_SPHERES)
|
||||
|
||||
# Data dump at bottom of log
|
||||
Report.info("******** Collected Data *********")
|
||||
for entity in all_entities:
|
||||
Report.info("Entity: {}".format(entity.name))
|
||||
Report.info_vector3(entity.init_pos, " Initial position:")
|
||||
Report.info_vector3(entity.current_pos, " Final position:")
|
||||
Report.info(" Result: {}".format(entity.result))
|
||||
Report.info("********************************")
|
||||
|
||||
# 6) Exit Game mode
|
||||
helper.exit_game_mode(Tests.exit_game_mode)
|
||||
|
||||
Report.info("*** FINISHED TEST ***")
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(Collider_ColliderPositionOffset)
|
||||
+302
@@ -0,0 +1,302 @@
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
|
||||
# Test case ID : C4982798
|
||||
# Test Case Title : Verify that when the x,y,z values are defined in the offset, the collider frame
|
||||
# rotates from its original orientation in the direction defined by the x,y,z units
|
||||
|
||||
|
||||
|
||||
import os
|
||||
import sys
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests:
|
||||
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
|
||||
boxes_found = ("All boxes were found", "Couldn't find at least one box")
|
||||
spheres_found = ("All spheres were found", "Not all the spheres could be found")
|
||||
test_completed = ("The test completed", "The test timed out")
|
||||
target_spheres_passed = ("All spheres intended to collide with Target Boxes DID", "At least one sphere intended to collide with a Target Box DID NOT")
|
||||
pass_thru_spheres_passed = ("All spheres intended to pass through Target Boxes DID", "At least one sphere intended to pass through a Target Box DID NOT")
|
||||
exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
|
||||
|
||||
# fmt: on
|
||||
|
||||
|
||||
def Collider_ColliderRotationOffset():
|
||||
# type: () -> None
|
||||
"""
|
||||
Summary:
|
||||
Runs an automated test to ensure that PhysXCollider rotational offsets work properly. Collisions should be
|
||||
calculated based on the location of the colliders, including their rotational offsets in x, y, and/or z
|
||||
|
||||
Level Description:
|
||||
There are five classes of entities in the level: Target Spheres, Pass Spheres, Target Boxes, Pass Boxes
|
||||
and Fail Boxes. All entities have gravity disabled, are positioned above the terrain, and have the same
|
||||
collision group/layer (Default/All).
|
||||
|
||||
Target Boxes: These are the actual boxes that have their collider offsets rotated by 90 degrees.
|
||||
There are three of these boxes, one for each rotation axis (rightly labeled Box_[X, Y, or Z]_Target).
|
||||
|
||||
Target Spheres: These spheres are positioned near the Target Boxes' rotated collision areas. These entities are
|
||||
initialized with a velocity that will send them on course to collide with the collision geometry for the
|
||||
Target Boxes. They are appropriately labeled for which Target box they are to collide with
|
||||
Sphere_[X, Y, or Z]_Target
|
||||
|
||||
Pass Thru Spheres: These spheres are positioned near the Target Boxes as well, and are also initialized with a
|
||||
velocity that will will send them towards their Target Box. The difference here is that they are aligned to
|
||||
"collide" with their Target Box's actual transform (not their rotated collider). They too are appropriately
|
||||
named Sphere_[X, Y, or Z]_Pass
|
||||
|
||||
Pass Thru Boxes: Pass Boxes are positioned on the other side of the Pass Spheres from their target Box. They serve
|
||||
as a trigger to register that the Pass Sphere successfully passed through the respective Target Box's
|
||||
transform geometry. They are rightfully named Box_[X, Y, or Z]_Pass
|
||||
|
||||
Fail Boxes: Fail boxes (like Pass Boxes) are positioned on the other side of their respective Target Box,
|
||||
but they are arranged opposite the Target Sphere (rather than the Pass Sphere). They act as a fail condition
|
||||
if the Target Sphere happens the pass through the Target Box's rotated collider. They are named following the
|
||||
same convention: Box_[X, Y, or Z]_Fail
|
||||
|
||||
Note: All boxes are set to "kinematic" so they do not move when a collision happens.
|
||||
|
||||
Expected Behavior:
|
||||
Upon entering game mode, the spheres should follow their initial velocities. The Target Spheres should collide and
|
||||
bounce off of the Target Boxes' rotated colliders, and the Pass Spheres should pass through the visible transforms
|
||||
of their Target Boxes and collide with their respective Pass Boxes.
|
||||
|
||||
Test Steps:
|
||||
1) Loads the level
|
||||
2) Enters game mode
|
||||
3) Retrieve and validate entities and starting locations
|
||||
4) Wait for test to complete or time out
|
||||
5) Log the results
|
||||
6) Exit game mode and editor
|
||||
|
||||
Note:
|
||||
- This test file must be called from the Open 3D Engine Editor command terminal
|
||||
- Any passed and failed tests are written to the Editor.log file.
|
||||
Parsing the file or running a log_monitor are required to observe the test results.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
|
||||
|
||||
|
||||
|
||||
# Internal editor imports
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.bus
|
||||
import azlmbr
|
||||
|
||||
# ******** Global Variables ********
|
||||
|
||||
# Entity data organization class
|
||||
class EntityData:
|
||||
def __init__(self, name):
|
||||
self.name = name
|
||||
self.id = None
|
||||
self.init_pos = None
|
||||
self.current_pos = None
|
||||
self.result = None
|
||||
|
||||
# fmt: off
|
||||
# Establish entity sets
|
||||
target_spheres = [EntityData("Sphere_X_Target"), EntityData("Sphere_Y_Target"), EntityData("Sphere_Z_Target")]
|
||||
pass_thru_spheres = [EntityData("Sphere_X_Pass_Thru"), EntityData("Sphere_Y_Pass_Thru"), EntityData("Sphere_Z_Pass_Thru")]
|
||||
target_boxes = [EntityData("Box_X_Target"), EntityData("Box_Y_Target"), EntityData("Box_Z_Target")]
|
||||
pass_thru_boxes = [EntityData("Box_X_Pass_Thru"), EntityData("Box_Y_Pass_Thru"), EntityData("Box_Z_Pass_Thru")]
|
||||
fail_boxes = [EntityData("Box_X_Fail"), EntityData("Box_Y_Fail"), EntityData("Box_Z_Fail")]
|
||||
|
||||
all_spheres = target_spheres + pass_thru_spheres
|
||||
all_boxes = pass_thru_boxes + fail_boxes + target_boxes
|
||||
all_entities = all_spheres + all_boxes
|
||||
|
||||
# Possible results
|
||||
PASS_THRU = "pass thru"
|
||||
FAIL = "fail"
|
||||
TARGET = "target"
|
||||
# fmt: on
|
||||
|
||||
# ******** Helper Functions ********
|
||||
|
||||
# Retrieve entities' IDs and initial positions.
|
||||
# Fast Fails if there are any problems retrieving vital information
|
||||
def retrieve_entities(entity_list, test_tuple):
|
||||
# type: ([EntityData], (str, str)) -> None
|
||||
passed = True
|
||||
for entity in entity_list:
|
||||
valid = True
|
||||
entity.id = general.find_game_entity(entity.name)
|
||||
if not entity.id.IsValid():
|
||||
valid = False
|
||||
Report.info("Entity: {} could not be found".format(entity.name))
|
||||
entity.init_pos = entity.current_pos = azlmbr.components.TransformBus(
|
||||
azlmbr.bus.Event, "GetWorldTranslation", entity.id
|
||||
)
|
||||
|
||||
if entity.init_pos is None or entity.init_pos.IsZero():
|
||||
valid = False
|
||||
Report.info("Entity: {}'s initial position could not be found".format(entity.name))
|
||||
|
||||
if not valid:
|
||||
passed = False
|
||||
break
|
||||
Report.critical_result(test_tuple, passed)
|
||||
|
||||
# Updates entities' current position
|
||||
def refresh_positions(entity_list):
|
||||
# type: ([EntityData]) -> None
|
||||
for entity in entity_list:
|
||||
entity.current_pos = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldTranslation", entity.id)
|
||||
|
||||
# Checks for unexpected movement in stationary objects
|
||||
# Fast Fails and writes to the log if there is a difference between initial position and current position
|
||||
def check_for_unexpected_movement(entity_list):
|
||||
# type: ([EntityData]) -> None
|
||||
for entity in entity_list:
|
||||
if not entity.init_pos.IsClose(entity.current_pos, CLOSE_ENOUGH_THRESHOLD):
|
||||
helper.fail_fast("{} has unexpectedly moved".format(entity.name))
|
||||
|
||||
# Verifies the results for the entities passed in.
|
||||
# Returns a count of the verified results
|
||||
def verify_results(entity_list, expected_result):
|
||||
# type: ([EntityData], str) -> int
|
||||
results_verified = 0
|
||||
for entity in entity_list:
|
||||
if entity.result == expected_result:
|
||||
results_verified += 1
|
||||
else:
|
||||
Report.info("{} had unexpected result:".format(entity.name))
|
||||
Report.info(" expected: {}".format(expected_result))
|
||||
Report.info(" found: {}".format(entity.result))
|
||||
return results_verified
|
||||
|
||||
# Batch assign event handlers
|
||||
def set_handlers(entity_list, callback, event="OnCollisionBegin"):
|
||||
# type: ([EntityData], function, str) -> [handler]
|
||||
handlers = []
|
||||
for entity in entity_list:
|
||||
handler = azlmbr.physics.CollisionNotificationBusHandler()
|
||||
handler.connect(entity.id)
|
||||
handler.add_callback(event, callback)
|
||||
handlers.append(handler)
|
||||
return handlers
|
||||
|
||||
# Checks to see if we are done collecting results for the test
|
||||
def done_collecting_results(entity_list, num_results):
|
||||
# type: ([EntityData], int) -> bool
|
||||
result_count = 0
|
||||
for entity in entity_list:
|
||||
if entity.result is not None:
|
||||
result_count += 1
|
||||
|
||||
# When all spheres have a result we are done
|
||||
return result_count == num_results
|
||||
|
||||
# Callback function to be passed to wait_for_condition
|
||||
# Updates game entities' data, checks for failures and unexpected results,
|
||||
# then returns True if we are done observing the test.
|
||||
def test_completed():
|
||||
refresh_positions(all_entities)
|
||||
# check_for_failure(all_spheres)
|
||||
check_for_unexpected_movement(all_boxes)
|
||||
return done_collecting_results(all_spheres, TOTAL_SPHERES)
|
||||
|
||||
# ******** Event Handlers ********
|
||||
|
||||
# General collision handler
|
||||
def on_collision_begin(collider_id, result):
|
||||
# type: (EntityId, str) -> None
|
||||
for sphere in all_spheres:
|
||||
if sphere.id.Equal(collider_id):
|
||||
Report.info("Entity: {} collided with a {} box".format(sphere.name, result))
|
||||
if result is FAIL or sphere.result is None:
|
||||
# Set result if not set yet OR the result is a failure (failure overrides success)
|
||||
sphere.result = result
|
||||
return
|
||||
# It wasn't a sphere that collided, something went wrong
|
||||
if collider_id.IsValid():
|
||||
entity_name = azlmbr.entity.GameEntityContextRequestBus(azlmbr.bus.Broadcast, "GetEntityName", collider_id)
|
||||
Report.info("{} box collided with unexpected entity: {}".format(result, entity_name))
|
||||
|
||||
# Fail Box collision event handler
|
||||
def on_collision_begin_fail_box(args):
|
||||
# type: ([EntityId, ...]) -> None
|
||||
on_collision_begin(args[0], FAIL)
|
||||
|
||||
# Success Box Collision Event Handler
|
||||
def on_collision_begin_pass_thru_box(args):
|
||||
# type: ([EntityId, ...]) -> None
|
||||
on_collision_begin(args[0], PASS_THRU)
|
||||
|
||||
# Target box collision event handler
|
||||
def on_collision_begin_target_box(args):
|
||||
# type: ([EntityId, ...]) -> None
|
||||
on_collision_begin(args[0], TARGET)
|
||||
|
||||
# ******** Execution Code *********
|
||||
|
||||
# Local Constants
|
||||
TIME_OUT = 2.0
|
||||
CLOSE_ENOUGH_THRESHOLD = 0.0001
|
||||
|
||||
TOTAL_TARGET_SPHERES = 3
|
||||
TOTAL_PASS_THRU_SPHERES = 3
|
||||
TOTAL_SPHERES = TOTAL_TARGET_SPHERES + TOTAL_PASS_THRU_SPHERES
|
||||
|
||||
helper.init_idle()
|
||||
|
||||
# 1) Open level
|
||||
helper.open_level("Physics", "Collider_ColliderRotationOffset")
|
||||
|
||||
# 2) Enter game mode
|
||||
helper.enter_game_mode(Tests.enter_game_mode)
|
||||
|
||||
# 3) Retrieve and validate entities
|
||||
retrieve_entities(all_boxes, Tests.boxes_found)
|
||||
retrieve_entities(all_spheres, Tests.spheres_found)
|
||||
|
||||
# Assign handlers
|
||||
handlers = []
|
||||
handlers.extend(set_handlers(fail_boxes, on_collision_begin_fail_box))
|
||||
handlers.extend(set_handlers(pass_thru_boxes, on_collision_begin_pass_thru_box))
|
||||
handlers.extend(set_handlers(target_boxes, on_collision_begin_target_box))
|
||||
|
||||
# 4) Wait for either time out or for the test to complete
|
||||
Report.result(Tests.test_completed, helper.wait_for_condition(test_completed, TIME_OUT))
|
||||
|
||||
# 5) Log results
|
||||
# Verify entities results
|
||||
pass_thru_spheres_passed = verify_results(pass_thru_spheres, PASS_THRU)
|
||||
target_spheres_passed = verify_results(target_spheres, TARGET)
|
||||
|
||||
# Report results
|
||||
Report.result(Tests.target_spheres_passed, target_spheres_passed == TOTAL_TARGET_SPHERES)
|
||||
Report.result(Tests.pass_thru_spheres_passed, pass_thru_spheres_passed == TOTAL_PASS_THRU_SPHERES)
|
||||
|
||||
# Data dump at bottom of log
|
||||
Report.info("******** Collected Data *********")
|
||||
for entity in all_entities:
|
||||
Report.info("Entity: {}".format(entity.name))
|
||||
Report.info_vector3(entity.init_pos, " Initial position:")
|
||||
Report.info_vector3(entity.current_pos, " Final position:")
|
||||
Report.info(" Result: {}".format(entity.result))
|
||||
Report.info("********************************")
|
||||
|
||||
# 6) Exit Game mode
|
||||
helper.exit_game_mode(Tests.exit_game_mode)
|
||||
|
||||
Report.info("*** FINISHED TEST ***")
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(Collider_ColliderRotationOffset)
|
||||
+361
@@ -0,0 +1,361 @@
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
|
||||
# Test case ID : C3510644
|
||||
# Test Case Title : Check that the collision layer and collision group of the terrain can be changed
|
||||
# and the collision behavior of the terrain changes accordingly
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests:
|
||||
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
|
||||
box_1_a_valid = ("Box 1 A has been validated", "Box 1 A COULD NOT be validated")
|
||||
box_2_a_valid = ("Box 2 A has been validated", "Box 2 A COULD NOT be validated")
|
||||
terrain_a_valid = ("Terrain A has been validated", "Terrain A COULD NOT be validated")
|
||||
box_1_b_valid = ("Box 1 B has been validated", "Box 1 B COULD NOT be validated")
|
||||
box_2_b_valid = ("Box 2 B has been validated", "Box 2 B COULD NOT be validated")
|
||||
terrain_b_valid = ("Terrain B has been validated", "Terrain B COULD NOT be validated")
|
||||
box_1_a_pos_found = ("Box 1 A position found", "Box 1 A position NOT found")
|
||||
box_2_a_pos_found = ("Box 2 A position found", "Box 2 A position NOT found")
|
||||
terrain_a_pos_found = ("Terrain A position found", "Terrain A position NOT found")
|
||||
box_1_b_pos_found = ("Box 1 B position found", "Box 1 B position NOT found")
|
||||
box_2_b_pos_found = ("Box 2 B position found", "Box 2 B position NOT found")
|
||||
terrain_b_pos_found = ("Terrain B position found", "Terrain B position NOT found")
|
||||
box_1_a_did_collide_with_terrain = ("Box 1 A did collide with terrain", "Box 1 A DID NOT collide with terrain")
|
||||
box_1_a_did_not_pass_through_terrain = ("Box 1 A did not fall past the terrain", "Box 1 A DID fall past the terrain")
|
||||
box_2_a_did_not_collide_with_terrain = ("Box 2 A did not collide with terrain", "Box 2 A DID collide with terrain")
|
||||
box_2_a_did_pass_through_terrain = ("Box 2 A did fall past the terrain", "Box 2 A DID NOT fall past the terrain")
|
||||
box_1_b_did_not_collide_with_terrain = ("Box 1 B did not collide with terrain", "Box 1 B DID collide with terrain")
|
||||
box_1_b_did_pass_through_terrain = ("Box 1 B did fall past the terrain", "Box 1 B DID NOT fall past the terrain")
|
||||
box_2_b_did_collide_with_terrain = ("Box 2 B did collide with terrain", "Box 2 B DID NOT collide with terrain")
|
||||
box_2_b_did_not_pass_through_terrain = ("Box 2 B did not fall past the terrain", "Box 2 B DID fall past the terrain")
|
||||
exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
|
||||
# fmt: on
|
||||
|
||||
|
||||
def Collider_CollisionGroupsWorkflow():
|
||||
# type: () -> None
|
||||
"""
|
||||
Summary:
|
||||
Runs an automated test to ensure PhysX collision groups dictate whether collisions happen or not.
|
||||
The test has two phases (A and B) for testing collision groups under different circumstances. Phase A
|
||||
is run first and upon success Phase B starts.
|
||||
|
||||
Level Description:
|
||||
Entities can be divided into 2 groups for the two phases, A and B. Each phase has identical entities with exception
|
||||
to Terrain, where Terrain_A has a collision group/layer set for demo_group1/demo1 and Terrain_B has a collision
|
||||
group/layer set for demo_group2/demo2.
|
||||
|
||||
Each Phase has two boxes, Box_1 and Box_2, where each box has it's collision group/layer set to it's number
|
||||
(1 or 2). Each box is positioned just above the Terrain with gravity enabled.
|
||||
|
||||
All entities for Phase B are deactivated by default. If Phase A is setup and executed successfully it's
|
||||
entities are deactivated and Phase B's entities are activated and validated before running the Phase B test.
|
||||
|
||||
Expected behavior:
|
||||
When Phase A starts, it's two boxes should fall toward the terrain. Once the boxes' behavior is validated the
|
||||
entities from Phase A are deactivated and Phase B's entities are activated. Like in Phase A, the boxes in Phase B
|
||||
should fall towards the terrain. If all goes as expected Box_1_A and Box_2_B should collide with teh terrain, and
|
||||
Box_2A and Box_1_B should fall through the terrain.
|
||||
|
||||
Test Steps:
|
||||
0) [Define helper classes and functions]
|
||||
1) Load the level
|
||||
2) Enter game mode
|
||||
3) Retrieve and validate entities
|
||||
4) Phase A
|
||||
a) set up
|
||||
b) execute test
|
||||
c) log results (deactivate Phase A entities)
|
||||
5) Phase B
|
||||
a) set up (activate Phase B entities)
|
||||
b) execute test
|
||||
c) log results
|
||||
6) close editor
|
||||
|
||||
Note:
|
||||
- This test file must be called from the Open 3D Engine Editor command terminal
|
||||
- Any passed and failed tests are written to the Editor.log file.
|
||||
Parsing the file or running a log_monitor are required to observe the test results.
|
||||
- The level for this test uses two PhysX Terrains and must be run with cmdline argument "-autotest_mode"
|
||||
to suppress the warning for having multiple terrains.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
|
||||
import os
|
||||
import sys
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.bus
|
||||
import azlmbr
|
||||
|
||||
# ******* Helper Classes ********
|
||||
|
||||
# Phase A's test results
|
||||
class PhaseATestData:
|
||||
total_results = 2
|
||||
box_1_collided = False
|
||||
box_1_fell_through = True
|
||||
box_2_collided = False
|
||||
box_2_fell_through = False
|
||||
box_1 = None
|
||||
box_2 = None
|
||||
terrain = None
|
||||
box_1_pos = None
|
||||
box_2_pos = None
|
||||
terrain_pos = None
|
||||
|
||||
@staticmethod
|
||||
# Quick check for validating results for Phase A
|
||||
def valid():
|
||||
return (
|
||||
PhaseATestData.box_1_collided
|
||||
and PhaseATestData.box_2_fell_through
|
||||
and not PhaseATestData.box_1_fell_through
|
||||
and not PhaseATestData.box_2_collided
|
||||
)
|
||||
|
||||
# Phase B's test results
|
||||
class PhaseBTestData:
|
||||
total_results = 2
|
||||
box_1_collided = False
|
||||
box_1_fell_through = False
|
||||
box_2_collided = False
|
||||
box_2_fell_through = True
|
||||
box_1 = None
|
||||
box_2 = None
|
||||
terrain = None
|
||||
box_1_pos = None
|
||||
box_2_pos = None
|
||||
terrain_pos = None
|
||||
|
||||
@staticmethod
|
||||
# Quick check for validating results for Phase B
|
||||
def valid():
|
||||
return (
|
||||
not PhaseBTestData.box_1_collided
|
||||
and not PhaseBTestData.box_2_fell_through
|
||||
and PhaseBTestData.box_1_fell_through
|
||||
and PhaseBTestData.box_2_collided
|
||||
)
|
||||
|
||||
# **** Helper Functions ****
|
||||
|
||||
# ** Validation helpers **
|
||||
|
||||
# Attempts to validate an entity based on the name parameter
|
||||
def validate_entity(entity_name, msg_tuple):
|
||||
# type: (str, (str, str)) -> EntityId
|
||||
entity_id = general.find_game_entity(entity_name)
|
||||
Report.critical_result(msg_tuple, entity_id.IsValid())
|
||||
return entity_id
|
||||
|
||||
# Attempts to retrieve an entity's initial position and logs result
|
||||
def validate_initial_position(entity_id, msg_tuple):
|
||||
# type: (EntityId, (str, str)) -> azlmbr.math.Vector3
|
||||
# Attempts to validate and return the entity's initial position.
|
||||
# logs the result to Report.result() using the tuple parameter
|
||||
|
||||
pos = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldTranslation", entity_id)
|
||||
valid = not (pos is None or pos.IsZero())
|
||||
entity_name = azlmbr.entity.GameEntityContextRequestBus(azlmbr.bus.Broadcast, "GetEntityName", entity_id)
|
||||
Report.critical_result(msg_tuple, valid)
|
||||
Report.info_vector3(pos, "{} initial position:".format(entity_name))
|
||||
return pos
|
||||
|
||||
# ** Phase completion checks checks **
|
||||
|
||||
# Checks if we are done collecting data for phase A
|
||||
def done_collecting_results_a():
|
||||
# type: () -> bool
|
||||
|
||||
# Update positions
|
||||
PhaseATestData.box_1_pos = azlmbr.components.TransformBus(
|
||||
azlmbr.bus.Event, "GetWorldTranslation", PhaseATestData.box_1
|
||||
)
|
||||
PhaseATestData.box_2_pos = azlmbr.components.TransformBus(
|
||||
azlmbr.bus.Event, "GetWorldTranslation", PhaseATestData.box_2
|
||||
)
|
||||
|
||||
# Check for boxes to fall through terrain
|
||||
if PhaseATestData.box_1_pos.z < PhaseATestData.terrain_pos.z:
|
||||
PhaseATestData.box_1_fell_through = True
|
||||
else:
|
||||
PhaseATestData.box_1_fell_through = False
|
||||
|
||||
if PhaseATestData.box_2_pos.z < PhaseATestData.terrain_pos.z:
|
||||
PhaseATestData.box_2_fell_through = True
|
||||
else:
|
||||
PhaseATestData.box_2_fell_through = False
|
||||
|
||||
results = 0
|
||||
if PhaseATestData.box_1_collided or PhaseATestData.box_1_fell_through:
|
||||
results += 1
|
||||
if PhaseATestData.box_2_collided or PhaseATestData.box_2_fell_through:
|
||||
results += 1
|
||||
return results == PhaseATestData.total_results
|
||||
|
||||
# Checks if we are done collecting data for phase B
|
||||
def done_collecting_results_b():
|
||||
# type: () -> bool
|
||||
|
||||
# Update positions
|
||||
PhaseBTestData.box_1_pos = azlmbr.components.TransformBus(
|
||||
azlmbr.bus.Event, "GetWorldTranslation", PhaseBTestData.box_1
|
||||
)
|
||||
PhaseBTestData.box_2_pos = azlmbr.components.TransformBus(
|
||||
azlmbr.bus.Event, "GetWorldTranslation", PhaseBTestData.box_2
|
||||
)
|
||||
|
||||
# Check for boxes to fall through terrain
|
||||
if PhaseBTestData.box_1_pos.z < PhaseBTestData.terrain_pos.z:
|
||||
PhaseBTestData.box_1_fell_through = True
|
||||
else:
|
||||
PhaseBTestData.box_1_fell_through = False
|
||||
|
||||
if PhaseBTestData.box_2_pos.z < PhaseBTestData.terrain_pos.z:
|
||||
PhaseBTestData.box_2_fell_through = True
|
||||
else:
|
||||
PhaseBTestData.box_2_fell_through = False
|
||||
|
||||
results = 0
|
||||
if PhaseBTestData.box_1_collided or PhaseBTestData.box_1_fell_through:
|
||||
results += 1
|
||||
if PhaseBTestData.box_2_collided or PhaseBTestData.box_2_fell_through:
|
||||
results += 1
|
||||
return results == PhaseBTestData.total_results
|
||||
|
||||
# **** Event Handlers ****
|
||||
|
||||
# Collision even handler for Phase A
|
||||
def on_collision_begin_a(args):
|
||||
# type: ([EntityId]) -> None
|
||||
collider_id = args[0]
|
||||
if (not PhaseATestData.box_1_collided) and PhaseATestData.box_1.Equal(collider_id):
|
||||
Report.info("Box_1_A / Terrain_A collision detected")
|
||||
PhaseATestData.box_1_collided = True
|
||||
if (not PhaseATestData.box_2_collided) and PhaseATestData.box_2.Equal(collider_id):
|
||||
Report.info("Box_2_A / Terrain_A collision detected")
|
||||
PhaseATestData.box_2_collided = True
|
||||
|
||||
# Collision event handler for Phase B
|
||||
def on_collision_begin_b(args):
|
||||
# type: ([EntityId]) -> None
|
||||
collider_id = args[0]
|
||||
if (not PhaseBTestData.box_1_collided) and PhaseBTestData.box_1.Equal(collider_id):
|
||||
Report.info("Box_1_B / Terrain_B collision detected")
|
||||
PhaseBTestData.box_1_collided = True
|
||||
if (not PhaseBTestData.box_2_collided) and PhaseBTestData.box_2.Equal(collider_id):
|
||||
Report.info("Box_2_B / Terrain_B collision detected")
|
||||
PhaseBTestData.box_2_collided = True
|
||||
|
||||
TIME_OUT = 1.5
|
||||
|
||||
# 1) Open level
|
||||
helper.init_idle()
|
||||
helper.open_level("Physics", "Collider_CollisionGroupsWorkflow")
|
||||
|
||||
# 2) Enter game mode
|
||||
helper.enter_game_mode(Tests.enter_game_mode)
|
||||
|
||||
# 3) Retrieve and validate entities
|
||||
PhaseATestData.box_1 = validate_entity("Box_1_A", Tests.box_1_a_valid)
|
||||
PhaseATestData.box_2 = validate_entity("Box_2_A", Tests.box_2_a_valid)
|
||||
PhaseATestData.terrain = validate_entity("Terrain_Entity_A", Tests.terrain_a_valid)
|
||||
PhaseBTestData.box_1 = validate_entity("Box_1_B", Tests.box_1_b_valid)
|
||||
PhaseBTestData.box_2 = validate_entity("Box_2_B", Tests.box_2_b_valid)
|
||||
PhaseBTestData.terrain = validate_entity("Terrain_Entity_B", Tests.terrain_b_valid)
|
||||
|
||||
# Make sure Phase B objects are disabled
|
||||
azlmbr.entity.GameEntityContextRequestBus(azlmbr.bus.Broadcast, "DeactivateGameEntity", PhaseBTestData.box_1)
|
||||
azlmbr.entity.GameEntityContextRequestBus(azlmbr.bus.Broadcast, "DeactivateGameEntity", PhaseBTestData.box_2)
|
||||
azlmbr.entity.GameEntityContextRequestBus(azlmbr.bus.Broadcast, "DeactivateGameEntity", PhaseBTestData.terrain)
|
||||
|
||||
# 4) *********** Phase A *****************
|
||||
|
||||
# 4.a) ** Set Up **
|
||||
|
||||
Report.info(" **** Beginning Phase A **** ")
|
||||
|
||||
# Locate Phase A entities
|
||||
PhaseATestData.box_1_pos = validate_initial_position(PhaseATestData.box_1, Tests.box_1_a_pos_found)
|
||||
PhaseATestData.box_2_pos = validate_initial_position(PhaseATestData.box_2, Tests.box_2_a_pos_found)
|
||||
PhaseATestData.terrain_pos = validate_initial_position(PhaseATestData.terrain, Tests.terrain_a_pos_found)
|
||||
|
||||
# Assign Phase A event handler
|
||||
handler_a = azlmbr.physics.CollisionNotificationBusHandler()
|
||||
handler_a.connect(PhaseATestData.terrain)
|
||||
handler_a.add_callback("OnCollisionBegin", on_collision_begin_a)
|
||||
|
||||
# 4.b) Execute Phase A
|
||||
if not helper.wait_for_condition(done_collecting_results_a, TIME_OUT):
|
||||
Report.info("Phase A timed out: make sure the level is set up properly or adjust time out threshold")
|
||||
|
||||
# 4.c) Log results for Phase A
|
||||
Report.result(Tests.box_1_a_did_collide_with_terrain, PhaseATestData.box_1_collided)
|
||||
Report.result(Tests.box_1_a_did_not_pass_through_terrain, not PhaseATestData.box_1_fell_through)
|
||||
Report.info_vector3(PhaseATestData.box_1_pos, "Box_1_A's final position:")
|
||||
|
||||
Report.result(Tests.box_2_a_did_pass_through_terrain, PhaseATestData.box_2_fell_through)
|
||||
Report.result(Tests.box_2_a_did_not_collide_with_terrain, not PhaseATestData.box_2_collided)
|
||||
Report.info_vector3(PhaseATestData.box_2_pos, "Box_2_A's final position:")
|
||||
|
||||
if not PhaseATestData.valid():
|
||||
Report.info("Phase A failed test")
|
||||
|
||||
# Deactivate entities for Phase A
|
||||
azlmbr.entity.GameEntityContextRequestBus(azlmbr.bus.Broadcast, "DeactivateGameEntity", PhaseATestData.box_1)
|
||||
azlmbr.entity.GameEntityContextRequestBus(azlmbr.bus.Broadcast, "DeactivateGameEntity", PhaseATestData.box_2)
|
||||
azlmbr.entity.GameEntityContextRequestBus(azlmbr.bus.Broadcast, "DeactivateGameEntity", PhaseATestData.terrain)
|
||||
|
||||
# 5) *********** Phase B *****************
|
||||
|
||||
# 5.a) ** Set Up **
|
||||
Report.info(" *** Beginning Phase B *** ")
|
||||
# Activate entities for Phase B
|
||||
azlmbr.entity.GameEntityContextRequestBus(azlmbr.bus.Broadcast, "ActivateGameEntity", PhaseBTestData.box_1)
|
||||
azlmbr.entity.GameEntityContextRequestBus(azlmbr.bus.Broadcast, "ActivateGameEntity", PhaseBTestData.box_2)
|
||||
azlmbr.entity.GameEntityContextRequestBus(azlmbr.bus.Broadcast, "ActivateGameEntity", PhaseBTestData.terrain)
|
||||
|
||||
# Initialize positions for Phase B
|
||||
PhaseBTestData.box_1_pos = validate_initial_position(PhaseBTestData.box_1, Tests.box_1_b_pos_found)
|
||||
PhaseBTestData.box_2_pos = validate_initial_position(PhaseBTestData.box_2, Tests.box_2_b_pos_found)
|
||||
PhaseBTestData.terrain_pos = validate_initial_position(PhaseBTestData.terrain, Tests.terrain_b_pos_found)
|
||||
|
||||
# Assign Phase B event handler
|
||||
handler_b = azlmbr.physics.CollisionNotificationBusHandler()
|
||||
handler_b.connect(PhaseBTestData.terrain)
|
||||
handler_b.add_callback("OnCollisionBegin", on_collision_begin_b)
|
||||
|
||||
# 5.b) Execute Phase B
|
||||
if not helper.wait_for_condition(done_collecting_results_b, TIME_OUT):
|
||||
Report.info("Phase B timed out: make sure the level is set up properly or adjust time out threshold")
|
||||
|
||||
# 5.c) Log results for Phase B
|
||||
Report.result(Tests.box_1_b_did_not_collide_with_terrain, not PhaseBTestData.box_1_collided)
|
||||
Report.result(Tests.box_1_b_did_pass_through_terrain, PhaseBTestData.box_1_fell_through)
|
||||
Report.info_vector3(PhaseBTestData.box_1_pos, "Box_1_B's final position:")
|
||||
|
||||
Report.result(Tests.box_2_b_did_not_pass_through_terrain, not PhaseBTestData.box_2_fell_through)
|
||||
Report.result(Tests.box_2_b_did_collide_with_terrain, PhaseBTestData.box_2_collided)
|
||||
Report.info_vector3(PhaseBTestData.box_2_pos, "Box_2_B's final position:")
|
||||
|
||||
if not PhaseBTestData.valid():
|
||||
Report.info("Phase B failed test")
|
||||
|
||||
# 6) Exit Game mode
|
||||
helper.exit_game_mode(Tests.exit_game_mode)
|
||||
Report.info(" **** TEST FINISHED ****")
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(Collider_CollisionGroupsWorkflow)
|
||||
+230
@@ -0,0 +1,230 @@
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
|
||||
# Test case ID : C4982593
|
||||
# Test Case Title : Check that two entities with different collision groups and layers do not collide.
|
||||
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests:
|
||||
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
|
||||
moving_entity_found = ("Moving entity found", "Moving entity not found")
|
||||
stationary_entity_found = ("Stationary entity found", "Stationary entity not found")
|
||||
moving_pos_found = ("Moving sphere position found", "Moving sphere position not found")
|
||||
stationary_pos_found = ("Stationary sphere position found", "Stationary sphere position not found")
|
||||
spheres_share_x_axis = ("Both spheres are aligned properly", "Spheres are not aligned properly")
|
||||
spheres_not_collided = ("No collision was detected", "A collision was detected")
|
||||
spheres_switched_sides = ("The moving sphere passed through the other", "Moving sphere did not pass through")
|
||||
no_y_movement = ("There was no Y movement", "Some Y movement was detected")
|
||||
no_z_movement = ("There was no Z movement", "Some Z movement was detected")
|
||||
timed_out = ("Test did not time out", "Test TIMED OUT")
|
||||
stationary_didnt_move = ("Stationary sphere did not move", "Stationary sphere moved")
|
||||
exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
|
||||
|
||||
# fmt: on
|
||||
|
||||
|
||||
def Collider_DiffCollisionGroupDiffCollidingLayersNotCollide():
|
||||
# type: () -> None
|
||||
"""
|
||||
Summary:
|
||||
Runs an automated test to ensure to rigid bodies on the different collision group and collision layer
|
||||
DO NOT collide.
|
||||
|
||||
Level Description:
|
||||
Moving (entity) - a spherical entity (colored yellow) that is set up with a collision layer of "demo1"
|
||||
collision group of "demo_group1" gravity as disabled and an initial velocity of (3, 0, 0).
|
||||
Stationary (entity) - a spherical entity (colored purple) that is set up with a collision layer of "demo2"
|
||||
collision group of "demo_group2" gravity disabled, and is positioned at location (+2, 0, 0) relative to
|
||||
Moving's starting position.
|
||||
|
||||
Expected Behavior:
|
||||
When game mode is entered, Moving will begin moving in the positive X direction. The entity should pass through
|
||||
Stationary with no collision detection triggered.
|
||||
|
||||
Test Steps:
|
||||
1) Loads the level / Enter game mode
|
||||
2) Retrieve test entities
|
||||
3) Ensures that the test objects (Moving and Stationary) are located
|
||||
3.5) set up variables and handlers
|
||||
4) Wait for Moving to pass through Stationary
|
||||
5) Logs results
|
||||
6) Close the editor
|
||||
|
||||
Note:
|
||||
- This test file must be called from the Open 3D Engine Editor command terminal
|
||||
- Any passed and failed tests are written to the Editor.log file.
|
||||
Parsing the file or running a log_monitor are required to observe the test results.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
|
||||
import os
|
||||
import sys
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.bus
|
||||
|
||||
# **** Helper class ****
|
||||
|
||||
class Sphere:
|
||||
def __init__(self, name):
|
||||
self.id = None
|
||||
self.name = name
|
||||
self.initial_pos = None
|
||||
self.current_position = None
|
||||
|
||||
# Tests for significant change between a set of float pairs
|
||||
# returns a list of booleans where the i-th index hold the result for the i-th float pair
|
||||
def detect_significant_change(float_pairs):
|
||||
# type: ([(float, float)]) -> [bool]
|
||||
return [abs(p[0] - p[1]) >= CLOSE_ENOUGH_THRESHOLD for p in float_pairs]
|
||||
|
||||
# *** Executable Code ***
|
||||
|
||||
# Constants
|
||||
TIME_OUT = 1.5
|
||||
CLOSE_ENOUGH_THRESHOLD = 0.0001
|
||||
SPHERE_RADIUS = 0.5 # Radius of both sphere entities
|
||||
|
||||
# 1) Open level / Enter game mode
|
||||
helper.init_idle()
|
||||
helper.open_level("Physics", "Collider_DiffCollisionGroupDiffCollidingLayersNotCollide")
|
||||
helper.enter_game_mode(Tests.enter_game_mode)
|
||||
|
||||
# 2) Retrieve/validate entities
|
||||
moving = Sphere("Moving")
|
||||
moving.id = general.find_game_entity(moving.name)
|
||||
Report.critical_result(Tests.moving_entity_found, moving.id.IsValid())
|
||||
|
||||
stationary = Sphere("Stationary")
|
||||
stationary.id = general.find_game_entity(stationary.name)
|
||||
Report.critical_result(Tests.stationary_entity_found, stationary.id.IsValid())
|
||||
|
||||
# 3) Log starting positions
|
||||
moving.initial_pos = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldTranslation", moving.id)
|
||||
stationary.initial_pos = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldTranslation", stationary.id)
|
||||
|
||||
# Ensure that spheres are aligned properly along the y and z axises (so x axis movement will cause collision)
|
||||
spheres_aligned = (abs(moving.initial_pos.y - stationary.initial_pos.y) < SPHERE_RADIUS) and (
|
||||
abs(moving.initial_pos.z - stationary.initial_pos.z) < SPHERE_RADIUS
|
||||
)
|
||||
|
||||
# Report critical level integrity results
|
||||
Report.critical_result(Tests.moving_pos_found, moving.initial_pos is not None and not moving.initial_pos.IsZero())
|
||||
Report.critical_result(
|
||||
Tests.stationary_pos_found, stationary.initial_pos is not None and not moving.initial_pos.IsZero()
|
||||
)
|
||||
Report.critical_result(
|
||||
Tests.spheres_share_x_axis,
|
||||
spheres_aligned,
|
||||
"Please check the level to make sure Moving Sphere and Stationary Sphere share y and z positions",
|
||||
)
|
||||
|
||||
# 3.5) Set up variables and handler for observing force region interaction
|
||||
|
||||
class TestData:
|
||||
collision_occurred = False
|
||||
spheres_switched = False
|
||||
|
||||
# Force Region Event Handler
|
||||
def on_collision_begin(args):
|
||||
collider_id = args[0]
|
||||
if collider_id.Equal(moving.id):
|
||||
if not TestData.collision_occurred:
|
||||
TestData.collision_occurred = True
|
||||
Report.info("Collision detected")
|
||||
|
||||
# Assign the handler
|
||||
handler = azlmbr.physics.CollisionNotificationBusHandler()
|
||||
handler.connect(stationary.id)
|
||||
handler.add_callback("OnCollisionBegin", on_collision_begin)
|
||||
|
||||
moving.current_pos = moving.initial_pos
|
||||
stationary.current_pos = stationary.initial_pos
|
||||
|
||||
# Tests if we are done collecting results and can exit the test
|
||||
def done_collecting_results():
|
||||
|
||||
COMPARISON_BUFFER = 0.2
|
||||
|
||||
if not TestData.collision_occurred:
|
||||
|
||||
moving.current_pos = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldTranslation", moving.id)
|
||||
stationary.current_pos = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldTranslation", stationary.id)
|
||||
|
||||
if moving.current_pos.x > stationary.current_pos.x + COMPARISON_BUFFER:
|
||||
# Moving sphere passed the stationary sphere's x coordinate
|
||||
TestData.spheres_switched = True
|
||||
return True
|
||||
else:
|
||||
# A collision was detected
|
||||
Report.info("A collision was detected unfortunately")
|
||||
return True
|
||||
|
||||
return False
|
||||
|
||||
# 4) Wait for results to be collected or for time out
|
||||
Report.result(Tests.timed_out, helper.wait_for_condition(done_collecting_results, TIME_OUT))
|
||||
|
||||
# 5) Log results
|
||||
Report.result(Tests.spheres_switched_sides, TestData.spheres_switched)
|
||||
Report.result(Tests.spheres_not_collided, not TestData.collision_occurred)
|
||||
|
||||
# Look for movement in Y direction. Report results
|
||||
y_movement = detect_significant_change(
|
||||
[(moving.initial_pos.y, moving.current_pos.y), (stationary.initial_pos.y, stationary.current_pos.y)]
|
||||
)
|
||||
|
||||
if not any(y_movement):
|
||||
Report.success(Tests.no_y_movement)
|
||||
else:
|
||||
Report.failure(Tests.no_y_movement)
|
||||
if y_movement[0]:
|
||||
Report.info("Moving entity Y movement detected. This should not happen")
|
||||
if y_movement[1]:
|
||||
Report.info("Stationary entity Y movement detected. This should not happen")
|
||||
|
||||
# Look for movement in Z direction. Report Results
|
||||
z_movement = detect_significant_change(
|
||||
[(moving.initial_pos.z, moving.current_pos.z), (stationary.initial_pos.z, stationary.current_pos.z)]
|
||||
)
|
||||
|
||||
if not any(z_movement):
|
||||
Report.success(Tests.no_z_movement)
|
||||
else:
|
||||
Report.failure(Tests.no_z_movement)
|
||||
if z_movement[0]:
|
||||
Report.info("Moving entity Z movement detected. This should not happen")
|
||||
if z_movement[1]:
|
||||
Report.info("Stationary entity Z movement detected. This should not happen")
|
||||
|
||||
Report.result(Tests.stationary_didnt_move, stationary.current_pos.Equal(stationary.initial_pos))
|
||||
|
||||
# Collected data dump
|
||||
Report.info(" ********** Collected Data ***************")
|
||||
Report.info("Moving sphere's positions:")
|
||||
Report.info_vector3(moving.initial_pos, " initial:")
|
||||
Report.info_vector3(moving.current_pos, " final:")
|
||||
Report.info("*****************************")
|
||||
Report.info("Stationary sphere's positions:")
|
||||
Report.info_vector3(stationary.initial_pos, " initial:")
|
||||
Report.info_vector3(stationary.current_pos, " final:")
|
||||
Report.info("*****************************")
|
||||
|
||||
# 6) Exit Game mode
|
||||
helper.exit_game_mode(Tests.exit_game_mode)
|
||||
|
||||
Report.info("*** FINISHED TEST ***")
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(Collider_DiffCollisionGroupDiffCollidingLayersNotCollide)
|
||||
+109
@@ -0,0 +1,109 @@
|
||||
"""
|
||||
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
|
||||
|
||||
Test case ID : C4044695
|
||||
Test Case Title : Verify that when you add a multiple surface fbx in PxMesh in PhysxCollider,
|
||||
multiple number of Material Slots populate in the Materials Section
|
||||
|
||||
"""
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests():
|
||||
create_entity = ("Created test entity", "Failed to create test entity")
|
||||
mesh_added = ("Added Mesh component", "Failed to add Mesh component")
|
||||
physx_collider_added = ("Added PhysX Collider component", "Failed to add PhysX Collider component")
|
||||
shape_is_correct = ("PhysX Collider Shape is correct", "PhysX Collider Shape is not PhysicsAsset")
|
||||
assign_mesh_asset = ("Assigned Mesh asset to Mesh component", "Failed to assign mesh asset to Mesh component")
|
||||
assign_px_mesh_asset = ("Assigned PxMesh asset to Collider component", "Failed to assign PxMesh asset to Collider component")
|
||||
count_mesh_surface = ("Multiple slots show under materials", "Failed to show required surface materials")
|
||||
# fmt: on
|
||||
|
||||
|
||||
def Collider_MultipleSurfaceSlots():
|
||||
"""
|
||||
Summary:
|
||||
Create entity with Mesh and PhysX Collider components and assign a fbx file in both the components.
|
||||
Verify that the fbx is properly fitting the mesh.
|
||||
|
||||
Expected Behavior:
|
||||
1) The fbx is properly fitting the mesh.
|
||||
2) Multiple material slots show up under Materials section in the PhysX Collider component and that
|
||||
they correspond to the number of surfaces as designed in the mesh.
|
||||
|
||||
Test Steps:
|
||||
1) Load the empty level
|
||||
2) Create an entity
|
||||
3) Add Mesh and Physics collider components
|
||||
4) Select the PhysicsAsset shape in the PhysX Collider component
|
||||
5) Assign the fbx file in PhysX Mesh and Mesh component
|
||||
6) Check if multiple material slots show up under Materials section in the PhysX Collider component
|
||||
|
||||
:return: None
|
||||
"""
|
||||
# Builtins
|
||||
import os
|
||||
|
||||
# Helper Files
|
||||
|
||||
from editor_python_test_tools.editor_entity_utils import EditorEntity as Entity
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
from editor_python_test_tools.asset_utils import Asset
|
||||
|
||||
# Constants
|
||||
PHYSICS_ASSET_INDEX = 7 # Hardcoded enum index value for Shape property
|
||||
SURFACE_TAG_COUNT = 4 # Number of surface tags included in used asset
|
||||
|
||||
# Asset paths
|
||||
STATIC_MESH = os.path.join("assets", "Physics", "Collider_MultipleSurfaceSlots", "test.azmodel")
|
||||
PHYSX_MESH = os.path.join("assets", "Physics","Collider_MultipleSurfaceSlots", "test.pxmesh")
|
||||
|
||||
helper.init_idle()
|
||||
# 1) Load the empty level
|
||||
helper.open_level("Physics", "Base")
|
||||
|
||||
# 2) Create an entity
|
||||
test_entity = Entity.create_editor_entity("test_entity")
|
||||
Report.result(Tests.create_entity, test_entity.id.IsValid())
|
||||
|
||||
# 3) Add Mesh and Physics collider components
|
||||
mesh_component = test_entity.add_component("Mesh")
|
||||
Report.result(Tests.mesh_added, test_entity.has_component("Mesh"))
|
||||
|
||||
collider_component = test_entity.add_component("PhysX Collider")
|
||||
Report.result(Tests.physx_collider_added, test_entity.has_component("PhysX Collider"))
|
||||
|
||||
# 4) Select the PhysicsAsset shape in the PhysX Collider component
|
||||
collider_component.set_component_property_value("Shape Configuration|Shape", PHYSICS_ASSET_INDEX)
|
||||
value_to_test = collider_component.get_component_property_value("Shape Configuration|Shape")
|
||||
Report.result(Tests.shape_is_correct, value_to_test == PHYSICS_ASSET_INDEX)
|
||||
|
||||
# 5) Assign the fbx file in PhysX Mesh and Mesh component
|
||||
px_asset = Asset.find_asset_by_path(PHYSX_MESH)
|
||||
collider_component.set_component_property_value("Shape Configuration|Asset|PhysX Mesh", px_asset.id)
|
||||
px_asset.id = collider_component.get_component_property_value("Shape Configuration|Asset|PhysX Mesh")
|
||||
Report.result(Tests.assign_px_mesh_asset, px_asset.get_path().lower() == PHYSX_MESH.replace(os.sep, "/").lower())
|
||||
|
||||
mesh_asset = Asset.find_asset_by_path(STATIC_MESH)
|
||||
mesh_component.set_component_property_value("Controller|Configuration|Mesh Asset", mesh_asset.id)
|
||||
mesh_asset.id = mesh_component.get_component_property_value("Controller|Configuration|Mesh Asset")
|
||||
Report.result(Tests.assign_mesh_asset, mesh_asset.get_path().lower() == STATIC_MESH.replace(os.sep, "/").lower())
|
||||
|
||||
# 6) Check if multiple material slots show up under Materials section in the PhysX Collider component
|
||||
pte = collider_component.get_property_tree()
|
||||
def get_surface_count():
|
||||
count = pte.get_container_count("Collider Configuration|Physics Materials|Slots")
|
||||
return count.GetValue()
|
||||
|
||||
Report.result(
|
||||
Tests.count_mesh_surface, helper.wait_for_condition(lambda: get_surface_count() == SURFACE_TAG_COUNT, 1.0)
|
||||
)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(Collider_MultipleSurfaceSlots)
|
||||
+222
@@ -0,0 +1,222 @@
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
|
||||
# Test case ID : C4976245
|
||||
# Test Case Title : Check that two entities of collision group "None" do not collide,
|
||||
# even though they have the same collision layer
|
||||
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests:
|
||||
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
|
||||
moving_entity_found = ("Moving entity found", "Moving entity not found")
|
||||
stationary_entity_found = ("Stationary entity found", "Stationary entity not found")
|
||||
moving_pos_found = ("Moving sphere position found", "Moving sphere position not found")
|
||||
stationary_pos_found = ("Stationary sphere position found", "Stationary sphere position not found")
|
||||
spheres_share_x_axis = ("Both spheres are aligned properly", "Spheres are not aligned properly")
|
||||
spheres_not_collided = ("No collision was detected", "A collision was detected")
|
||||
spheres_switched_sides = ("The moving sphere passed through the other", "Moving sphere did not pass through")
|
||||
no_y_movement = ("There was no Y movement", "Some Y movement was detected")
|
||||
no_z_movement = ("There was no Z movement", "Some Z movement was detected")
|
||||
timed_out = ("Test did not time out", "Test TIMED OUT")
|
||||
stationary_didnt_move = ("Stationary sphere did not move", "Stationary sphere moved")
|
||||
exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
|
||||
# fmt: on
|
||||
|
||||
|
||||
def Collider_NoneCollisionGroupSameLayerNotCollide():
|
||||
# type: () -> None
|
||||
"""
|
||||
Summary:
|
||||
Runs an automated test to ensure to rigid bodies on the same collision layer, but no collision group
|
||||
DO NOT collide.
|
||||
|
||||
Level Description:
|
||||
Moving (entity) - a spherical entity (colored yellow) that is set up with a collision layer of "demo1"
|
||||
collision group of "None" gravity as disabled and an initial velocity of (3, 0, 0).
|
||||
Stationary (entity) - a spherical entity (colored purple) that is set up with a collision layer of "demo1"
|
||||
collision group of "None" gravity disabled, and is positioned at location (+2, 0, 0) relative to
|
||||
Moving's starting position with no initial velocity.
|
||||
|
||||
Expected Behavior:
|
||||
When game mode is entered, Moving will begin moving in the positive X direction. The entity should pass through
|
||||
Stationary with no collision detection triggered.
|
||||
|
||||
Test Steps:
|
||||
1) Loads the level / Enter game mode
|
||||
2) Retrieve test entities
|
||||
3) Ensures that the test objects (Moving and Stationary) are located
|
||||
4) set up variables and handlers
|
||||
5) Wait for Moving to pass through Stationary
|
||||
6) Logs results
|
||||
7) Close the editor
|
||||
|
||||
Note:
|
||||
- This test file must be called from the Open 3D Engine Editor command terminal
|
||||
- Any passed and failed tests are written to the Editor.log file.
|
||||
Parsing the file or running a log_monitor are required to observe the test results.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
|
||||
import os
|
||||
import sys
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.bus
|
||||
|
||||
# **** Helper class ****
|
||||
|
||||
class Sphere:
|
||||
def __init__(self, name):
|
||||
self.id = None
|
||||
self.name = name
|
||||
self.initial_pos = None
|
||||
self.current_position = None
|
||||
|
||||
# Tests the deltas for for significant change. Prints a message to log if change is detected.
|
||||
# returns True if no change detected between both deltas-- False otherwise
|
||||
def no_movement(delta_moving, delta_stationary, axis):
|
||||
result = True
|
||||
if delta_moving > CLOSE_ENOUGH_THRESHOLD:
|
||||
Report.info("Moving entity {} movement detected. This should not happen".format(axis))
|
||||
result = False
|
||||
|
||||
if delta_stationary > CLOSE_ENOUGH_THRESHOLD:
|
||||
Report.info("Stationary entity {} movement detected. This should not happen".format(axis))
|
||||
result = False
|
||||
|
||||
return result
|
||||
|
||||
# *** Executable Code ***
|
||||
|
||||
# Constants
|
||||
TIME_OUT = 1.5
|
||||
CLOSE_ENOUGH_THRESHOLD = 0.0001
|
||||
SPHERE_RADIUS = 0.5 # Radius of both sphere entities
|
||||
COMPARISON_BUFFER = 0.2 # used for position comparisons to offset game physics anomalies
|
||||
|
||||
# 1) Open level / Enter game mode
|
||||
helper.init_idle()
|
||||
helper.open_level("Physics", "Collider_NoneCollisionGroupSameLayerNotCollide")
|
||||
helper.enter_game_mode(Tests.enter_game_mode)
|
||||
|
||||
# 2) Retrieve/validate entities
|
||||
moving = Sphere("Moving")
|
||||
moving.id = general.find_game_entity(moving.name)
|
||||
Report.critical_result(Tests.moving_entity_found, moving.id.IsValid())
|
||||
|
||||
stationary = Sphere("Stationary")
|
||||
stationary.id = general.find_game_entity(stationary.name)
|
||||
Report.critical_result(Tests.stationary_entity_found, stationary.id.IsValid())
|
||||
|
||||
# 3) Log starting positions
|
||||
moving.initial_pos = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldTranslation", moving.id)
|
||||
stationary.initial_pos = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldTranslation", stationary.id)
|
||||
|
||||
# Ensure that spheres are aligned properly along the y and z axises (so x axis movement will cause collision)
|
||||
spheres_aligned = (abs(moving.initial_pos.y - stationary.initial_pos.y) < SPHERE_RADIUS) and (
|
||||
abs(moving.initial_pos.z - stationary.initial_pos.z) < SPHERE_RADIUS
|
||||
)
|
||||
|
||||
# Report critical level integrity results
|
||||
Report.critical_result(Tests.moving_pos_found, moving.initial_pos is not None and not moving.initial_pos.IsZero())
|
||||
Report.critical_result(
|
||||
Tests.stationary_pos_found, stationary.initial_pos is not None and not moving.initial_pos.IsZero()
|
||||
)
|
||||
Report.critical_result(
|
||||
Tests.spheres_share_x_axis,
|
||||
spheres_aligned,
|
||||
"Please check the level to make sure Moving Sphere and Stationary Sphere share y and z positions",
|
||||
)
|
||||
|
||||
# 4) Set up variables and handler for observing force region interaction
|
||||
|
||||
class TestData:
|
||||
collision_occurred = False
|
||||
spheres_switched = False
|
||||
|
||||
# Force Region Event Handler
|
||||
def on_collision_begin(args):
|
||||
collider_id = args[0]
|
||||
if collider_id.Equal(moving.id):
|
||||
if not TestData.collision_occurred:
|
||||
TestData.collision_occurred = True
|
||||
Report.info("Collision detected")
|
||||
|
||||
# Assign the handler
|
||||
handler = azlmbr.physics.CollisionNotificationBusHandler()
|
||||
handler.connect(stationary.id)
|
||||
handler.add_callback("OnCollisionBegin", on_collision_begin)
|
||||
|
||||
moving.current_pos = moving.initial_pos
|
||||
stationary.current_pos = stationary.initial_pos
|
||||
|
||||
# Tests if we are done collecting results and can exit the test
|
||||
def done_collecting_results():
|
||||
|
||||
if not TestData.collision_occurred:
|
||||
|
||||
moving.current_pos = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldTranslation", moving.id)
|
||||
stationary.current_pos = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldTranslation", stationary.id)
|
||||
|
||||
if moving.current_pos.x > (stationary.current_pos.x + COMPARISON_BUFFER):
|
||||
# Moving sphere passed the stationary sphere's x coordinate
|
||||
TestData.spheres_switched = True
|
||||
return True
|
||||
else:
|
||||
# A collision was detected
|
||||
Report.info("A collision was detected unfortunately")
|
||||
return True
|
||||
|
||||
return False
|
||||
|
||||
# 5) Wait for results to be collected or for time out
|
||||
Report.result(Tests.timed_out, helper.wait_for_condition(done_collecting_results, TIME_OUT))
|
||||
|
||||
# 6) Log results
|
||||
Report.result(Tests.spheres_switched_sides, TestData.spheres_switched)
|
||||
Report.result(Tests.spheres_not_collided, not TestData.collision_occurred)
|
||||
|
||||
# Look for movement in Y direction. Report results
|
||||
no_movement_y = no_movement(
|
||||
abs(moving.initial_pos.y - moving.current_pos.y), abs(stationary.initial_pos.y - stationary.current_pos.y), "Y"
|
||||
)
|
||||
|
||||
Report.result(Tests.no_y_movement, no_movement_y)
|
||||
|
||||
# Look for movement in Z direction. Report results
|
||||
no_movement_z = no_movement(
|
||||
abs(moving.initial_pos.z - moving.current_pos.z), abs(stationary.initial_pos.z - stationary.current_pos.z), "Z"
|
||||
)
|
||||
Report.result(Tests.no_z_movement, no_movement_z)
|
||||
|
||||
Report.result(Tests.stationary_didnt_move, stationary.current_pos.Equal(stationary.initial_pos))
|
||||
|
||||
# Collected data dump
|
||||
Report.info(" ********** Collected Data ***************")
|
||||
Report.info("Moving sphere's positions:")
|
||||
Report.info_vector3(moving.initial_pos, " initial:")
|
||||
Report.info_vector3(moving.current_pos, " final:")
|
||||
Report.info("*****************************")
|
||||
Report.info("Stationary sphere's positions:")
|
||||
Report.info_vector3(stationary.initial_pos, " initial:")
|
||||
Report.info_vector3(stationary.current_pos, " final:")
|
||||
Report.info("*****************************")
|
||||
|
||||
# 7) Exit Game mode
|
||||
helper.exit_game_mode(Tests.exit_game_mode)
|
||||
|
||||
Report.info("*** FINISHED TEST ***")
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(Collider_NoneCollisionGroupSameLayerNotCollide)
|
||||
+93
@@ -0,0 +1,93 @@
|
||||
"""
|
||||
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
|
||||
|
||||
Test case ID : C14861501
|
||||
Test Case Title : Verify PxMesh is auto-assigned when Collider component is added after Rendering Mesh component
|
||||
|
||||
"""
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests():
|
||||
create_entity = ("Created test entity", "Failed to create test entity")
|
||||
mesh_added = ("Added Mesh component", "Failed to add Mesh component")
|
||||
physx_collider_added = ("Added PhysX Collider component", "Failed to add PhysX Collider component")
|
||||
assign_mesh_asset = ("Assigned Mesh asset to Mesh component", "Failed to assign mesh asset to Mesh component")
|
||||
automatic_shape_change = ("Shape was changed automatically", "Shape failed to change automatically")
|
||||
# fmt: on
|
||||
|
||||
|
||||
def Collider_PxMeshAutoAssignedWhenAddingRenderMeshComponent():
|
||||
"""
|
||||
Summary:
|
||||
Create entity with Mesh component and assign a render mesh to the Mesh component. Add Physics Collider component
|
||||
and Verify that the physics mesh asset is auto-assigned.
|
||||
|
||||
Expected Behavior:
|
||||
The physics asset in PhysX Collider component is auto-assigned
|
||||
|
||||
Test Steps:
|
||||
1) Load the empty level
|
||||
2) Create an entity
|
||||
3) Add Mesh component
|
||||
4) Assign a render mesh asset to Mesh component (the fbx mesh having both Static mesh and PhysX collision Mesh)
|
||||
5) Add PhysX Collider component
|
||||
6) The physics asset in PhysX Collider component is auto-assigned.
|
||||
|
||||
Note:
|
||||
- This test file must be called from the Open 3D Engine Editor command terminal
|
||||
- Any passed and failed tests are written to the Editor.log file.
|
||||
Parsing the file or running a log_monitor are required to observe the test results.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
# Builtins
|
||||
import os
|
||||
|
||||
# Helper Files
|
||||
|
||||
from editor_python_test_tools.editor_entity_utils import EditorEntity as Entity
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
from editor_python_test_tools.asset_utils import Asset
|
||||
|
||||
# Asset paths
|
||||
STATIC_MESH = os.path.join("assets", "Physics", "Collider_PxMeshAutoAssigned", "spherebot", "r0-b_body.azmodel")
|
||||
PHYSX_MESH = os.path.join(
|
||||
"assets", "Physics", "Collider_PxMeshAutoAssigned", "spherebot", "r0-b_body.pxmesh"
|
||||
)
|
||||
|
||||
helper.init_idle()
|
||||
# 1) Load the empty level
|
||||
helper.open_level("Physics", "Base")
|
||||
|
||||
# 2) Create an entity
|
||||
test_entity = Entity.create_editor_entity("test_entity")
|
||||
Report.result(Tests.create_entity, test_entity.id.IsValid())
|
||||
|
||||
# 3) Add Mesh component
|
||||
mesh_component = test_entity.add_component("Mesh")
|
||||
Report.result(Tests.mesh_added, test_entity.has_component("Mesh"))
|
||||
|
||||
# 4) Assign a render mesh asset to Mesh component (the fbx mesh having both Static mesh and PhysX collision Mesh)
|
||||
mesh_asset = Asset.find_asset_by_path(STATIC_MESH)
|
||||
mesh_component.set_component_property_value("Controller|Configuration|Mesh Asset", mesh_asset.id)
|
||||
mesh_asset.id = mesh_component.get_component_property_value("Controller|Configuration|Mesh Asset")
|
||||
Report.result(Tests.assign_mesh_asset, mesh_asset.get_path().lower() == STATIC_MESH.replace(os.sep, "/").lower())
|
||||
|
||||
# 5) Add PhysX Collider component
|
||||
test_component = test_entity.add_component("PhysX Collider")
|
||||
Report.result(Tests.physx_collider_added, test_entity.has_component("PhysX Collider"))
|
||||
|
||||
# 6) The physics asset in PhysX Collider component is auto-assigned.
|
||||
asset_id = test_component.get_component_property_value("Shape Configuration|Asset|PhysX Mesh")
|
||||
test_asset = Asset(asset_id)
|
||||
Report.result(Tests.automatic_shape_change, test_asset.get_path().lower() == PHYSX_MESH.replace(os.sep, "/").lower())
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(Collider_PxMeshAutoAssignedWhenAddingRenderMeshComponent)
|
||||
+95
@@ -0,0 +1,95 @@
|
||||
"""
|
||||
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
|
||||
|
||||
Test case ID : C14861502
|
||||
Test Case Title : Verify PxMesh is auto-assigned in collider when Mesh is assigned in Rendering Mesh component
|
||||
|
||||
"""
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests():
|
||||
create_entity = ("Created test entity", "Failed to create test entity")
|
||||
mesh_added = ("Added Mesh component", "Failed to add Mesh component")
|
||||
physx_collider_added = ("Added PhysX Collider component", "Failed to add PhysX Collider component")
|
||||
shape_default_at_start = ("Shape was correct initially", "Default shape was not correct")
|
||||
automatic_shape_change = ("Shape was changed automatically", "Shape failed to change automatically")
|
||||
# fmt: on
|
||||
|
||||
|
||||
def Collider_PxMeshAutoAssignedWhenModifyingRenderMeshComponent():
|
||||
"""
|
||||
Summary:
|
||||
Create entity with Mesh and PhysX Collider components, then assign a render mesh to the Mesh component
|
||||
|
||||
Expected Behavior:
|
||||
The physics asset in PhysX Collider component is auto-assigned after adding the render mesh
|
||||
|
||||
Test Steps:
|
||||
1) Load the empty level
|
||||
2) Create an entity
|
||||
3) Add Mesh and PhysX Collider component
|
||||
4) Verify no physics asset is auto-assigned.
|
||||
5) Assign a render mesh asset to Mesh component (the fbx mesh having both Static mesh and PhysX collision Mesh)
|
||||
6) The physics asset in PhysX Collider component is auto-assigned.
|
||||
|
||||
Note:
|
||||
- This test file must be called from the Open 3D Engine Editor command terminal
|
||||
- Any passed and failed tests are written to the Editor.log file.
|
||||
Parsing the file or running a log_monitor are required to observe the test results.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
# Builtins
|
||||
import os
|
||||
|
||||
# Helper Files
|
||||
|
||||
from editor_python_test_tools.editor_entity_utils import EditorEntity as Entity
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
from editor_python_test_tools.asset_utils import Asset
|
||||
|
||||
# Open 3D Engine Imports
|
||||
import azlmbr.legacy.general as general
|
||||
|
||||
MESH_ASSET_PATH = os.path.join("Objects", "SphereBot", "r0-b_body.azmodel")
|
||||
MESH_PROPERTY_PATH = "Controller|Configuration|Mesh Asset"
|
||||
TESTED_PROPERTY_PATH = "Shape Configuration|Asset|PhysX Mesh"
|
||||
|
||||
helper.init_idle()
|
||||
# 1) Load the empty level
|
||||
helper.open_level("Physics", "Base")
|
||||
|
||||
# 2) Create an entity
|
||||
test_entity = Entity.create_editor_entity("test_entity")
|
||||
Report.result(Tests.create_entity, test_entity.id.IsValid())
|
||||
|
||||
# 3) Add Mesh and PhysX Collider component
|
||||
mesh_component = test_entity.add_component("Mesh")
|
||||
Report.result(Tests.mesh_added, test_entity.has_component("Mesh"))
|
||||
|
||||
test_component = test_entity.add_component("PhysX Collider")
|
||||
Report.result(Tests.physx_collider_added, test_entity.has_component("PhysX Collider"))
|
||||
|
||||
# 4) Verify no physics asset is auto-assigned
|
||||
value_to_test = test_component.get_component_property_value(TESTED_PROPERTY_PATH)
|
||||
Report.result(Tests.shape_default_at_start, value_to_test == azlmbr.asset.AssetId())
|
||||
|
||||
# 5) Assign a render mesh asset to Mesh component (the fbx mesh having both Static mesh and PhysX collision Mesh)
|
||||
asset_value = Asset.find_asset_by_path(MESH_ASSET_PATH)
|
||||
mesh_component.set_component_property_value(MESH_PROPERTY_PATH, asset_value.id)
|
||||
|
||||
# 6) The physics asset in PhysX Collider component is auto-assigned.
|
||||
general.idle_wait(1.0) # Gives the script a moment for the value to update before grabbing it
|
||||
value_to_test = test_component.get_component_property_value(TESTED_PROPERTY_PATH)
|
||||
asset = Asset(value_to_test)
|
||||
Report.result(Tests.automatic_shape_change, "r0-b_body" in asset.get_path())
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(Collider_PxMeshAutoAssignedWhenModifyingRenderMeshComponent)
|
||||
+143
@@ -0,0 +1,143 @@
|
||||
"""
|
||||
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
|
||||
|
||||
Test case ID : C4982803
|
||||
Test Case Title : Verify that when the shape Physics Asset is selected,
|
||||
PxMesh option gets enabled and a Px Mesh can be selected and assigned to the object
|
||||
|
||||
"""
|
||||
|
||||
# fmt: off
|
||||
class Tests():
|
||||
create_collider_entity = ("Entity created successfully", "Failed to create Entity")
|
||||
mesh_added = ("Added Mesh component", "Failed to add Mesh component")
|
||||
physx_collider_added = ("Added PhysX Collider component", "Failed to add PhysX Collider component")
|
||||
physx_rigid_body_added = ("Added PhysX Rigid Body component", "Failed to add PhysX Rigid Body component")
|
||||
add_physics_asset_shape = ("Added shape as physics asset", "Failed to add shape ")
|
||||
assign_fbx_mesh = ("Assigned fbx mesh", "Failed to assign fbx mesh")
|
||||
create_terrain = ("Terrain entity created successfully", "Failed to create Terrain Entity")
|
||||
add_physx_shape_collider = ("Added PhysX Shape Collider", "Failed to add PhysX Shape Collider")
|
||||
add_box_shape = ("Added Box Shape", "Failed to add Box Shape")
|
||||
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
|
||||
exit_game_mode = ("Exited game mode", "Failed to exit game mode")
|
||||
test_collision = ("Entity collided with terrain", "Failed to collide with terrain")
|
||||
# fmt: on
|
||||
|
||||
|
||||
def Collider_PxMeshConvexMeshCollides():
|
||||
"""
|
||||
Summary:
|
||||
Load level with Entity above ground having PhysX Collider, PhysX Rigid Body and Mesh components.
|
||||
Verify that the entity falls on the ground and collides with the terrain when fbx convex mesh is added to collider.
|
||||
|
||||
Expected Behavior:
|
||||
The entity falls on the ground and collides with the terrain.
|
||||
|
||||
Test Steps:
|
||||
1) Load the level
|
||||
2) Create test entity above the ground
|
||||
3) Add PhysX Collider, PhysX Rigid Body and Mesh components.
|
||||
4) Add the Shape as PhysicsAsset and select fbx convex mesh in PhysX Collider component.
|
||||
5) Create terrain entity with physx terrain
|
||||
6) Enter game mode
|
||||
7) Verify that the entity falls on the ground and collides with the terrain.
|
||||
|
||||
Note:
|
||||
- This test file must be called from the Open 3D Engine Editor command terminal
|
||||
- Any passed and failed tests are written to the Editor.log file.
|
||||
Parsing the file or running a log_monitor are required to observe the test results.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
|
||||
# Builtins
|
||||
import os
|
||||
|
||||
# Helper Files
|
||||
|
||||
from editor_python_test_tools.editor_entity_utils import EditorEntity
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
from editor_python_test_tools.asset_utils import Asset
|
||||
import azlmbr.math as math
|
||||
|
||||
# Open 3D Engine Imports
|
||||
import azlmbr
|
||||
import azlmbr.legacy.general as general
|
||||
|
||||
# Constants
|
||||
PHYSICS_ASSET_INDEX = 7 # Hardcoded enum index value for Shape property
|
||||
MESH_ASSET_PATH = os.path.join("assets", "Physics", "Collider_PxMeshConvexMeshCollides", "spherebot", "r0-b_body.pxmesh")
|
||||
TIMEOUT = 2.0
|
||||
|
||||
helper.init_idle()
|
||||
# 1) Load the level
|
||||
helper.open_level("Physics", "Base")
|
||||
|
||||
# 2) Create test entity
|
||||
collider = EditorEntity.create_editor_entity_at([512.0, 512.0, 33.0], "Collider")
|
||||
Report.result(Tests.create_collider_entity, collider.id.IsValid())
|
||||
|
||||
# 3) Add PhysX Collider, PhysX Rigid Body and Mesh components.
|
||||
collider_component = collider.add_component("PhysX Collider")
|
||||
Report.result(Tests.physx_collider_added, collider.has_component("PhysX Collider"))
|
||||
|
||||
collider.add_component("PhysX Rigid Body")
|
||||
Report.result(Tests.physx_rigid_body_added, collider.has_component("PhysX Rigid Body"))
|
||||
|
||||
collider.add_component("Mesh")
|
||||
Report.result(Tests.mesh_added, collider.has_component("Mesh"))
|
||||
|
||||
# 4) Add the Shape as PhysicsAsset and select fbx convex mesh in PhysX Collider component.
|
||||
collider_component.set_component_property_value("Shape Configuration|Shape", PHYSICS_ASSET_INDEX)
|
||||
value_to_test = collider_component.get_component_property_value("Shape Configuration|Shape")
|
||||
Report.result(Tests.add_physics_asset_shape, value_to_test == PHYSICS_ASSET_INDEX)
|
||||
|
||||
mesh_asset = Asset.find_asset_by_path(MESH_ASSET_PATH)
|
||||
collider_component.set_component_property_value("Shape Configuration|Asset|PhysX Mesh", mesh_asset.id)
|
||||
mesh_asset.id = collider_component.get_component_property_value("Shape Configuration|Asset|PhysX Mesh")
|
||||
Report.result(Tests.assign_fbx_mesh, mesh_asset.get_path().lower() == MESH_ASSET_PATH.replace(os.sep, "/").lower())
|
||||
|
||||
# 5) Create terrain entity with physx terrain
|
||||
terrain = EditorEntity.create_editor_entity_at([512.0, 512.0, 31.0], "Terrain")
|
||||
Report.result(Tests.create_terrain, terrain.id.IsValid())
|
||||
|
||||
terrain.add_component("PhysX Shape Collider")
|
||||
Report.result(Tests.add_physx_shape_collider, terrain.has_component("PhysX Shape Collider"))
|
||||
|
||||
box_shape_component = terrain.add_component("Box Shape")
|
||||
Report.result(Tests.add_box_shape, terrain.has_component("Box Shape"))
|
||||
|
||||
box_shape_component.set_component_property_value("Box Shape|Box Configuration|Dimensions",
|
||||
math.Vector3(1024.0, 1024.0, 1.0))
|
||||
# 6) Enter game mode
|
||||
helper.enter_game_mode(Tests.enter_game_mode)
|
||||
|
||||
# 7) Verify that the entity falls on the ground and collides with the terrain
|
||||
class Collider:
|
||||
id = general.find_game_entity("Collider")
|
||||
touched_ground = False
|
||||
|
||||
terrain_id = general.find_game_entity("Terrain")
|
||||
def on_collision_begin(args):
|
||||
other_id = args[0]
|
||||
if other_id.Equal(terrain_id):
|
||||
Report.info("Touched ground")
|
||||
Collider.touched_ground = True
|
||||
|
||||
handler = azlmbr.physics.CollisionNotificationBusHandler()
|
||||
handler.connect(Collider.id)
|
||||
handler.add_callback("OnCollisionBegin", on_collision_begin)
|
||||
|
||||
helper.wait_for_condition(lambda: Collider.touched_ground, TIMEOUT)
|
||||
Report.result(Tests.test_collision, Collider.touched_ground)
|
||||
|
||||
# 8) Exit game mode
|
||||
helper.exit_game_mode(Tests.exit_game_mode)
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(Collider_PxMeshConvexMeshCollides)
|
||||
+84
@@ -0,0 +1,84 @@
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
|
||||
# Test case ID : C14861498
|
||||
# Test Case Title : Confirm that when a PhysXCollider has no physics asset, the physics asset collider \
|
||||
# shape throw an error
|
||||
|
||||
|
||||
|
||||
# fmt:off
|
||||
class Tests():
|
||||
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
|
||||
found_entity = ("Entity was found", "Entity WAS NOT found")
|
||||
warning_message_logged = ("The expected warning was logged", "The expected message was not logged")
|
||||
exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
|
||||
# fmt:on
|
||||
|
||||
|
||||
def Collider_PxMeshErrorIfNoMesh():
|
||||
"""
|
||||
Summary:
|
||||
This test looks for the presence of an error when an entity with a PhysXCollider has no physics mesh, but has its
|
||||
collider shape set to a physics mesh.
|
||||
|
||||
Level Description:
|
||||
One entity with a PhysXCollider with the collider shape set to "physics asset" and no actual physics mesh.
|
||||
That's it!
|
||||
|
||||
Steps:
|
||||
1) Load the level / enter game mode
|
||||
2) Find the entity
|
||||
3) Look for warning
|
||||
4) Exit game mode
|
||||
5) Close the editor
|
||||
|
||||
[Log Monitor] make sure error lines are present in the log
|
||||
|
||||
Expected Behavior:
|
||||
The editor should open, load the level and (seemingly) instantly close. The two error lines specified should
|
||||
print to the log.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
import os
|
||||
import sys
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
from editor_python_test_tools.utils import Tracer
|
||||
|
||||
import azlmbr.legacy.general as general
|
||||
|
||||
helper.init_idle()
|
||||
|
||||
with Tracer() as warning_tracer:
|
||||
def has_physx_warning():
|
||||
return warning_tracer.has_warnings and any(
|
||||
'PhysX' in warningInfo.window and
|
||||
'EditorColliderComponent' in warningInfo.message for warningInfo in warning_tracer.warnings)
|
||||
|
||||
# 1) Load level / enter game mode
|
||||
helper.open_level("Physics", "Collider_PxMeshErrorIfNoMesh")
|
||||
helper.enter_game_mode(Tests.enter_game_mode)
|
||||
|
||||
# 2) Find game entity
|
||||
id = general.find_game_entity("test_entity")
|
||||
Report.result(Tests.found_entity, id.IsValid())
|
||||
|
||||
# 3) Look for warning
|
||||
helper.wait_for_condition(has_physx_warning, 1.0)
|
||||
Report.result(Tests.warning_message_logged, has_physx_warning())
|
||||
|
||||
# 4) Exit game mode
|
||||
helper.exit_game_mode(Tests.exit_game_mode)
|
||||
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(Collider_PxMeshErrorIfNoMesh)
|
||||
+104
@@ -0,0 +1,104 @@
|
||||
"""
|
||||
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
|
||||
|
||||
Test case ID : C14861504
|
||||
Test Case Title : Verify if Rendering Mesh does not have a PhysX Collision Mesh fbx, then PxMesh is not auto-assigned
|
||||
|
||||
"""
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests():
|
||||
create_entity = ("Created test entity", "Failed to create test entity")
|
||||
mesh_added = ("Added Mesh component", "Failed to add Mesh component")
|
||||
physx_collider_added = ("Added PhysX Collider component", "Failed to add PhysX Collider component")
|
||||
assign_mesh_asset = ("Assigned Mesh asset to Mesh component", "Failed to assign mesh asset to Mesh component")
|
||||
shape_not_assigned = ("Shape is not auto assigned", "Shape auto assigned unexpectedly")
|
||||
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
|
||||
warnings_found = ("Warnings found in logs", "No warnings found in logs")
|
||||
# fmt: on
|
||||
|
||||
|
||||
def Collider_PxMeshNotAutoAssignedWhenNoPhysicsFbx():
|
||||
"""
|
||||
Summary:
|
||||
Create entity with Mesh component and assign a render mesh that has no physics asset to the Mesh component.
|
||||
Add Physics Collider component and Verify that the physics mesh asset is not auto-assigned.
|
||||
|
||||
Expected Behavior:
|
||||
Following warning is logged in Game mode:
|
||||
"(PhysX) - EditorColliderComponent::BuildGameEntity. No asset assigned to Collider Component. Entity: <Entity Name>"
|
||||
|
||||
Test Steps:
|
||||
1) Load the empty level
|
||||
2) Create an entity
|
||||
3) Add Mesh component
|
||||
4) Assign a render mesh asset to Mesh component (the fbx mesh having only Static mesh and no PxMesh)
|
||||
5) Add PhysX Collider component
|
||||
6) The physics asset in PhysX Collider component is not auto-assigned.
|
||||
7) Enter GameMode and check for warnings
|
||||
|
||||
Note:
|
||||
- This test file must be called from the Open 3D Engine Editor command terminal
|
||||
- Any passed and failed tests are written to the Editor.log file.
|
||||
Parsing the file or running a log_monitor are required to observe the test results.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
# Builtins
|
||||
import os
|
||||
|
||||
# Helper Files
|
||||
|
||||
from editor_python_test_tools.editor_entity_utils import EditorEntity as Entity
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
from editor_python_test_tools.utils import Tracer
|
||||
from editor_python_test_tools.asset_utils import Asset
|
||||
|
||||
# Open 3D Engine Imports
|
||||
import azlmbr.asset as azasset
|
||||
|
||||
# Asset paths
|
||||
STATIC_MESH = os.path.join("assets", "Physics", "Collider_PxMeshNotAutoAssignedWhenNoPhysicsFbx", "test_asset.azmodel")
|
||||
|
||||
helper.init_idle()
|
||||
# 1) Load the empty level
|
||||
helper.open_level("Physics", "Base")
|
||||
|
||||
# 2) Create an entity
|
||||
test_entity = Entity.create_editor_entity("test_entity")
|
||||
Report.result(Tests.create_entity, test_entity.id.IsValid())
|
||||
|
||||
# 3) Add Mesh component
|
||||
mesh_component = test_entity.add_component("Mesh")
|
||||
Report.result(Tests.mesh_added, test_entity.has_component("Mesh"))
|
||||
|
||||
# 4) Assign a render mesh asset to Mesh component (the fbx mesh having both Static mesh and PhysX collision Mesh)
|
||||
mesh_asset = Asset.find_asset_by_path(STATIC_MESH)
|
||||
mesh_component.set_component_property_value("Controller|Configuration|Mesh Asset", mesh_asset.id)
|
||||
mesh_asset.id = mesh_component.get_component_property_value("Controller|Configuration|Mesh Asset")
|
||||
Report.result(Tests.assign_mesh_asset, mesh_asset.get_path().lower() == STATIC_MESH.replace(os.sep, "/").lower())
|
||||
|
||||
# 5) Add PhysX Collider component
|
||||
test_component = test_entity.add_component("PhysX Collider")
|
||||
Report.result(Tests.physx_collider_added, test_entity.has_component("PhysX Collider"))
|
||||
|
||||
# 6) The physics asset in PhysX Collider component is not auto-assigned.
|
||||
asset_id = test_component.get_component_property_value("Shape Configuration|Asset|PhysX Mesh")
|
||||
# Comparing asset_id with Null/Invalid asset azlmbr.asset.AssetId() to check that asset is not auto assigned
|
||||
Report.result(Tests.shape_not_assigned, asset_id == azasset.AssetId())
|
||||
|
||||
# 7) Enter GameMode and check for warnings
|
||||
with Tracer() as section_tracer:
|
||||
helper.enter_game_mode(Tests.enter_game_mode)
|
||||
# Checking if warning exist and the exact warning is caught in the expected lines in Test file
|
||||
Report.result(Tests.warnings_found, section_tracer.has_warnings)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(Collider_PxMeshNotAutoAssignedWhenNoPhysicsFbx)
|
||||
+126
@@ -0,0 +1,126 @@
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
|
||||
# Test case ID : C4976243
|
||||
# Test Case Title : Assign different collision layers and same collision group
|
||||
# (such that this group has both these collision layers enabled) to two entities and verify that they collide
|
||||
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests():
|
||||
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
|
||||
find_terrain = ("Terrain found", "Terrain not found")
|
||||
find_entity1 = ("Entity1 found", "Entity1 not found")
|
||||
find_entity2 = ("Entity2 found", "Entity2 not found")
|
||||
gravity_enabled = ("Gravity is enabled", "Gravity is disabled")
|
||||
gravity_disabled = ("Gravity is disabled", "Gravity is enabled")
|
||||
collision_occurance = ("Entity1 and Entity2 collided", "Entity1 and Entity2 did not collide")
|
||||
exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
|
||||
# fmt: on
|
||||
|
||||
|
||||
def Collider_SameCollisionGroupDiffLayersCollide():
|
||||
|
||||
"""
|
||||
Summary:
|
||||
Assign different collision layers and same collision group (such that this group has both these
|
||||
collision layers enabled) to two entities and verify that they collide
|
||||
|
||||
Level Description:
|
||||
Entity1 (entity) - Entity with components PhysX Rigid Body, PhysX Collider, Terrain and Rendering Mesh
|
||||
"Collision Layer" as "A" and "Collides with" as "B" with gravity enabled.
|
||||
Entity1 is placed exactly above Terrain and Entity2 along z axis
|
||||
Entity2 (entity) - Entity with components PhysX Rigid Body, PhysX Collider, Terrain and Rendering Mesh
|
||||
"Collision Layer" as "Default" and "Collides with" as "B" with gravity disabled
|
||||
Entity2 is placed exactly in between the Terrain and Entity1 along z axis
|
||||
Terrain (entity) - Entity with Terrain component.
|
||||
"Collision Layer" as "Default" and "Collides with" as "All"
|
||||
|
||||
Expected Behavior:
|
||||
Created entities should collide with each other.
|
||||
We are checking created entities collided (Entity1 and Entity2)
|
||||
|
||||
Test Steps:
|
||||
1) Open level
|
||||
2) Enter game mode
|
||||
3) Retrieve and validate entities
|
||||
4) Check if gravity is enabled for entity1 and disabled for entity2
|
||||
5) Create collision event handlers
|
||||
6) Check for collisions between entities
|
||||
7) Exit game mode
|
||||
8) Close the editor
|
||||
|
||||
Note:
|
||||
- This test file must be called from the Open 3D Engine Editor command terminal
|
||||
- Any passed and failed tests are written to the Editor.log file.
|
||||
Parsing the file or running a log_monitor are required to observe the test results.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
|
||||
import os
|
||||
import sys
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.bus
|
||||
|
||||
# Constants
|
||||
TIMEOUT = 2 # waits for 2 secs to verify if the collision occured
|
||||
|
||||
helper.init_idle()
|
||||
|
||||
# 1) Open level
|
||||
helper.open_level("Physics", "Collider_SameCollisionGroupDiffLayersCollide")
|
||||
|
||||
# 2) Enter game mode
|
||||
helper.enter_game_mode(Tests.enter_game_mode)
|
||||
|
||||
# 3) Retrieve and validate entities
|
||||
terrain_id = general.find_game_entity("Terrain")
|
||||
Report.info(dir(terrain_id))
|
||||
entity1_id = general.find_game_entity("Entity1")
|
||||
entity2_id = general.find_game_entity("Entity2")
|
||||
Report.critical_result(Tests.find_terrain, terrain_id.IsValid())
|
||||
Report.critical_result(Tests.find_entity1, entity1_id.IsValid())
|
||||
Report.critical_result(Tests.find_entity2, entity2_id.IsValid())
|
||||
|
||||
# 4) Check if gravity is enabled for entity1 and disabled for entity2
|
||||
is_gravity_enabled = azlmbr.physics.RigidBodyRequestBus(azlmbr.bus.Event, "IsGravityEnabled", entity1_id)
|
||||
Report.info("Gravity check for entity1")
|
||||
Report.result(Tests.gravity_enabled, is_gravity_enabled)
|
||||
is_gravity_enabled = azlmbr.physics.RigidBodyRequestBus(azlmbr.bus.Event, "IsGravityEnabled", entity2_id)
|
||||
Report.info("Gravity check for entity2")
|
||||
Report.result(Tests.gravity_disabled, not is_gravity_enabled)
|
||||
|
||||
class Collision:
|
||||
entity_collision = False
|
||||
|
||||
# 5) Create collision event handler
|
||||
def on_collision_begin(args):
|
||||
if args[0].Equal(entity1_id):
|
||||
Report.info("Collision occurred")
|
||||
Collision.entity_collision = True
|
||||
|
||||
handler = azlmbr.physics.CollisionNotificationBusHandler()
|
||||
handler.connect(entity2_id)
|
||||
handler.add_callback("OnCollisionBegin", on_collision_begin)
|
||||
|
||||
# 6) Check for collisions between entities
|
||||
helper.wait_for_condition(lambda: Collision.entity_collision, TIMEOUT)
|
||||
Report.critical_result(Tests.collision_occurance, Collision.entity_collision)
|
||||
|
||||
# 7) Exit game mode
|
||||
helper.exit_game_mode(Tests.exit_game_mode)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(Collider_SameCollisionGroupDiffLayersCollide)
|
||||
+184
@@ -0,0 +1,184 @@
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
|
||||
# Test case ID : C4976244
|
||||
# Test Case Title : Checks that two entities of similar custom layer collide
|
||||
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests:
|
||||
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
|
||||
moving_sphere_found = ("Moving sphere found", "Moving sphere not found")
|
||||
stationary_sphere_found = ("Stationary sphere found", "Stationary sphere not found")
|
||||
velocities_before_collision_valid = ("Sphere velocities are valid", "Sphere velocities are not valid")
|
||||
orientation_before_collision = ("Both spheres are aligned properly", "Spheres are not aligned properly")
|
||||
spheres_collided = ("Collision was detected", "A collision was not detected")
|
||||
orientation_after_collision = ("Spheres are aligned properly", "Spheres are not aligned properly")
|
||||
velocities_after_collision_valid = ("Velocity after collision valid", "Velocity after collision not valid")
|
||||
exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
|
||||
|
||||
# fmt: on
|
||||
|
||||
|
||||
def Collider_SameCollisionGroupSameCustomLayerCollide():
|
||||
# type: () -> None
|
||||
"""
|
||||
Summary:
|
||||
Runs an automated test to ensure to rigid bodies on similar collision layer and group collide.
|
||||
|
||||
Level Description:
|
||||
Moving Sphere (Entity) - On the same x axis as the Stationary Sphere, moving in the positive x direction;
|
||||
has sphere shaped PhysX Collider, PhysX Rigid Body, Sphere Shape. Collision Group All, layer A
|
||||
Stationary Sphere (Entity) - On the same x axis as the Moving Sphere;
|
||||
has sphere shaped PhysX Collider, PhysX Rigid Body, Sphere Shape Collision Group All, layer A
|
||||
|
||||
Expected Behavior: The moving sphere will move torward the stationary sphere in the positive x direction
|
||||
and collide with it. Both spheres will then separate and move in opposite directions.
|
||||
|
||||
Test Steps:
|
||||
1) Load the level
|
||||
2) Enter Game Mode
|
||||
3) Validate entities
|
||||
4) Validate positions and velocities
|
||||
5) Start handlers
|
||||
6) Wait for collision
|
||||
7) Validated and logs results
|
||||
8) Exit Game Mode
|
||||
9) Close the editor
|
||||
|
||||
Note:
|
||||
- This test file must be called from the Open 3D Engine Editor command terminal
|
||||
- Any passed and failed tests are written to the Editor.log file.
|
||||
Parsing the file or running a log_monitor are required to observe the test results.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
|
||||
import os
|
||||
import sys
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.bus
|
||||
|
||||
# Constants
|
||||
TIMEOUT = 1
|
||||
FLOAT_THRESHOLD = sys.float_info.epsilon
|
||||
|
||||
# Helper functions
|
||||
# Callback function for the collision handler
|
||||
def on_collision_begin(args):
|
||||
# type (list) -> None
|
||||
Report.info("Collision Occurred")
|
||||
other_id = args[0]
|
||||
if other_id.Equal(moving_sphere.id):
|
||||
stationary_sphere.collision_happened = True
|
||||
|
||||
class Entity:
|
||||
def __init__(self, name):
|
||||
self.id = general.find_game_entity(name)
|
||||
self.name = name
|
||||
self.initial_velocity = azlmbr.physics.RigidBodyRequestBus(azlmbr.bus.Event, "GetLinearVelocity", self.id)
|
||||
self.final_velocity = None
|
||||
self.initial_position = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldTranslation", self.id)
|
||||
self.final_position = None
|
||||
self.collision_happened = False
|
||||
Report.info_vector3(self.initial_position, "{} initial position: ".format(self.name))
|
||||
Report.info_vector3(self.initial_velocity, "{} initial velocity: ".format(self.name))
|
||||
|
||||
def get_final_position_and_velocity(self):
|
||||
# type () -> None
|
||||
self.final_velocity = azlmbr.physics.RigidBodyRequestBus(azlmbr.bus.Event, "GetLinearVelocity", self.id)
|
||||
self.final_position = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldTranslation", self.id)
|
||||
|
||||
def report_final_values(self):
|
||||
# type () -> None
|
||||
Report.info_vector3(self.final_position, "{} final position: ".format(self.name))
|
||||
Report.info_vector3(self.final_velocity, "{} final velocity: ".format(self.name))
|
||||
|
||||
def moving_in_x_direction(self, positive_x_direction):
|
||||
# type (bool) -> bool
|
||||
velocity_vector = azlmbr.physics.RigidBodyRequestBus(azlmbr.bus.Event, "GetLinearVelocity", self.id)
|
||||
|
||||
if positive_x_direction:
|
||||
correct_direction = velocity_vector.x > 0
|
||||
else:
|
||||
correct_direction = velocity_vector.x < 0
|
||||
return (
|
||||
correct_direction and abs(velocity_vector.y) < FLOAT_THRESHOLD and abs(velocity_vector.z) < FLOAT_THRESHOLD
|
||||
)
|
||||
|
||||
# Checks if spheres are in the correct orientation
|
||||
def validate_positions(moving_entity_position, stationary_entity_position):
|
||||
# type (Vector3, Vector3) -> bool
|
||||
return (
|
||||
abs(moving_entity_position.z - stationary_entity_position.z) < FLOAT_THRESHOLD
|
||||
and abs(moving_entity_position.y - stationary_entity_position.y) < FLOAT_THRESHOLD
|
||||
and moving_entity_position.x < stationary_entity_position.x
|
||||
)
|
||||
|
||||
# Main Script
|
||||
# 1) Load the level
|
||||
helper.init_idle()
|
||||
helper.open_level("physics", "Collider_SameCollisionGroupSameCustomLayerCollide")
|
||||
|
||||
# 2) Enter Game Mode
|
||||
helper.enter_game_mode(Tests.enter_game_mode)
|
||||
|
||||
# 3) Validate entities
|
||||
moving_sphere = Entity("Moving_Sphere")
|
||||
stationary_sphere = Entity("Stationary_Sphere")
|
||||
|
||||
Report.critical_result(Tests.moving_sphere_found, moving_sphere.id.isValid())
|
||||
Report.critical_result(Tests.stationary_sphere_found, stationary_sphere.id.isValid())
|
||||
|
||||
# 4) Validate positions and velocities
|
||||
Report.critical_result(
|
||||
Tests.orientation_before_collision,
|
||||
validate_positions(moving_sphere.initial_position, stationary_sphere.initial_position),
|
||||
)
|
||||
Report.critical_result(
|
||||
Tests.velocities_before_collision_valid,
|
||||
moving_sphere.moving_in_x_direction(positive_x_direction = True)
|
||||
and stationary_sphere.initial_velocity.IsZero(FLOAT_THRESHOLD),
|
||||
)
|
||||
|
||||
# 5) Start handler
|
||||
handler = azlmbr.physics.CollisionNotificationBusHandler()
|
||||
handler.connect(stationary_sphere.id)
|
||||
handler.add_callback("OnCollisionBegin", on_collision_begin)
|
||||
|
||||
# 6) Wait for collision
|
||||
helper.wait_for_condition(lambda: stationary_sphere.collision_happened, TIMEOUT)
|
||||
|
||||
# 7) Validated and logs results
|
||||
Report.result(Tests.spheres_collided, stationary_sphere.collision_happened)
|
||||
moving_sphere.get_final_position_and_velocity()
|
||||
stationary_sphere.get_final_position_and_velocity()
|
||||
|
||||
Report.result(
|
||||
Tests.orientation_after_collision,
|
||||
validate_positions(moving_sphere.final_position, stationary_sphere.final_position),
|
||||
)
|
||||
Report.result(
|
||||
Tests.velocities_after_collision_valid,
|
||||
moving_sphere.moving_in_x_direction(positive_x_direction = False) and stationary_sphere.moving_in_x_direction(positive_x_direction = True)
|
||||
)
|
||||
|
||||
moving_sphere.report_final_values()
|
||||
stationary_sphere.report_final_values()
|
||||
|
||||
# 8) Exit Game Mode
|
||||
helper.exit_game_mode(Tests.exit_game_mode)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(Collider_SameCollisionGroupSameCustomLayerCollide)
|
||||
+187
@@ -0,0 +1,187 @@
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
|
||||
# Test case ID : C4976242
|
||||
# Test Case Title : Assign same collision layer and same collision group to two entities and
|
||||
# verify that they collide or not
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests():
|
||||
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
|
||||
find_moving = ("Moving entity found", "Moving entity not found")
|
||||
find_stationary = ("Stationary entity found", "Stationary entity not found")
|
||||
find_terrain = ("Terrain entity found", "Terrain entity not found")
|
||||
stationary_above_terrain = ("Stationary is above terrain", "Stationary is not above terrain")
|
||||
moving_above_stationary = ("Moving is above stationary", "Moving is not above stationary")
|
||||
gravity_works = ("Moving Sphere fell down", "Moving Sphere did not fall")
|
||||
collisions = ("Collision occurred in between entities", "Collision did not occur between entities")
|
||||
falls_below_terrain_height = ("Moving is below terrain", "Moving did not fall below terrain before timeout")
|
||||
exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
|
||||
# fmt: on
|
||||
|
||||
|
||||
def Collider_SameCollisionGroupSameLayerCollide():
|
||||
|
||||
"""
|
||||
Summary:
|
||||
Open a Project that already has two entities with same collision layer and same collision group and verify collision
|
||||
|
||||
Level Description:
|
||||
Moving and Stationary entities are created in level with same collision layer and same collision group.
|
||||
Moving entity is placed above the Stationary entity.Terrain is placed below the Stationary entity.
|
||||
So Moving and Stationary entities collide with each other and they go through terrain after collision.
|
||||
|
||||
Expected Behavior:
|
||||
The Moving and Stationary entities should collide with each other.After Collision,they go through terrain.
|
||||
|
||||
Test Steps:
|
||||
1) Open level and Enter game mode
|
||||
2) Retrieve and validate Entities
|
||||
3) Get the starting z position of the Moving entity,Stationary entity and Terrain
|
||||
4) Check and report that the entities are at the correct heights before collision
|
||||
5) Check that the gravity works and the Moving entity falls down
|
||||
6) Check Spheres collide only with each other, but not with terrain
|
||||
7) Check Moving Entity should be below terrain after collision
|
||||
8) Exit game mode
|
||||
9) Close the editor
|
||||
|
||||
|
||||
Note:
|
||||
- This test file must be called from the Open 3D Engine Editor command terminal
|
||||
- Any passed and failed tests are written to the Editor.log file.
|
||||
Parsing the file or running a log_monitor are required to observe the test results.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
|
||||
import os
|
||||
import sys
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.bus
|
||||
|
||||
# Constants
|
||||
TIMEOUT = 2.0
|
||||
TERRAIN_HEIGHT = 32.0 # Default height of the terrain
|
||||
MIN_BELOW_TERRAIN = 0.5 # Minimum height below terrain the sphere must be in order to be 'under' it
|
||||
CLOSE_ENOUGH_THRESHOLD = 0.0001
|
||||
|
||||
helper.init_idle()
|
||||
|
||||
# 1) Open level and Enter game mode
|
||||
helper.open_level("Physics", "Collider_SameCollisionGroupSameLayerCollide")
|
||||
helper.enter_game_mode(Tests.enter_game_mode)
|
||||
|
||||
# 2) Retrieve and validate Entities
|
||||
moving_id = general.find_game_entity("Sphere_Moving")
|
||||
Report.critical_result(Tests.find_moving, moving_id.IsValid())
|
||||
|
||||
stationary_id = general.find_game_entity("Sphere_Stationary")
|
||||
Report.critical_result(Tests.find_stationary, stationary_id.IsValid())
|
||||
|
||||
terrain_id = general.find_game_entity("Terrain")
|
||||
Report.critical_result(Tests.find_terrain, terrain_id.IsValid())
|
||||
|
||||
# 3) Get the starting z position of the Moving entity,Stationary entity and Terrain
|
||||
class Sphere:
|
||||
"""
|
||||
Class to hold values for test checks.
|
||||
Attributes:
|
||||
start_position_z: The initial z position of the sphere
|
||||
position_z : The z position of the sphere
|
||||
fell : When the sphere falls any distance below its original position, the value should be set True
|
||||
below_terrain : When the box falls below the specified terrain height, the value should be set True
|
||||
"""
|
||||
|
||||
start_position_z = None
|
||||
position_z = None
|
||||
fell = False
|
||||
below_terrain = False
|
||||
|
||||
Sphere.start_position_z = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldZ", moving_id)
|
||||
stationary_start_z = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldZ", stationary_id)
|
||||
|
||||
# 4)Check and report that the entities are at the correct heights before collision
|
||||
Report.info(
|
||||
"Terrain Height: {} \n Stationary Sphere height: {} \n Moving Sphere height: {}".format(
|
||||
TERRAIN_HEIGHT, stationary_start_z, Sphere.start_position_z
|
||||
)
|
||||
)
|
||||
Report.result(Tests.stationary_above_terrain, TERRAIN_HEIGHT < (stationary_start_z - CLOSE_ENOUGH_THRESHOLD))
|
||||
Report.result(
|
||||
Tests.moving_above_stationary, stationary_start_z < (Sphere.start_position_z - CLOSE_ENOUGH_THRESHOLD)
|
||||
)
|
||||
|
||||
# 5)Check that the gravity works and the Moving entity falls down
|
||||
def sphere_fell():
|
||||
if not Sphere.fell:
|
||||
Sphere.position_z = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldZ", moving_id)
|
||||
if Sphere.position_z < (Sphere.start_position_z - CLOSE_ENOUGH_THRESHOLD):
|
||||
Report.info("Sphere position is now lower than the starting position")
|
||||
Sphere.fell = True
|
||||
return Sphere.fell
|
||||
|
||||
helper.wait_for_condition(sphere_fell, TIMEOUT)
|
||||
Report.result(Tests.gravity_works, Sphere.fell)
|
||||
|
||||
# 6) Check Spheres collide only with each other, but not with terrain
|
||||
class Collision:
|
||||
entity_collision = False
|
||||
terrain_collision = False
|
||||
|
||||
class CollisionHandler:
|
||||
def __init__(self, id, func):
|
||||
self.id = id
|
||||
self.func = func
|
||||
self.create_collision_handler()
|
||||
|
||||
def on_collision_begin(self, args):
|
||||
self.func(args[0])
|
||||
|
||||
def create_collision_handler(self):
|
||||
self.handler = azlmbr.physics.CollisionNotificationBusHandler()
|
||||
self.handler.connect(self.id)
|
||||
self.handler.add_callback("OnCollisionBegin", self.on_collision_begin)
|
||||
|
||||
def on_collision_terrain(other_id):
|
||||
Collision.terrain_collision = True
|
||||
Report.info("Collision occured in between Moving or Stationary entity with Terrain")
|
||||
|
||||
def on_moving_entity_collision(other_id):
|
||||
if other_id.Equal(stationary_id):
|
||||
Collision.entity_collision = True
|
||||
|
||||
# collision handler for entities
|
||||
CollisionHandler(terrain_id, on_collision_terrain)
|
||||
CollisionHandler(moving_id, on_moving_entity_collision)
|
||||
# wait till timeout to check for any collisions happening in the level
|
||||
helper.wait_for_condition(lambda: Collision.entity_collision, TIMEOUT)
|
||||
Report.result(Tests.collisions, Collision.entity_collision and not Collision.terrain_collision)
|
||||
|
||||
# 7)Check Moving Entity should be below terrain after collision
|
||||
def sphere_below_terrain():
|
||||
if not Sphere.below_terrain:
|
||||
Sphere.position_z = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldZ", moving_id)
|
||||
if Sphere.position_z < (TERRAIN_HEIGHT - MIN_BELOW_TERRAIN):
|
||||
Sphere.below_terrain = True
|
||||
return Sphere.below_terrain
|
||||
|
||||
sphere_under_terrain = helper.wait_for_condition(sphere_below_terrain, TIMEOUT)
|
||||
Report.result(Tests.falls_below_terrain_height, sphere_under_terrain)
|
||||
|
||||
# 8) Exit game mode
|
||||
helper.exit_game_mode(Tests.exit_game_mode)
|
||||
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(Collider_SameCollisionGroupSameLayerCollide)
|
||||
+93
@@ -0,0 +1,93 @@
|
||||
"""
|
||||
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
|
||||
|
||||
Test case ID : C4982800
|
||||
Test Case Title : Verify that the shape Sphere can be selected from the drop downlist and the value for its radius can be set
|
||||
|
||||
"""
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests():
|
||||
entity_created = ("Test Entity created successfully", "Failed to create Test Entity")
|
||||
collider_added = ("PhysX Collider added successfully", "Failed to add PhysX Collider")
|
||||
collider_shape_changed = ("PhysX Collider shape changed successfully", "Failed change PhysX Collider shape")
|
||||
shape_dimensions_changed = ("Shape dimensions modified successfully", "Failed to modify Shape dimensions")
|
||||
# fmt: on
|
||||
|
||||
|
||||
def Collider_SphereShapeEditting():
|
||||
"""
|
||||
Summary:
|
||||
Adding PhysX Collider and Shape components to test entity, then attempting to modify the shape's dimensions
|
||||
|
||||
Expected Behavior:
|
||||
Sphere shape can be selected for the Shape Component and the value for Radius can be changed
|
||||
|
||||
Test Steps:
|
||||
1) Load the empty level
|
||||
2) Create the test entity
|
||||
3) Add PhysX Collider component to test entity
|
||||
4) Change the PhysX Collider shape and store the original dimensions
|
||||
5) Modify the dimensions
|
||||
6) Verify they have been changed
|
||||
|
||||
Note:
|
||||
- This test file must be called from the Open 3D Engine Editor command terminal
|
||||
- Any passed and failed tests are written to the Editor.log file.
|
||||
Parsing the file or running a log_monitor are required to observe the test results.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
# Helper Files
|
||||
|
||||
from editor_python_test_tools.editor_entity_utils import EditorEntity as Entity
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
|
||||
# Open 3D Engine Imports
|
||||
import azlmbr.math as math
|
||||
|
||||
SPHERE_SHAPETYPE_ENUM = 0
|
||||
DIMENSION_TO_SET = 2.5
|
||||
DIMENSION_SIZE_TOLERANCE = 0.5
|
||||
|
||||
helper.init_idle()
|
||||
# 1) Load the empty level
|
||||
helper.open_level("Physics", "Base")
|
||||
|
||||
# 2) Create the test entity
|
||||
test_entity = Entity.create_editor_entity("Test Entity")
|
||||
Report.result(Tests.entity_created, test_entity.id.IsValid())
|
||||
|
||||
# 3) Add PhysX Collider component to test entity
|
||||
test_component = test_entity.add_component("PhysX Collider")
|
||||
Report.result(Tests.collider_added, test_entity.has_component("PhysX Collider"))
|
||||
|
||||
# 4) Change the PhysX Collider shape and store the original dimensions
|
||||
test_component.set_component_property_value("Shape Configuration|Shape", SPHERE_SHAPETYPE_ENUM)
|
||||
add_check = test_component.get_component_property_value("Shape Configuration|Shape") == SPHERE_SHAPETYPE_ENUM
|
||||
Report.result(Tests.collider_shape_changed, add_check)
|
||||
|
||||
# 5) Modify the dimensions
|
||||
test_component.set_component_property_value("Shape Configuration|Sphere|Radius", DIMENSION_TO_SET)
|
||||
|
||||
# 6) Verify they have been changed
|
||||
modified_dimensions = test_component.get_component_property_value("Shape Configuration|Sphere|Radius")
|
||||
|
||||
dimensions_successfully_modified = math.Math_IsClose(
|
||||
DIMENSION_TO_SET, modified_dimensions, DIMENSION_SIZE_TOLERANCE
|
||||
)
|
||||
if not dimensions_successfully_modified:
|
||||
assert (
|
||||
False
|
||||
), f"The modified value was not within the allowed tolerance\nExpected:{DIMENSION_TO_SET}\nActual: {modified_dimensions}"
|
||||
Report.result(Tests.shape_dimensions_changed, dimensions_successfully_modified)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(Collider_SphereShapeEditting)
|
||||
+233
@@ -0,0 +1,233 @@
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
|
||||
# Test Case ID : C4982595
|
||||
# Test Case Title : Verify that when the Trigger Checkbox is ticked, the object no longer collides with another object
|
||||
# but simply passes through it
|
||||
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests:
|
||||
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
|
||||
sphere_found_valid = ("Sphere found and validated", "Failed to find and validate Sphere")
|
||||
trigger_box_found_valid = ("Trigger Box found and validated", "Failed to find and validate Trigger Box")
|
||||
physical_box_found_valid = ("Physical Box found and validated", "Failed to find and validate Physical Box")
|
||||
sphere_gravity_disabled = ("Gravity is disabled on Sphere", "Gravity is enabled on Sphere")
|
||||
sphere_positive_initial_x_velocity = ("Sphere has positive initial x-velocity", "Sphere does not have positive initial x-velocity")
|
||||
sphere_entered_trigger_box = ("Sphere entered Trigger Box", "Sphere did not enter Trigger Box")
|
||||
sphere_exited_trigger_box = ("Sphere exited Trigger Box", "Sphere did not exit Trigger Box")
|
||||
sphere_passed_through_trigger_box = ("Sphere passed through Trigger Box", "Sphere did not pass through Trigger Box")
|
||||
sphere_collided_with_physical_box = ("Sphere collided with Physical Box", "Sphere did not collide with Physical Box")
|
||||
sphere_bounced_back = ("Sphere bounced back from Physical Box", "Sphere did not bounce back from Physical Box")
|
||||
sphere_did_not_pass_through_physical_box = ("Sphere did not pass through Physical Box", "Sphere passed through Physical Box")
|
||||
exit_game_mode = ("Exited game mode", "Failed to exit game mode")
|
||||
# fmt: on
|
||||
|
||||
|
||||
def Collider_TriggerPassThrough():
|
||||
"""
|
||||
Summary:
|
||||
This script runs an automated test to verify that when an entity's PhysX collider is set as a trigger, the entity no
|
||||
longer collides with another entity.
|
||||
|
||||
Level Description:
|
||||
Entity: Sphere: PhysX Rigid Body, PhysX Collider with sphere shape, and Mesh with sphere asset
|
||||
Gravity disabled, Radius 1.0, Initial linear x-velocity +30 m/s, Position (36.0, 36.0, 36.0)
|
||||
Entity: Trigger Box: PhysX Collider with box shape, and Mesh with cube asset
|
||||
Trigger enabled, Dimensions (2.0, 2.0, 2.0), Z-offset 1.0, Position (42.0, 36.0, 35.0)
|
||||
Entity: Physical Box: PhysX Collider with box shape, and Mesh with cube asset
|
||||
Dimensions (2.0, 2.0, 2.0), Z-offset 1.0, Position (48.0, 36.0, 35.0)
|
||||
The entities are aligned along the x-axis as follows:
|
||||
_ _
|
||||
O ---> !_! |_|
|
||||
Sphere Trigger Box Physical Box
|
||||
|
||||
Expected behavior:
|
||||
The sphere will pass through the trigger box, collide with the physical box, and bounce back without passing through
|
||||
the physical box.
|
||||
|
||||
Test Steps:
|
||||
1) Open level and enter game mode
|
||||
2) Retrieve and validate entities
|
||||
3) Check that gravity is disabled on the sphere
|
||||
4) Check that the sphere has positive initial x-velocity
|
||||
5) Wait for the sphere to enter the trigger box
|
||||
6) Wait for the sphere to exit the trigger box
|
||||
7) Check that the sphere passed through the trigger box
|
||||
8) Wait for the sphere to collide with the physical box
|
||||
9) Wait for the sphere to stop colliding with the physical box and check that the sphere bounced back
|
||||
10) Check that the sphere did not pass through the physical box
|
||||
11) Exit game mode and close editor
|
||||
|
||||
Note:
|
||||
- This test file must be called from the Open 3D Engine Editor command terminal
|
||||
- Any passed and failed tests are written to the Editor.log file.
|
||||
Parsing the file or running a log_monitor are required to observe the test results.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
# Setup path
|
||||
import os
|
||||
import sys
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.bus
|
||||
import azlmbr.components
|
||||
import azlmbr.physics
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
|
||||
TIME_OUT_SECONDS = 3.0
|
||||
SPHERE_RADIUS = 1.0
|
||||
BOX_X_DIMENSION = 2.0
|
||||
BOX_X_RADIUS = BOX_X_DIMENSION / 2
|
||||
CLOSE_ENOUGH_BUFFER = 0.1
|
||||
|
||||
class Entity:
|
||||
def __init__(self, name, found_valid_test):
|
||||
self.name = name
|
||||
self.id = general.find_game_entity(name)
|
||||
self.found_valid_test = found_valid_test
|
||||
|
||||
def get_x_position(self):
|
||||
position = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldTranslation", self.id)
|
||||
Report.info_vector3(position, "{}'s position:".format(self.name))
|
||||
return position.x
|
||||
|
||||
class Sphere(Entity):
|
||||
def __init__(self, name, found_valid_test):
|
||||
Entity.__init__(self, name, found_valid_test)
|
||||
self.initial_x_velocity = self.get_x_velocity()
|
||||
|
||||
# Trigger state values
|
||||
self.entered_trigger_target = False
|
||||
self.trigger_enter_position = None
|
||||
self.exited_trigger_target = False
|
||||
self.trigger_exit_position = None
|
||||
self.passed_through_trigger_target = False
|
||||
|
||||
# Collision state values
|
||||
self.began_collision_with_collision_target = False
|
||||
self.ended_collision_with_collision_target = False
|
||||
self.bounced_back = False
|
||||
self.did_not_pass_through_collision_target = None
|
||||
|
||||
def is_gravity_disabled(self):
|
||||
return not azlmbr.physics.RigidBodyRequestBus(azlmbr.bus.Event, "IsGravityEnabled", self.id)
|
||||
|
||||
def get_x_velocity(self):
|
||||
velocity = azlmbr.physics.RigidBodyRequestBus(azlmbr.bus.Event, "GetLinearVelocity", self.id)
|
||||
Report.info_vector3(velocity, "{}'s velocity:".format(self.name))
|
||||
return velocity.x
|
||||
|
||||
class TriggerBox(Entity):
|
||||
def __init__(self, name, found_valid_test, trigger_target):
|
||||
Entity.__init__(self, name, found_valid_test)
|
||||
self.trigger_target = trigger_target
|
||||
|
||||
# Set up trigger notification handler
|
||||
self.handler = azlmbr.physics.TriggerNotificationBusHandler()
|
||||
self.handler.connect(self.id)
|
||||
self.handler.add_callback("OnTriggerEnter", self.on_trigger_enter)
|
||||
self.handler.add_callback("OnTriggerExit", self.on_trigger_exit)
|
||||
|
||||
def on_trigger_enter(self, args):
|
||||
other_id = args[0]
|
||||
if other_id.Equal(self.trigger_target.id) and not self.trigger_target.entered_trigger_target:
|
||||
self.trigger_target.trigger_enter_position = self.trigger_target.get_x_position()
|
||||
self.trigger_target.entered_trigger_target = True
|
||||
|
||||
def on_trigger_exit(self, args):
|
||||
other_id = args[0]
|
||||
if other_id.Equal(self.trigger_target.id) and not self.trigger_target.exited_trigger_target:
|
||||
self.trigger_target.trigger_exit_position = self.trigger_target.get_x_position()
|
||||
self.trigger_target.exited_trigger_target = True
|
||||
# Check that the sphere's position traveled at least the approximate x-length of the box measured from
|
||||
# the point on the sphere where it entered the trigger to the point on the sphere where it exited
|
||||
if (
|
||||
self.trigger_target.trigger_exit_position - SPHERE_RADIUS + CLOSE_ENOUGH_BUFFER
|
||||
>= self.trigger_target.trigger_enter_position + BOX_X_DIMENSION + SPHERE_RADIUS
|
||||
):
|
||||
self.trigger_target.passed_through_trigger_target = True
|
||||
|
||||
class PhysicalBox(Entity):
|
||||
def __init__(self, name, found_valid_test, collision_target):
|
||||
Entity.__init__(self, name, found_valid_test)
|
||||
self.collision_target = collision_target
|
||||
|
||||
# Set up collision notification handler
|
||||
self.collision_handler = azlmbr.physics.CollisionNotificationBusHandler()
|
||||
self.collision_handler.connect(self.id)
|
||||
self.collision_handler.add_callback("OnCollisionBegin", self.on_collision_begin)
|
||||
self.collision_handler.add_callback("OnCollisionEnd", self.on_collision_end)
|
||||
|
||||
def on_collision_begin(self, args):
|
||||
other_id = args[0]
|
||||
if other_id.Equal(self.collision_target.id):
|
||||
self.collision_target.began_collision_with_collision_target = True
|
||||
|
||||
def on_collision_end(self, args):
|
||||
other_id = args[0]
|
||||
if other_id.Equal(self.collision_target.id):
|
||||
self.collision_target.ended_collision_with_collision_target = True
|
||||
# Check that the sphere reversed its x-direction
|
||||
if self.collision_target.get_x_velocity() < 0:
|
||||
self.collision_target.bounced_back = True
|
||||
# Check that the whole sphere is to the negative x-direction of the box
|
||||
if sphere.get_x_position() + SPHERE_RADIUS <= physical_box.get_x_position() - BOX_X_RADIUS:
|
||||
self.collision_target.did_not_pass_through_collision_target = True
|
||||
|
||||
# 1) Open level and enter game mode
|
||||
helper.init_idle()
|
||||
helper.open_level("Physics", "Collider_TriggerPassThrough")
|
||||
helper.enter_game_mode(Tests.enter_game_mode)
|
||||
|
||||
# 2) Retrieve and validate entities
|
||||
sphere = Sphere("Sphere", Tests.sphere_found_valid)
|
||||
trigger_box = TriggerBox("Trigger Box", Tests.trigger_box_found_valid, trigger_target=sphere)
|
||||
physical_box = PhysicalBox("Physical Box", Tests.physical_box_found_valid, collision_target=sphere)
|
||||
|
||||
entities = (sphere, trigger_box, physical_box)
|
||||
for entity in entities:
|
||||
Report.critical_result(entity.found_valid_test, entity.id.IsValid())
|
||||
|
||||
# 3) Check that gravity is disabled on the sphere
|
||||
Report.critical_result(Tests.sphere_gravity_disabled, sphere.is_gravity_disabled())
|
||||
|
||||
# 4) Check that the sphere has positive initial x-velocity
|
||||
Report.critical_result(Tests.sphere_positive_initial_x_velocity, sphere.initial_x_velocity > 0)
|
||||
|
||||
# 5) Wait for the sphere to enter the trigger box
|
||||
helper.wait_for_condition(lambda: sphere.entered_trigger_target, TIME_OUT_SECONDS)
|
||||
Report.critical_result(Tests.sphere_entered_trigger_box, sphere.entered_trigger_target)
|
||||
|
||||
# 6) Wait for the sphere to exit the trigger box
|
||||
helper.wait_for_condition(lambda: sphere.exited_trigger_target, TIME_OUT_SECONDS)
|
||||
Report.critical_result(Tests.sphere_exited_trigger_box, sphere.exited_trigger_target)
|
||||
|
||||
# 7) Check that the sphere passed through the trigger box
|
||||
Report.critical_result(Tests.sphere_passed_through_trigger_box, sphere.passed_through_trigger_target)
|
||||
|
||||
# 8) Wait for the sphere to collide with the physical box
|
||||
helper.wait_for_condition(lambda: sphere.began_collision_with_collision_target, TIME_OUT_SECONDS)
|
||||
Report.critical_result(Tests.sphere_collided_with_physical_box, sphere.began_collision_with_collision_target)
|
||||
|
||||
# 9) Wait for the sphere to stop colliding with the physical box and check that the sphere bounced back
|
||||
helper.wait_for_condition(lambda: sphere.ended_collision_with_collision_target, TIME_OUT_SECONDS)
|
||||
Report.result(Tests.sphere_bounced_back, sphere.bounced_back)
|
||||
|
||||
# 10) Check that the sphere did not pass through the physical box
|
||||
Report.result(Tests.sphere_did_not_pass_through_physical_box, sphere.did_not_pass_through_collision_target)
|
||||
|
||||
# 11) Exit game mode and close editor
|
||||
helper.exit_game_mode(Tests.exit_game_mode)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(Collider_TriggerPassThrough)
|
||||
+222
@@ -0,0 +1,222 @@
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
|
||||
# Test case ID : C5959760
|
||||
# Test Case Title : Check that force region (capsule) exerts point force
|
||||
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests:
|
||||
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
|
||||
box_entity_found = ("Box was found in game", "Box COULD NOT be found in game")
|
||||
capsule_entity_found = ("Capsule was found in game", "Capsule COULD NOT be found in game")
|
||||
box_pos_found = ("Box position found", "Box position not found")
|
||||
capsule_pos_found = ("Capsule position found", "Capsule position not found")
|
||||
force_region_entered = ("Force region entered", "Force region never entered")
|
||||
force_exertion_predicted = ("Force exerted was predictable", "The force exerted WAS NOT predicted")
|
||||
box_fell = ("Box fell", "The box did not fall")
|
||||
box_was_pushed_x_z = ("Box moved positive X, Z", "Box DID NOT move in positive X, Z direction")
|
||||
box_no_y_movement = ("Box had no substantial Y movement", "Box HAD substantial Y movement")
|
||||
capsule_no_move = ("Capsule did not move", "Capsule DID move")
|
||||
exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
|
||||
time_out = ("Test did not time out", "Test DID time out")
|
||||
|
||||
# fmt: on
|
||||
|
||||
|
||||
def ForceRegion_CapsuleShapedForce():
|
||||
# type: () -> None
|
||||
"""
|
||||
Summary:
|
||||
Runs an automated test to ensure point force from a capsule force region is exerted on rigid body objects.
|
||||
|
||||
Level Description:
|
||||
A cube (entity: Box) set above a capsule force region (entity: Capsule). The Capsule was assigned point force
|
||||
with magnitude set to 1000. The Box has been set for "gravity enabled"
|
||||
|
||||
Expected behavior:
|
||||
The Box will fall (due to gravity) into the Capsule's force region. The force region should exert the point
|
||||
force on the Box, applying a positive X and Z force of substantial magnitude.
|
||||
|
||||
Test Steps:
|
||||
1) Loads the level / Enters game mode
|
||||
2) Retrieve entities
|
||||
3) Ensures that the test objects (Box and Capsule) are located
|
||||
3.5) set up variables and handlers for monitoring results
|
||||
4) Waits for the box to fall into the force region
|
||||
or for time out if something unexpected happens
|
||||
5) Logs results
|
||||
6) Closes the editor
|
||||
|
||||
Note:
|
||||
- This test file must be called from the Open 3D Engine Editor command terminal
|
||||
- Any passed and failed tests are written to the Editor.log file.
|
||||
Parsing the file or running a log_monitor are required to observe the test results.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
import os
|
||||
import sys
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.bus
|
||||
|
||||
# Global constants
|
||||
CLOSE_ENOUGH = 0.001
|
||||
TIME_OUT = 1.5
|
||||
|
||||
# Base class
|
||||
class EntityBase:
|
||||
def __init__(self, name):
|
||||
self.name = name
|
||||
self.id = None
|
||||
self.initial_pos = None
|
||||
self.current_pos = None
|
||||
|
||||
# Box child class of EntityBase
|
||||
class Box(EntityBase):
|
||||
def __init__(self, name):
|
||||
EntityBase.__init__(self, name)
|
||||
self.triggered_pos = None
|
||||
self.fell = False
|
||||
self.force_observed = False
|
||||
|
||||
def check_for_fall(self):
|
||||
FALL_BUFFER = 0.2
|
||||
if not self.fell:
|
||||
self.fell = (
|
||||
self.initial_pos.z > self.current_pos.z + FALL_BUFFER
|
||||
and abs(self.initial_pos.x - self.current_pos.x) < CLOSE_ENOUGH
|
||||
and abs(self.initial_pos.y - self.current_pos.y) < CLOSE_ENOUGH
|
||||
)
|
||||
return self.fell
|
||||
|
||||
def check_for_force(self):
|
||||
FORCE_BUFFER = 0.2
|
||||
if not self.force_observed:
|
||||
self.force_observed = (
|
||||
self.current_pos.z > self.triggered_pos.z + FORCE_BUFFER
|
||||
and self.current_pos.x > self.triggered_pos.x
|
||||
and abs(self.triggered_pos.y - self.current_pos.y) < CLOSE_ENOUGH
|
||||
)
|
||||
return self.force_observed
|
||||
|
||||
# Force Region child class of EntityBase
|
||||
class ForceRegion(EntityBase):
|
||||
def __init__(self, name):
|
||||
EntityBase.__init__(self, name)
|
||||
self.expected_force_magnitude = None
|
||||
self.actual_force_vector = None
|
||||
self.actual_force_magnitude = None
|
||||
self.forced_entity = None
|
||||
self.triggered = False
|
||||
|
||||
# 1) Open level / Enter game mode
|
||||
helper.init_idle()
|
||||
helper.open_level("Physics", "ForceRegion_CapsuleShapedForce")
|
||||
helper.enter_game_mode(Tests.enter_game_mode)
|
||||
|
||||
# 2) Retrieve entities
|
||||
box = Box("Box")
|
||||
box.id = general.find_game_entity(box.name)
|
||||
capsule = ForceRegion("Capsule")
|
||||
capsule.id = general.find_game_entity(capsule.name)
|
||||
|
||||
Report.critical_result(Tests.box_entity_found, box.id.IsValid())
|
||||
Report.critical_result(Tests.capsule_entity_found, capsule.id.IsValid())
|
||||
|
||||
# 3) Log positions for Box and Capsule
|
||||
box.initial_pos = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldTranslation", box.id)
|
||||
capsule.initial_pos = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldTranslation", capsule.id)
|
||||
box.current_pos = box.initial_pos
|
||||
capsule.current_pos = capsule.initial_pos
|
||||
|
||||
# validate and print positions to confirm objects were found
|
||||
Report.critical_result(Tests.box_pos_found, box.initial_pos is not None and not box.initial_pos.IsZero())
|
||||
Report.critical_result(
|
||||
Tests.capsule_pos_found, capsule.initial_pos is not None and not capsule.initial_pos.IsZero()
|
||||
)
|
||||
capsule.expected_force_magnitude = azlmbr.physics.ForcePointRequestBus(azlmbr.bus.Event, "GetMagnitude", capsule.id)
|
||||
|
||||
# 3.5) set up handler
|
||||
|
||||
# Force Region Event Handler
|
||||
def on_force_calculated(args):
|
||||
|
||||
# Only store data for first force region calculation
|
||||
if not capsule.triggered and capsule.id.Equal(args[0]):
|
||||
capsule.triggered = True
|
||||
capsule.forced_entity = args[1]
|
||||
capsule.actual_force_vector = args[2]
|
||||
capsule.actual_force_magnitude = args[3]
|
||||
if capsule.forced_entity.Equal(box.id):
|
||||
box.triggered_pos = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldTranslation", box.id)
|
||||
Report.info("Force Region exerted force on {}".format(box.name))
|
||||
|
||||
# Assign the handler
|
||||
handler = azlmbr.physics.ForceRegionNotificationBusHandler()
|
||||
handler.connect(None)
|
||||
handler.add_callback("OnCalculateNetForce", on_force_calculated)
|
||||
|
||||
def done_collecting_results():
|
||||
# Update entity positions
|
||||
capsule.current_pos = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldTranslation", capsule.id)
|
||||
box.current_pos = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldTranslation", box.id)
|
||||
# Check for three "test complete" conditions
|
||||
# ! Careful ordering for logic short circuiting. DO NOT SWAP ORDER !
|
||||
return box.check_for_fall() and capsule.triggered and box.check_for_force()
|
||||
|
||||
# 4) wait for force region entry or time out
|
||||
test_completed = helper.wait_for_condition(done_collecting_results, TIME_OUT)
|
||||
Report.critical_result(Tests.time_out, test_completed)
|
||||
|
||||
# 5) Report findings
|
||||
Report.result(Tests.box_fell, box.fell)
|
||||
Report.result(Tests.force_region_entered, capsule.triggered)
|
||||
Report.result(
|
||||
Tests.force_exertion_predicted,
|
||||
abs(capsule.expected_force_magnitude - capsule.actual_force_magnitude) < CLOSE_ENOUGH,
|
||||
)
|
||||
Report.result(Tests.box_was_pushed_x_z, box.force_observed)
|
||||
Report.result(Tests.box_no_y_movement, abs(box.initial_pos.y - box.current_pos.y) < CLOSE_ENOUGH)
|
||||
Report.result(Tests.capsule_no_move, capsule.initial_pos.IsClose(capsule.current_pos))
|
||||
|
||||
# Collected Data Dump
|
||||
Report.info("******* Collected Data *******")
|
||||
Report.info("Entity: {}".format(box.name))
|
||||
Report.info_vector3(box.initial_pos, " Initial Position:")
|
||||
Report.info_vector3(box.triggered_pos, " Trigger Position:")
|
||||
Report.info_vector3(box.current_pos, " Final Position:")
|
||||
Report.info(" Fell: {}".format(box.fell))
|
||||
Report.info(" Force Observed: {}".format(box.force_observed))
|
||||
Report.info("******************************")
|
||||
Report.info("Entity: {}".format(capsule.name))
|
||||
Report.info_vector3(capsule.initial_pos, " Initial Position:")
|
||||
Report.info_vector3(capsule.current_pos, " Final Position:")
|
||||
Report.info(" Expected Force Magnitude: {:.2f}".format(capsule.expected_force_magnitude))
|
||||
Report.info_vector3(capsule.actual_force_vector, " Actual Force Vector:", capsule.actual_force_magnitude)
|
||||
Report.info(" Triggered: {}".format(capsule.triggered))
|
||||
Report.info(
|
||||
" Triggered Entity: {}".format(
|
||||
azlmbr.entity.GameEntityContextRequestBus(azlmbr.bus.Broadcast, "GetEntityName", capsule.forced_entity)
|
||||
)
|
||||
)
|
||||
|
||||
Report.info("******************************")
|
||||
|
||||
# 6) Exit Game mode
|
||||
helper.exit_game_mode(Tests.exit_game_mode)
|
||||
Report.info("*** FINISHED TEST ***")
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(ForceRegion_CapsuleShapedForce)
|
||||
+282
@@ -0,0 +1,282 @@
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
# Test case ID : C12868578
|
||||
# Test Case Title : Check that World space and local space force direction doesn't affect magnitude of force exerted
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests:
|
||||
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
|
||||
exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
|
||||
entity_position = ("All entities in good relative position", "Not all entities in correct position")
|
||||
sphere_collisions = ("All spheres collided with Force Regions", "Not All spheres collided")
|
||||
initial_velocity = ("Spheres started moving correctly", "Spheres not moving correctly")
|
||||
velocity_updated = ("Sphere velocities updated", "Sphere velocities didn't update")
|
||||
|
||||
# Z Direction
|
||||
sphere_0_found = ("sphere_0 is found", "sphere_0 is not found")
|
||||
sphere_1_found = ("sphere_1 is found", "sphere_1 is not found")
|
||||
force_region_0_found = ("force_region_0 is found", "force_region_0 is not found")
|
||||
force_region_1_found = ("force_region_1 is found", "force_region_1 is not found")
|
||||
local_force_mag_z = ("z-axis Local Space force magnitude valid", "z-axis Local Space force magnitude invalid")
|
||||
local_force_dir_z = ("z-axis Local Space force direction valid", "z-axis Local Space force direction invalid")
|
||||
world_force_mag_z = ("z-axis World Space force magnitude valid", "z-axis World Space force magnitude invalid")
|
||||
world_force_dir_z = ("z-axis World Space force direction valid", "z-axis World Space force direction invalid")
|
||||
|
||||
# X Direction
|
||||
sphere_2_found = ("sphere_2 is found", "sphere_2 is not found")
|
||||
sphere_3_found = ("sphere_3 is found", "sphere_3 is not found")
|
||||
force_region_2_found = ("force_region_2 is found", "force_region_2 is not found")
|
||||
force_region_3_found = ("force_region_3 is found", "force_region_3 is not found")
|
||||
local_force_mag_x = ("x-axis Local Space force magnitude valid", "x-axis Local Space force magnitude invalid")
|
||||
local_force_dir_x = ("x-axis Local Space force direction valid", "x-axis Local Space force direction invalid")
|
||||
world_force_mag_x = ("x-axis World Space force magnitude valid", "x-axis World Space force magnitude invalid")
|
||||
world_force_dir_x = ("x-axis World Space force direction valid", "x-axis World Space force direction invalid")
|
||||
|
||||
# Y Direction
|
||||
sphere_4_found = ("sphere_4 is found", "sphere_4 is not found")
|
||||
sphere_5_found = ("sphere_5 is found", "sphere_5 is not found")
|
||||
force_region_4_found = ("force_region_4 is found", "force_region_4 is not found")
|
||||
force_region_5_found = ("force_region_5 is found", "force_region_5 is not found")
|
||||
local_force_mag_y = ("y-axis Local Space force magnitude valid", "y-axis Local Space force magnitude invalid")
|
||||
local_force_dir_y = ("y-axis Local Space force direction valid", "y-axis Local Space force direction invalid")
|
||||
world_force_mag_y = ("y-axis World Space force magnitude valid", "y-axis World Space force magnitude invalid")
|
||||
world_force_dir_y = ("y-axis World Space force direction valid", "y-axis World Space force direction invalid")
|
||||
# fmt: on
|
||||
|
||||
|
||||
def ForceRegion_DirectionHasNoAffectOnTotalForce():
|
||||
"""
|
||||
Summary: Check that world and local space force direction should not affect magnitude of force exerted on entity.
|
||||
|
||||
Level Description:
|
||||
sphere_0 - Directly above force_region_0 with velocity of 10.0 in the negative z direction; has sphere shape
|
||||
collider, rigid body, and sphere shape
|
||||
sphere_1 - Directly above force_region_1 with velocity of 10.0 in the negative z direction; has sphere shape
|
||||
collider, rigid body, and sphere shape
|
||||
force_region_0 - Directly below sphere_0 with world space force of magnitude 100.0 and direction vector of
|
||||
<0.0,0.0,999.0>; has box shape collider and force region
|
||||
force_region_1 - Directly below sphere_1 with local space force of magnitude 100.0 and direction vector of
|
||||
<0.0,0.0,999.0>; has box shape collider and force region
|
||||
|
||||
Expected Behavior: Both spheres bounce off of there respective force regions with a force of magnitude that is close
|
||||
to 100.0 in positive z direction. The direction is normalized from the manual entered direction input.
|
||||
|
||||
Test Steps:
|
||||
1) Open Level
|
||||
2) Enter Game Mode
|
||||
3) Set up and validate entities
|
||||
4) Wait for collision
|
||||
5) Wait for velocities to become positive
|
||||
6) Log and validate results
|
||||
7) Exit Game Mode
|
||||
8) Close Editor
|
||||
|
||||
Note:
|
||||
- This test file must be called from the Open 3D Engine Editor command terminal
|
||||
- Any passed and failed tests are written to the Editor.log file.
|
||||
Parsing the file or running a log_monitor are required to observe the test results.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
import os
|
||||
import sys
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.bus
|
||||
|
||||
# Constants
|
||||
FLOAT_THRESHOLD = sys.float_info.epsilon
|
||||
TIMEOUT = 1
|
||||
MAGNITUDE_THRESHOLD = 0.1
|
||||
FORCE_VECTOR_THRESHOLD = 0.001
|
||||
|
||||
# Helper Functions
|
||||
class Entity:
|
||||
def __init__(self, name):
|
||||
# type (str, hex) -> None
|
||||
self.id = general.find_game_entity(name)
|
||||
self.name = name
|
||||
self.collision_happened = False
|
||||
# ID validation
|
||||
self.found = Tests.__dict__[self.name + "_found"]
|
||||
Report.critical_result(self.found, self.id.isValid())
|
||||
|
||||
@property
|
||||
def position(self):
|
||||
# type () -> Vector3
|
||||
return azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldTranslation", self.id)
|
||||
|
||||
class Sphere(Entity):
|
||||
def __init__(self, name, axis, force_region):
|
||||
Entity.__init__(self, name)
|
||||
self.paired_force_region = force_region
|
||||
self.axis = axis
|
||||
self.force_vector = None
|
||||
self.force_magnitude = None
|
||||
# Set Handler
|
||||
self.handler = azlmbr.physics.ForceRegionNotificationBusHandler()
|
||||
self.handler.connect(None)
|
||||
self.handler.add_callback("OnCalculateNetForce", self.on_calculate_net_force)
|
||||
# Report initial values
|
||||
Report.info_vector3(self.position, "{} initial position: ".format(self.name))
|
||||
Report.info_vector3(self.velocity, "{} initial velocity: ".format(self.name))
|
||||
|
||||
@property
|
||||
def velocity(self):
|
||||
# type () -> Vector3
|
||||
return azlmbr.physics.RigidBodyRequestBus(azlmbr.bus.Event, "GetLinearVelocity", self.id)
|
||||
|
||||
@property
|
||||
def is_moving_in_positive_direction(self):
|
||||
# type () -> bool
|
||||
# A List of the attribute names for the velocity (Vector3)
|
||||
axis = ["x", "y", "z"]
|
||||
# Finds the index in the list of the attribute in which the sphere is moving in
|
||||
index = axis.index(self.axis)
|
||||
# Checking that we are moving along that axis
|
||||
moving_component = getattr(self.velocity, axis[index]) > 0.0
|
||||
# Getting rid of moving axis from list
|
||||
axis.pop(index)
|
||||
# Checking that the sphere is not moving along either of the remaining two axis.
|
||||
stationary_components = (
|
||||
abs(getattr(self.velocity, axis[0])) < FLOAT_THRESHOLD
|
||||
and abs(getattr(self.velocity, axis[1])) < FLOAT_THRESHOLD
|
||||
)
|
||||
return moving_component and stationary_components
|
||||
|
||||
def report_values(self):
|
||||
# type () -> None
|
||||
# Reports final position and velocity information
|
||||
Report.info_vector3(self.position, "{} final position: ".format(self.name))
|
||||
Report.info_vector3(self.velocity, "{} final velocity: ".format(self.name))
|
||||
|
||||
def on_calculate_net_force(self, args):
|
||||
# type (list) -> None
|
||||
# Flips the collision happened boolean for the sphere object and prints the force values.
|
||||
if self.paired_force_region.id.Equal(args[0]) and self.id.equal(args[1]) and not self.collision_happened:
|
||||
self.collision_happened = True
|
||||
self.force_vector = args[2]
|
||||
self.force_magnitude = args[3]
|
||||
# Report force vector information
|
||||
Report.info_vector3(self.force_vector, "{} had following force vector applied".format(self.name))
|
||||
Report.info("{} is the applied force magnitude".format(self.force_magnitude))
|
||||
|
||||
def validate_local_force_results(sphere):
|
||||
# type (Sphere) -> None
|
||||
local_force_direction = Tests.__dict__["local_force_dir_{}".format(sphere.axis)]
|
||||
local_force_magnitude = Tests.__dict__["local_force_mag_{}".format(sphere.axis)]
|
||||
|
||||
Report.result(local_force_direction, check_applied_force_vector(sphere.force_vector))
|
||||
force_region_magnitude = azlmbr.physics.ForceLocalSpaceRequestBus(azlmbr.bus.Event,"GetMagnitude", sphere.paired_force_region.id)
|
||||
print(force_region_magnitude)
|
||||
print("LOOKKKK ABOVE!")
|
||||
Report.result(local_force_magnitude, abs(sphere.force_magnitude - force_region_magnitude) < MAGNITUDE_THRESHOLD)
|
||||
|
||||
def validate_world_force_results(sphere):
|
||||
# type (Sphere) -> None
|
||||
world_force_direction = Tests.__dict__["world_force_dir_{}".format(sphere.axis)]
|
||||
world_force_magnitude = Tests.__dict__["world_force_mag_{}".format(sphere.axis)]
|
||||
|
||||
Report.result(world_force_direction, check_applied_force_vector(sphere.force_vector))
|
||||
force_region_magnitude = azlmbr.physics.ForceWorldSpaceRequestBus(azlmbr.bus.Event,"GetMagnitude", sphere.paired_force_region.id)
|
||||
Report.result(world_force_magnitude, abs(sphere.force_magnitude - force_region_magnitude) < MAGNITUDE_THRESHOLD)
|
||||
|
||||
def check_pair_position(sphere):
|
||||
# type (Sphere) -> bool
|
||||
# Ensures sphere lines up with its associated force region
|
||||
force_region_position = sphere.paired_force_region.position
|
||||
axis = ["x", "y", "z"]
|
||||
index = axis.index(sphere.axis)
|
||||
offset_component = getattr(force_region_position, axis[index]) < getattr(sphere.position, axis[index])
|
||||
axis.pop(index)
|
||||
zero_components = (
|
||||
abs(getattr(force_region_position, axis[0]) - getattr(sphere.position, axis[0])) < FLOAT_THRESHOLD
|
||||
and abs(getattr(force_region_position, axis[1]) - getattr(sphere.position, axis[1])) < FLOAT_THRESHOLD
|
||||
)
|
||||
return offset_component and zero_components
|
||||
|
||||
def check_applied_force_vector(vector):
|
||||
# type (Sphere) -> bool
|
||||
# Ensures the force vector is within expected threshold. The components of the vector can either be 0 or 1
|
||||
axis = ["x", "y", "z"]
|
||||
return all(
|
||||
[
|
||||
True
|
||||
for component in axis
|
||||
if abs(getattr(vector, component) - 1.00) < FORCE_VECTOR_THRESHOLD
|
||||
or abs(getattr(vector, component)) < FORCE_VECTOR_THRESHOLD
|
||||
]
|
||||
)
|
||||
|
||||
# Main Script
|
||||
helper.init_idle()
|
||||
# 1) Open Level
|
||||
helper.open_level("Physics", "ForceRegion_DirectionHasNoAffectOnTotalForce")
|
||||
|
||||
# 2) Enter Game Mode
|
||||
helper.enter_game_mode(Tests.enter_game_mode)
|
||||
|
||||
# 3) Set up and validate entities
|
||||
force_region_0 = Entity("force_region_0")
|
||||
force_region_1 = Entity("force_region_1")
|
||||
force_region_2 = Entity("force_region_2")
|
||||
force_region_3 = Entity("force_region_3")
|
||||
force_region_4 = Entity("force_region_4")
|
||||
force_region_5 = Entity("force_region_5")
|
||||
|
||||
sphere_0 = Sphere("sphere_0", "z", force_region_0)
|
||||
sphere_1 = Sphere("sphere_1", "z", force_region_1)
|
||||
sphere_2 = Sphere("sphere_2", "x", force_region_2)
|
||||
sphere_3 = Sphere("sphere_3", "x", force_region_3)
|
||||
sphere_4 = Sphere("sphere_4", "y", force_region_4)
|
||||
sphere_5 = Sphere("sphere_5", "y", force_region_5)
|
||||
sphere_list = [sphere_0, sphere_1, sphere_2, sphere_3, sphere_4, sphere_5]
|
||||
local_force_list = [sphere_1, sphere_3, sphere_5]
|
||||
world_force_list = [sphere_0, sphere_2, sphere_4]
|
||||
|
||||
Report.critical_result(
|
||||
Tests.entity_position, all([check_pair_position(sphere) for sphere in sphere_list])
|
||||
)
|
||||
|
||||
Report.critical_result(
|
||||
Tests.initial_velocity,
|
||||
all([not sphere.is_moving_in_positive_direction for sphere in sphere_list]),
|
||||
)
|
||||
|
||||
# 4) Wait for collision
|
||||
Report.critical_result(
|
||||
Tests.sphere_collisions,
|
||||
helper.wait_for_condition(
|
||||
lambda: all([sphere.collision_happened for sphere in sphere_list]), TIMEOUT
|
||||
),
|
||||
)
|
||||
|
||||
# 5) Wait for velocities to become positive
|
||||
Report.critical_result(
|
||||
Tests.velocity_updated,
|
||||
helper.wait_for_condition(
|
||||
lambda: all([sphere.is_moving_in_positive_direction for sphere in sphere_list]), TIMEOUT
|
||||
),
|
||||
)
|
||||
|
||||
# 6) Log and validate results
|
||||
[validate_local_force_results(sphere) for sphere in local_force_list]
|
||||
[validate_world_force_results(sphere) for sphere in world_force_list]
|
||||
|
||||
[sphere.report_values() for sphere in sphere_list]
|
||||
|
||||
# 7) Exit Game Mode
|
||||
helper.exit_game_mode(Tests.exit_game_mode)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(ForceRegion_DirectionHasNoAffectOnTotalForce)
|
||||
+246
@@ -0,0 +1,246 @@
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
|
||||
# Test case ID : C6321601
|
||||
# Test Case Title : Check that very high values of direction axes of forces do not throw error
|
||||
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests():
|
||||
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
|
||||
find_terrain = ("Terrain found", "Terrain not found")
|
||||
find_sphere_world_space = ("Sphere above world force region found", "Sphere above world force region not found")
|
||||
find_sphere_local_space = ("Sphere above local force region found", "Sphere above local force region not found")
|
||||
find_sphere_point = ("Sphere above point force region found", "Sphere above point force region not found")
|
||||
find_sphere_simple_drag = ("Sphere above simple drag force region found", "Sphere above simple drag force region not found")
|
||||
find_sphere_linear_damping = ("Sphere above linear damping force region found", "Sphere above linear damping force region not found")
|
||||
find_forcevol_world_space = ("World force region found", "World force region not found")
|
||||
find_forcevol_local_space = ("Local force region found", "Local force region not found")
|
||||
find_forcevol_point = ("Point force region found", "Point force region not found")
|
||||
find_forcevol_simple_drag = ("Simple drag force region found", "Simple drag force region not found")
|
||||
find_forcevol_linear_damping = ("Linear damping force region found", "Linear damping force region not found")
|
||||
world_force_magnitude = ("World force magnitude equal to expected magnitude", "World force magnitude not equal to expected magnitude")
|
||||
world_force_direction = ("World force direction equal to expected direction", "World force direction not equal to expected direction")
|
||||
local_force_magnitude = ("Local force magnitude equal to expected magnitude", "Local force magnitude not equal to expected magnitude")
|
||||
local_force_direction = ("Local force direction equal to expected direction", "Local force direction not equal to expected direction")
|
||||
point_force_magnitude = ("Point force magnitude equal to expected magnitude", "Point force magnitude not equal to expected magnitude")
|
||||
simp_drag_density = ("Simple Drag force density equal to expected value", "Simple Drag force density not equal to expected value")
|
||||
lin_damp_damping = ("Linear Damping force damping equal to expected value", "Linear Damping force damping not equal to expected value")
|
||||
error_not_found = ("Error not found", "Error found")
|
||||
exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
|
||||
# fmt: on
|
||||
|
||||
|
||||
def ForceRegion_HighValuesDirectionAxesWorkWithNoError():
|
||||
|
||||
"""
|
||||
Summary:
|
||||
Check that very high values of direction axes of forces do not throw error.
|
||||
|
||||
Level Description:
|
||||
Sphere_World_Space, Sphere_Local_Space, Sphere_Point, Sphere_Simple_Drag, Sphere_Linear_Damping
|
||||
(Entities) Entities with components:
|
||||
- Physx Collider (Sphere shaped with radius 1.0)
|
||||
- Mesh(Prmitive sphere mesh)
|
||||
- PhysX Rigid Body Physics
|
||||
|
||||
Below are the entities with common components
|
||||
- PhysX Collider (Trigger enabled)
|
||||
- PhysX Force Region(Visible and Debug Forces enabled)
|
||||
They differ in Force Region Force Type with the following properties:
|
||||
1) ForceVol_World_Space
|
||||
Type - World Space - Direction(0.0, 0.0, 999999.0) - Magnitude(999999.0)
|
||||
2) ForceVol_Local_Space
|
||||
Type - Local Space - Direction(0.0, 0.0, 999999.0) - Magnitude(999999.0)
|
||||
3) ForceVol_Point
|
||||
Type - Point - Magnitude(999999.0)
|
||||
4) ForceVol_Simple_Drag
|
||||
Type - Simple Drag - Region Density(999.0)
|
||||
5) ForceVol_Linear_Damping
|
||||
Type - Linear Damping - Damping(99.0)
|
||||
Each sphere is placed above its corresponding force regions.
|
||||
Each of the force regions are seperated by some distance
|
||||
|
||||
Expected Behavior:
|
||||
The given force should be applied as it is without any error on the Sphere.
|
||||
We are verifying if the force being applied on each sphere is equal to the expected value
|
||||
|
||||
Test Steps:
|
||||
1) Open level
|
||||
2) Enter game mode
|
||||
3) Retrieve and validate entities
|
||||
4) Add force region handler and validate the forces
|
||||
5) Exit game mode
|
||||
6) Close the editor
|
||||
|
||||
|
||||
Note:
|
||||
- This test file must be called from the Open 3D Engine Editor command terminal
|
||||
- Aed and failed tests are written to the Editor.log file.
|
||||
Parsing the file or running a log_monitor are required to observe the test results.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
|
||||
import os
|
||||
import sys
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
from editor_python_test_tools.utils import Tracer
|
||||
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.bus
|
||||
import azlmbr.math as lymath
|
||||
|
||||
# Constants
|
||||
TOLERANCE_PERCENT = 0.001
|
||||
EXPECTED_DIRECTION = lymath.Vector3(0.0, 0.0, 1.0)
|
||||
EXPECTED_DAMPING = 99.0
|
||||
EXPECTED_DENSITY = 400.0
|
||||
CLOSE_THRESHOLD = 0.0001
|
||||
|
||||
class SphereForceRegion:
|
||||
def __init__(self, force_name):
|
||||
self.force_name = force_name
|
||||
self.sphere_name = "Sphere_{}".format(force_name)
|
||||
self.force_region_name = "ForceVol_{}".format(force_name)
|
||||
self.sphere_id = general.find_game_entity(self.sphere_name)
|
||||
self.force_region_id = general.find_game_entity(self.force_region_name)
|
||||
self.in_force_region = False
|
||||
self.validate_entities()
|
||||
|
||||
def validate_entities(self):
|
||||
Report.result(Tests.__dict__["find_{}".format(self.sphere_name.lower())], self.sphere_id.IsValid())
|
||||
Report.result(
|
||||
Tests.__dict__["find_{}".format(self.force_region_name.lower())], self.force_region_id.IsValid()
|
||||
)
|
||||
|
||||
def validate_world_space_force(args):
|
||||
Report.info("Validating world space force...")
|
||||
world_expected_magnitude = azlmbr.physics.ForceWorldSpaceRequestBus(
|
||||
azlmbr.bus.Event, "GetMagnitude", regions[0].force_region_id
|
||||
)
|
||||
world_actual_magnitude = args[3]
|
||||
Report.info(
|
||||
"Actual Magnitude: {}\t Expected Magnitude: {}".format(world_actual_magnitude, world_expected_magnitude)
|
||||
)
|
||||
Report.result(
|
||||
Tests.world_force_magnitude,
|
||||
abs(world_actual_magnitude - world_expected_magnitude) < TOLERANCE_PERCENT * world_expected_magnitude,
|
||||
)
|
||||
world_actual_direction = args[2]
|
||||
Report.result(Tests.world_force_direction, world_actual_direction.IsClose(EXPECTED_DIRECTION, CLOSE_THRESHOLD))
|
||||
|
||||
def validate_local_space_force(args):
|
||||
Report.info("Validating local space force...")
|
||||
local_expected_magnitude = azlmbr.physics.ForceLocalSpaceRequestBus(
|
||||
azlmbr.bus.Event, "GetMagnitude", regions[1].force_region_id
|
||||
)
|
||||
local_actual_magnitude = args[3]
|
||||
Report.info(
|
||||
"Actual Magnitude: {}\t Expected Magnitude: {}".format(local_actual_magnitude, local_expected_magnitude)
|
||||
)
|
||||
Report.result(
|
||||
Tests.local_force_magnitude,
|
||||
abs(local_actual_magnitude - local_expected_magnitude) < TOLERANCE_PERCENT * local_expected_magnitude,
|
||||
)
|
||||
local_actual_direction = args[2]
|
||||
Report.result(Tests.local_force_direction, local_actual_direction.IsClose(EXPECTED_DIRECTION, CLOSE_THRESHOLD))
|
||||
|
||||
def validate_point_force(args):
|
||||
Report.info("Validating Point space force...")
|
||||
point_expected_magnitude = azlmbr.physics.ForcePointRequestBus(
|
||||
azlmbr.bus.Event, "GetMagnitude", regions[2].force_region_id
|
||||
)
|
||||
point_actual_magnitude = args[3]
|
||||
Report.info(
|
||||
"Actual Magnitude: {}\t Expected Magnitude: {}".format(point_actual_magnitude, point_expected_magnitude)
|
||||
)
|
||||
Report.result(
|
||||
Tests.point_force_magnitude,
|
||||
abs(point_actual_magnitude - point_expected_magnitude) < TOLERANCE_PERCENT * point_expected_magnitude,
|
||||
)
|
||||
|
||||
def validate_simple_drag_force(args):
|
||||
Report.info("Validating Simple Drag force...")
|
||||
simp_drag_density = azlmbr.physics.ForceSimpleDragRequestBus(
|
||||
azlmbr.bus.Event, "GetDensity", regions[3].force_region_id
|
||||
)
|
||||
Report.info("Density: {}\t Expected Density: {}".format(simp_drag_density, EXPECTED_DENSITY))
|
||||
Report.result(Tests.simp_drag_density, simp_drag_density == EXPECTED_DENSITY)
|
||||
|
||||
def validate_linear_damping_force(args):
|
||||
Report.info("Validating Linear Damping force...")
|
||||
lin_damp_damping = azlmbr.physics.ForceLinearDampingRequestBus(
|
||||
azlmbr.bus.Event, "GetDamping", regions[4].force_region_id
|
||||
)
|
||||
Report.info("Damping: {}\t Expected Damping: {}".format(lin_damp_damping, EXPECTED_DAMPING))
|
||||
Report.result(Tests.lin_damp_damping, lin_damp_damping == EXPECTED_DAMPING)
|
||||
|
||||
def on_calc_net_force(args):
|
||||
"""
|
||||
Args:
|
||||
args[0] - force region entity
|
||||
args[1] - entity entering
|
||||
args[2] - vector
|
||||
args[3] - magnitude
|
||||
"""
|
||||
for index, region in enumerate(regions):
|
||||
if args[0].Equal(region.force_region_id) and args[1].Equal(region.sphere_id) and not region.in_force_region:
|
||||
region.in_force_region = True
|
||||
force_validations[index][1](args)
|
||||
|
||||
helper.init_idle()
|
||||
|
||||
with Tracer() as entity_error_tracer:
|
||||
|
||||
def has_physx_error():
|
||||
return entity_error_tracer.has_errors
|
||||
|
||||
# 1) Open level
|
||||
helper.open_level("Physics", "ForceRegion_HighValuesDirectionAxesWorkWithNoError")
|
||||
|
||||
# 2) Enter game mode
|
||||
helper.enter_game_mode(Tests.enter_game_mode)
|
||||
|
||||
# 3) Retrieve and validate entities
|
||||
# Terrain
|
||||
terrain_id = general.find_game_entity("Terrain")
|
||||
Report.result(Tests.find_terrain, terrain_id.IsValid())
|
||||
force_validations = (
|
||||
("World_Space", validate_world_space_force),
|
||||
("Local_Space", validate_local_space_force),
|
||||
("Point", validate_point_force),
|
||||
("Simple_Drag", validate_simple_drag_force),
|
||||
("Linear_Damping", validate_linear_damping_force),
|
||||
)
|
||||
regions = []
|
||||
for item in force_validations:
|
||||
regions.append(SphereForceRegion(item[0]))
|
||||
|
||||
# 4) Add force region handler and validate the forces
|
||||
force_notification_handler = azlmbr.physics.ForceRegionNotificationBusHandler()
|
||||
force_notification_handler.connect(None)
|
||||
force_notification_handler.add_callback("OnCalculateNetForce", on_calc_net_force)
|
||||
|
||||
# Wait for 3 secs, because there is a known bug identified and filed in
|
||||
# JIRA LY-107677
|
||||
# The error "[Error] Huge object being added to a COctreeNode, name: 'MeshComponentRenderNode', objBox:"
|
||||
# will show (if occured) in about 3 sec into the game mode.
|
||||
helper.wait_for_condition(has_physx_error, 3.0)
|
||||
|
||||
# 5) Exit game mode
|
||||
helper.exit_game_mode(Tests.exit_game_mode)
|
||||
|
||||
Report.result(Tests.error_not_found, not has_physx_error())
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(ForceRegion_HighValuesDirectionAxesWorkWithNoError)
|
||||
+165
@@ -0,0 +1,165 @@
|
||||
# coding=utf-8
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
|
||||
# Test case ID : C5959764
|
||||
# Test Case Title : Check that rigid body (Cube) gets impulse from force region
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests:
|
||||
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
|
||||
find_cube = ("Entity Cube found", "Cube not found")
|
||||
find_force_region = ("Force Region found", "Force Region not found")
|
||||
cube_gained_height = ("Cube went up", "Cube didn't go up")
|
||||
force_region_success = ("Force Region impulsed Cube", "Force Region didn't impulse Cube")
|
||||
exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
|
||||
tests_completed = ("Tests completed", "Tests did not complete")
|
||||
|
||||
# fmt: on
|
||||
|
||||
|
||||
def ForceRegion_ImpulsesBoxShapedRigidBody():
|
||||
"""
|
||||
This run() function will open a a level and validate that a Cube gets impulsed by a force region.
|
||||
It does this by:
|
||||
1) Open level
|
||||
2) Enters Game mode
|
||||
3) Finds the entities in the scene
|
||||
4) Gets the position of the Cube
|
||||
5) Listens for Cube to enter the force region
|
||||
6) Gets the vector and magnitude when Cube is in force region
|
||||
7) Lets the Cube travel up
|
||||
8) Gets new position of Cube
|
||||
9) Validate the results
|
||||
10) Exits game mode and editor
|
||||
"""
|
||||
# Setup path
|
||||
import os, sys
|
||||
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.bus
|
||||
|
||||
class Cube:
|
||||
id = None
|
||||
gained_height = False # Did the Cube gain height
|
||||
z_end_position = 0
|
||||
z_start_position = 0
|
||||
|
||||
# Listen for Force Region events
|
||||
class RegionData:
|
||||
def __init__(self, ID):
|
||||
self.force_region_id = ID
|
||||
self.force_region_entered = False
|
||||
self.force_vector = None
|
||||
self.force_magnitude_on_cube = 0 # Magnitude applied on cube
|
||||
self.force_region_magnitude = 0 # Magnitude value for the force region set in the editor
|
||||
self.force_region_magnitude_range = (
|
||||
0.01
|
||||
) # Delta value allowed between magnitude force_magnitude_on_cube and force_region_magnitude
|
||||
|
||||
def force_region_in_range(self):
|
||||
return abs(self.force_magnitude_on_cube - self.force_region_magnitude) < 0.01 # 0.01 for buffer room
|
||||
|
||||
def ifVectorClose(vec1, vec2):
|
||||
return abs(vec1 - vec2) < 0.01 # 0.01 For buffer room for dif in the two vectors.
|
||||
|
||||
helper.init_idle()
|
||||
|
||||
# *****Variables*****
|
||||
TIME_OUT = 4.0 # Seconds
|
||||
UPWARD_Z_VECTOR = 1.0
|
||||
|
||||
# Open level
|
||||
helper.open_level("Physics", "ForceRegion_ImpulsesBoxShapedRigidBody")
|
||||
|
||||
# Enter game mode
|
||||
helper.enter_game_mode(Tests.enter_game_mode)
|
||||
|
||||
# Get Entities
|
||||
Cube.id = general.find_game_entity("Cube")
|
||||
Report.critical_result(Tests.find_cube, Cube.id.IsValid())
|
||||
|
||||
RegionObject = RegionData(general.find_game_entity("Force Region"))
|
||||
Report.critical_result(Tests.find_force_region, RegionObject.force_region_id.IsValid())
|
||||
|
||||
# Set values for cube and force region
|
||||
Cube.z_start_position = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldZ", Cube.id)
|
||||
RegionObject.force_region_magnitude = azlmbr.physics.ForcePointRequestBus(
|
||||
azlmbr.bus.Event, "GetMagnitude", RegionObject.force_region_id
|
||||
)
|
||||
Report.info("Cube start z position = {}".format(Cube.z_start_position))
|
||||
|
||||
# Force Region Event Handler
|
||||
def on_calculate_net_force(args):
|
||||
"""
|
||||
Called when there is a collision in the level
|
||||
Args:
|
||||
args[0] - force region entity
|
||||
args[1] - entity entering
|
||||
args[2] - vector
|
||||
args[3] - magnitude
|
||||
"""
|
||||
assert RegionObject.force_region_id.Equal(args[0])
|
||||
|
||||
vect = args[2]
|
||||
mag = args[3]
|
||||
if not RegionObject.force_region_entered:
|
||||
RegionObject.force_region_entered = True
|
||||
RegionObject.force_vector = vect
|
||||
RegionObject.force_magnitude_on_cube = mag
|
||||
Report.info("Force Region entered")
|
||||
|
||||
# Assign the handler
|
||||
handler = azlmbr.physics.ForceRegionNotificationBusHandler()
|
||||
handler.connect(None)
|
||||
handler.add_callback("OnCalculateNetForce", on_calculate_net_force)
|
||||
|
||||
# Give cube time to travel. Exit when cube is done moving or time runs out.
|
||||
def test_completed():
|
||||
Cube.z_end_position = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldZ", Cube.id)
|
||||
Cube.gained_height = Cube.z_end_position > (Cube.z_start_position + 0.5) # 0.5 for buffer
|
||||
|
||||
# Validate if cube gained height and entered force region
|
||||
if Cube.gained_height and RegionObject.force_region_entered:
|
||||
Report.success(Tests.cube_gained_height)
|
||||
return True
|
||||
return False
|
||||
|
||||
# Wait for test to complete
|
||||
test_is_completed = helper.wait_for_condition(test_completed, TIME_OUT)
|
||||
|
||||
if not test_is_completed:
|
||||
Report.info("The test timed out, check log for possible solutions or adjust the time out time")
|
||||
Report.failure(Tests.tests_completed)
|
||||
|
||||
else:
|
||||
# Did Force Region succeed. True if vector z is close to 1 and force region magnitude is close to magnitude applied on cube
|
||||
force_region_result = (
|
||||
ifVectorClose(RegionObject.force_vector.z, UPWARD_Z_VECTOR) and RegionObject.force_region_in_range()
|
||||
)
|
||||
Report.result(Tests.force_region_success, force_region_result)
|
||||
Report.success(Tests.tests_completed)
|
||||
|
||||
# Report test info to log
|
||||
Report.info("******* FINAL ENTITY INFORMATION *********")
|
||||
Report.info("Cube Entered force region = {}".format(RegionObject.force_region_entered))
|
||||
Report.info("Start Z Position = {} End Z Position = {}".format(Cube.z_start_position, Cube.z_end_position))
|
||||
Report.info("Cube Gained height = {}".format(Cube.gained_height))
|
||||
Report.info("Vector = {} Magnitude = {}".format(RegionObject.force_vector.z, RegionObject.force_magnitude_on_cube))
|
||||
|
||||
# Exit game mode and close the editor
|
||||
Report.result(Tests.tests_completed, test_is_completed)
|
||||
helper.exit_game_mode(Tests.exit_game_mode)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(ForceRegion_ImpulsesBoxShapedRigidBody)
|
||||
+169
@@ -0,0 +1,169 @@
|
||||
# coding=utf-8
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
|
||||
# Test case ID : C5959764
|
||||
# Test Case Title : Check that rigid body (Capsule) gets impulse from force region
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests:
|
||||
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
|
||||
find_capsule = ("Entity Capsule found", "Capsule not found")
|
||||
find_force_region = ("Force Region found", "Force Region not found")
|
||||
capsule_gained_height = ("Capsule went up", "Capsule didn't go up")
|
||||
force_region_success = ("Force Region impulsed Capsule", "Force Region didn't impulse Capsule")
|
||||
exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
|
||||
tests_completed = ("Tests completed", "Tests did not complete")
|
||||
|
||||
# fmt: on
|
||||
|
||||
|
||||
def ForceRegion_ImpulsesCapsuleShapedRigidBody():
|
||||
"""
|
||||
This run() function will open a a level and validate that a Capsule gets impulsed by a force region.
|
||||
It does this by:
|
||||
1) Open level
|
||||
2) Enters Game mode
|
||||
3) Finds the entities in the scene
|
||||
4) Gets the position of the Capsule
|
||||
5) Listens for Capsule to enter the force region
|
||||
6) Gets the vector and magnitude when Capsule is in force region
|
||||
7) Lets the Capsule travel up
|
||||
8) Gets new position of Capsule
|
||||
9) Validate the results
|
||||
10) Exits game mode and editor
|
||||
"""
|
||||
# Setup path
|
||||
import os, sys
|
||||
|
||||
|
||||
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.bus
|
||||
|
||||
class Capsule:
|
||||
id = None
|
||||
gained_height = False # Did the Capsule gain height
|
||||
z_end_position = 0
|
||||
z_start_position = 0
|
||||
|
||||
# Listen for Force Region events
|
||||
class RegionData:
|
||||
def __init__(self, ID):
|
||||
self.force_region_id = ID
|
||||
self.force_region_entered = False
|
||||
self.force_vector = None
|
||||
self.force_magnitude_on_capsule = 0 # Magnitude applied on Capsule
|
||||
self.force_region_magnitude = 0 # Magnitude value for the force region set in the editor
|
||||
self.force_region_magnitude_range = (
|
||||
0.01
|
||||
) # Delta value allowed between magnitude force_magnitude_on_capsule and force_region_magnitude
|
||||
|
||||
def force_region_in_range(self):
|
||||
return abs(self.force_magnitude_on_capsule - self.force_region_magnitude) < 0.01 # 0.01 for buffer room
|
||||
|
||||
def ifVectorClose(vec1, vec2):
|
||||
return abs(vec1 - vec2) < 0.01 # 0.01 For buffer room for dif in the two vectors.
|
||||
|
||||
helper.init_idle()
|
||||
|
||||
# *****Variables*****
|
||||
TIME_OUT = 4.0 # Seconds
|
||||
UPWARD_Z_VECTOR = 1.0
|
||||
|
||||
# Open level
|
||||
helper.open_level("Physics", "ForceRegion_ImpulsesCapsuleShapedRigidBody")
|
||||
|
||||
# Enter game mode
|
||||
helper.enter_game_mode(Tests.enter_game_mode)
|
||||
|
||||
# Get Entities
|
||||
Capsule.id = general.find_game_entity("Capsule")
|
||||
Report.critical_result(Tests.find_capsule, Capsule.id.IsValid())
|
||||
|
||||
RegionObject = RegionData(general.find_game_entity("Force Region"))
|
||||
Report.critical_result(Tests.find_force_region, RegionObject.force_region_id.IsValid())
|
||||
|
||||
# Set values for Capsule and force region
|
||||
Capsule.z_start_position = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldZ", Capsule.id)
|
||||
RegionObject.force_region_magnitude = azlmbr.physics.ForcePointRequestBus(
|
||||
azlmbr.bus.Event, "GetMagnitude", RegionObject.force_region_id
|
||||
)
|
||||
Report.info("Capsule start z position = {}".format(Capsule.z_start_position))
|
||||
|
||||
# Force Region Event Handler
|
||||
def on_calculate_net_force(args):
|
||||
"""
|
||||
Called when there is a collision in the level
|
||||
Args:
|
||||
args[0] - force region entity
|
||||
args[1] - entity entering
|
||||
args[2] - vector
|
||||
args[3] - magnitude
|
||||
"""
|
||||
assert RegionObject.force_region_id.Equal(args[0])
|
||||
|
||||
vect = args[2]
|
||||
mag = args[3]
|
||||
if not RegionObject.force_region_entered:
|
||||
RegionObject.force_region_entered = True
|
||||
RegionObject.force_vector = vect
|
||||
RegionObject.force_magnitude_on_capsule = mag
|
||||
Report.info("Force Region entered")
|
||||
|
||||
# Assign the handler
|
||||
handler = azlmbr.physics.ForceRegionNotificationBusHandler()
|
||||
handler.connect(None)
|
||||
handler.add_callback("OnCalculateNetForce", on_calculate_net_force)
|
||||
|
||||
# Give Capsule time to travel. Exit when Capsule is done moving or time runs out.
|
||||
def test_completed():
|
||||
Capsule.z_end_position = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldZ", Capsule.id)
|
||||
Capsule.gained_height = Capsule.z_end_position > (Capsule.z_start_position + 0.5) # 0.5 for buffer
|
||||
|
||||
# Validate if Capsule gained height and entered force region
|
||||
if Capsule.gained_height and RegionObject.force_region_entered:
|
||||
Report.success(Tests.capsule_gained_height)
|
||||
return True
|
||||
return False
|
||||
|
||||
# Wait for test to complete
|
||||
test_is_completed = helper.wait_for_condition(test_completed, TIME_OUT)
|
||||
|
||||
if not test_is_completed:
|
||||
Report.info("The test timed out, check log for possible solutions or adjust the time out time")
|
||||
Report.failure(Tests.tests_completed)
|
||||
|
||||
else:
|
||||
# Did Force Region succeed. True if vector z is close to 1 and force region magnitude is close to magnitude applied on Capsule
|
||||
force_region_result = (
|
||||
ifVectorClose(RegionObject.force_vector.z, UPWARD_Z_VECTOR) and RegionObject.force_region_in_range()
|
||||
)
|
||||
Report.result(Tests.force_region_success, force_region_result)
|
||||
Report.success(Tests.tests_completed)
|
||||
|
||||
# Report test info to logSS
|
||||
Report.info("******* FINAL ENTITY INFORMATION *********")
|
||||
Report.info("Capsule Entered force region = {}".format(RegionObject.force_region_entered))
|
||||
Report.info("Start Z Position = {} End Z Position = {}".format(Capsule.z_start_position, Capsule.z_end_position))
|
||||
Report.info("Capsule Gained height = {}".format(Capsule.gained_height))
|
||||
Report.info(
|
||||
"Vector = {} Magnitude = {}".format(RegionObject.force_vector.z, RegionObject.force_magnitude_on_capsule)
|
||||
)
|
||||
|
||||
# Exit game mode and close the editor
|
||||
Report.result(Tests.tests_completed, test_is_completed)
|
||||
helper.exit_game_mode(Tests.exit_game_mode)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(ForceRegion_ImpulsesCapsuleShapedRigidBody)
|
||||
+171
@@ -0,0 +1,171 @@
|
||||
# coding=utf-8
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
|
||||
# Test case ID : C5959765
|
||||
# Test Case Title : Check that rigid body (asset) gets impulse from force region
|
||||
|
||||
|
||||
# fmt: off
|
||||
|
||||
class Tests:
|
||||
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
|
||||
find_asset = ("Entity asset found", "Asset not found")
|
||||
find_force_region = ("Force Region found", "Force Region not found")
|
||||
asset_gained_height = ("Asset went up", "Asset didn't go up")
|
||||
force_region_success = ("Force Region impulsed asset", "Force Region didn't impulse asset")
|
||||
exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
|
||||
tests_completed = ("Tests completed", "Tests did not complete")
|
||||
# fmt: on
|
||||
|
||||
def ForceRegion_ImpulsesPxMeshShapedRigidBody():
|
||||
"""
|
||||
# This run() function will open a a level and validate that a asset gets impulsed by a force region.
|
||||
# It does this by:
|
||||
# 1) Open level
|
||||
# 2) Enters Game mode
|
||||
# 3) Finds the entities in the scene
|
||||
# 4) Set values for Asset and force region
|
||||
# 5) Listens for asset to enter the force region
|
||||
# 6) Gets the vector and magnitude when asset is in force region
|
||||
# 7) Lets the asset travel up
|
||||
# 8) Validate if Asset gained height and entered force region
|
||||
# 9) Checks if test completed
|
||||
# 10) Exits game mode and editor
|
||||
|
||||
# Level setup: Sedan asset above force region
|
||||
# First Asset: Name = "Sedan" This entity should drop vertically, collide with force region, and be shot up
|
||||
# First force region: Name = "Force Region" Should shoot Sedan entity up upon entry
|
||||
"""
|
||||
# Setup path
|
||||
import os, sys
|
||||
|
||||
|
||||
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.bus
|
||||
|
||||
class Asset:
|
||||
id = None
|
||||
gained_height = False # Did the Asset gain height
|
||||
z_end_position = 0
|
||||
z_start_position = 0
|
||||
|
||||
# Listen for Force Region events
|
||||
class RegionData:
|
||||
def __init__(self, ID):
|
||||
self.force_region_id = ID
|
||||
self.force_region_entered = False
|
||||
self.force_vector = None
|
||||
self.force_magnitude_on_asset = 0 # Magnitude applied on Asset
|
||||
self.force_region_magnitude = 0 # Magnitude value for the force region set in the editor
|
||||
self.force_region_magnitude_range = (
|
||||
0.01
|
||||
) # Delta value allowed between magnitude force_magnitude_on_asset and force_region_magnitude
|
||||
|
||||
def force_region_in_range(self):
|
||||
return abs(self.force_magnitude_on_asset - self.force_region_magnitude) < 0.01 # 0.01 for buffer room
|
||||
|
||||
def ifVectorAxisClose(vec1, vec2):
|
||||
return abs(vec1 - vec2) < 0.01 # 0.01 For buffer room for dif in the two vectors.
|
||||
|
||||
helper.init_idle()
|
||||
|
||||
# *****Variables*****
|
||||
TIME_OUT = 4.0 # Seconds
|
||||
UPWARD_Z_VECTOR = 1.0
|
||||
|
||||
# 1) Open level
|
||||
helper.open_level("Physics", "ForceRegion_ImpulsesPxMeshShapedRigidBody")
|
||||
|
||||
# 2) Enters Game mode
|
||||
helper.enter_game_mode(Tests.enter_game_mode)
|
||||
|
||||
# 3) Finds the entities in the scene
|
||||
Asset.id = general.find_game_entity("Sedan")
|
||||
Report.critical_result(Tests.find_asset, Asset.id.IsValid())
|
||||
|
||||
RegionObject = RegionData(general.find_game_entity("Force Region"))
|
||||
Report.critical_result(Tests.find_force_region, RegionObject.force_region_id.IsValid())
|
||||
|
||||
# 4) Set values for Asset and force region
|
||||
Asset.z_start_position = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldZ", Asset.id)
|
||||
RegionObject.force_region_magnitude = azlmbr.physics.ForcePointRequestBus(
|
||||
azlmbr.bus.Event, "GetMagnitude", RegionObject.force_region_id
|
||||
)
|
||||
Report.info("Asset start z position = {}".format(Asset.z_start_position))
|
||||
|
||||
# 5) Listens for asset to enter the force region
|
||||
def on_calculate_net_force(args):
|
||||
"""
|
||||
Called when there is a collision in the level
|
||||
Args:
|
||||
args[0] - force region entity
|
||||
args[1] - entity entering
|
||||
args[2] - vector
|
||||
args[3] - magnitude
|
||||
"""
|
||||
|
||||
# 6) Gets the vector and magnitude when asset is in force region
|
||||
vect = args[2]
|
||||
mag = args[3]
|
||||
if RegionObject.force_region_id.Equal(args[0]) and not RegionObject.force_region_entered:
|
||||
RegionObject.force_region_entered = True
|
||||
RegionObject.force_vector = vect
|
||||
RegionObject.force_magnitude_on_asset = mag
|
||||
Report.info("Force Region entered")
|
||||
|
||||
# Assign the handler
|
||||
handler = azlmbr.physics.ForceRegionNotificationBusHandler()
|
||||
handler.connect(None)
|
||||
handler.add_callback("OnCalculateNetForce", on_calculate_net_force)
|
||||
|
||||
def test_completed():
|
||||
# test_completed() will return a bool saying if all the Necessary actions in the test have been completed.
|
||||
# Necessary Actions: 1) Asset entered Force Region 2) Asset end_height > start_height
|
||||
Asset.z_end_position = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldZ", Asset.id)
|
||||
Asset.gained_height = Asset.z_end_position > (Asset.z_start_position + 0.5) # 0.5 for buffer
|
||||
|
||||
# 8) Validate if Asset gained height and entered force region
|
||||
if Asset.gained_height and RegionObject.force_region_entered:
|
||||
Report.success(Tests.asset_gained_height)
|
||||
return True
|
||||
return False
|
||||
|
||||
# 7) Lets the asset travel up
|
||||
test_is_completed = helper.wait_for_condition(test_completed, TIME_OUT)
|
||||
|
||||
# 9) Checks if test completed
|
||||
if not test_is_completed:
|
||||
Report.info("The test timed out, check log for possible solutions or adjust the time out time")
|
||||
Report.failure(Tests.tests_completed)
|
||||
|
||||
else:
|
||||
# Did Force Region succeed. True if vector z is close to 1 and force region magnitude is close to magnitude applied on Asset
|
||||
force_region_result = (
|
||||
ifVectorAxisClose(RegionObject.force_vector.z, UPWARD_Z_VECTOR) and RegionObject.force_region_in_range()
|
||||
)
|
||||
Report.result(Tests.force_region_success, force_region_result)
|
||||
Report.success(Tests.tests_completed)
|
||||
|
||||
# Report test info to log
|
||||
Report.info("******* FINAL ENTITY INFORMATION *********")
|
||||
Report.info("Asset Entered force region = {}".format(RegionObject.force_region_entered))
|
||||
Report.info("Start Z Position = {} End Z Position = {}".format(Asset.z_start_position, Asset.z_end_position))
|
||||
Report.info("Asset Gained height = {}".format(Asset.gained_height))
|
||||
Report.info("Vector = {} Magnitude = {}".format(RegionObject.force_vector.z, RegionObject.force_magnitude_on_asset))
|
||||
|
||||
# 10) Exit game mode and close the editor
|
||||
Report.result(Tests.tests_completed, test_is_completed)
|
||||
helper.exit_game_mode(Tests.exit_game_mode)
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(ForceRegion_ImpulsesPxMeshShapedRigidBody)
|
||||
+268
@@ -0,0 +1,268 @@
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
|
||||
# Test case ID : C5932042
|
||||
# Test Case Title : Check that force region exerts linear damping force on rigid bodies
|
||||
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests:
|
||||
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
|
||||
sphere_validated = ("Sphere entity validated", "Sphere entity NOT validated")
|
||||
force_region_validated = ("Force Region validated", "Force Region NOT validated")
|
||||
trigger_validated = ("Trigger entity validated", "Trigger entity NOT validated")
|
||||
sphere_pos_found = ("Sphere position found", "Sphere position NOT found")
|
||||
force_region_pos_found = ("Force Region position found", "Force Region position NOT found")
|
||||
trigger_pos_found = ("Trigger position found", "Trigger position NOT found")
|
||||
level_setup = ("Level looks set up right", "Level NOT set up right")
|
||||
damping_force_entered = ("Sphere entered linear damping region", "Linear damping region never entered")
|
||||
damping_force_expected = ("Damping force was as expected", "Damping force differed from expected")
|
||||
sphere_slowed = ("Sphere slowed down", "Sphere DID NOT slow down")
|
||||
sphere_stopped = ("Sphere entity stopped", "Sphere entity DID NOT stop")
|
||||
force_region_no_move = ("Force Region did not move", "Fore Region DID move")
|
||||
trigger_no_move = ("Trigger did not move", "Trigger DID move")
|
||||
timed_out = ("The test did not time out", "The test TIMED OUT")
|
||||
trigger_not_triggered = ("The Trigger was not triggered", "The Trigger WAS triggered")
|
||||
exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
|
||||
|
||||
# fmt: on
|
||||
|
||||
|
||||
def ForceRegion_LinearDampingForceOnRigidBodies():
|
||||
# type: () -> None
|
||||
"""
|
||||
Summary:
|
||||
Runs an automated test to ensure linear damping is exerted on rigid body objects from force regions.
|
||||
|
||||
Level Description:
|
||||
A sphere (entity: Sphere) in positioned above a large cube force region (entity: force_region_entity) who is
|
||||
assigned a linear damping force with damping of 10.0. The Sphere has gravity enabled, and is positioned high
|
||||
enough for gravity to accelerate it faster than the maximum velocity inside the linear damping force region.
|
||||
|
||||
Expected Behavior:
|
||||
When game mode is entered, gravity should accelerate the Sphere downward. The velocity of the Sphere should peak
|
||||
right before it enters force_region_entity. Upon entering the force region, the Sphere should noticeably slow
|
||||
down. The slower velocity should have a substantially larger (less negative) velocity.
|
||||
|
||||
Test Steps:
|
||||
0) Define useful classes and constants
|
||||
1) Loads the level / Enters game mode
|
||||
2) Retrieve and validate entities
|
||||
3) Ensures that the test object (Sphere) is located
|
||||
3.5) Set up event handlers
|
||||
4) Execute test until exit condition met
|
||||
5) Logs results
|
||||
5.5) Dump all collected data to log
|
||||
6) Close the editor
|
||||
|
||||
Note:
|
||||
- This test file must be called from the Open 3D Engine Editor command terminal
|
||||
- Any passed and failed tests are written to the Editor.log file.
|
||||
Parsing the file or running a log_monitor are required to observe the test results.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
|
||||
import os
|
||||
import sys
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.bus
|
||||
import azlmbr.math as azmath
|
||||
|
||||
# Entity base class: Handles basic entity data
|
||||
class EntityBase:
|
||||
def __init__(self, name):
|
||||
self.name = name
|
||||
self.id = None
|
||||
self.initial_pos = None
|
||||
self.current_pos = None
|
||||
|
||||
# Specific Sphere class
|
||||
class Sphere(EntityBase):
|
||||
def __init__(self, name):
|
||||
EntityBase.__init__(self, name)
|
||||
self.initial_velocity = None
|
||||
self.initial_velocity_magnitude = None
|
||||
self.current_velocity = None
|
||||
self.slowed = False
|
||||
self.stopped = False
|
||||
|
||||
def check_for_stop(self):
|
||||
if not self.stopped:
|
||||
self.current_velocity = azlmbr.physics.RigidBodyRequestBus(azlmbr.bus.Event, "GetLinearVelocity", self.id)
|
||||
self.slowed = self.initial_velocity_magnitude > self.current_velocity.GetLength() + (
|
||||
0.5 * self.initial_velocity_magnitude
|
||||
)
|
||||
self.stopped = self.current_velocity.IsZero()
|
||||
return self.stopped
|
||||
|
||||
# Specific Force Region class
|
||||
class ForceRegion(EntityBase):
|
||||
def __init__(self, name):
|
||||
EntityBase.__init__(self, name)
|
||||
self.entered = False
|
||||
self.object_entered = None
|
||||
self.expected_force_direction = None
|
||||
self.actual_force_vector = None
|
||||
self.actual_force_magnitude = None
|
||||
self.handler = None
|
||||
|
||||
# Specific Trigger class
|
||||
class Trigger(EntityBase):
|
||||
def __init__(self, name):
|
||||
EntityBase.__init__(self, name)
|
||||
self.triggered = False
|
||||
self.triggering_obj = None
|
||||
self.handler = None
|
||||
|
||||
# Constants
|
||||
CLOSE_ENOUGH = 0.001
|
||||
TIME_OUT = 3.0
|
||||
INITIAL_VELOCITY = azmath.Vector3(0.0, 0.0, -10.0)
|
||||
|
||||
# 1) Open level / Enter game mode
|
||||
helper.init_idle()
|
||||
helper.open_level("Physics", "ForceRegion_LinearDampingForceOnRigidBodies")
|
||||
helper.enter_game_mode(Tests.enter_game_mode)
|
||||
|
||||
# 2) Retrieve and validate entities
|
||||
sphere = Sphere("Sphere")
|
||||
sphere.id = general.find_game_entity(sphere.name)
|
||||
force_region = ForceRegion("ForceRegion")
|
||||
force_region.id = general.find_game_entity(force_region.name)
|
||||
trigger = Trigger("Trigger")
|
||||
trigger.id = general.find_game_entity(trigger.name)
|
||||
|
||||
Report.critical_result(Tests.sphere_validated, sphere.id.IsValid())
|
||||
Report.critical_result(Tests.force_region_validated, force_region.id.IsValid())
|
||||
Report.critical_result(Tests.trigger_validated, trigger.id.IsValid())
|
||||
|
||||
# 3) Log Entities' positions and initial data
|
||||
sphere.initial_pos = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldTranslation", sphere.id)
|
||||
force_region.initial_pos = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldTranslation", force_region.id)
|
||||
trigger.initial_pos = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldTranslation", trigger.id)
|
||||
|
||||
Report.critical_result(Tests.sphere_pos_found, sphere.initial_pos is not None and not sphere.initial_pos.IsZero())
|
||||
Report.critical_result(
|
||||
Tests.force_region_pos_found, force_region.initial_pos is not None and not force_region.initial_pos.IsZero()
|
||||
)
|
||||
Report.critical_result(
|
||||
Tests.trigger_pos_found, trigger.initial_pos is not None and not trigger.initial_pos.IsZero()
|
||||
)
|
||||
|
||||
sphere.initial_velocity = azlmbr.physics.RigidBodyRequestBus(azlmbr.bus.Event, "GetLinearVelocity", sphere.id)
|
||||
|
||||
level_correct = (
|
||||
(abs(sphere.initial_pos.y - force_region.initial_pos.y) < CLOSE_ENOUGH)
|
||||
and (abs(sphere.initial_pos.y - trigger.initial_pos.y) < CLOSE_ENOUGH)
|
||||
and (abs(sphere.initial_pos.x - force_region.initial_pos.x) < CLOSE_ENOUGH)
|
||||
and (abs(sphere.initial_pos.x - trigger.initial_pos.x) < CLOSE_ENOUGH)
|
||||
and (sphere.initial_pos.z > force_region.initial_pos.z > trigger.initial_pos.z)
|
||||
and sphere.initial_velocity.IsClose(INITIAL_VELOCITY, CLOSE_ENOUGH)
|
||||
)
|
||||
|
||||
Report.critical_result(Tests.level_setup, level_correct)
|
||||
|
||||
sphere.current_pos = sphere.initial_pos
|
||||
force_region.current_pos = force_region.initial_pos
|
||||
trigger.current_pos = trigger.initial_pos
|
||||
force_region.expected_force_direction = sphere.initial_velocity.MultiplyFloat(-1.0)
|
||||
force_region.expected_force_direction.Normalize()
|
||||
sphere.current_velocity = sphere.initial_velocity
|
||||
sphere.initial_velocity_magnitude = sphere.initial_velocity.GetLength()
|
||||
|
||||
# 3.5) Set up variables and handler for observing force region interaction
|
||||
|
||||
def done_collecting_results():
|
||||
|
||||
# Update current positions
|
||||
sphere.current_pos = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldTranslation", sphere.id)
|
||||
force_region.current_pos = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldTranslation", force_region.id)
|
||||
trigger.current_pos = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldTranslation", trigger.id)
|
||||
|
||||
return force_region.entered and sphere.check_for_stop()
|
||||
|
||||
# Force Region Event Handler
|
||||
def on_calc_net_force(args):
|
||||
if args[0].Equal(force_region.id):
|
||||
if args[1].Equal(sphere.id):
|
||||
if not force_region.entered:
|
||||
force_region.entered = True
|
||||
force_region.object_entered = sphere
|
||||
force_region.actual_force_vector = args[2]
|
||||
force_region.actual_force_magnitude = args[3]
|
||||
Report.info("Entity: {} entered entity: {}'s volume".format(sphere.name, force_region.name))
|
||||
|
||||
def on_trigger_entered(args):
|
||||
if args[0].Equal(sphere.id):
|
||||
trigger.triggered = True
|
||||
trigger.triggering_obj = sphere
|
||||
|
||||
# Assign event handlers
|
||||
force_region.handler = azlmbr.physics.ForceRegionNotificationBusHandler()
|
||||
force_region.handler.connect(None)
|
||||
force_region.handler.add_callback("OnCalculateNetForce", on_calc_net_force)
|
||||
|
||||
trigger.handler = azlmbr.physics.TriggerNotificationBusHandler()
|
||||
trigger.handler.connect(trigger.id)
|
||||
trigger.handler.add_callback("OnTriggerEnter", on_trigger_entered)
|
||||
|
||||
# 4) Execute test until exit condition is met
|
||||
Report.critical_result(Tests.timed_out, helper.wait_for_condition(done_collecting_results, TIME_OUT))
|
||||
|
||||
# 5) Log results
|
||||
Report.result(Tests.damping_force_entered, force_region.entered)
|
||||
Report.result(
|
||||
Tests.damping_force_expected,
|
||||
force_region.actual_force_vector.IsClose(force_region.expected_force_direction, CLOSE_ENOUGH),
|
||||
)
|
||||
Report.result(Tests.sphere_slowed, sphere.slowed)
|
||||
Report.result(Tests.sphere_stopped, sphere.stopped)
|
||||
Report.result(Tests.trigger_not_triggered, not trigger.triggered)
|
||||
Report.result(Tests.force_region_no_move, force_region.initial_pos.IsClose(force_region.current_pos, CLOSE_ENOUGH))
|
||||
Report.result(Tests.trigger_no_move, trigger.initial_pos.IsClose(trigger.current_pos, CLOSE_ENOUGH))
|
||||
|
||||
# 5.5) Collected Data Dump
|
||||
Report.info(" ********** Collected Data ***************")
|
||||
Report.info("{}:".format(sphere.name))
|
||||
Report.info_vector3(sphere.initial_pos, " Initial position:")
|
||||
Report.info_vector3(sphere.current_pos, " Final position:")
|
||||
Report.info_vector3(sphere.initial_velocity, " Initial velocity:")
|
||||
Report.info_vector3(sphere.current_velocity, " Final velocity:")
|
||||
Report.info(" Slowed: {}".format(sphere.slowed))
|
||||
Report.info(" Stopped: {}".format(sphere.stopped))
|
||||
Report.info("***********************************")
|
||||
Report.info("{}:".format(force_region.name))
|
||||
Report.info_vector3(force_region.initial_pos, " Initial position:")
|
||||
Report.info_vector3(force_region.current_pos, " Final position:")
|
||||
Report.info_vector3(force_region.expected_force_direction, " Expected Force Direction:")
|
||||
Report.info_vector3(
|
||||
force_region.actual_force_vector, " Actual Force Direction:", force_region.actual_force_magnitude
|
||||
)
|
||||
Report.info(" Entered: {}".format(force_region.entered))
|
||||
Report.info(" Object Entered: {}".format(force_region.object_entered.name))
|
||||
Report.info("***********************************")
|
||||
Report.info("{}:".format(trigger.name))
|
||||
Report.info_vector3(trigger.initial_pos, " Initial position:")
|
||||
Report.info_vector3(trigger.current_pos, " Final position:")
|
||||
Report.info(" Triggered: {}".format(trigger.triggered))
|
||||
Report.info(" Triggering Object: {}".format(trigger.triggering_obj))
|
||||
Report.info("***********************************")
|
||||
|
||||
# 6) Exit Game mode
|
||||
helper.exit_game_mode(Tests.exit_game_mode)
|
||||
Report.info("*** FINISHED TEST ***")
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(ForceRegion_LinearDampingForceOnRigidBodies)
|
||||
+160
@@ -0,0 +1,160 @@
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
|
||||
# Test case ID : C5932041
|
||||
# Test Case Title : Check that force region exerts local space force on rigid bodies
|
||||
|
||||
# Sphere drops and is acted upon in an upward and positive x-ward direction by a force
|
||||
# with a magnitude close to the assigned force region magnitude when it reaches the force region.
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests:
|
||||
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
|
||||
find_sphere = ("Sphere entity found", "Sphere entity not found")
|
||||
find_box = ("Box entity found", "Box entity not found")
|
||||
sphere_pos_found = ("Sphere position found", "Sphere position not found")
|
||||
sphere_velocity_found = ("Sphere has downward velocity", "Sphere does not have downward velocity")
|
||||
box_pos_found = ("Box position found", "Box position not found")
|
||||
force_region_entered = ("Force region entered", "Force region never entered")
|
||||
force_x_component_detected = ("Force x-component detected on the Sphere", "Force x-component was not detected on the Sphere")
|
||||
force_z_component_detected = ("Force z-component detected on the Sphere", "Force z-component was not detected on the Sphere")
|
||||
force_y_component_not_detected = ("Force y-component not detected on the Sphere", "Force y-component was detected on the Sphere")
|
||||
force_magnitude_detected = ("Force magnitude detected on the Sphere", "Force magnitude was not detected on the Sphere")
|
||||
exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
|
||||
# fmt: on
|
||||
|
||||
|
||||
def ForceRegion_LocalSpaceForceOnRigidBodies():
|
||||
"""
|
||||
Summary:
|
||||
Runs an automated test to ensure that when a rigid body enters a force region a local space force is exerted.
|
||||
|
||||
Level Description:
|
||||
Box (entity) - suspended above terrain at 45 degree angle with Direction Z = 1.0, magnitude = 1000,
|
||||
and gravity disabled; contains box mesh, PhysX Collider, and PhysX Force Region
|
||||
Sphere (entity) - suspended above Box with slight x-axis offset, initial velocity in negative z direction,
|
||||
gravity disabled; contains sphere mesh, PhysX Rigid Body, PhysX Collider
|
||||
|
||||
Expected Behavior:
|
||||
When game mode is entered, the Sphere entity will travel torward the terrain.
|
||||
It will reach the force region of the Box entity and be imbued with a net force in the x and z directions.
|
||||
|
||||
Test Steps:
|
||||
1) Open level
|
||||
2) Enter game mode
|
||||
3) Retrieve entities
|
||||
4) Log Sphere velocity and positions for Sphere and Box
|
||||
5) Set up handler and variables
|
||||
6) Wait for force region entry or time out
|
||||
7) Look for positive x, zero y, positive z force with a valid magnitude, and report findings
|
||||
8) Exit game mode
|
||||
9) Close the editor
|
||||
|
||||
Note:
|
||||
- This test file must be called from the Open 3D Engine Editor command terminal
|
||||
- Any passed and failed tests are written to the Editor.log file.
|
||||
Parsing the file or running a log_monitor are required to observe the test results.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
import os
|
||||
import sys
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.bus
|
||||
|
||||
# Constants
|
||||
TIMEOUT = 2.0
|
||||
TOLERANCE = 1
|
||||
MAGNITUDE = 1000 # Magnitude assigned to the force region
|
||||
FORCE_Y_TOLERANCE = sys.float_info.epsilon
|
||||
|
||||
helper.init_idle()
|
||||
|
||||
# 1) Open level
|
||||
helper.open_level("Physics", "ForceRegion_LocalSpaceForceOnRigidBodies")
|
||||
|
||||
# 2) Enter game mode
|
||||
helper.enter_game_mode(Tests.enter_game_mode)
|
||||
|
||||
# 3) Retrieve entities
|
||||
sphere_id = general.find_game_entity("Sphere")
|
||||
box_id = general.find_game_entity("Box")
|
||||
|
||||
Report.critical_result(Tests.find_sphere, sphere_id.isValid())
|
||||
Report.critical_result(Tests.find_box, box_id.isValid())
|
||||
|
||||
# 4) Log Sphere velocity and positions for Sphere and Box
|
||||
sphere_pos = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldTranslation", sphere_id)
|
||||
|
||||
box_pos = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldTranslation", sphere_id)
|
||||
|
||||
# Validate and print positions and sphere velocity
|
||||
sphere_pos_found = sphere_pos is not None and sphere_pos.x != 0 and sphere_pos.y != 0 and sphere_pos.z != 0
|
||||
Report.critical_result(Tests.sphere_pos_found, sphere_pos_found)
|
||||
Report.info_vector3(sphere_pos, "Sphere Position:")
|
||||
|
||||
sphere_velocity = azlmbr.physics.RigidBodyRequestBus(azlmbr.bus.Event, "GetLinearVelocity", sphere_id)
|
||||
Report.critical_result(Tests.sphere_velocity_found, sphere_velocity.z < 0)
|
||||
Report.info_vector3(sphere_velocity, "Sphere Initial Velocity:")
|
||||
|
||||
box_pos_found = box_pos is not None and box_pos.x != 0 and box_pos.y != 0 and box_pos.z != 0
|
||||
Report.critical_result(Tests.box_pos_found, box_pos_found)
|
||||
Report.info_vector3(box_pos, "Box Position:")
|
||||
|
||||
# 5) Set up handler and variables
|
||||
class RegionData:
|
||||
force_region_entered = False
|
||||
force_vector = None
|
||||
force_magnitude = 0
|
||||
|
||||
# Force Region Event Handler
|
||||
def on_force_region_entered(args):
|
||||
region_id = args[0]
|
||||
object_id = args[1]
|
||||
force_vector = args[2]
|
||||
force_magnitude = args[3]
|
||||
if region_id.Equal(box_id) and object_id.Equal(sphere_id):
|
||||
if not RegionData.force_region_entered:
|
||||
RegionData.force_region_entered = True
|
||||
RegionData.force_vector = force_vector
|
||||
RegionData.force_magnitude = force_magnitude
|
||||
Report.info("Force Region entered")
|
||||
|
||||
# Assign the handler
|
||||
handler = azlmbr.physics.ForceRegionNotificationBusHandler()
|
||||
handler.connect(None)
|
||||
handler.add_callback("OnCalculateNetForce", on_force_region_entered)
|
||||
|
||||
# 6) Wait for force region entry or time out
|
||||
helper.wait_for_condition(lambda: RegionData.force_region_entered, TIMEOUT)
|
||||
|
||||
# 7) Look for positive x, positive z force with a valid magnitude, and report findings
|
||||
force_x_component_detected = RegionData.force_vector.x > 0
|
||||
force_z_component_detected = RegionData.force_vector.z > 0
|
||||
force_y_component_detected = abs(RegionData.force_vector.y) > FORCE_Y_TOLERANCE
|
||||
force_magnitude_detected = abs(RegionData.force_magnitude - MAGNITUDE) < TOLERANCE
|
||||
|
||||
Report.result(Tests.force_region_entered, RegionData.force_region_entered)
|
||||
Report.info_vector3(RegionData.force_vector, "Force vector detected", RegionData.force_magnitude)
|
||||
Report.result(Tests.force_x_component_detected, force_x_component_detected)
|
||||
Report.result(Tests.force_z_component_detected, force_z_component_detected)
|
||||
Report.result(Tests.force_y_component_not_detected, not force_y_component_detected)
|
||||
Report.result(Tests.force_magnitude_detected, force_magnitude_detected)
|
||||
|
||||
# 8) Exit game mode
|
||||
helper.exit_game_mode(Tests.exit_game_mode)
|
||||
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(ForceRegion_LocalSpaceForceOnRigidBodies)
|
||||
+162
@@ -0,0 +1,162 @@
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
|
||||
# Test case ID : C5968760
|
||||
# Test Case Title : Check moving force region changes net force
|
||||
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests():
|
||||
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
|
||||
find_sphere = ("SphereRigidBody found", "SphereRigidBody not found")
|
||||
find_force_region = ("ForceRegionBox is found", "ForceRegionBox is not found")
|
||||
sphere_dropped = ("Sphere dropped down", "Sphere did not drop down")
|
||||
sphere_bounced = ("Sphere bounced to its left", "Sphere did not bounce to its left")
|
||||
exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
|
||||
# fmt: on
|
||||
|
||||
|
||||
def ForceRegion_MovingForceRegionChangesNetForce():
|
||||
|
||||
"""
|
||||
Summary:
|
||||
Check moving force region changes net force.
|
||||
|
||||
Level Description:
|
||||
The SphereRigidBody entity is placed above the ForceRegionBox entity.
|
||||
ForceRegionBox (entity) - Entity with PhysX Force Region, Mesh, PhysX Collider
|
||||
SphereRigidBody (entity) - Entity with PhysX Rigid body, Mesh and collider components
|
||||
|
||||
Expected Behavior:
|
||||
We are checking if the ball falls down initially and then moving the force region to the right to verify if the
|
||||
ball bounces off to the left when it collides with the force region.
|
||||
|
||||
Test Steps:
|
||||
1) Open level
|
||||
2) Enter game mode
|
||||
3) Retrieve and validate entities
|
||||
4) Get the initial position of the Sphere (rigid body)
|
||||
5) Move the object to right (X - direction) and rotate in Y - direction
|
||||
6) Check if the ball is falling down
|
||||
7) Add force region notification handler
|
||||
8) Wait till the ball enters the force region
|
||||
9) Check if the ball has bounced and moved left
|
||||
10) Exit game mode
|
||||
11) Close the editor
|
||||
|
||||
|
||||
Note:
|
||||
- This test file must be called from the Open 3D Engine Editor command terminal
|
||||
- Any passed and failed tests are written to the Editor.log file.
|
||||
Parsing the file or running a log_monitor are required to observe the test results.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
|
||||
import os
|
||||
import sys
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.bus
|
||||
|
||||
# Constants
|
||||
TIMEOUT = 3.0 # wait a maximum of 3 seconds
|
||||
SPHERE_RADIUS = 0.5
|
||||
TRANSLATION_OFFSET = 0.2
|
||||
ROTATION_OFFSET = -0.005
|
||||
|
||||
class Sphere:
|
||||
id = None
|
||||
initial_position = None
|
||||
current_position = None
|
||||
z_at_collision = None
|
||||
in_force_region = False
|
||||
bounced = False
|
||||
|
||||
class ForceRegion:
|
||||
id = None
|
||||
translation_position = None
|
||||
rotation_position = None
|
||||
|
||||
def sphere_bounced():
|
||||
Sphere.current_position = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldTranslation", Sphere.id)
|
||||
bounced_up = Sphere.current_position.z > Sphere.z_at_collision + SPHERE_RADIUS
|
||||
bounced_left = Sphere.current_position.x < Sphere.initial_position.x
|
||||
Sphere.bounced = bounced_left and bounced_up
|
||||
return Sphere.bounced
|
||||
|
||||
helper.init_idle()
|
||||
|
||||
# 1) Open level
|
||||
helper.open_level("Physics", "ForceRegion_MovingForceRegionChangesNetForce")
|
||||
|
||||
# 2) Enter game mode
|
||||
helper.enter_game_mode(Tests.enter_game_mode)
|
||||
|
||||
# 3) Retrieve and validate entities
|
||||
Sphere.id = general.find_game_entity("SphereRigidBody")
|
||||
Report.critical_result(Tests.find_sphere, Sphere.id.IsValid())
|
||||
ForceRegion.id = general.find_game_entity("ForceRegionBox")
|
||||
Report.critical_result(Tests.find_force_region, ForceRegion.id.IsValid())
|
||||
|
||||
# 4) Get the initial position of the Sphere (rigid body)
|
||||
Sphere.initial_position = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldTranslation", Sphere.id)
|
||||
|
||||
# 5) Move the object to right (X - direction) and rotate in Y - direction
|
||||
ForceRegion.translation_position = azlmbr.components.TransformBus(
|
||||
azlmbr.bus.Event, "GetWorldTranslation", ForceRegion.id
|
||||
)
|
||||
azlmbr.components.TransformBus(
|
||||
azlmbr.bus.Event, "SetWorldX", ForceRegion.id, (ForceRegion.translation_position.x + TRANSLATION_OFFSET)
|
||||
)
|
||||
# Rotation in y direction anti clockwise
|
||||
ForceRegion.rotation_position = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldRotation", ForceRegion.id)
|
||||
azlmbr.components.TransformBus(
|
||||
azlmbr.bus.Event, "RotateAroundLocalY", ForceRegion.id, (ForceRegion.rotation_position.y + ROTATION_OFFSET)
|
||||
)
|
||||
Report.info("The force region has been repositioned")
|
||||
|
||||
# 6) Check if the ball is falling down
|
||||
Sphere.current_position = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldTranslation", Sphere.id)
|
||||
sphere_dropped = Sphere.current_position.z < (Sphere.initial_position.z + SPHERE_RADIUS)
|
||||
Report.critical_result(Tests.sphere_dropped, sphere_dropped)
|
||||
|
||||
# 7) Add force region notification handler
|
||||
def on_force_region_entered(args):
|
||||
region_id = args[0]
|
||||
object_id = args[1]
|
||||
if region_id.Equal(ForceRegion.id) and object_id.Equal(Sphere.id):
|
||||
if not Sphere.in_force_region:
|
||||
Sphere.in_force_region = True
|
||||
Report.info("Force Region entered")
|
||||
|
||||
force_notification_handler = azlmbr.physics.ForceRegionNotificationBusHandler()
|
||||
force_notification_handler.connect(None)
|
||||
force_notification_handler.add_callback("OnCalculateNetForce", on_force_region_entered)
|
||||
|
||||
# 8) Wait till the ball enters the force region
|
||||
helper.wait_for_condition(lambda: Sphere.in_force_region, TIMEOUT)
|
||||
# sphere z position when it entered force region
|
||||
Sphere.z_at_collision = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldTranslation", Sphere.id).z
|
||||
|
||||
# 9) Check if the ball has bounced and moved left
|
||||
# wait frames till the ball bounces
|
||||
helper.wait_for_condition(sphere_bounced, TIMEOUT)
|
||||
Report.result(Tests.sphere_bounced, Sphere.bounced)
|
||||
|
||||
# 10) Exit game mode
|
||||
helper.exit_game_mode(Tests.exit_game_mode)
|
||||
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(ForceRegion_MovingForceRegionChangesNetForce)
|
||||
+177
@@ -0,0 +1,177 @@
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
|
||||
# Test case ID : C5968759
|
||||
# Test Case Title : Check nested force regions exert forces simultaneously on rigid body
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests:
|
||||
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
|
||||
find_vertical_sphere = ("Vertical sphere found", "Vertical sphere not found")
|
||||
find_angled_sphere = ("Angled sphere found", "Angled sphere not found")
|
||||
find_point_force_region = ("Point force region found", "Force Region not found")
|
||||
find_angled_force_region = ("Angled force region found", "Angled force region not found")
|
||||
vertical_entered_force_region = ("Vertical Sphere actions completed", "Vertical Sphere actions not completed")
|
||||
timed_out = ("Test did not time out", "Test TIMED OUT")
|
||||
angled_sphere_enter_force_region = ("Angled Sphere Entered Force Region", "Angled Sphere didn't enter Force Region")
|
||||
vertical_sphere_fell_vertically = ("Vertical Sphere fell vertically", "Vertical Sphere didn't fall vertically")
|
||||
angled_sphere_fell_at_angle = ("Angled Sphere fell at an angle", "Angled Sphere didn't fall at an angle")
|
||||
vertical_sphere_slowed = ("Vertical Sphere slowed", "Vertical Sphere not slowed")
|
||||
angled_sphere_slowed = ("Angled Sphere slowed", "Angled Sphere not slowed")
|
||||
exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
|
||||
|
||||
|
||||
# fmt: on
|
||||
|
||||
import os, sys
|
||||
|
||||
|
||||
def ForceRegion_MultipleComponentsCombineForces():
|
||||
"""
|
||||
Run() will open a a level and validate that the spheres are affected by the force regions as expected.
|
||||
|
||||
Expected Results: Both spheres fall into the force regions and are slowed. One of the spheres also falls at an angle
|
||||
|
||||
It does this by:
|
||||
--> Opens level and enter game mode
|
||||
--> Finds the entities in the scene
|
||||
--> Listens for spheres to enter the force regions
|
||||
--> Set Spheres start position and velocity
|
||||
--> Listen for spheres to exit force regions
|
||||
--> Set Spheres end position and velocity
|
||||
--> Validate the results
|
||||
--> Exits game mode and editor
|
||||
|
||||
Level Description: Two spheres floating above 2 force regions.
|
||||
Sphere: 1 Name = "Sphere_vertical_drop" This sphere should fall vertically
|
||||
Sphere: 2 Name = "Sphere_angled_drop" This sphere should fall at an angle
|
||||
First force region: Name = "Force Region Point" Applies point force along the X axis to only the second sphere
|
||||
Second force region: Name = "Force Region Simple Drag" Applies a drag force on both spheres
|
||||
Setup path
|
||||
"""
|
||||
|
||||
|
||||
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.bus as bus
|
||||
import azlmbr.physics
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
|
||||
# Constants
|
||||
TIME_OUT = 6.0 # Second to wait before timing out
|
||||
POSITION_TOLERANCE = 0.1
|
||||
|
||||
def is_close_XY_position(vec1, vec2):
|
||||
return abs(vec1.x - vec2.x) < POSITION_TOLERANCE and abs(vec1.y - vec2.y) < POSITION_TOLERANCE
|
||||
|
||||
# Holds details about the sphere
|
||||
class Sphere:
|
||||
def __init__(self, sphere_id, sphere_name):
|
||||
self.name = sphere_name
|
||||
self.id = sphere_id
|
||||
self.start_position = None
|
||||
self.end_position = None
|
||||
self.start_velocity = None
|
||||
self.end_velocity = None
|
||||
self.entered_force_region = False
|
||||
self.exited_force_region = False
|
||||
|
||||
def get_position(self):
|
||||
return azlmbr.components.TransformBus(bus.Event, "GetWorldTranslation", self.id)
|
||||
|
||||
def get_velocity(self):
|
||||
return azlmbr.physics.RigidBodyRequestBus(bus.Event, "GetLinearVelocity", self.id)
|
||||
|
||||
|
||||
# 1) Opens level with spheres above a force region
|
||||
helper.init_idle()
|
||||
helper.open_level("Physics", "ForceRegion_MultipleComponentsCombineForces")
|
||||
helper.enter_game_mode(Tests.enter_game_mode)
|
||||
|
||||
# 2) Finds the entities in the scene
|
||||
sphere_vertical = Sphere(general.find_game_entity("Sphere_vertical_drop"), "Sphere Vertical")
|
||||
Report.critical_result(Tests.find_vertical_sphere, sphere_vertical.id.IsValid())
|
||||
|
||||
sphere_angled = Sphere(general.find_game_entity("Sphere_angled_drop"), "Sphere Angled")
|
||||
Report.critical_result(Tests.find_angled_sphere, sphere_angled.id.IsValid())
|
||||
|
||||
point_force_region_id = general.find_game_entity("Force Region Point")
|
||||
Report.critical_result(Tests.find_point_force_region, point_force_region_id.IsValid())
|
||||
|
||||
simple_drag_force_region_id = general.find_game_entity("Force Region Simple Drag")
|
||||
Report.critical_result(Tests.find_angled_force_region, simple_drag_force_region_id.IsValid())
|
||||
|
||||
# ******** Handler Functions ********
|
||||
|
||||
# Called if Sphere enters force region
|
||||
def on_trigger_begin(args):
|
||||
other_id = args[0]
|
||||
# 4) Gets start position and velocity of spheres
|
||||
if other_id.Equal(sphere_vertical.id) and sphere_vertical.entered_force_region is False:
|
||||
Report.info("Trigger Entered")
|
||||
sphere_vertical.entered_force_region = True
|
||||
sphere_vertical.start_position = sphere_vertical.get_position()
|
||||
sphere_vertical.start_velocity = sphere_vertical.get_velocity()
|
||||
Report.result(Tests.vertical_entered_force_region, sphere_vertical.entered_force_region)
|
||||
elif other_id.Equal(sphere_angled.id) and sphere_angled.entered_force_region is False:
|
||||
sphere_angled.entered_force_region = True
|
||||
sphere_angled.start_position = sphere_angled.get_position()
|
||||
sphere_angled.start_velocity = sphere_angled.get_velocity()
|
||||
Report.result(Tests.angled_sphere_enter_force_region, sphere_angled.entered_force_region)
|
||||
|
||||
def on_trigger_exit(args):
|
||||
# 4) Gets end position and velocity of spheres
|
||||
other_id = args[0]
|
||||
if other_id.Equal(sphere_vertical.id):
|
||||
Report.info("Trigger exited")
|
||||
sphere_vertical.end_position = sphere_vertical.get_position()
|
||||
sphere_vertical.end_velocity = sphere_vertical.get_velocity()
|
||||
sphere_vertical.exited_force_region = True
|
||||
|
||||
elif other_id.Equal(sphere_angled.id):
|
||||
Report.info("Trigger exited")
|
||||
sphere_angled.end_position = sphere_angled.get_position()
|
||||
sphere_angled.end_velocity = sphere_angled.get_velocity()
|
||||
|
||||
sphere_angled.exited_force_region = True
|
||||
|
||||
# 3) Listens for spheres to enter the force regions
|
||||
# Create a handler for each force region
|
||||
point_force_region_handler = azlmbr.physics.TriggerNotificationBusHandler()
|
||||
point_force_region_handler.connect(point_force_region_id)
|
||||
point_force_region_handler.add_callback("OnTriggerEnter", on_trigger_begin)
|
||||
point_force_region_handler.add_callback("OnTriggerExit", on_trigger_exit)
|
||||
|
||||
simple_drag_force_region_handler = azlmbr.physics.TriggerNotificationBusHandler()
|
||||
simple_drag_force_region_handler.connect(simple_drag_force_region_id)
|
||||
simple_drag_force_region_handler.add_callback("OnTriggerEnter", on_trigger_begin)
|
||||
simple_drag_force_region_handler.add_callback("OnTriggerExit", on_trigger_exit)
|
||||
|
||||
Report.result(Tests.timed_out, helper.wait_for_condition(lambda: sphere_angled.exited_force_region and
|
||||
sphere_vertical.exited_force_region, TIME_OUT))
|
||||
|
||||
sphere_vertical_slowed_by_force_region = sphere_vertical.end_velocity.z > sphere_vertical.start_velocity.z
|
||||
sphere_angled_slowed_by_force_region = sphere_angled.end_velocity.z > sphere_angled.start_velocity.z
|
||||
|
||||
sphere_angled_fell_at_expected_angle = sphere_angled.end_position.x > sphere_angled.start_position.x + POSITION_TOLERANCE
|
||||
sphere_vertical_fell_at_expected_angle = is_close_XY_position(sphere_vertical.end_position, sphere_vertical.start_position)
|
||||
|
||||
Report.result(Tests.angled_sphere_fell_at_angle, sphere_angled_fell_at_expected_angle)
|
||||
Report.result(Tests.vertical_sphere_fell_vertically, sphere_vertical_fell_at_expected_angle)
|
||||
Report.result(Tests.angled_sphere_slowed, sphere_angled_slowed_by_force_region)
|
||||
Report.result(Tests.vertical_sphere_slowed, sphere_vertical_slowed_by_force_region)
|
||||
|
||||
# 8) Exit Game mode
|
||||
helper.exit_game_mode(Tests.exit_game_mode)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(ForceRegion_MultipleComponentsCombineForces)
|
||||
+233
@@ -0,0 +1,233 @@
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
|
||||
# Test case ID : C5959810
|
||||
# Test Case Title : Check that multiple forces in single force region create correct net force
|
||||
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests:
|
||||
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
|
||||
sphere_exists = ("Sphere has been found", "Sphere has not been found")
|
||||
force_region_exists = ("Force Region has been found", "Force Region has not been found")
|
||||
sphere_position_found = ("Sphere position found", "Sphere position not found")
|
||||
force_region_position_found = ("Force Region position found", "Force Region position not found")
|
||||
orientation_before_collision = ("Sphere is above Force Region", "Sphere is not above Force Region")
|
||||
sphere_velocity_found = ("Sphere velocity found", "Sphere velocity not found")
|
||||
sphere_velocity_before_collision = ("Sphere has valid initial velocity", "Sphere initial velocity not valid")
|
||||
collision = ("Collision has occurred", "No collision has occurred")
|
||||
force_applied = ("Forces were combined correctly", "Forces were not applied correctly")
|
||||
new_velocity_applied = ("Sphere velocity has been updated", "Sphere velocity was never updated")
|
||||
orientation_after_collision = ("Sphere is above and to the left", "Entity orientation is not valid")
|
||||
sphere_velocity_post_collision = ("Sphere velocity valid post-collision", "Sphere velocity no longer valid")
|
||||
force_region_has_not_moved = ("Force Region has not moved", "Force Region has somehow moved")
|
||||
exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
|
||||
# fmt: on
|
||||
|
||||
|
||||
def ForceRegion_MultipleForcesInSameComponentCombineForces():
|
||||
# type: () -> None
|
||||
"""
|
||||
Summary: Runs an automated test to ensure that separate forces in a force region add correctly
|
||||
|
||||
Level Description:
|
||||
Sphere - Placed directly above the force region with an initial velocity in the -z direction;
|
||||
has PhysX Rigid Body, sphere shaped PhysX Collider, Sphere Shape
|
||||
Force Region - Placed directly under the sphere, has a point, and world space force in the
|
||||
z and negative x direction respectively; has PhysX Force Region, box shaped PhysX Collider
|
||||
|
||||
Expected Behavior: Sphere collides with force region and is sent in the negative x and positive z direction
|
||||
|
||||
Test Steps:
|
||||
1) Load Level
|
||||
2) Enter Game Mode
|
||||
3) Find Entities
|
||||
4) Validate initial positions and velocity
|
||||
5) Set up handler
|
||||
6) Wait for Sphere collision with Force Region
|
||||
7) Validate and Log Results
|
||||
8) Exit Game Mode
|
||||
9) Close Editor
|
||||
|
||||
Note:
|
||||
- This test file must be called from the Open 3D Engine Editor command terminal
|
||||
- Any passed and failed tests are written to the Editor.log file.
|
||||
Parsing the file or running a log_monitor are required to observe the test results.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
|
||||
import os
|
||||
import sys
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.bus
|
||||
|
||||
# Constants
|
||||
TIMEOUT = 1
|
||||
FLOAT_THRESHOLD = sys.float_info.epsilon
|
||||
|
||||
# Helper Functions
|
||||
class Collision:
|
||||
happened = False
|
||||
force_vector = None
|
||||
force_magnitude = None
|
||||
velocity_now_updated = False
|
||||
|
||||
class Entity:
|
||||
def __init__(self, name):
|
||||
self.id = general.find_game_entity(name)
|
||||
self.name = name
|
||||
self.initial_velocity = azlmbr.physics.RigidBodyRequestBus(azlmbr.bus.Event, "GetLinearVelocity", self.id)
|
||||
self.final_velocity = None
|
||||
self.initial_position = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldTranslation", self.id)
|
||||
self.final_position = None
|
||||
|
||||
def get_final_position_and_velocity(self):
|
||||
self.final_velocity = azlmbr.physics.RigidBodyRequestBus(azlmbr.bus.Event, "GetLinearVelocity", self.id)
|
||||
self.final_position = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldTranslation", self.id)
|
||||
|
||||
def report_sphere_values(self):
|
||||
Report.info_vector3(self.initial_position, "{} initial position: ".format(self.name))
|
||||
Report.info_vector3(self.initial_velocity, "{} initial velocity: ".format(self.name))
|
||||
|
||||
Report.info_vector3(self.final_position, "{} final position: ".format(self.name))
|
||||
Report.info_vector3(self.final_velocity, "{} final velocity: ".format(self.name))
|
||||
|
||||
def report_force_region_values(self):
|
||||
Report.info_vector3(self.initial_position, "{} initial position: ".format(self.name))
|
||||
Report.info_vector3(self.final_position, "{} final position: ".format(self.name))
|
||||
|
||||
def validate_positions(collision_happened, sphere_position, force_region_position):
|
||||
if collision_happened:
|
||||
result = sphere_position.x < force_region_position.x
|
||||
else:
|
||||
result = abs(sphere_position.x - force_region_position.x) < FLOAT_THRESHOLD
|
||||
|
||||
return (
|
||||
result
|
||||
and sphere_position.z > force_region_position.z
|
||||
and abs(sphere_position.y - force_region_position.y) < FLOAT_THRESHOLD
|
||||
)
|
||||
|
||||
def validate_sphere_velocity(collision_happened, sphere_velocity_vector):
|
||||
if collision_happened:
|
||||
x_result = sphere_velocity_vector.x < 0
|
||||
z_result = sphere_velocity_vector.z > 0
|
||||
else:
|
||||
x_result = abs(sphere_velocity_vector.x) < FLOAT_THRESHOLD
|
||||
z_result = sphere_velocity_vector.z < 0
|
||||
|
||||
return x_result and z_result and abs(sphere_velocity_vector.y) < FLOAT_THRESHOLD
|
||||
|
||||
def vector_valid(vector, can_be_zero):
|
||||
if can_be_zero:
|
||||
return vector != None
|
||||
else:
|
||||
return vector != None and not vector.IsZero()
|
||||
|
||||
def on_collision_begin(args):
|
||||
assert force_region.id.Equal(args[0])
|
||||
|
||||
if sphere.id.equal(args[1]):
|
||||
Collision.happened = True
|
||||
Report.info("Collision has begun")
|
||||
if vector_valid(args[2], False):
|
||||
Collision.force_vector = args[2]
|
||||
Collision.force_magnitude = args[3]
|
||||
|
||||
def force_valid(vector, magnitude):
|
||||
return magnitude > 0 and vector.x < 0 and vector.z > 0 and abs(vector.y) < FLOAT_THRESHOLD
|
||||
|
||||
def velocity_update_check():
|
||||
current_velocity_vector = azlmbr.physics.RigidBodyRequestBus(azlmbr.bus.Event, "GetLinearVelocity", sphere.id)
|
||||
velocity_updated = (
|
||||
current_velocity_vector.x < sphere.initial_velocity.x
|
||||
and current_velocity_vector.z > sphere.initial_velocity.z
|
||||
)
|
||||
if velocity_updated:
|
||||
Collision.velocity_now_updated = True
|
||||
|
||||
return velocity_updated
|
||||
|
||||
# Main Script
|
||||
helper.init_idle()
|
||||
|
||||
# 1) Load Level
|
||||
helper.open_level("physics", "ForceRegion_MultipleForcesInSameComponentCombineForces")
|
||||
|
||||
# 2) Enter Game Mode
|
||||
helper.enter_game_mode(Tests.enter_game_mode)
|
||||
|
||||
# 3) Find Entities
|
||||
sphere = Entity("Sphere")
|
||||
force_region = Entity("Force_Region")
|
||||
|
||||
Report.critical_result(Tests.sphere_exists, sphere.id.isValid())
|
||||
Report.critical_result(Tests.force_region_exists, force_region.id.isValid())
|
||||
|
||||
# 4) Validate initial positions and velocity
|
||||
# Position validation
|
||||
Report.critical_result(Tests.sphere_position_found, vector_valid(sphere.initial_position, False))
|
||||
Report.critical_result(Tests.force_region_position_found, vector_valid(force_region.initial_position, False))
|
||||
# Velocity validation
|
||||
Report.critical_result(Tests.sphere_velocity_found, vector_valid(sphere.initial_velocity, False))
|
||||
|
||||
# Value validation
|
||||
Report.critical_result(
|
||||
Tests.orientation_before_collision,
|
||||
validate_positions(Collision.happened, sphere.initial_position, force_region.initial_position),
|
||||
)
|
||||
Report.critical_result(
|
||||
Tests.sphere_velocity_before_collision, validate_sphere_velocity(Collision.happened, sphere.initial_velocity)
|
||||
)
|
||||
|
||||
# 5) Set up handler
|
||||
handler = azlmbr.physics.ForceRegionNotificationBusHandler()
|
||||
handler.connect(None)
|
||||
handler.add_callback("OnCalculateNetForce", on_collision_begin)
|
||||
|
||||
# 6) Wait for Sphere collision with Force Region and Velocity application
|
||||
helper.wait_for_condition(lambda: Collision.happened, TIMEOUT)
|
||||
helper.wait_for_condition(velocity_update_check, TIMEOUT)
|
||||
|
||||
# 7) Validate and Log Results
|
||||
sphere.get_final_position_and_velocity()
|
||||
force_region.get_final_position_and_velocity()
|
||||
|
||||
# Value validation
|
||||
Report.result(Tests.new_velocity_applied, Collision.velocity_now_updated)
|
||||
Report.result(Tests.collision, Collision.happened)
|
||||
Report.result(Tests.force_applied, force_valid(Collision.force_vector, Collision.force_magnitude))
|
||||
Report.result(
|
||||
Tests.orientation_after_collision,
|
||||
validate_positions(Collision.happened, sphere.final_position, force_region.final_position),
|
||||
)
|
||||
Report.result(
|
||||
Tests.sphere_velocity_post_collision, validate_sphere_velocity(Collision.happened, sphere.final_velocity)
|
||||
)
|
||||
Report.result(
|
||||
Tests.force_region_has_not_moved,
|
||||
force_region.final_position.Subtract(force_region.initial_position).IsZero(FLOAT_THRESHOLD),
|
||||
)
|
||||
# Value logging
|
||||
sphere.report_sphere_values()
|
||||
force_region.report_force_region_values()
|
||||
Report.info_vector3(Collision.force_vector, "Applied Force: ", Collision.force_magnitude)
|
||||
|
||||
# 8) Exit Game Mode
|
||||
helper.exit_game_mode(Tests.exit_game_mode)
|
||||
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(ForceRegion_MultipleForcesInSameComponentCombineForces)
|
||||
+168
@@ -0,0 +1,168 @@
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
# Test case ID : C15845879
|
||||
# Test Case Title : Check that linear damping with high values do not make the object to quiver
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests:
|
||||
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
|
||||
exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
|
||||
sphere_found = ("Found sphere", "Did not find sphere")
|
||||
force_region_found = ("Found force region", "Did not find force region")
|
||||
check_relative_position = ("Sphere is above force region", "Sphere isn't above force region")
|
||||
sphere_moving_down = ("Sphere heading to force region", "Sphere has invalid initial velocity")
|
||||
sphere_entered_force_region = ("Sphere has entered force region", "Sphere never entered force region")
|
||||
sphere_stopped_moving = ("Sphere final velocity is zero", "Sphere final velocity invalid")
|
||||
sphere_still_above_force_region = ("Sphere still above force region", "Sphere not above force region")
|
||||
no_quiver = ("Sphere is not quivering", "Sphere quivering in force region")
|
||||
# fmt: on
|
||||
|
||||
|
||||
def ForceRegion_NoQuiverOnHighLinearDampingForce():
|
||||
"""
|
||||
Summary: Check that linear damping with high values do not make the object to quiver
|
||||
|
||||
Level Description:
|
||||
sphere - Starts above the force_region entity with initial velocity in the negative z direction and
|
||||
gravity disabbled; has physx collider in sphere shape, physx rigid body, and sphere shape
|
||||
force_region - Sits below sphere entity, has linear damping force set at 100 and region has scaling
|
||||
(5,5,5); has physx collider in box shape and physx force region
|
||||
|
||||
Expected Behavior: Sphere falls into force region and is stuck by the damping force. It specifically should
|
||||
not quiver up and down.
|
||||
|
||||
Test Steps:
|
||||
1) Open Level
|
||||
2) Enter Game Mode
|
||||
3) Create and Validate Entities
|
||||
4) Setup handler and wait for sphere to enter force region
|
||||
5) Validate the Sphere remains in Force Region
|
||||
6) Check to see if the sphere is quivering
|
||||
7) Exit Game Mode
|
||||
8) Close Editor
|
||||
|
||||
Note:
|
||||
- This test file must be called from the Open 3D Engine Editor command terminal
|
||||
- Any passed and failed tests are written to the Editor.log file.
|
||||
Parsing the file or running a log_monitor are required to observe the test results.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
import os
|
||||
import sys
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.bus
|
||||
|
||||
# Constants
|
||||
FLOAT_THRESHOLD = sys.float_info.epsilon
|
||||
TIMEOUT = 1
|
||||
VELOCITY_THRESHOLD = 0.01
|
||||
QUIVER_THRESHOLD = 0.01
|
||||
SLOWDOWN_FRAMES = 30
|
||||
SPHERE_STOP_OFFSET = 3.5
|
||||
|
||||
# Helper Functions
|
||||
class Entity:
|
||||
def __init__(self, name):
|
||||
self.id = general.find_game_entity(name)
|
||||
self.name = name
|
||||
self.force_region_id = None
|
||||
self.entered_force_region = False
|
||||
self.quiver_reference = None
|
||||
Report.critical_result(Tests.__dict__[self.name + "_found"], self.id.isValid())
|
||||
|
||||
@property
|
||||
def position(self):
|
||||
# type () -> Vector3
|
||||
return azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldTranslation", self.id)
|
||||
|
||||
@property
|
||||
def velocity(self):
|
||||
# type () -> Vector3
|
||||
return azlmbr.physics.RigidBodyRequestBus(azlmbr.bus.Event, "GetLinearVelocity", self.id)
|
||||
|
||||
@property
|
||||
def is_moving_up(self):
|
||||
# type () -> bool
|
||||
return (
|
||||
abs(self.velocity.x) < FLOAT_THRESHOLD
|
||||
and abs(self.velocity.y) < FLOAT_THRESHOLD
|
||||
and self.velocity.z > 0.0
|
||||
)
|
||||
|
||||
def set_handler(self):
|
||||
self.handler = azlmbr.physics.ForceRegionNotificationBusHandler()
|
||||
self.handler.connect(None)
|
||||
self.handler.add_callback("OnCalculateNetForce", self.on_calculate_net_force)
|
||||
|
||||
def on_calculate_net_force(self, args):
|
||||
# type (list) -> None
|
||||
# Flips the collision happened boolean for the sphere object and prints the force values.
|
||||
if self.force_region_id.Equal(args[0]) and self.id.Equal(args[1]) and not self.entered_force_region:
|
||||
self.entered_force_region = True
|
||||
|
||||
def sphere_not_quivering():
|
||||
# type () -> bool
|
||||
# Returns False if sphere "quivers" from its initial position, True if it stays close to it's original position
|
||||
return abs(sphere.position.z - sphere.quiver_reference) > QUIVER_THRESHOLD
|
||||
|
||||
def sphere_above_force_region(sphere_position, force_region_position):
|
||||
# type () -> bool
|
||||
return (
|
||||
abs(sphere_position.x - force_region_position.x) < FLOAT_THRESHOLD
|
||||
and abs(sphere_position.y - force_region_position.y) < FLOAT_THRESHOLD
|
||||
and sphere_position.z > force_region_position.z
|
||||
)
|
||||
|
||||
# Main Script
|
||||
helper.init_idle()
|
||||
# 1) Open Level
|
||||
helper.open_level("Physics", "ForceRegion_NoQuiverOnHighLinearDampingForce")
|
||||
|
||||
# 2) Enter Game Mode
|
||||
helper.enter_game_mode(Tests.enter_game_mode)
|
||||
|
||||
# 3) Create and Validate Entities
|
||||
sphere = Entity("sphere")
|
||||
force_region = Entity("force_region")
|
||||
|
||||
sphere.force_region_id = force_region.id
|
||||
Report.critical_result(Tests.sphere_moving_down, not sphere.is_moving_up)
|
||||
Report.critical_result(
|
||||
Tests.check_relative_position, sphere_above_force_region(sphere.position, force_region.position)
|
||||
)
|
||||
|
||||
# 4) Setup handler and wait for sphere to enter force region
|
||||
sphere.set_handler()
|
||||
Report.critical_result(
|
||||
Tests.sphere_entered_force_region, helper.wait_for_condition(lambda: sphere.entered_force_region, TIMEOUT)
|
||||
)
|
||||
|
||||
# 5) Validate the Sphere remains in Force Region
|
||||
# Must wait for the sphere to slow down
|
||||
Report.result(Tests.sphere_stopped_moving, helper.wait_for_condition(lambda: sphere.velocity.IsZero(VELOCITY_THRESHOLD), TIMEOUT))
|
||||
# Force region has scaling (5,5,5). Thus the upper edge of the force region is 2.5m above the transform. With proper offset we can
|
||||
# see that sphere is stuck on top of the force region and did not bounce off.
|
||||
Report.result(Tests.sphere_still_above_force_region, (sphere.position.z - force_region.position.z) < SPHERE_STOP_OFFSET)
|
||||
|
||||
# 6) Check to see if the sphere is quivering
|
||||
sphere.quiver_reference = sphere.position.z
|
||||
Report.result(Tests.no_quiver, not helper.wait_for_condition(sphere_not_quivering, TIMEOUT))
|
||||
|
||||
# 7) Exit Game Mode
|
||||
helper.exit_game_mode(Tests.exit_game_mode)
|
||||
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(ForceRegion_NoQuiverOnHighLinearDampingForce)
|
||||
+198
@@ -0,0 +1,198 @@
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
|
||||
# Test case ID : C6090547
|
||||
# Test Case Title : Check that force regions in parent and child entities work together.
|
||||
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests():
|
||||
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
|
||||
find_sphere = ("Sphere found", "Sphere not found")
|
||||
find_parent_force_region = ("Parent Force Region found", "Parent Force Region not found")
|
||||
find_child_force_region = ("Child Force Region found", "Child Force Region not found")
|
||||
find_trigger_box = ("Trigger Box found", "Trigger Box not found")
|
||||
sphere_gravity_disabled = ("Sphere gravity disabled", "Sphere gravity not disabled")
|
||||
parent_force_region_direction = ("Parent Force Region is in positive x direction", "Parent Force Region is not in positive x direction")
|
||||
child_force_region_direction = ("Child Force Region is in positive y direction", "Child Force Region is not in positive y direction")
|
||||
parent_force_on_sphere = ("Parent Force Region applied total force on sphere", "Parent Force Region did not apply total force on sphere")
|
||||
child_force_on_sphere = ("Child Force Region applied total force on sphere", "Child Force Region did not apply total force on sphere")
|
||||
sphere_enters_trigger = ("Sphere entered Trigger", "Sphere did not enter Trigger before Timeout")
|
||||
sphere_exits_trigger = ("Sphere exited Trigger", "Sphere did not exit Trigger before Timeout")
|
||||
exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
|
||||
# fmt: on
|
||||
|
||||
|
||||
def ForceRegion_ParentChildForcesCombineForces():
|
||||
"""
|
||||
Summary:
|
||||
Runs an automated test to ensure that force regions in parent and child entities work together.
|
||||
|
||||
Level Description:
|
||||
Parent Force Region (entity) - contains PhysX Force Region with world space force which has positive X force
|
||||
Magnitude with Direction (1, 0, 0) and PhysX Collider (box shape).
|
||||
Child Force Region (entity) - contains PhysX Force Region with world space force which has positive Y force
|
||||
Magnitude with Direction (0, 1, 0) and PhysX Collider (box shape).
|
||||
Sphere (entity) - contains a Sphere mesh, PhysX Collider (sphere shape) and PhysX Rigid Body.
|
||||
Sphere located at the low (x, y) corner of where the force regions overlap.
|
||||
Trigger Box (entity) - contains PhysX Collider (box shape)
|
||||
trigger box placed in the (1, 1, 0) direction from the sphere at the opposite end of
|
||||
the force region overlap.
|
||||
Parent and Child force regions are placed above the terrain as two overlapping sheets.
|
||||
|
||||
Expected Behavior:
|
||||
When game mode is entered, the Sphere should accelerate evenly in the positive (x, y) direction and it should move
|
||||
as much in x as it does in y. Sphere should pass through Trigger Box.
|
||||
|
||||
Test Steps:
|
||||
1) Open level
|
||||
2) Enter game mode
|
||||
3) Retrieve and validate entities
|
||||
4) Make sure gravity is off from the start
|
||||
5) Make sure the parent entity is set as the parent of the child entity in level
|
||||
6) Make sure parent and child force regions are in correct directions
|
||||
7) Check parent and child force regions each exert its force on sphere
|
||||
8) Verify sphere passes through trigger box
|
||||
9) Exit game mode
|
||||
10) Close the editor
|
||||
|
||||
Note:
|
||||
- This test file must be called from the Open 3D Engine Editor command terminal
|
||||
- Any passed and failed tests are written to the Editor.log file.
|
||||
Parsing the file or running a log_monitor are required to observe the test results.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
|
||||
import os
|
||||
import sys
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.bus
|
||||
import azlmbr.math as lymath
|
||||
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
|
||||
# Constants
|
||||
TIMEOUT = 3.0
|
||||
X_DIRECTION = lymath.Vector3(1.0, 0.0, 0.0)
|
||||
Y_DIRECTION = lymath.Vector3(0.0, 1.0, 0.0)
|
||||
EXPECTED_MAGNITUDE = 100.0
|
||||
TOLERANCE = 0.1
|
||||
|
||||
helper.init_idle()
|
||||
|
||||
# 1) Open level
|
||||
helper.open_level("Physics", "ForceRegion_ParentChildForcesCombineForces")
|
||||
|
||||
# 2) Enter game mode
|
||||
helper.enter_game_mode(Tests.enter_game_mode)
|
||||
|
||||
# 3) Retrieve and validate entities
|
||||
sphere_id = general.find_game_entity("Sphere")
|
||||
Report.critical_result(Tests.find_sphere, sphere_id.IsValid())
|
||||
|
||||
parent_id = general.find_game_entity("Parent Force Region")
|
||||
Report.critical_result(Tests.find_parent_force_region, parent_id.IsValid())
|
||||
|
||||
child_id = general.find_game_entity("Child Force Region")
|
||||
Report.critical_result(Tests.find_child_force_region, child_id.IsValid())
|
||||
|
||||
trigger_box_id = general.find_game_entity("Trigger Box")
|
||||
Report.critical_result(Tests.find_trigger_box, trigger_box_id.IsValid())
|
||||
|
||||
# 4) Make sure gravity is off from the start
|
||||
is_gravity_enabled = azlmbr.physics.RigidBodyRequestBus(azlmbr.bus.Event, "IsGravityEnabled", sphere_id)
|
||||
Report.critical_result(Tests.sphere_gravity_disabled, not is_gravity_enabled)
|
||||
|
||||
# 5) Make sure the parent entity is set as the parent of the child entity in level
|
||||
id = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetParentId", child_id)
|
||||
if id.Equal(parent_id):
|
||||
Report.info("parent and child force regions are in correct position")
|
||||
|
||||
# 6) Make sure parent and child force regions are in correct directions
|
||||
dir_parent = azlmbr.physics.ForceWorldSpaceRequestBus(azlmbr.bus.Event, "GetDirection", parent_id)
|
||||
dir_child = azlmbr.physics.ForceWorldSpaceRequestBus(azlmbr.bus.Event, "GetDirection", child_id)
|
||||
Report.info_vector3(dir_parent, "Parent force region direction : ")
|
||||
Report.info_vector3(dir_child, "Child force region direction : ")
|
||||
Report.critical_result(Tests.parent_force_region_direction, dir_parent.IsClose(X_DIRECTION, TOLERANCE))
|
||||
Report.critical_result(Tests.child_force_region_direction, dir_child.IsClose(Y_DIRECTION, TOLERANCE))
|
||||
|
||||
# 7) Check parent and child force regions each exert its force on sphere
|
||||
class NetForceMagnitude:
|
||||
parent_force_region_magnitude = 0
|
||||
child_force_region_magnitude = 0
|
||||
|
||||
def on_calc_net_force(args):
|
||||
"""
|
||||
args[0] - force region entity
|
||||
args[1] - entity entering
|
||||
args[2] - vector
|
||||
args[3] - magnitude
|
||||
"""
|
||||
force_region_id = args[0]
|
||||
entering_entity = args[1]
|
||||
if entering_entity.Equal(sphere_id):
|
||||
if force_region_id.Equal(parent_id):
|
||||
NetForceMagnitude.parent_force_region_magnitude = args[3]
|
||||
elif force_region_id.Equal(child_id):
|
||||
NetForceMagnitude.child_force_region_magnitude = args[3]
|
||||
|
||||
force_notification_handler = azlmbr.physics.ForceRegionNotificationBusHandler()
|
||||
force_notification_handler.connect(None)
|
||||
force_notification_handler.add_callback("OnCalculateNetForce", on_calc_net_force)
|
||||
helper.wait_for_condition(lambda : NetForceMagnitude.parent_force_region_magnitude != 0 and NetForceMagnitude.child_force_region_magnitude != 0, 1.0)
|
||||
|
||||
Report.info("Parent Force Region Magnitude on Sphere : {}".format(NetForceMagnitude.parent_force_region_magnitude))
|
||||
Report.info("Child Force Region Magnitude on Sphere : {}".format(NetForceMagnitude.child_force_region_magnitude))
|
||||
Report.critical_result(
|
||||
Tests.parent_force_on_sphere,
|
||||
abs(EXPECTED_MAGNITUDE - NetForceMagnitude.parent_force_region_magnitude) < TOLERANCE,
|
||||
)
|
||||
Report.critical_result(
|
||||
Tests.child_force_on_sphere,
|
||||
abs(EXPECTED_MAGNITUDE - NetForceMagnitude.child_force_region_magnitude) < TOLERANCE,
|
||||
)
|
||||
|
||||
# 8) Verify sphere passes through trigger box
|
||||
class Trigger:
|
||||
on_entered = False
|
||||
on_exited = False
|
||||
|
||||
def on_trigger_enter(args):
|
||||
other_id = args[0]
|
||||
if other_id.Equal(sphere_id):
|
||||
Trigger.on_entered = True
|
||||
|
||||
def on_trigger_exit(args):
|
||||
other_id = args[0]
|
||||
if other_id.Equal(sphere_id):
|
||||
Trigger.on_exited = True
|
||||
|
||||
handler = azlmbr.physics.TriggerNotificationBusHandler()
|
||||
handler.connect(trigger_box_id)
|
||||
handler.add_callback("OnTriggerEnter", on_trigger_enter)
|
||||
handler.add_callback("OnTriggerExit", on_trigger_exit)
|
||||
|
||||
# Check sphere enters trigger box
|
||||
helper.wait_for_condition(lambda: Trigger.on_entered, TIMEOUT)
|
||||
Report.critical_result(Tests.sphere_enters_trigger, Trigger.on_entered)
|
||||
|
||||
# Check sphere exits trigger box
|
||||
helper.wait_for_condition(lambda: Trigger.on_exited, TIMEOUT)
|
||||
Report.result(Tests.sphere_exits_trigger, Trigger.on_exited)
|
||||
|
||||
# 9) Exit game mode
|
||||
helper.exit_game_mode(Tests.exit_game_mode)
|
||||
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(ForceRegion_ParentChildForcesCombineForces)
|
||||
+188
@@ -0,0 +1,188 @@
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
|
||||
# Test case ID : C5932044
|
||||
# Test Case Title : Check that force region exerts point force on rigid bodies
|
||||
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests():
|
||||
enter_game_mode = ("Entered game mode", "Failed to enter game mode" )
|
||||
find_ball = ("Ball entity found", "Ball entity not found" )
|
||||
find_box = ("Box entity found", "Box entity not found" )
|
||||
gravity_works = ("Ball fell", "Ball did not fall" )
|
||||
ball_entered_force_region = ("Ball entered force region", "Ball did not enter force region before timeout" )
|
||||
ball_exited_force_region = ("Ball exited force region", "Ball did not exit force region before timeout" )
|
||||
net_force_magnitude = ("The net force magnitude on ball is close to expected value", "The net force magnitude on ball is not close to expected value")
|
||||
ball_moved_up = ("Ball moved up", "Ball did not move up" )
|
||||
ball_moved_right = ("Ball moved right", "Ball did not move right" )
|
||||
ball_not_moved_y = ("Ball did not move in the y direction", "Ball moved in the y direction" )
|
||||
exit_game_mode = ("Exited game mode", "Couldn't exit game mode" )
|
||||
# fmt: on
|
||||
|
||||
|
||||
def ForceRegion_PointForceOnRigidBodies():
|
||||
"""
|
||||
Summary:
|
||||
Runs an automated test to ensure that that a force region exerts point force on rigid bodies
|
||||
|
||||
Level Description:
|
||||
RigidBody (entity) - a sphere suspended above and to the right the a force region with gravity enabled;
|
||||
contains a sphere mesh, PhysX Collider (sphere shape), and PhysX RigidBody
|
||||
ForceRegion (entity) - contains box mesh, PhysX Collider (Box shape), and PhysX RigidBody
|
||||
|
||||
Expected Behavior:
|
||||
When game mode is entered, the ball entity will experience gravity and fall toward the upper right edge (+z, +x) of
|
||||
the force region. The force region applies a point force to the ball, sending it upwards (+z) and to the right (+x)
|
||||
|
||||
Test Steps:
|
||||
1) Open level
|
||||
2) Enter game mode
|
||||
3) Retrieve entities
|
||||
4) Get the starting x & z position of the ball
|
||||
5) Check that the ball falls (gravity check)
|
||||
6) Check that the ball enters the trigger area
|
||||
7) Get the magnitude of the collision
|
||||
8) Check that the ball exits the trigger area
|
||||
9) Verify that the magnitude of the collision is as expected
|
||||
10) Check that the ball is moving up and to the right
|
||||
11) Exit game mode
|
||||
12) Close the editor
|
||||
|
||||
Note:
|
||||
- This test file must be called from the Open 3D Engine Editor command terminal
|
||||
- Any passed and failed tests are written to the Editor.log file.
|
||||
Parsing the file or running a log_monitor are required to observe the test results.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
|
||||
import os
|
||||
import sys
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.bus
|
||||
|
||||
class Ball:
|
||||
start_position_x = None
|
||||
start_position_z = None
|
||||
fell = False
|
||||
|
||||
# Constants
|
||||
TIMEOUT = 2.0
|
||||
MAGNITUDE_TOLERANCE = 0.2 # Magnitudes must be within this amount in order to be valid
|
||||
NO_MOTION_Y_TOLERANCE = sys.float_info.epsilon # Motion in the y axis must be below this in order to be valid
|
||||
|
||||
helper.init_idle()
|
||||
# 1) Open level
|
||||
helper.open_level("Physics", "ForceRegion_PointForceOnRigidBodies")
|
||||
|
||||
# 2) Enter game mode
|
||||
helper.enter_game_mode(Tests.enter_game_mode)
|
||||
|
||||
# 3) Retrieve entities
|
||||
ball_id = general.find_game_entity("RigidBody")
|
||||
Report.critical_result(Tests.find_ball, ball_id.IsValid())
|
||||
|
||||
box_id = general.find_game_entity("ForceRegion")
|
||||
Report.critical_result(Tests.find_box, box_id.IsValid())
|
||||
|
||||
# 4) Get the starting x & z position of the ball
|
||||
Ball.start_position_x = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldX", ball_id)
|
||||
Ball.start_position_z = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldZ", ball_id)
|
||||
Report.info("Ball start X: {}".format(Ball.start_position_x))
|
||||
Report.info("Ball start Z: {}".format(Ball.start_position_z))
|
||||
|
||||
# 5) Check that the ball falls (gravity check)
|
||||
def ball_falls():
|
||||
if not Ball.fell:
|
||||
ball_position_z = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldZ", ball_id)
|
||||
if (ball_position_z - Ball.start_position_z) < 0.0:
|
||||
Report.info("Ball position is now lower than the starting position")
|
||||
Ball.fell = True
|
||||
return Ball.fell
|
||||
|
||||
helper.wait_for_condition(ball_falls, TIMEOUT)
|
||||
Report.result(Tests.gravity_works, Ball.fell)
|
||||
|
||||
# 6) Check that the ball enters the trigger area
|
||||
class ForceRegionTrigger:
|
||||
entered = False
|
||||
exited = False
|
||||
|
||||
def on_enter(args):
|
||||
other_id = args[0]
|
||||
if other_id.Equal(ball_id):
|
||||
Report.info("Trigger entered")
|
||||
ForceRegionTrigger.entered = True
|
||||
|
||||
def on_exit(args):
|
||||
other_id = args[0]
|
||||
if other_id.Equal(ball_id):
|
||||
Report.info("Trigger exited")
|
||||
ForceRegionTrigger.exited = True
|
||||
|
||||
handler = azlmbr.physics.TriggerNotificationBusHandler()
|
||||
handler.connect(box_id)
|
||||
handler.add_callback("OnTriggerEnter", on_enter)
|
||||
handler.add_callback("OnTriggerExit", on_exit)
|
||||
|
||||
helper.wait_for_condition(lambda: ForceRegionTrigger.entered, TIMEOUT)
|
||||
Report.result(Tests.ball_entered_force_region, ForceRegionTrigger.entered)
|
||||
|
||||
# 7) Get the magnitude of the collision
|
||||
class NetForceMagnitude:
|
||||
value = 0
|
||||
|
||||
def on_calc_net_force(args):
|
||||
"""
|
||||
args[0] - force region entity
|
||||
args[1] - entity entering
|
||||
args[2] - vector
|
||||
args[3] - magnitude
|
||||
"""
|
||||
force_magnitude = args[3]
|
||||
NetForceMagnitude.value = force_magnitude
|
||||
|
||||
force_notification_handler = azlmbr.physics.ForceRegionNotificationBusHandler()
|
||||
force_notification_handler.connect(None)
|
||||
force_notification_handler.add_callback("OnCalculateNetForce", on_calc_net_force)
|
||||
|
||||
# 8) Check that the ball exits the trigger area
|
||||
helper.wait_for_condition(lambda: ForceRegionTrigger.exited, TIMEOUT)
|
||||
Report.result(Tests.ball_exited_force_region, ForceRegionTrigger.exited)
|
||||
|
||||
# 9) Verify that the magnitude of the collision is as expected
|
||||
def is_close_float(a, b, tolerance):
|
||||
return abs(b - a) < tolerance
|
||||
|
||||
force_region_magnitude = azlmbr.physics.ForcePointRequestBus(azlmbr.bus.Event, "GetMagnitude", box_id)
|
||||
Report.info(
|
||||
"NetForce magnitude is {}, Force Region magnitude is {}".format(NetForceMagnitude.value, force_region_magnitude)
|
||||
)
|
||||
Report.result(
|
||||
Tests.net_force_magnitude, is_close_float(NetForceMagnitude.value, force_region_magnitude, MAGNITUDE_TOLERANCE)
|
||||
)
|
||||
|
||||
# 10) Check that the ball is moving up and to the right
|
||||
linear_velocity = azlmbr.physics.RigidBodyRequestBus(azlmbr.bus.Event, "GetLinearVelocity", ball_id)
|
||||
Report.info_vector3(linear_velocity, "Ball linear velocity")
|
||||
Report.result(Tests.ball_moved_up, linear_velocity.z > 0)
|
||||
Report.result(Tests.ball_moved_right, linear_velocity.x > 0)
|
||||
Report.result(Tests.ball_not_moved_y, abs(linear_velocity.y) < NO_MOTION_Y_TOLERANCE)
|
||||
|
||||
# 11) Exit game mode
|
||||
helper.exit_game_mode(Tests.exit_game_mode)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(ForceRegion_PointForceOnRigidBodies)
|
||||
+404
@@ -0,0 +1,404 @@
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
# Test case ID : C5959808
|
||||
# Test Case Title : Verify Force Region Position Offset
|
||||
|
||||
|
||||
|
||||
# fmt:off
|
||||
class Tests:
|
||||
# General tests
|
||||
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
|
||||
exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
|
||||
test_completed = ("The test successfully completed", "The test timed out")
|
||||
# ***** Entities found *****
|
||||
# Force Regions
|
||||
force_region_x_found = ("Force Region for X axis test was found", "Force Region for X axis test was NOT found")
|
||||
force_region_y_found = ("Force Region for Y axis test was found", "Force Region for Y axis test was NOT found")
|
||||
force_region_z_found = ("Force Region for Z axis test was found", "Force Region for Z axis test was NOT found")
|
||||
# Force Region Pass Boxes
|
||||
force_region_pass_box_x_found = ("Force Region Pass Box for X axis test was found", "Force Region Pass Box for X axis test was NOT found")
|
||||
force_region_pass_box_y_found = ("Force Region Pass Box for Y axis test was found", "Force Region Pass Box for Y axis test was NOT found")
|
||||
force_region_pass_box_z_found = ("Force Region Pass Box for Z axis test was found", "Force Region Pass Box for Z axis test was NOT found")
|
||||
# External Pass Boxes
|
||||
external_pass_box_x_found = ("External Pass Box for X axis test was found", "External Pass Box for X axis test was NOT found")
|
||||
external_pass_box_y_found = ("External Pass Box for Y axis test was found", "External Pass Box for Y axis test was NOT found")
|
||||
external_pass_box_z_found = ("External Pass Box for Z axis test was found", "External Pass Box for Z axis test was NOT found")
|
||||
# Force Region Fail Boxes
|
||||
force_region_fail_box_x_found = ("Force Region Fail Box for X axis test was found", "Force Region Fail Box for X axis test was NOT found")
|
||||
force_region_fail_box_y_found = ("Force Region Fail Box for Y axis test was found", "Force Region Fail Box for Y axis test was NOT found")
|
||||
force_region_fail_box_z_found = ("Force Region Fail Box for Z axis test was found", "Force Region Fail Box for Z axis test was NOT found")
|
||||
# External Fail Boxes
|
||||
external_fail_box_x_found = ("External Fail Box for X axis test was found", "External Fail Box for X axis test was NOT found")
|
||||
external_fail_box_y_found = ("External Fail Box for Y axis test was found", "External Fail Box for Y axis test was NOT found")
|
||||
external_fail_box_z_found = ("External Fail Box for Z axis test was found", "External Fail Box for Z axis test was NOT found")
|
||||
# Pass spheres
|
||||
sphere_pass_x_found = ("Pass Sphere for X axis test was found", "Pass Sphere for X axis test was NOT found")
|
||||
sphere_pass_y_found = ("Pass Sphere for Y axis test was found", "Pass Sphere for Y axis test was NOT found")
|
||||
sphere_pass_z_found = ("Pass Sphere for Z axis test was found", "Pass Sphere for Z axis test was NOT found")
|
||||
# Bounce Spheres
|
||||
sphere_bounce_x_found = ("Bounce Sphere for X axis test was found", "Bounce Sphere for X axis test was NOT found")
|
||||
sphere_bounce_y_found = ("Bounce Sphere for Y axis test was found", "Bounce Sphere for Y axis test was NOT found")
|
||||
sphere_bounce_z_found = ("Bounce Sphere for Z axis test was found", "Bounce Sphere for Z axis test was NOT found")
|
||||
|
||||
# ****** Entities' results ******
|
||||
# Force Regions
|
||||
force_region_x_mag_result = ("Force Region for X axis magnitude exerted was as expected", "Force Region for X axis magnitude exerted was NOT as expected")
|
||||
force_region_y_mag_result = ("Force Region for Y axis magnitude exerted was as expected", "Force Region for Y axis magnitude exerted was NOT as expected")
|
||||
force_region_z_mag_result = ("Force Region for Z axis magnitude exerted was as expected", "Force Region for Z axis magnitude exerted was NOT as expected")
|
||||
force_region_x_norm_result = ("Force Region for X axis normal exerted was as expected", "Force Region for X axis normal exerted was NOT as expected")
|
||||
force_region_y_norm_result = ("Force Region for Y axis normal exerted was as expected", "Force Region for Y axis normal exerted was NOT as expected")
|
||||
force_region_z_norm_result = ("Force Region for Z axis normal exerted was as expected", "Force Region for Z axis normal exerted was NOT as expected")
|
||||
# Force Region Pass Boxes
|
||||
force_region_pass_box_x_result = ("Force Region Pass Box for X axis collided with exactly one sphere", "Force Region Pass Box for X axis DID NOT collide with exactly one sphere")
|
||||
force_region_pass_box_y_result = ("Force Region Pass Box for Y axis collided with exactly one sphere", "Force Region Pass Box for Y axis DID NOT collide with exactly one sphere")
|
||||
force_region_pass_box_z_result = ("Force Region Pass Box for Z axis collided with exactly one sphere", "Force Region Pass Box for Z axis DID NOT collide with exactly one sphere")
|
||||
# External Pass Boxes
|
||||
external_pass_box_x_result = ("External Pass Box for X axis collided with exactly one sphere", "External Pass Box for X axis DID NOT collide with exactly one sphere")
|
||||
external_pass_box_y_result = ("External Pass Box for Y axis collided with exactly one sphere", "External Pass Box for Y axis DID NOT collide with exactly one sphere")
|
||||
external_pass_box_z_result = ("External Pass Box for Z axis collided with exactly one sphere", "External Pass Box for Z axis DID NOT collide with exactly one sphere")
|
||||
# Force Region Fail Boxes
|
||||
force_region_fail_box_x_result = ("Force Region Fail Box for X axis collided with no spheres", "Force Region Fail Box for X axis DID collide with a sphere")
|
||||
force_region_fail_box_y_result = ("Force Region Fail Box for Y axis collided with no spheres", "Force Region Fail Box for Y axis DID collide with a sphere")
|
||||
force_region_fail_box_z_result = ("Force Region Fail Box for Z axis collided with no spheres", "Force Region Fail Box for Z axis DID collide with a sphere")
|
||||
# External Fail Boxes
|
||||
external_fail_box_x_result = ("External Fail Box for X axis collided with no spheres", "External Fail Box for X axis DID collide with a sphere")
|
||||
external_fail_box_y_result = ("External Fail Box for Y axis collided with no spheres", "External Fail Box for Y axis DID collide with a sphere")
|
||||
external_fail_box_z_result = ("External Fail Box for Z axis collided with no spheres", "External Fail Box for Z axis DID collide with a sphere")
|
||||
# Pass spheres
|
||||
sphere_pass_x_result = ("Pass Sphere for X axis collided with expected Box", "Pass Sphere for X axis DID NOT collide with expected Box")
|
||||
sphere_pass_y_result = ("Pass Sphere for Y axis collided with expected Box", "Pass Sphere for Y axis DID NOT collide with expected Box")
|
||||
sphere_pass_z_result = ("Pass Sphere for Z axis collided with expected Box", "Pass Sphere for Z axis DID NOT collide with expected Box")
|
||||
# Bounce Spheres
|
||||
sphere_bounce_x_result = ("Bounce Sphere for X axis collided with expected Box", "Bounce Sphere for X axis DID NOT collide with expected Box")
|
||||
sphere_bounce_y_result = ("Bounce Sphere for Y axis collided with expected Box", "Bounce Sphere for Y axis DID NOT collide with expected Box")
|
||||
sphere_bounce_z_result = ("Bounce Sphere for Z axis collided with expected Box", "Bounce Sphere for Z axis DID NOT collide with expected Box")
|
||||
# fmt:on
|
||||
|
||||
@staticmethod
|
||||
# Test tuple accessor via string
|
||||
def get_test(test_name):
|
||||
if test_name in Tests.__dict__:
|
||||
return Tests.__dict__[test_name]
|
||||
else:
|
||||
return None
|
||||
|
||||
def ForceRegion_PositionOffset():
|
||||
"""
|
||||
Summary:
|
||||
Force Region positional offset is tested for each of the 3 axises (X, Y, and Z). Each axis's test has one
|
||||
ForceRegion, two spheres and four boxes. By monitoring which box each sphere collides with we can validate the
|
||||
integrity of the ForceRegions positional offset.
|
||||
|
||||
Level Description:
|
||||
Each axis's test has the following entities:
|
||||
one force region - set for point force and with it's collider set offset (on the axis in test).
|
||||
two spheres - one positioned near the transform of the force region, one positioned near the [offset] collider for
|
||||
the force region
|
||||
four boxes - One box is positioned inside the force region's transform, one inside the force region's [offset]
|
||||
collider. The other two boxes are positioned behind the two spheres (relative to the direction they will be
|
||||
initially traveling)
|
||||
|
||||
Expected Behavior:
|
||||
All three axises' tests run in parallel. when the tests begin, the spheres should move toward their expected
|
||||
force regions. The spheres positioned to collide with their region's [offset] collider should be forced backwards
|
||||
before entering the force region and collide with the box behind it. The spheres positioned by their force region's
|
||||
transforms should pass straight into the transform and collide with the box inside the transform.
|
||||
The boxes inside the Force Regions' [offset] colliders and the boxes behind the spheres set to move into the Force
|
||||
Regions' transforms should not register any collisions.
|
||||
|
||||
Steps:
|
||||
1) Open level and enter game mode
|
||||
2) Set up tests and variables
|
||||
3) Wait for test results (or time out)
|
||||
(Report results)
|
||||
4) Exit game mode and close the editor
|
||||
|
||||
:return: None
|
||||
"""
|
||||
|
||||
import os
|
||||
import sys
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.math as azmath
|
||||
import azlmbr.bus
|
||||
import azlmbr
|
||||
|
||||
# Constants
|
||||
CLOSE_ENOUGH = 0.01 # Close enough threshold for comparing floats
|
||||
TIME_OUT = 2.0 # Time out (in seconds) until test is aborted
|
||||
FORCE_MAGNITUDE = 1000.0 # Point force magnitude for Force Regions
|
||||
SPEED = 3.0 # Initial speed (in m/s) of the moving spheres.
|
||||
|
||||
# Full list for all spheres. Used for EntityId look up in event handlers
|
||||
all_spheres = []
|
||||
|
||||
# Entity base class handles very general entity initialization
|
||||
# Should be treated as a "virtual" class and all implementing child
|
||||
# classes should implement a "self.result()" function referenced in EntityBase::report(self)
|
||||
class EntityBase:
|
||||
def __init__(self, name):
|
||||
# type: (str) -> None
|
||||
self.name = name
|
||||
self.print_list = []
|
||||
self.id = general.find_game_entity(name)
|
||||
found_test = Tests.get_test(name + "_found")
|
||||
Report.critical_result(found_test, self.id.IsValid())
|
||||
|
||||
# Reports this entity's result. Implicitly calls "get" on result.
|
||||
# Subclasses implement their own definition of a successful result
|
||||
def report(self):
|
||||
# type: () -> None
|
||||
result_test = Tests.get_test(self.name + "_result")
|
||||
Report.result(result_test, self.result())
|
||||
|
||||
# Prints the print queue (with decorated header) if not empty
|
||||
def print_log(self):
|
||||
# type: () -> None
|
||||
if self.print_list:
|
||||
Report.info("*********** {} **********".format(self))
|
||||
for line in self.print_list:
|
||||
Report.info(line)
|
||||
Report.info("")
|
||||
|
||||
# Quick string cast, returns entity name
|
||||
def __str__(self):
|
||||
# type: () -> str
|
||||
return self.name
|
||||
|
||||
# ForceRegion handles all the data and behavior associated with a ForceRegion (for this test)
|
||||
# They simply wait for a Sphere to collide with them. On collision they store the calculated force
|
||||
# magnitude for verification.
|
||||
class ForceRegion(EntityBase):
|
||||
def __init__(self, name, magnitude):
|
||||
# type: (str, float) -> None
|
||||
EntityBase.__init__(self, name)
|
||||
self.expected_magnitude = magnitude
|
||||
self.actual_magnitude = None
|
||||
self.expected_normal = None
|
||||
self.actual_normal = None
|
||||
# Set point force Magnitude
|
||||
azlmbr.physics.ForcePointRequestBus(azlmbr.bus.Event, "SetMagnitude", self.id, magnitude)
|
||||
# Set up handler
|
||||
self.handler = azlmbr.physics.ForceRegionNotificationBusHandler()
|
||||
self.handler.connect(None)
|
||||
self.handler.add_callback("OnCalculateNetForce", self.on_calc_force)
|
||||
|
||||
# Callback function for OnCalculateNetForce event
|
||||
def on_calc_force(self, args):
|
||||
# type: ([EntityId, EntityId, azmath.Vector3, float]) -> None
|
||||
if self.id.Equal(args[0]) and self.actual_magnitude is None:
|
||||
for sphere in all_spheres:
|
||||
if sphere.id.Equal(args[1]):
|
||||
# Log event in print queue (for me and for the sphere)
|
||||
self.print_list.append("Exerting force on {}:".format(sphere))
|
||||
sphere.print_list.append("Force exerted by {}".format(self))
|
||||
# Save calculated data to be compared later
|
||||
self.actual_normal = args[2]
|
||||
self.actual_magnitude = args[3]
|
||||
self.expected_normal = sphere.initial_velocity.GetNormalizedSafe().Unary()
|
||||
# Add expected/actual to print queue
|
||||
self.print_list.append("Force Vector: ")
|
||||
self.print_list.append(
|
||||
" Expected: ({:.2f}, {:.2f}, {:.2f})".format(
|
||||
self.expected_normal.x, self.expected_normal.y, self.expected_normal.z
|
||||
)
|
||||
)
|
||||
self.print_list.append(
|
||||
" Actual: ({:.2f}, {:.2f}, {:.2f})".format(
|
||||
self.actual_normal.x, self.actual_normal.y, self.actual_normal.z
|
||||
)
|
||||
)
|
||||
self.print_list.append("Force Magnitude: ")
|
||||
self.print_list.append(" Expected: {}".format(self.expected_magnitude))
|
||||
self.print_list.append(" Actual: {:.2f}".format(self.actual_magnitude))
|
||||
|
||||
# EntityBase::report() overload.
|
||||
# Force regions have 2 test tuples to report on
|
||||
def report(self):
|
||||
magnitude_test = Tests.get_test(self.name + "_mag_result")
|
||||
normal_test = Tests.get_test(self.name + "_norm_result")
|
||||
Report.result(magnitude_test, self.magnitude_result())
|
||||
Report.result(normal_test, self.normal_result())
|
||||
|
||||
# Test result calculations
|
||||
# Used in EntityBase for reporting results
|
||||
def result(self):
|
||||
# type: () -> bool
|
||||
return self.magnitude_result() and self.normal_result()
|
||||
|
||||
def magnitude_result(self):
|
||||
# type: () -> bool
|
||||
return (
|
||||
self.actual_magnitude is not None
|
||||
and abs(self.actual_magnitude - self.expected_magnitude) < CLOSE_ENOUGH
|
||||
)
|
||||
|
||||
def normal_result(self):
|
||||
# type: () -> bool
|
||||
return (
|
||||
self.actual_normal is not None
|
||||
and self.expected_normal is not None
|
||||
and self.expected_normal.IsClose(self.actual_normal, CLOSE_ENOUGH)
|
||||
)
|
||||
|
||||
# Spheres are the objects that test the force regions. They store an expected collision entity and an
|
||||
# actual collision entity
|
||||
class Sphere(EntityBase):
|
||||
def __init__(self, name, initial_velocity, expected_collision):
|
||||
# type: (str, azmath.Vector3, EntityBase, bool) -> None
|
||||
EntityBase.__init__(self, name)
|
||||
self.initial_velocity = initial_velocity
|
||||
azlmbr.physics.RigidBodyRequestBus(azlmbr.bus.Event, "SetLinearVelocity", self.id, initial_velocity)
|
||||
self.print_list.append(
|
||||
"Initial velocity: ({:.2f}, {:.2f}, {:.2f})".format(
|
||||
initial_velocity.x, initial_velocity.y, initial_velocity.z
|
||||
)
|
||||
)
|
||||
self.expected_collision = expected_collision
|
||||
self.print_list.append("Expected Collision: {}".format(expected_collision))
|
||||
self.actual_collision = None
|
||||
self.active = True
|
||||
self.force_normal = None
|
||||
|
||||
# Registers a collision with this sphere. Saves a reference to the colliding entity for processing later.
|
||||
# Deactivate self after collision is registered.
|
||||
def collide(self, collision_entity):
|
||||
# type: (EntityBase) -> None
|
||||
# Log the event
|
||||
self.print_list.append("Collided with {}".format(collision_entity))
|
||||
self.actual_collision = collision_entity
|
||||
# Deactivate self
|
||||
azlmbr.entity.GameEntityContextRequestBus(azlmbr.bus.Broadcast, "DeactivateGameEntity", self.id)
|
||||
self.active = False
|
||||
|
||||
# Calculates result
|
||||
# Used in EntityBase for reporting results
|
||||
def result(self):
|
||||
if self.actual_collision is None:
|
||||
return False
|
||||
else:
|
||||
return self.expected_collision.id.Equal(self.actual_collision.id)
|
||||
|
||||
# Box entities wait for a collision with a sphere as a means of validation the force region's offset
|
||||
# worked according to plan.
|
||||
class Box(EntityBase):
|
||||
def __init__(self, name, expected_sphere_collisions):
|
||||
# type: (str, int) -> None
|
||||
EntityBase.__init__(self, name)
|
||||
self.spheres_collided = 0
|
||||
self.expected_sphere_collisions = expected_sphere_collisions
|
||||
# Set up handler
|
||||
self.handler = azlmbr.physics.CollisionNotificationBusHandler()
|
||||
self.handler.connect(self.id)
|
||||
self.handler.add_callback("OnCollisionBegin", self.on_collision_begin)
|
||||
|
||||
# Callback function for OnCollisionBegin event
|
||||
def on_collision_begin(self, args):
|
||||
for sphere in all_spheres:
|
||||
if sphere.id.Equal(args[0]):
|
||||
# Log event
|
||||
self.print_list.append("Collided with {}".format(sphere))
|
||||
# Register collision with sphere
|
||||
sphere.collide(self)
|
||||
self.spheres_collided += 1 # Count collisions for validation later
|
||||
break
|
||||
|
||||
# Calculates test result
|
||||
# Used in EntityBase for reporting results
|
||||
def result(self):
|
||||
return self.spheres_collided == self.expected_sphere_collisions
|
||||
|
||||
# Manages the entities required to run the test for one axis (X, Y, or Z)
|
||||
class AxisTest:
|
||||
def __init__(self, axis, init_velocity):
|
||||
# type: (str, azmath.Vector3) -> None
|
||||
self.name = axis + " axis test"
|
||||
self.force_region = ForceRegion("force_region_" + axis, FORCE_MAGNITUDE)
|
||||
self.spheres = [
|
||||
Sphere("sphere_pass_" + axis, init_velocity, Box("force_region_pass_box_" + axis, 1)),
|
||||
Sphere("sphere_bounce_" + axis, init_velocity, Box("external_pass_box_" + axis, 1)),
|
||||
]
|
||||
self.boxes = [
|
||||
Box("external_fail_box_" + axis, 0),
|
||||
Box("force_region_fail_box_" + axis, 0)
|
||||
] + [
|
||||
# Gets the Boxes passed to spheres on init
|
||||
sphere.expected_collision for sphere in self.spheres
|
||||
]
|
||||
# Full list for all entities this test is responsible for
|
||||
self.all_entities = self.boxes + self.spheres + [self.force_region]
|
||||
# Add spheres to global "lookup" list
|
||||
all_spheres.extend(self.spheres)
|
||||
|
||||
# Checks for all entities' test passing conditions
|
||||
def passed(self):
|
||||
return all([e.result() for e in self.all_entities])
|
||||
|
||||
# Returns true when this test has completed (i.e. when the spheres have collided and are deactivated)
|
||||
def completed(self):
|
||||
return all([not sphere.active for sphere in self.spheres])
|
||||
|
||||
# Reports results for all entities in this test
|
||||
def report(self):
|
||||
Report.info("::::::::::::::::::::::::::::: {} Results :::::::::::::::::::::::::::::".format(self.name))
|
||||
for entity in self.all_entities:
|
||||
entity.report()
|
||||
|
||||
# Prints the logs for all entities in this test
|
||||
def print_log(self):
|
||||
Report.info("::::::::::::::::::::::::::::: {} Log :::::::::::::::::::::::::::::".format(self.name))
|
||||
for entity in self.all_entities:
|
||||
entity.print_log()
|
||||
|
||||
# *********** Execution Code ***********
|
||||
|
||||
# 1) Open level
|
||||
helper.init_idle()
|
||||
helper.open_level("Physics", "ForceRegion_PositionOffset")
|
||||
helper.enter_game_mode(Tests.enter_game_mode)
|
||||
|
||||
# 2) Variable set up
|
||||
# Initial velocities for the three different directions spheres will be moving
|
||||
x_vel = azmath.Vector3(SPEED, 0.0, 0.0)
|
||||
y_vel = azmath.Vector3(0.0, SPEED, 0.0)
|
||||
z_vel = azmath.Vector3(0.0, 0.0, SPEED)
|
||||
|
||||
# The three tests, one for each axis
|
||||
axis_tests = [
|
||||
AxisTest("x", z_vel), # Spheres move in Z direction when testing X axis offset
|
||||
AxisTest("y", x_vel), # Spheres move in X direction when testing Y axis offset
|
||||
AxisTest("z", y_vel), # Spheres move in Y direction when testing Z axis offset
|
||||
]
|
||||
|
||||
# 3) Wait for test results or time out
|
||||
Report.result(
|
||||
Tests.test_completed, helper.wait_for_condition(
|
||||
lambda: all([test.completed() for test in axis_tests]), TIME_OUT
|
||||
)
|
||||
)
|
||||
|
||||
# Report results
|
||||
for test in axis_tests:
|
||||
test.report()
|
||||
|
||||
# Print entity print queues for each failed test
|
||||
for test in axis_tests:
|
||||
if not test.passed():
|
||||
test.print_log()
|
||||
|
||||
# 4) Exit game mode and close editor
|
||||
helper.exit_game_mode(Tests.exit_game_mode)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(ForceRegion_PositionOffset)
|
||||
+138
@@ -0,0 +1,138 @@
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
|
||||
# Test case ID : C5959761
|
||||
# Test Case Title : Check that force region (physics asset) exerts point force
|
||||
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests():
|
||||
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
|
||||
find_ball = ("Ball entity found", "Ball entity not found")
|
||||
find_sedan = ("Sedan entity found", "Sedan entity not found")
|
||||
ball_fell = ("The ball fell", "The ball did not fall")
|
||||
ball_enters_force_region = ("Ball entered force region", "Ball did not enter force region")
|
||||
ball_exits_force_region = ("Ball exited force region", "Ball did not exit force region")
|
||||
ball_moved_up = ("Ball moved up", "Ball did not move up")
|
||||
ball_moved_forward = ("Ball moved forward", "Ball did not move forward")
|
||||
exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
|
||||
# fmt: on
|
||||
|
||||
|
||||
def ForceRegion_PxMeshShapedForce():
|
||||
"""
|
||||
Summary:
|
||||
Runs an automated test to ensure that PhysX force regions with physics assets exert point force on rigid bodies
|
||||
|
||||
Level Description:
|
||||
A ball is suspended over a force region with a physics asset mesh (sedan). The ball is offset 1 unit towards the
|
||||
hood of the sedan (In the Y direction)
|
||||
|
||||
Ball (entity) - Sphere shaped PhysX Collider; PhysX Rigid body with gravity enabled
|
||||
Sedan (entity) - Sedan shaped PhysX Collider; PhysX Force Region with a point force (magnitude 1000.0)
|
||||
|
||||
Expected Behavior:
|
||||
The ball should fall once game mode is entered and bounce off the force region down and to the right.
|
||||
|
||||
Test Steps:
|
||||
1) Open level
|
||||
2) Enter game mode
|
||||
3) Validate entities
|
||||
4) Wait for ball to fall
|
||||
5) Wait for ball to enter force region
|
||||
6) Wait for ball to exit force region
|
||||
7) Validate velocity vector
|
||||
8) Exit game mode
|
||||
9) Close the editor
|
||||
|
||||
Note:
|
||||
- This test file must be called from the Open 3D Engine Editor command terminal
|
||||
- Any passed and failed tests are written to the Editor.log file.
|
||||
Parsing the file or running a log_monitor are required to observe the test results.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
|
||||
import os
|
||||
import sys
|
||||
import azlmbr
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.bus as bus
|
||||
import azlmbr.math
|
||||
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
|
||||
TIMEOUT = 2.0
|
||||
|
||||
class Ball:
|
||||
def __init__(self, name):
|
||||
self.id = general.find_game_entity(name)
|
||||
self.entered_force_region = False
|
||||
self.exited_force_region = False
|
||||
|
||||
def get_velocity(self):
|
||||
return azlmbr.physics.RigidBodyRequestBus(bus.Event, "GetLinearVelocity", self.id)
|
||||
|
||||
def is_falling(self):
|
||||
return self.get_velocity().z < 0.0
|
||||
|
||||
helper.init_idle()
|
||||
# 1) Open level
|
||||
helper.open_level("Physics", "ForceRegion_PxMeshShapedForce")
|
||||
|
||||
# 2) Enter game mode
|
||||
helper.enter_game_mode(Tests.enter_game_mode)
|
||||
|
||||
# 3) Validate entities
|
||||
ball = Ball("Ball")
|
||||
Report.critical_result(Tests.find_ball, ball.id.IsValid())
|
||||
|
||||
sedan_id = general.find_game_entity("Sedan")
|
||||
Report.critical_result(Tests.find_sedan, sedan_id.IsValid())
|
||||
|
||||
# 4) Wait for ball to fall
|
||||
def on_trigger_enter(args):
|
||||
other_id = args[0]
|
||||
if other_id.Equal(ball.id):
|
||||
ball.entered_force_region = True
|
||||
|
||||
def on_trigger_exit(args):
|
||||
other_id = args[0]
|
||||
if other_id.Equal(ball.id):
|
||||
ball.exited_force_region = True
|
||||
|
||||
handler = azlmbr.physics.TriggerNotificationBusHandler()
|
||||
handler.connect(sedan_id)
|
||||
handler.add_callback("OnTriggerEnter", on_trigger_enter)
|
||||
handler.add_callback("OnTriggerExit", on_trigger_exit)
|
||||
|
||||
Report.critical_result(Tests.ball_fell, helper.wait_for_condition(ball.is_falling, TIMEOUT))
|
||||
|
||||
# 5) Wait for ball to enter force region
|
||||
helper.wait_for_condition(lambda: ball.entered_force_region, TIMEOUT)
|
||||
Report.critical_result(Tests.ball_enters_force_region, ball.entered_force_region)
|
||||
|
||||
# 6) Wait for ball to exit force region
|
||||
helper.wait_for_condition(lambda: ball.exited_force_region, TIMEOUT)
|
||||
Report.critical_result(Tests.ball_exits_force_region, ball.exited_force_region)
|
||||
|
||||
# 7) Validate velocity vector
|
||||
velocity = ball.get_velocity()
|
||||
Report.result(Tests.ball_moved_up, velocity.z > 0.0)
|
||||
Report.result(Tests.ball_moved_forward, velocity.y > 0.0)
|
||||
|
||||
# 8) Exit game mode
|
||||
helper.exit_game_mode(Tests.exit_game_mode)
|
||||
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(ForceRegion_PxMeshShapedForce)
|
||||
+404
@@ -0,0 +1,404 @@
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
# Test case ID : C5959809
|
||||
# Test Case Title : Verify Force Region Rotational Offset
|
||||
|
||||
|
||||
|
||||
# fmt:off
|
||||
class Tests:
|
||||
# General tests
|
||||
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
|
||||
exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
|
||||
test_completed = ("The test successfully completed", "The test timed out")
|
||||
# ***** Entities found *****
|
||||
# Force Regions
|
||||
force_region_x_found = ("Force Region for X axis test was found", "Force Region for X axis test was NOT found")
|
||||
force_region_y_found = ("Force Region for Y axis test was found", "Force Region for Y axis test was NOT found")
|
||||
force_region_z_found = ("Force Region for Z axis test was found", "Force Region for Z axis test was NOT found")
|
||||
# Force Region Pass Boxes
|
||||
force_region_pass_box_x_found = ("Force Region Pass Box for X axis test was found", "Force Region Pass Box for X axis test was NOT found")
|
||||
force_region_pass_box_y_found = ("Force Region Pass Box for Y axis test was found", "Force Region Pass Box for Y axis test was NOT found")
|
||||
force_region_pass_box_z_found = ("Force Region Pass Box for Z axis test was found", "Force Region Pass Box for Z axis test was NOT found")
|
||||
# External Pass Boxes
|
||||
external_pass_box_x_found = ("External Pass Box for X axis test was found", "External Pass Box for X axis test was NOT found")
|
||||
external_pass_box_y_found = ("External Pass Box for Y axis test was found", "External Pass Box for Y axis test was NOT found")
|
||||
external_pass_box_z_found = ("External Pass Box for Z axis test was found", "External Pass Box for Z axis test was NOT found")
|
||||
# Force Region Fail Boxes
|
||||
force_region_fail_box_x_found = ("Force Region Fail Box for X axis test was found", "Force Region Fail Box for X axis test was NOT found")
|
||||
force_region_fail_box_y_found = ("Force Region Fail Box for Y axis test was found", "Force Region Fail Box for Y axis test was NOT found")
|
||||
force_region_fail_box_z_found = ("Force Region Fail Box for Z axis test was found", "Force Region Fail Box for Z axis test was NOT found")
|
||||
# External Fail Boxes
|
||||
external_fail_box_x_found = ("External Fail Box for X axis test was found", "External Fail Box for X axis test was NOT found")
|
||||
external_fail_box_y_found = ("External Fail Box for Y axis test was found", "External Fail Box for Y axis test was NOT found")
|
||||
external_fail_box_z_found = ("External Fail Box for Z axis test was found", "External Fail Box for Z axis test was NOT found")
|
||||
# Pass spheres
|
||||
sphere_pass_x_found = ("Pass Sphere for X axis test was found", "Pass Sphere for X axis test was NOT found")
|
||||
sphere_pass_y_found = ("Pass Sphere for Y axis test was found", "Pass Sphere for Y axis test was NOT found")
|
||||
sphere_pass_z_found = ("Pass Sphere for Z axis test was found", "Pass Sphere for Z axis test was NOT found")
|
||||
# Bounce Spheres
|
||||
sphere_bounce_x_found = ("Bounce Sphere for X axis test was found", "Bounce Sphere for X axis test was NOT found")
|
||||
sphere_bounce_y_found = ("Bounce Sphere for Y axis test was found", "Bounce Sphere for Y axis test was NOT found")
|
||||
sphere_bounce_z_found = ("Bounce Sphere for Z axis test was found", "Bounce Sphere for Z axis test was NOT found")
|
||||
|
||||
# ****** Entities' results ******
|
||||
# Force Regions
|
||||
force_region_x_mag_result = ("Force Region for X axis magnitude exerted was as expected", "Force Region for X axis magnitude exerted was NOT as expected")
|
||||
force_region_y_mag_result = ("Force Region for Y axis magnitude exerted was as expected", "Force Region for Y axis magnitude exerted was NOT as expected")
|
||||
force_region_z_mag_result = ("Force Region for Z axis magnitude exerted was as expected", "Force Region for Z axis magnitude exerted was NOT as expected")
|
||||
force_region_x_norm_result = ("Force Region for X axis normal exerted was as expected", "Force Region for X axis normal exerted was NOT as expected")
|
||||
force_region_y_norm_result = ("Force Region for Y axis normal exerted was as expected", "Force Region for Y axis normal exerted was NOT as expected")
|
||||
force_region_z_norm_result = ("Force Region for Z axis normal exerted was as expected", "Force Region for Z axis normal exerted was NOT as expected")
|
||||
# Force Region Pass Boxes
|
||||
force_region_pass_box_x_result = ("Force Region Pass Box for X axis collided with exactly one sphere", "Force Region Pass Box for X axis DID NOT collide with exactly one sphere")
|
||||
force_region_pass_box_y_result = ("Force Region Pass Box for Y axis collided with exactly one sphere", "Force Region Pass Box for Y axis DID NOT collide with exactly one sphere")
|
||||
force_region_pass_box_z_result = ("Force Region Pass Box for Z axis collided with exactly one sphere", "Force Region Pass Box for Z axis DID NOT collide with exactly one sphere")
|
||||
# External Pass Boxes
|
||||
external_pass_box_x_result = ("External Pass Box for X axis collided with exactly one sphere", "External Pass Box for X axis DID NOT collide with exactly one sphere")
|
||||
external_pass_box_y_result = ("External Pass Box for Y axis collided with exactly one sphere", "External Pass Box for Y axis DID NOT collide with exactly one sphere")
|
||||
external_pass_box_z_result = ("External Pass Box for Z axis collided with exactly one sphere", "External Pass Box for Z axis DID NOT collide with exactly one sphere")
|
||||
# Force Region Fail Boxes
|
||||
force_region_fail_box_x_result = ("Force Region Fail Box for X axis collided with no spheres", "Force Region Fail Box for X axis DID collide with a sphere")
|
||||
force_region_fail_box_y_result = ("Force Region Fail Box for Y axis collided with no spheres", "Force Region Fail Box for Y axis DID collide with a sphere")
|
||||
force_region_fail_box_z_result = ("Force Region Fail Box for Z axis collided with no spheres", "Force Region Fail Box for Z axis DID collide with a sphere")
|
||||
# External Fail Boxes
|
||||
external_fail_box_x_result = ("External Fail Box for X axis collided with no spheres", "External Fail Box for X axis DID collide with a sphere")
|
||||
external_fail_box_y_result = ("External Fail Box for Y axis collided with no spheres", "External Fail Box for Y axis DID collide with a sphere")
|
||||
external_fail_box_z_result = ("External Fail Box for Z axis collided with no spheres", "External Fail Box for Z axis DID collide with a sphere")
|
||||
# Pass spheres
|
||||
sphere_pass_x_result = ("Pass Sphere for X axis collided with expected Box", "Pass Sphere for X axis DID NOT collide with expected Box")
|
||||
sphere_pass_y_result = ("Pass Sphere for Y axis collided with expected Box", "Pass Sphere for Y axis DID NOT collide with expected Box")
|
||||
sphere_pass_z_result = ("Pass Sphere for Z axis collided with expected Box", "Pass Sphere for Z axis DID NOT collide with expected Box")
|
||||
# Bounce Spheres
|
||||
sphere_bounce_x_result = ("Bounce Sphere for X axis collided with expected Box", "Bounce Sphere for X axis DID NOT collide with expected Box")
|
||||
sphere_bounce_y_result = ("Bounce Sphere for Y axis collided with expected Box", "Bounce Sphere for Y axis DID NOT collide with expected Box")
|
||||
sphere_bounce_z_result = ("Bounce Sphere for Z axis collided with expected Box", "Bounce Sphere for Z axis DID NOT collide with expected Box")
|
||||
# fmt:on
|
||||
|
||||
@staticmethod
|
||||
# Test tuple accessor via string
|
||||
def get_test(test_name):
|
||||
if test_name in Tests.__dict__:
|
||||
return Tests.__dict__[test_name]
|
||||
else:
|
||||
return None
|
||||
|
||||
|
||||
def ForceRegion_RotationalOffset():
|
||||
"""
|
||||
Summary:
|
||||
Force Region rotational offset is tested for each of the 3 axises (X, Y, and Z). Each axis's test has one
|
||||
ForceRegion, two spheres and four boxes. By monitoring which box each sphere collides with we can validate the
|
||||
integrity of the ForceRegions rotational offset.
|
||||
|
||||
Level Description:
|
||||
Each axis's test has the following entities:
|
||||
one force region - set for point force and with it's collider rotationally offset (on the axis in test).
|
||||
two spheres - one positioned near the transform of the force region, one positioned near the [offset] collider for
|
||||
the force region
|
||||
four boxes - One box is positioned inside the force region's transform, one inside the force region's [offset]
|
||||
collider. The other two boxes are positioned behind the two spheres (relative to the direction they will be
|
||||
initially traveling)
|
||||
|
||||
Expected Behavior:
|
||||
All three axises' tests run in parallel. when the tests begin, the spheres should move toward their expected
|
||||
force regions. The spheres positioned to collide with their region's [offset] collider should be forced backwards
|
||||
before entering the force region and collide with the box behind it. The spheres positioned by their force region's
|
||||
transforms should pass straight into the transform and collide with the box inside the transform.
|
||||
The boxes inside the Force Regions' [offset] colliders and the boxes behind the spheres set to move into the Force
|
||||
Regions' transforms should not register any collisions.
|
||||
|
||||
Steps:
|
||||
1) Open level and enter game mode
|
||||
2) Set up tests and variables
|
||||
3) Wait for test results (or time out)
|
||||
(Report results)
|
||||
4) Exit game mode and close the editor
|
||||
|
||||
:return: None
|
||||
"""
|
||||
|
||||
import os
|
||||
import sys
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.math as azmath
|
||||
import azlmbr.bus
|
||||
import azlmbr
|
||||
|
||||
# Constants
|
||||
CLOSE_ENOUGH = 0.01 # Close enough threshold for comparing floats
|
||||
TIME_OUT = 2.0 # Time out (in seconds) until test is aborted
|
||||
FORCE_MAGNITUDE = 1000.0 # Point force magnitude for Force Regions
|
||||
SPEED = 3.0 # Initial speed (in m/s) of the moving spheres.
|
||||
|
||||
# Full list for all spheres. Used for EntityId look up in event handlers
|
||||
all_spheres = []
|
||||
|
||||
# Entity base class handles very general entity initialization
|
||||
# Should be treated as a "virtual" class and all implementing child
|
||||
# classes should implement a "self.result()" function referenced in EntityBase::report(self)
|
||||
class EntityBase:
|
||||
def __init__(self, name):
|
||||
# type: (str) -> None
|
||||
self.name = name
|
||||
self.print_list = []
|
||||
self.id = general.find_game_entity(name)
|
||||
found_test = Tests.get_test(name + "_found")
|
||||
Report.critical_result(found_test, self.id.IsValid())
|
||||
|
||||
# Reports this entity's result. Implicitly calls "get" on result.
|
||||
# Subclasses implement their own definition of a successful result
|
||||
def report(self):
|
||||
# type: () -> None
|
||||
result_test = Tests.get_test(self.name + "_result")
|
||||
Report.result(result_test, self.result())
|
||||
|
||||
# Prints the print queue (with decorated header) if not empty
|
||||
def print_log(self):
|
||||
# type: () -> None
|
||||
if self.print_list:
|
||||
Report.info("*********** {} **********".format(self))
|
||||
for line in self.print_list:
|
||||
Report.info(line)
|
||||
Report.info("")
|
||||
|
||||
# Quick string cast, returns entity name
|
||||
def __str__(self):
|
||||
# type: () -> str
|
||||
return self.name
|
||||
|
||||
# ForceRegion handles all the data and behavior associated with a ForceRegion (for this test)
|
||||
# They simply wait for a Sphere to collide with them. On collision they store the calculated force
|
||||
# magnitude for verification.
|
||||
class ForceRegion(EntityBase):
|
||||
def __init__(self, name, magnitude):
|
||||
# type: (str, float) -> None
|
||||
EntityBase.__init__(self, name)
|
||||
self.expected_magnitude = magnitude
|
||||
self.actual_magnitude = None
|
||||
self.expected_normal = None
|
||||
self.actual_normal = None
|
||||
# Set point force Magnitude
|
||||
azlmbr.physics.ForcePointRequestBus(azlmbr.bus.Event, "SetMagnitude", self.id, magnitude)
|
||||
# Set up handler
|
||||
self.handler = azlmbr.physics.ForceRegionNotificationBusHandler()
|
||||
self.handler.connect(None)
|
||||
self.handler.add_callback("OnCalculateNetForce", self.on_calc_force)
|
||||
|
||||
# Callback function for OnCalculateNetForce event
|
||||
def on_calc_force(self, args):
|
||||
# type: ([EntityId, EntityId, azmath.Vector3, float]) -> None
|
||||
if self.id.Equal(args[0]) and self.actual_magnitude is None:
|
||||
for sphere in all_spheres:
|
||||
if sphere.id.Equal(args[1]):
|
||||
# Log event in print queue (for me and for the sphere)
|
||||
self.print_list.append("Exerting force on {}:".format(sphere))
|
||||
sphere.print_list.append("Force exerted by {}".format(self))
|
||||
# Save calculated data to be compared later
|
||||
self.actual_normal = args[2]
|
||||
self.actual_magnitude = args[3]
|
||||
pos = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldTranslation", self.id)
|
||||
sphere_pos = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldTranslation", sphere.id)
|
||||
self.expected_normal = sphere_pos.Subtract(pos).GetNormalizedSafe()
|
||||
# Add expected/actual to print queue
|
||||
self.print_list.append("Force Vector: ")
|
||||
self.print_list.append(
|
||||
" Expected: ({:.2f}, {:.2f}, {:.2f})".format(
|
||||
self.expected_normal.x, self.expected_normal.y, self.expected_normal.z
|
||||
)
|
||||
)
|
||||
self.print_list.append(
|
||||
" Actual: ({:.2f}, {:.2f}, {:.2f})".format(
|
||||
self.actual_normal.x, self.actual_normal.y, self.actual_normal.z
|
||||
)
|
||||
)
|
||||
self.print_list.append("Force Magnitude: ")
|
||||
self.print_list.append(" Expected: {}".format(self.expected_magnitude))
|
||||
self.print_list.append(" Actual: {:.2f}".format(self.actual_magnitude))
|
||||
|
||||
# EntityBase::report() overload.
|
||||
# Force regions have 2 test tuples to report on
|
||||
def report(self):
|
||||
magnitude_test = Tests.get_test(self.name + "_mag_result")
|
||||
normal_test = Tests.get_test(self.name + "_norm_result")
|
||||
Report.result(magnitude_test, self.magnitude_result())
|
||||
Report.result(normal_test, self.normal_result())
|
||||
|
||||
# Test result calculations
|
||||
# Used in EntityBase for reporting results
|
||||
def result(self):
|
||||
# type: () -> bool
|
||||
return self.magnitude_result() and self.normal_result()
|
||||
|
||||
def magnitude_result(self):
|
||||
# type: () -> bool
|
||||
return (
|
||||
self.actual_magnitude is not None
|
||||
and abs(self.actual_magnitude - self.expected_magnitude) < CLOSE_ENOUGH
|
||||
)
|
||||
|
||||
def normal_result(self):
|
||||
# type: () -> bool
|
||||
return (
|
||||
self.actual_normal is not None
|
||||
and self.expected_normal is not None
|
||||
and self.expected_normal.IsClose(self.actual_normal, CLOSE_ENOUGH)
|
||||
)
|
||||
|
||||
# Spheres are the objects that test the force regions. They store an expected collision entity and an
|
||||
# actual collision entity
|
||||
class Sphere(EntityBase):
|
||||
def __init__(self, name, initial_velocity, expected_collision):
|
||||
# type: (str, azmath.Vector3, EntityBase) -> None
|
||||
EntityBase.__init__(self, name)
|
||||
self.initial_velocity = initial_velocity
|
||||
azlmbr.physics.RigidBodyRequestBus(azlmbr.bus.Event, "SetLinearVelocity", self.id, initial_velocity)
|
||||
self.print_list.append(
|
||||
"Initial velocity: ({:.2f}, {:.2f}, {:.2f})".format(
|
||||
initial_velocity.x, initial_velocity.y, initial_velocity.z
|
||||
)
|
||||
)
|
||||
self.expected_collision = expected_collision
|
||||
self.print_list.append("Expected Collision: {}".format(expected_collision))
|
||||
self.actual_collision = None
|
||||
self.active = True
|
||||
self.force_normal = None
|
||||
|
||||
# Registers a collision with this sphere. Saves a reference to the colliding entity for processing later.
|
||||
# Deactivate self after collision is registered.
|
||||
def collide(self, collision_entity):
|
||||
# type: (EntityBase) -> None
|
||||
# Log the event
|
||||
self.print_list.append("Collided with {}".format(collision_entity))
|
||||
self.actual_collision = collision_entity
|
||||
# Deactivate self
|
||||
azlmbr.entity.GameEntityContextRequestBus(azlmbr.bus.Broadcast, "DeactivateGameEntity",
|
||||
self.id)
|
||||
self.active = False
|
||||
|
||||
# Calculates result
|
||||
# Used in EntityBase for reporting results
|
||||
def result(self):
|
||||
if self.actual_collision is None:
|
||||
return False
|
||||
else:
|
||||
return self.expected_collision.id.Equal(self.actual_collision.id)
|
||||
|
||||
# Box entities wait for a collision with a sphere as a means of validation the force region's offset
|
||||
# worked according to plan.
|
||||
class Box(EntityBase):
|
||||
def __init__(self, name, expected_sphere_collisions):
|
||||
# type: (str, int) -> None
|
||||
EntityBase.__init__(self, name)
|
||||
self.spheres_collided = 0
|
||||
self.expected_sphere_collisions = expected_sphere_collisions
|
||||
# Set up handler
|
||||
self.handler = azlmbr.physics.CollisionNotificationBusHandler()
|
||||
self.handler.connect(self.id)
|
||||
self.handler.add_callback("OnCollisionBegin", self.on_collision_begin)
|
||||
|
||||
# Callback function for OnCollisionBegin event
|
||||
def on_collision_begin(self, args):
|
||||
for sphere in all_spheres:
|
||||
if sphere.id.Equal(args[0]):
|
||||
# Log event
|
||||
self.print_list.append("Collided with {}".format(sphere))
|
||||
# Register collision with sphere
|
||||
sphere.collide(self)
|
||||
self.spheres_collided += 1 # Count collisions for validation later
|
||||
break
|
||||
|
||||
# Calculates test result
|
||||
# Used in EntityBase for reporting results
|
||||
def result(self):
|
||||
return self.spheres_collided == self.expected_sphere_collisions
|
||||
|
||||
# Manages the entities required to run the test for one axis (X, Y, or Z)
|
||||
class AxisTest:
|
||||
def __init__(self, axis, init_velocity):
|
||||
# type: (str, azmath.Vector3) -> None
|
||||
self.name = axis + " axis test"
|
||||
self.force_region = ForceRegion("force_region_" + axis, FORCE_MAGNITUDE)
|
||||
self.spheres = [
|
||||
Sphere("sphere_pass_" + axis, init_velocity, Box("force_region_pass_box_" + axis, 1)),
|
||||
Sphere("sphere_bounce_" + axis, init_velocity, Box("external_pass_box_" + axis, 1)),
|
||||
]
|
||||
self.boxes = [
|
||||
Box("external_fail_box_" + axis, 0),
|
||||
Box("force_region_fail_box_" + axis, 0)
|
||||
] + [
|
||||
sphere.expected_collision for sphere in self.spheres
|
||||
# Gets the Boxes passed to spheres on init
|
||||
]
|
||||
# Full list for all entities this test is responsible for
|
||||
self.all_entities = self.boxes + self.spheres + [self.force_region]
|
||||
# Add spheres to global "lookup" list
|
||||
all_spheres.extend(self.spheres)
|
||||
|
||||
# Checks for all entities' test passing conditions
|
||||
def passed(self):
|
||||
return all([e.result() for e in self.all_entities])
|
||||
|
||||
# Returns true when this test has completed (i.e. when the spheres have collided and are deactivated)
|
||||
def completed(self):
|
||||
return all([not sphere.active for sphere in self.spheres])
|
||||
|
||||
# Reports results for all entities in this test
|
||||
def report(self):
|
||||
Report.info("::::::::::::::::::::::::::::: {} Results :::::::::::::::::::::::::::::".format(self.name))
|
||||
for entity in self.all_entities:
|
||||
entity.report()
|
||||
|
||||
# Prints the logs for all entities in this test
|
||||
def print_log(self):
|
||||
Report.info("::::::::::::::::::::::::::::: {} Log :::::::::::::::::::::::::::::".format(self.name))
|
||||
for entity in self.all_entities:
|
||||
entity.print_log()
|
||||
|
||||
# *********** Execution Code ***********
|
||||
|
||||
# 1) Open level
|
||||
helper.init_idle()
|
||||
helper.open_level("Physics", "ForceRegion_RotationalOffset")
|
||||
helper.enter_game_mode(Tests.enter_game_mode)
|
||||
|
||||
# 2) Variable set up
|
||||
# Initial velocities for the three different directions spheres will be moving
|
||||
x_vel = azmath.Vector3(SPEED, 0.0, 0.0)
|
||||
y_vel = azmath.Vector3(0.0, SPEED, 0.0)
|
||||
z_vel = azmath.Vector3(0.0, 0.0, SPEED)
|
||||
|
||||
# The three tests, one for each axis
|
||||
axis_tests = [AxisTest("x", x_vel), AxisTest("y", y_vel), AxisTest("z", z_vel)]
|
||||
|
||||
# 3) Wait for test results or time out
|
||||
Report.result(
|
||||
Tests.test_completed, helper.wait_for_condition(
|
||||
lambda: all([test.completed() for test in axis_tests]), TIME_OUT
|
||||
)
|
||||
)
|
||||
|
||||
# Report results
|
||||
for test in axis_tests:
|
||||
test.report()
|
||||
|
||||
# Print entity print queues for each failed test
|
||||
for test in axis_tests:
|
||||
if not test.passed():
|
||||
test.print_log()
|
||||
|
||||
# 4) Exit game mode and close editor
|
||||
helper.exit_game_mode(Tests.exit_game_mode)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(ForceRegion_RotationalOffset)
|
||||
+141
@@ -0,0 +1,141 @@
|
||||
# coding=utf-8
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
|
||||
# Test case ID : C5932043
|
||||
# Test Case Title : Check that force region exerts simple drag force on rigid bodies
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests:
|
||||
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
|
||||
find_sphere = ("Sphere found", "Sphere not found")
|
||||
find_force_region = ("Force Region found", "Force Region not found")
|
||||
|
||||
# entity_actions_success refers to if the entity completed all expected actions in the test. For this test, this
|
||||
# will be, did the Sphere enter and exit the force region
|
||||
entity_actions_success = ("Entity actions completed", "Entity actions not completed")
|
||||
sphere_lost_height = ("Sphere went down", "Sphere didn't go down")
|
||||
force_region_slows = ("Force Region slowed Sphere", "Force Region didn't slow Sphere")
|
||||
exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
|
||||
# fmt: on
|
||||
|
||||
|
||||
def ForceRegion_SimpleDragForceOnRigidBodies():
|
||||
# This run() function will open a a level and validate that the force region slows down a spheres fall.
|
||||
# It does this by:
|
||||
# 1) Opens level with sphere above a force region
|
||||
# 2) Enters Game mode
|
||||
# 3) Finds the entities in the scene
|
||||
# 4) Listens for sphere to enter the force region
|
||||
# 5) Gets z velocity and position of sphere
|
||||
# 6) Listens for sphere to exit force region
|
||||
# 7) Gets new velocity and position of sphere
|
||||
# 8) Validate the results
|
||||
# 9) Exits game mode and editor
|
||||
|
||||
# Setup path
|
||||
import os, sys
|
||||
|
||||
|
||||
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.bus
|
||||
|
||||
# Holds details about the sphere
|
||||
class Sphere:
|
||||
id = None
|
||||
start_velocity_z = 0.0
|
||||
end_velocity_z = 0.0
|
||||
sphere_start_z_position = 0.0
|
||||
sphere_end_z_position = 0.0
|
||||
entered_force_region = False
|
||||
exited_force_region = False
|
||||
|
||||
TIME_OUT = 4.0 # Time given to test to complete.
|
||||
|
||||
helper.init_idle()
|
||||
|
||||
# 1) Open level
|
||||
helper.open_level("Physics", "ForceRegion_SimpleDragForceOnRigidBodies")
|
||||
|
||||
# 2) Enter game mode
|
||||
helper.enter_game_mode(Tests.enter_game_mode)
|
||||
|
||||
# 3) Get Entities
|
||||
Sphere.id = general.find_game_entity("Sphere")
|
||||
Report.result(Tests.find_sphere, Sphere.id.IsValid())
|
||||
|
||||
force_region_id = general.find_game_entity("Force Region")
|
||||
Report.result(Tests.find_force_region, force_region_id.IsValid())
|
||||
|
||||
# Called if Sphere enters force region
|
||||
def on_trigger_begin(args):
|
||||
other_id = args[0]
|
||||
if other_id.Equal(Sphere.id):
|
||||
Report.info("Entered force region")
|
||||
Sphere.entered_force_region = True
|
||||
# 5) Gets z velocity and position of sphere
|
||||
Sphere.start_velocity_z = azlmbr.physics.RigidBodyRequestBus(azlmbr.bus.Event, "GetLinearVelocity", Sphere.id).z
|
||||
Sphere.sphere_start_z_position = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldZ", Sphere.id)
|
||||
Report.info(
|
||||
"Sphere Start Z position = {} Z Start Velocity = {}".format(
|
||||
Sphere.sphere_start_z_position, Sphere.start_velocity_z
|
||||
)
|
||||
)
|
||||
|
||||
# Called when sphere exits force region
|
||||
def on_trigger_end(args):
|
||||
other_id = args[0]
|
||||
if other_id.Equal(Sphere.id):
|
||||
Report.info("Exited force region")
|
||||
Sphere.exited_force_region = True
|
||||
# 7) Gets new velocity and position of sphere
|
||||
Sphere.end_velocity_z = azlmbr.physics.RigidBodyRequestBus(azlmbr.bus.Event, "GetLinearVelocity", Sphere.id).z
|
||||
Sphere.sphere_end_z_position = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldZ", Sphere.id)
|
||||
Report.info(
|
||||
"Sphere End Z position = {} Sphere End Z Velocity = {}".format(
|
||||
Sphere.sphere_end_z_position, Sphere.end_velocity_z
|
||||
)
|
||||
)
|
||||
|
||||
|
||||
handler = azlmbr.physics.TriggerNotificationBusHandler()
|
||||
handler.connect(force_region_id)
|
||||
# 4) Listens for sphere to enter the force region
|
||||
handler.add_callback("OnTriggerEnter", on_trigger_begin)
|
||||
# 6) Listens for sphere to exit force region
|
||||
handler.add_callback("OnTriggerExit", on_trigger_end)
|
||||
|
||||
# Wait until all entities in scene are done performing their actions or test times out.
|
||||
def done_with_entity_actions():
|
||||
return Sphere.entered_force_region and Sphere.exited_force_region
|
||||
|
||||
test_completed = helper.wait_for_condition(done_with_entity_actions, TIME_OUT)
|
||||
Report.result(Tests.entity_actions_success, test_completed)
|
||||
|
||||
# 8) Validate the results
|
||||
if test_completed:
|
||||
# Did Sphere fall
|
||||
sphere_descended = Sphere.sphere_end_z_position + 0.5 < Sphere.sphere_start_z_position # 0.5 for buffer
|
||||
Report.result(Tests.sphere_lost_height, sphere_descended)
|
||||
|
||||
# Did Force Region slow down sphere's falling
|
||||
# Note: The faster a sphere falls, the greater its negative/downward velocity will be. Adding 1.0 for buffer.
|
||||
force_region_result = round(Sphere.end_velocity_z, 2) > round(Sphere.start_velocity_z, 2) + 1.0
|
||||
Report.result(Tests.force_region_slows, force_region_result)
|
||||
|
||||
# 9) Exits game mode and editor
|
||||
helper.exit_game_mode(Tests.exit_game_mode)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(ForceRegion_SimpleDragForceOnRigidBodies)
|
||||
+137
@@ -0,0 +1,137 @@
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
|
||||
# Test case ID : C6090546
|
||||
# Test Case Title : Check that a force region slice can be saved and instantiated
|
||||
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests():
|
||||
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
|
||||
find_sphere = ("SphereRigidBody found", "SphereRigidBody not found")
|
||||
find_force_region = ("ForceRegionSliceEntity found", "ForceRegionSliceEntity not found")
|
||||
sphere_dropped = ("Sphere dropped down", "Sphere did not drop down")
|
||||
sphere_bounced = ("Sphere bounced up vertically", "Sphere did not bounce up vertically")
|
||||
exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
|
||||
# fmt: on
|
||||
|
||||
|
||||
def ForceRegion_SliceFileInstantiates():
|
||||
|
||||
"""
|
||||
Summary:
|
||||
Check that a force region slice can be saved and instantiated
|
||||
|
||||
Level Description:
|
||||
The SphereRigidBody entity is placed above the ForceRegionBox entity
|
||||
ForceRegionSliceEntity (entity) - Slice Asset which is imported from .slice file of another level which has
|
||||
an entity with force region component.
|
||||
SphereRigidBody (entity) - Entity with PhysX Rigid body, Mesh and collider components.
|
||||
The SphereRigidBody is placed above the ForceRegionEntity.
|
||||
|
||||
Expected Behavior:
|
||||
Sphere drops and bounces vertically up from force region.
|
||||
We are checking if the ball started falling down from its initial position and then verifying if it has bounced up
|
||||
its initial position after entering into the force region.
|
||||
|
||||
Test Steps:
|
||||
1) Open level
|
||||
2) Enter game mode
|
||||
3) Retrieve and validate entities
|
||||
4) Get the initial position of the Sphere (rigid body)
|
||||
5) Check if the ball is falling down
|
||||
6) Add trigger notification handler
|
||||
7) Wait till the ball enters the force region
|
||||
8) Check if the ball has bounced vertically up
|
||||
9) Exit game mode
|
||||
10) Close the editor
|
||||
|
||||
|
||||
Note:
|
||||
- This test file must be called from the Open 3D Engine Editor command terminal
|
||||
- Any passed and failed tests are written to the Editor.log file.
|
||||
Parsing the file or running a log_monitor are required to observe the test results.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
|
||||
import os
|
||||
import sys
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.bus
|
||||
|
||||
# Constants
|
||||
TIMEOUT = 3.0 # wait a maximum of 3 seconds
|
||||
SPHERE_RADIUS = 0.5
|
||||
|
||||
class Sphere:
|
||||
id = None
|
||||
initial_position = None
|
||||
current_position = None
|
||||
in_force_region = False
|
||||
bounced = False
|
||||
|
||||
class ForceRegion:
|
||||
id = None
|
||||
|
||||
def sphere_bounced():
|
||||
Sphere.current_position = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldTranslation", Sphere.id)
|
||||
Sphere.bounced = Sphere.current_position.z > (Sphere.initial_position.z + SPHERE_RADIUS)
|
||||
return Sphere.bounced
|
||||
|
||||
def on_trigger_enter(args):
|
||||
if args[0].Equal(Sphere.id):
|
||||
Sphere.in_force_region = True
|
||||
|
||||
helper.init_idle()
|
||||
|
||||
# 1) Open level
|
||||
helper.open_level("Physics", "ForceRegion_SliceFileInstantiates")
|
||||
|
||||
# 2) Enter game mode
|
||||
helper.enter_game_mode(Tests.enter_game_mode)
|
||||
|
||||
# 3) Retrieve and validate entities
|
||||
Sphere.id = general.find_game_entity("SphereRigidBody")
|
||||
Report.critical_result(Tests.find_sphere, Sphere.id.IsValid())
|
||||
ForceRegion.id = general.find_game_entity("ForceRegionSliceEntity")
|
||||
Report.critical_result(Tests.find_force_region, ForceRegion.id.IsValid())
|
||||
|
||||
# 4) Get the initial position of the Sphere (rigid body)
|
||||
Sphere.initial_position = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldTranslation", Sphere.id)
|
||||
|
||||
# 5) Check if the ball is falling down
|
||||
Sphere.current_position = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldTranslation", Sphere.id)
|
||||
sphere_dropped = Sphere.current_position.z < (Sphere.initial_position.z + SPHERE_RADIUS)
|
||||
Report.critical_result(Tests.sphere_dropped, sphere_dropped)
|
||||
|
||||
# 6) Add trigger notification handler
|
||||
handler = azlmbr.physics.TriggerNotificationBusHandler()
|
||||
handler.connect(ForceRegion.id)
|
||||
handler.add_callback("OnTriggerEnter", on_trigger_enter)
|
||||
|
||||
# 7) Wait till the ball enters the force region
|
||||
helper.wait_for_condition(lambda: Sphere.in_force_region, TIMEOUT)
|
||||
|
||||
# 8) Check if the ball has bounced vertically up
|
||||
# wait till the ball bounces
|
||||
helper.wait_for_condition(sphere_bounced, TIMEOUT)
|
||||
Report.critical_result(Tests.sphere_bounced, Sphere.bounced)
|
||||
|
||||
# 9) Exit game mode
|
||||
helper.exit_game_mode(Tests.exit_game_mode)
|
||||
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(ForceRegion_SliceFileInstantiates)
|
||||
+142
@@ -0,0 +1,142 @@
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
# Test case ID : C12905527
|
||||
# Test Case Title : Check that deviation occurring in Force Magnitude due to Values in Force direction is not large
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests():
|
||||
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
|
||||
find_force_region = ("Force region was found", "Force region was not found")
|
||||
find_sphere = ("Sphere was found", "Sphere was not found")
|
||||
sphere_entered_region = ("Sphere entered force region", "Sphere did not enter force region")
|
||||
sphere_exited_region = ("Sphere exited force region", "Sphere did not exit force region")
|
||||
force_magnitude_close = ("The net force magnitude was close to the expected value", "The net force magnitude was not close to the expected value")
|
||||
exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
|
||||
# fmt: on
|
||||
|
||||
|
||||
def ForceRegion_SmallMagnitudeDeviationOnLargeForces():
|
||||
"""
|
||||
Summary:
|
||||
Runs an automated test to ensure that the calculated net force magnitude is close to the configured value
|
||||
|
||||
Level Description:
|
||||
A sphere (Sphere) is positioned above a force region (ForceRegion)
|
||||
Sphere has a sphere PhysX collider and PhysX Rigid Body. Gravity is disabled, and it has an initial velocity of
|
||||
2 m/s in the Z direction.
|
||||
|
||||
ForceRegion has a box PhysX collider and PhysX Force Region. Magnitude on the force region is set to 1,000,000.0
|
||||
|
||||
Expected Behavior:
|
||||
The sphere enters and exits the force region. on_calc_net_force returns a value close to 1,000,000.0
|
||||
|
||||
Test Steps:
|
||||
1) Open level
|
||||
2) Enter game mode
|
||||
3) Validate entities
|
||||
4) Wait for the sphere to enter and exit the force region
|
||||
5) Check the calculated net force against what we expect
|
||||
6) Exit game mode
|
||||
7) Close the editor
|
||||
|
||||
Note:
|
||||
- This test file must be called from the Open 3D Engine Editor command terminal
|
||||
- Any passed and failed tests are written to the Editor.log file.
|
||||
Parsing the file or running a log_monitor are required to observe the test results.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
import os
|
||||
import sys
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
|
||||
import azlmbr
|
||||
import azlmbr.legacy.general as general
|
||||
|
||||
EXPECTED_MAGNITUDE = 1000000.0
|
||||
PERMISSIBLE_ERROR = 0.001 # +/- 0.1%
|
||||
TIMEOUT = 1.0
|
||||
|
||||
class Sphere:
|
||||
def __init__(self, name):
|
||||
self.name = name
|
||||
self.id = general.find_game_entity(name)
|
||||
self.entered_force_region = False
|
||||
self.exited_force_region = False
|
||||
self.net_force_magnitude = 0
|
||||
|
||||
def on_trigger_enter(args):
|
||||
Report.info("triggered")
|
||||
other_id = args[0]
|
||||
if other_id.Equal(sphere.id):
|
||||
sphere.entered_force_region = True
|
||||
|
||||
def on_trigger_exit(args):
|
||||
other_id = args[0]
|
||||
if other_id.Equal(sphere.id):
|
||||
sphere.exited_force_region = True
|
||||
|
||||
def on_calc_net_force(args):
|
||||
other_id = args[1]
|
||||
force_magnitude = args[3]
|
||||
|
||||
if other_id.Equal(sphere.id):
|
||||
sphere.net_force_magnitude = force_magnitude
|
||||
|
||||
helper.init_idle()
|
||||
# 1) Open level
|
||||
Report.info(general.get_current_level_name())
|
||||
helper.open_level("Physics", "ForceRegion_SmallMagnitudeDeviationOnLargeForces")
|
||||
|
||||
# 2) Enter game mode
|
||||
helper.enter_game_mode(Tests.enter_game_mode)
|
||||
|
||||
# 3) Validate entities
|
||||
sphere = Sphere("Sphere")
|
||||
force_region_id = general.find_game_entity("ForceRegion")
|
||||
|
||||
Report.critical_result(Tests.find_sphere, sphere.id.IsValid())
|
||||
Report.critical_result(Tests.find_force_region, force_region_id.IsValid())
|
||||
|
||||
# Create handlers
|
||||
trigger_handler = azlmbr.physics.TriggerNotificationBusHandler()
|
||||
trigger_handler.connect(force_region_id)
|
||||
trigger_handler.add_callback("OnTriggerEnter", on_trigger_enter)
|
||||
trigger_handler.add_callback("OnTriggerExit", on_trigger_exit)
|
||||
|
||||
net_force_handler = azlmbr.physics.ForceRegionNotificationBusHandler()
|
||||
net_force_handler.connect(None)
|
||||
net_force_handler.add_callback("OnCalculateNetForce", on_calc_net_force)
|
||||
|
||||
# 4) Wait for the sphere to enter and exit the force region
|
||||
Report.result(Tests.sphere_entered_region, helper.wait_for_condition(lambda: sphere.entered_force_region, TIMEOUT))
|
||||
Report.result(Tests.sphere_exited_region, helper.wait_for_condition(lambda: sphere.exited_force_region, TIMEOUT))
|
||||
|
||||
# 5) Check the calculated net force against what we expect
|
||||
absolute_difference = abs(sphere.net_force_magnitude - EXPECTED_MAGNITUDE)
|
||||
error = absolute_difference / EXPECTED_MAGNITUDE
|
||||
net_force_was_close = error < PERMISSIBLE_ERROR
|
||||
|
||||
Report.result(Tests.force_magnitude_close, net_force_was_close)
|
||||
if not net_force_was_close:
|
||||
Report.info(
|
||||
"\nExpected Magnitude: {}"
|
||||
"\nActual Magnitude: {}"
|
||||
"\nPermissible Error: {}"
|
||||
"\nMeasured Error: {}".format(EXPECTED_MAGNITUDE, sphere.net_force_magnitude, PERMISSIBLE_ERROR, error)
|
||||
)
|
||||
|
||||
# 6) Exit game mode
|
||||
helper.exit_game_mode(Tests.exit_game_mode)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(ForceRegion_SmallMagnitudeDeviationOnLargeForces)
|
||||
+149
@@ -0,0 +1,149 @@
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
# Test case ID : C5959759
|
||||
# Test Case Title : Check that force region (sphere) exerts point force
|
||||
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests:
|
||||
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
|
||||
find_cube = ("Entity Cube found", "Cube not found")
|
||||
find_force_region = ("Entity force region found", "Force region not found")
|
||||
gravity_works = ("Cube falls", "Cube did not fall")
|
||||
sphere_gravity_enabled = ("Gravity is enabled on the cube", "Gravity is not enabled on the cube")
|
||||
force_region_trigger = ("Cube entered and exited force region", "Cube did not enter adn exit force region")
|
||||
force_calculated = ("OnCalculateNetForce calculated", "OnCalculateNetForce did not get calculated")
|
||||
force_x_vector = ("Force x vector is positive", "Force x vector is not positive")
|
||||
force_y_vector = ("Force y vector is positive", "Force y vector is not positive")
|
||||
point_force_magnitude_value = ("Magnitude is set to 1000", "Magnitude is not set to 1000")
|
||||
point_force_magnitude = ("Calculated magnitude is greater than set magnitude", "Calculated magnitude is not greater than set magnitude")
|
||||
exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
|
||||
# fmt: on
|
||||
|
||||
|
||||
def ForceRegion_SphereShapedForce():
|
||||
"""
|
||||
Level Setup
|
||||
The level consists of a sherical force region with a point force of 1000.
|
||||
A RigidBody cube with mass 1kg is positioned above the force region at an offset.
|
||||
On entering game mode the cube will fall into the spherical point force region.
|
||||
This should cause the cube to bounce off at considerable velocity.
|
||||
We validate the point force observed is as expected
|
||||
"""
|
||||
import os
|
||||
import sys
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.bus
|
||||
|
||||
EXPECTED_MAGNITUDE = 1000.0
|
||||
NEGATIVE_VELOCITY = -0.001
|
||||
TOLERANCE = 0.001
|
||||
|
||||
# 1) Open level and enter game mode
|
||||
helper.init_idle()
|
||||
helper.open_level("Physics", "ForceRegion_SphereShapedForce")
|
||||
helper.enter_game_mode(Tests.enter_game_mode)
|
||||
|
||||
# 2) Retrieve entities
|
||||
cube_id = general.find_game_entity("CubeRigidBody")
|
||||
Report.critical_result(Tests.find_cube, cube_id.IsValid())
|
||||
|
||||
sphere_force_region = general.find_game_entity("SphereForceRegion")
|
||||
Report.critical_result(Tests.find_force_region, sphere_force_region.IsValid())
|
||||
|
||||
# 3) Gravity works
|
||||
gravity_enabled = azlmbr.physics.RigidBodyRequestBus(azlmbr.bus.Event, "IsGravityEnabled", cube_id)
|
||||
Report.result(Tests.sphere_gravity_enabled, gravity_enabled)
|
||||
|
||||
def is_going_down():
|
||||
vel = azlmbr.physics.RigidBodyRequestBus(azlmbr.bus.Event, "GetLinearVelocity", cube_id)
|
||||
return vel.z < NEGATIVE_VELOCITY
|
||||
|
||||
helper.wait_for_condition(is_going_down, 1.0)
|
||||
cube_linear_velocity = azlmbr.physics.RigidBodyRequestBus(azlmbr.bus.Event, "GetLinearVelocity", cube_id)
|
||||
Report.info("Cube z velocity from gravity: {}".format(cube_linear_velocity.z))
|
||||
Report.result(Tests.gravity_works, cube_linear_velocity.z < NEGATIVE_VELOCITY)
|
||||
|
||||
# 4) Listen to trigger events and OnCalculateNetForce notification
|
||||
class SphereForceRegion:
|
||||
enter = False
|
||||
exit = False
|
||||
|
||||
def on_enter(args):
|
||||
other_id = args[0]
|
||||
if other_id.Equal(cube_id):
|
||||
Report.info("Cube touched spherical force region")
|
||||
SphereForceRegion.enter = True
|
||||
|
||||
def on_exit(args):
|
||||
other_id = args[0]
|
||||
if other_id.Equal(cube_id):
|
||||
Report.info("Cube touched spherical force region")
|
||||
SphereForceRegion.exit = True
|
||||
|
||||
handler = azlmbr.physics.TriggerNotificationBusHandler()
|
||||
handler.connect(sphere_force_region)
|
||||
handler.add_callback("OnTriggerEnter", on_enter)
|
||||
handler.add_callback("OnTriggerExit", on_exit)
|
||||
|
||||
class NetForce:
|
||||
vector = None
|
||||
magnitude = 0
|
||||
|
||||
def on_calc_net_force(args):
|
||||
"""
|
||||
args[0] - force region entity
|
||||
args[1] - entity entering
|
||||
args[2] - vector
|
||||
args[3] - magnitude
|
||||
"""
|
||||
entering_entity = args[1]
|
||||
if entering_entity.Equal(cube_id):
|
||||
vector = args[2]
|
||||
magnitude = args[3]
|
||||
Report.info_vector3(vector, "Net Force vector", magnitude)
|
||||
NetForce.vector = vector
|
||||
NetForce.magnitude = magnitude
|
||||
|
||||
force_notification_handler = azlmbr.physics.ForceRegionNotificationBusHandler()
|
||||
force_notification_handler.connect(None)
|
||||
force_notification_handler.add_callback("OnCalculateNetForce", on_calc_net_force)
|
||||
|
||||
def force_region_enter_and_exit():
|
||||
return SphereForceRegion.enter and SphereForceRegion.exit
|
||||
|
||||
helper.wait_for_condition(force_region_enter_and_exit, 3.0)
|
||||
|
||||
# 5) Report results
|
||||
Report.result(Tests.force_region_trigger, force_region_enter_and_exit())
|
||||
force_region_magnitude = azlmbr.physics.ForcePointRequestBus(azlmbr.bus.Event, "GetMagnitude", sphere_force_region)
|
||||
Report.info("Force region magnitude = {}".format(force_region_magnitude))
|
||||
# explicit check that the value is as expected
|
||||
# set at level creation
|
||||
Report.result(Tests.point_force_magnitude_value, force_region_magnitude == EXPECTED_MAGNITUDE)
|
||||
# prevent the test from hanging if the force vector is not set
|
||||
if NetForce.vector:
|
||||
Report.success(Tests.force_calculated)
|
||||
Report.result(Tests.force_x_vector, NetForce.vector.x > 0)
|
||||
Report.result(Tests.force_y_vector, NetForce.vector.z > 0)
|
||||
else:
|
||||
Report.failure(Tests.force_calculated)
|
||||
outcome = abs(NetForce.magnitude - force_region_magnitude) < TOLERANCE
|
||||
Report.result(Tests.point_force_magnitude, outcome)
|
||||
|
||||
# 6) Exit game mode
|
||||
helper.exit_game_mode(Tests.exit_game_mode)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(ForceRegion_SphereShapedForce)
|
||||
+161
@@ -0,0 +1,161 @@
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
# Test case ID : C5932045
|
||||
# Test Case Title : Check that force region exerts spline follow force on rigid bodies
|
||||
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests():
|
||||
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
|
||||
find_sphere = ("Sphere entity found", "Sphere entity not found")
|
||||
find_force_region = ("Force region found", "Force region not found")
|
||||
find_trigger_0 = ("Trigger0 entity found", "Trigger0 entity not found")
|
||||
find_trigger_1 = ("Trigger1 entity found", "Trigger1 entity not found")
|
||||
find_trigger_2 = ("Trigger2 entity found", "Trigger2 entity not found")
|
||||
find_trigger_3 = ("Trigger3 entity found", "Trigger3 entity not found")
|
||||
triggers_positioned_apart = ("All triggers were positioned apart", "All triggers were not positioned apart")
|
||||
sphere_fell = ("The sphere fell", "The sphere did not fall")
|
||||
sphere_entered_force_region = ("The sphere entered the force region", "The sphere did not enter the force region before timeout")
|
||||
sphere_reached_trigger0 = ("The sphere reached Trigger0", "The sphere did not reach Trigger0 before timeout")
|
||||
sphere_reached_trigger1 = ("The sphere reached Trigger1", "The sphere did not reach Trigger1 before timeout")
|
||||
sphere_reached_trigger2 = ("The sphere reached Trigger2", "The sphere did not reach Trigger2 before timeout")
|
||||
sphere_reached_trigger3 = ("The sphere reached Trigger3", "The sphere did not reach Trigger3 before timeout")
|
||||
exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
|
||||
# fmt: on
|
||||
|
||||
|
||||
def ForceRegion_SplineForceOnRigidBodies():
|
||||
"""
|
||||
Summary:
|
||||
Runs an automated test to ensure that a PhysX force region exerts spline follow force on rigid bodies
|
||||
|
||||
Level Description:
|
||||
A sphere entity is positioned above a force region entity
|
||||
The sphere has a PhysX collider (sphere) and rigidbody component with default values
|
||||
|
||||
The force region entity has a PhysX collider (Box) and force region with a 'spline follow' force.
|
||||
It also has a spline component with 4 nodes. Each node is connected linearly in the following pattern:
|
||||
[0]___
|
||||
___[1]
|
||||
[2]___
|
||||
[3]
|
||||
|
||||
There are 4 trigger entities, each with a PhysX collider (sphere). They are positioned at each node.
|
||||
|
||||
Expected Behavior:
|
||||
The sphere will fall into the force region and begin to follow the spline. It will visit each node in order.
|
||||
|
||||
Test Steps:
|
||||
1) Open level
|
||||
2) Enter game mode
|
||||
3) Find entities
|
||||
4) Verify triggers are apart
|
||||
5) Drop the sphere
|
||||
6) Wait for sphere to complete path
|
||||
7) Exit game mode
|
||||
8) Close the editor
|
||||
|
||||
Note:
|
||||
- This test file must be called from the Open 3D Engine Editor command terminal
|
||||
- Any passed and failed tests are written to the Editor.log file.
|
||||
Parsing the file or running a log_monitor are required to observe the test results.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
import os
|
||||
import sys
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
|
||||
import itertools
|
||||
import azlmbr
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.bus as bus
|
||||
|
||||
TIMEOUT = 5
|
||||
MIN_TRIGGER_DISTANCE = 2
|
||||
|
||||
class Sphere:
|
||||
def __init__(self, name):
|
||||
self.name = name
|
||||
self.id = general.find_game_entity(name)
|
||||
|
||||
def get_velocity(self):
|
||||
return azlmbr.physics.RigidBodyRequestBus(bus.Event, "GetLinearVelocity", self.id)
|
||||
|
||||
def is_falling(self):
|
||||
return self.get_velocity().z < 0.0
|
||||
|
||||
class Trigger:
|
||||
def __init__(self, name, valid_test, triggered_test):
|
||||
self.name = name
|
||||
self.id = general.find_game_entity(name)
|
||||
self.valid_test = valid_test
|
||||
self.triggered_test = triggered_test
|
||||
self.triggered = False
|
||||
self.create_handler()
|
||||
|
||||
def get_position(self):
|
||||
return azlmbr.components.TransformBus(bus.Event, "GetWorldTranslation", self.id)
|
||||
|
||||
def on_trigger_enter(self, args):
|
||||
self.triggered = True
|
||||
|
||||
def create_handler(self):
|
||||
self.handler = azlmbr.physics.TriggerNotificationBusHandler()
|
||||
self.handler.connect(self.id)
|
||||
self.handler.add_callback("OnTriggerEnter", self.on_trigger_enter)
|
||||
|
||||
def are_apart(position1, position2, distance):
|
||||
return position1.GetDistance(position2) >= distance
|
||||
|
||||
helper.init_idle()
|
||||
# 1) Open level
|
||||
helper.open_level("Physics", "ForceRegion_SplineForceOnRigidBodies")
|
||||
|
||||
# 2) Enter game mode
|
||||
helper.enter_game_mode(Tests.enter_game_mode)
|
||||
|
||||
# 3) Find entities
|
||||
sphere = Sphere("Sphere")
|
||||
Report.critical_result(Tests.find_sphere, sphere.id.IsValid())
|
||||
|
||||
force_region = Trigger("ForceRegion", Tests.find_force_region, Tests.sphere_entered_force_region)
|
||||
trigger0 = Trigger("Trigger0", Tests.find_trigger_0, Tests.sphere_reached_trigger0)
|
||||
trigger1 = Trigger("Trigger1", Tests.find_trigger_1, Tests.sphere_reached_trigger1)
|
||||
trigger2 = Trigger("Trigger2", Tests.find_trigger_2, Tests.sphere_reached_trigger2)
|
||||
trigger3 = Trigger("Trigger3", Tests.find_trigger_3, Tests.sphere_reached_trigger3)
|
||||
all_triggers = (force_region, trigger0, trigger1, trigger2, trigger3)
|
||||
|
||||
for trigger in all_triggers:
|
||||
Report.critical_result(trigger.valid_test, trigger.id.IsValid())
|
||||
|
||||
# 4) Verify triggers are apart
|
||||
all_triggers_apart = True
|
||||
for combination in itertools.combinations(all_triggers, 2):
|
||||
if not are_apart(combination[0].get_position(), combination[1].get_position(), MIN_TRIGGER_DISTANCE):
|
||||
all_triggers_apart = False
|
||||
|
||||
Report.critical_result(Tests.triggers_positioned_apart, all_triggers_apart)
|
||||
|
||||
# 5) Drop the sphere
|
||||
Report.result(Tests.sphere_fell, helper.wait_for_condition(sphere.is_falling, TIMEOUT))
|
||||
|
||||
# 6) Wait for sphere to complete path
|
||||
for trigger in all_triggers:
|
||||
Report.result(trigger.triggered_test, helper.wait_for_condition(lambda: trigger.triggered, TIMEOUT))
|
||||
|
||||
# 7) Exit game mode
|
||||
helper.exit_game_mode(Tests.exit_game_mode)
|
||||
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(ForceRegion_SplineForceOnRigidBodies)
|
||||
+166
@@ -0,0 +1,166 @@
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
# Test case ID : C12868580
|
||||
# Test Case Title : Check that spline follow force works if transform components of entity are altered
|
||||
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests():
|
||||
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
|
||||
find_sphere = ("Sphere entity found", "Sphere entity not found")
|
||||
find_force_region = ("Force region found", "Force region not found")
|
||||
find_trigger_0 = ("Trigger0 entity found", "Trigger0 entity not found")
|
||||
find_trigger_1 = ("Trigger1 entity found", "Trigger1 entity not found")
|
||||
find_trigger_2 = ("Trigger2 entity found", "Trigger2 entity not found")
|
||||
find_trigger_3 = ("Trigger3 entity found", "Trigger3 entity not found")
|
||||
triggers_positioned_apart = ("All triggers were positioned apart", "All triggers were not positioned apart")
|
||||
sphere_entered_force_region = ("The sphere entered the force region", "The sphere did not enter the force region before timeout")
|
||||
sphere_reached_trigger0 = ("The sphere reached Trigger0", "The sphere did not reach Trigger0 before timeout")
|
||||
sphere_reached_trigger1 = ("The sphere reached Trigger1", "The sphere did not reach Trigger1 before timeout")
|
||||
sphere_reached_trigger2 = ("The sphere reached Trigger2", "The sphere did not reach Trigger2 before timeout")
|
||||
sphere_reached_trigger3 = ("The sphere reached Trigger3", "The sphere did not reach Trigger3 before timeout")
|
||||
exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
|
||||
# fmt: on
|
||||
|
||||
|
||||
def ForceRegion_SplineRegionWithModifiedTransform():
|
||||
"""
|
||||
Summary:
|
||||
Runs an automated test to ensure that a PhysX force region correctly exerts spline follow force on rigid bodies when
|
||||
its transform component has been modified
|
||||
|
||||
Level Description:
|
||||
A sphere entity is positioned outside (in the +x direction) a force region entity.
|
||||
The sphere has a PhysX collider (sphere) and rigidbody component with gravity disabled, and an initial velocity of
|
||||
-3 m/s (in the x direction)
|
||||
|
||||
The force region entity has a PhysX collider (Box) and force region with a 'spline follow' force.
|
||||
It also has a bezier spline component with 4 nodes. Each node is connected in a meandering path through the region.
|
||||
|
||||
[3]~~~[2]
|
||||
)
|
||||
O -> [0]~~~[1]
|
||||
(sphere)
|
||||
|
||||
The force region is transformed 45 degrees around the Z axis, and scaled by 2 units in the X, Y, and Z directions.
|
||||
|
||||
There are also 4 trigger entities, each with a PhysX collider (sphere). They are positioned at each node.
|
||||
|
||||
Expected Behavior:
|
||||
The sphere will enter into the force region and begin to follow the spline. It will visit each node in order.
|
||||
|
||||
Test Steps:
|
||||
1) Open level
|
||||
2) Enter game mode
|
||||
3) Find entities
|
||||
4) Verify triggers are apart
|
||||
5) Wait for sphere to complete path
|
||||
6) Exit game mode
|
||||
7) Close the editor
|
||||
|
||||
Note:
|
||||
- This test file must be called from the Open 3D Engine Editor command terminal
|
||||
- Any passed and failed tests are written to the Editor.log file.
|
||||
Parsing the file or running a log_monitor are required to observe the test results.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
import os
|
||||
import sys
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
|
||||
import itertools
|
||||
import azlmbr
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.bus as bus
|
||||
|
||||
# region Constants
|
||||
TIMEOUT = 5.0
|
||||
MIN_TRIGGER_DISTANCE = 2.0
|
||||
# endregion
|
||||
|
||||
# region Entity Classes
|
||||
class Sphere:
|
||||
def __init__(self, name):
|
||||
self.name = name
|
||||
self.id = general.find_game_entity(name)
|
||||
|
||||
def get_velocity(self):
|
||||
return azlmbr.physics.RigidBodyRequestBus(bus.Event, "GetLinearVelocity", self.id)
|
||||
|
||||
class Trigger:
|
||||
def __init__(self, name, valid_test, triggered_test):
|
||||
self.name = name
|
||||
self.id = general.find_game_entity(name)
|
||||
self.valid_test = valid_test
|
||||
self.triggered_test = triggered_test
|
||||
self.triggered = False
|
||||
self.create_handler()
|
||||
|
||||
def get_position(self):
|
||||
return azlmbr.components.TransformBus(bus.Event, "GetWorldTranslation", self.id)
|
||||
|
||||
def on_trigger_enter(self, args):
|
||||
self.triggered = True
|
||||
|
||||
def create_handler(self):
|
||||
self.handler = azlmbr.physics.TriggerNotificationBusHandler()
|
||||
self.handler.connect(self.id)
|
||||
self.handler.add_callback("OnTriggerEnter", self.on_trigger_enter)
|
||||
|
||||
# endregion
|
||||
|
||||
# region Helper Functions
|
||||
def are_apart(position1, position2, distance):
|
||||
return position1.GetDistance(position2) >= distance
|
||||
|
||||
# endregion
|
||||
|
||||
helper.init_idle()
|
||||
# 1) Open level
|
||||
helper.open_level("Physics", "ForceRegion_SplineRegionWithModifiedTransform")
|
||||
|
||||
# 2) Enter game mode
|
||||
helper.enter_game_mode(Tests.enter_game_mode)
|
||||
|
||||
# 3) Find Entities
|
||||
sphere = Sphere("Sphere")
|
||||
Report.critical_result(Tests.find_sphere, sphere.id.IsValid())
|
||||
|
||||
force_region = Trigger("ForceRegion", Tests.find_force_region, Tests.sphere_entered_force_region)
|
||||
trigger0 = Trigger("Trigger0", Tests.find_trigger_0, Tests.sphere_reached_trigger0)
|
||||
trigger1 = Trigger("Trigger1", Tests.find_trigger_1, Tests.sphere_reached_trigger1)
|
||||
trigger2 = Trigger("Trigger2", Tests.find_trigger_2, Tests.sphere_reached_trigger2)
|
||||
trigger3 = Trigger("Trigger3", Tests.find_trigger_3, Tests.sphere_reached_trigger3)
|
||||
all_triggers = (force_region, trigger0, trigger1, trigger2, trigger3)
|
||||
|
||||
for trigger in all_triggers:
|
||||
Report.critical_result(trigger.valid_test, trigger.id.IsValid())
|
||||
|
||||
# 4) Verify triggers are apart
|
||||
all_triggers_apart = True
|
||||
for trigger_a, trigger_b in itertools.combinations(all_triggers, 2):
|
||||
if not are_apart(trigger_a.get_position(), trigger_b.get_position(), MIN_TRIGGER_DISTANCE):
|
||||
Report.info("{} was not far enough away from {}".format(trigger_a.name, trigger_b.name))
|
||||
all_triggers_apart = False
|
||||
|
||||
Report.critical_result(Tests.triggers_positioned_apart, all_triggers_apart)
|
||||
|
||||
# 5) Wait for sphere to complete path
|
||||
for trigger in all_triggers:
|
||||
Report.result(trigger.triggered_test, helper.wait_for_condition(lambda: trigger.triggered, TIMEOUT))
|
||||
|
||||
# 6) Exit game mode
|
||||
helper.exit_game_mode(Tests.exit_game_mode)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(ForceRegion_SplineRegionWithModifiedTransform)
|
||||
+82
@@ -0,0 +1,82 @@
|
||||
"""
|
||||
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
|
||||
|
||||
Test case ID : C12905528
|
||||
Test Case Title : Check that user is warned if non-trigger collider component is used with force region
|
||||
|
||||
"""
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests():
|
||||
create_test_entity = ("Entity created successfully", "Failed to create Entity")
|
||||
add_physx_force_region = ("PhysX Force Region component added", "Failed to add PhysX Force Region component")
|
||||
add_physx_collider = ("PhysX Collider component added", "Failed to add PhysX Collider component")
|
||||
warnings_found = ("Warnings found in logs", "No warnings found in logs")
|
||||
# fmt: on
|
||||
|
||||
|
||||
def ForceRegion_WithNonTriggerColliderWarning():
|
||||
"""
|
||||
Summary:
|
||||
Create entity with PhysX Force Region component. Check that user is warned if new PhysX Collider component is
|
||||
added to Entity.
|
||||
|
||||
Expected Behavior:
|
||||
User is warned by message in the console that the PhysX Collider component was not marked as a trigger
|
||||
|
||||
Test Steps:
|
||||
1) Load the empty level
|
||||
2) Create test entity
|
||||
3) Add PhysX Force Region component
|
||||
4) Start the Tracer to catch any errors and warnings
|
||||
5) Add PhysX Collider component to the Entity
|
||||
6) Verify there is warning in the logs
|
||||
|
||||
Note:
|
||||
- This test file must be called from the Open 3D Engine Editor command terminal
|
||||
- Any passed and failed tests are written to the Editor.log file.
|
||||
Parsing the file or running a log_monitor are required to observe the test results.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
import azlmbr.legacy.general as general
|
||||
from editor_python_test_tools.editor_entity_utils import EditorEntity
|
||||
from editor_python_test_tools.utils import Report
|
||||
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
from editor_python_test_tools.utils import Tracer
|
||||
|
||||
helper.init_idle()
|
||||
# 1) Load the empty level
|
||||
helper.open_level("Physics", "Base")
|
||||
|
||||
# 2) Create test entity
|
||||
test_entity = EditorEntity.create_editor_entity("TestEntity")
|
||||
Report.result(Tests.create_test_entity, test_entity.id.IsValid())
|
||||
|
||||
# 3) Add PhysX Force Region component
|
||||
test_entity.add_component("PhysX Force Region")
|
||||
Report.result(Tests.add_physx_force_region, test_entity.has_component("PhysX Force Region"))
|
||||
|
||||
# 4) Start the Tracer to catch any errors and warnings
|
||||
Report.info("Starting warning monitoring")
|
||||
with Tracer() as section_tracer:
|
||||
# 5) Add the PhysX Collider component
|
||||
test_entity.add_component("PhysX Collider")
|
||||
Report.result(Tests.add_physx_collider, test_entity.has_component("PhysX Collider"))
|
||||
general.idle_wait_frames(1)
|
||||
Report.info("Ending warning monitoring")
|
||||
|
||||
# ) Verify there is warning in the logs
|
||||
success_condition = section_tracer.has_warnings
|
||||
# Checking if warning exist and the exact warning is caught in the expected lines in Test file
|
||||
Report.result(Tests.warnings_found, success_condition)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(ForceRegion_WithNonTriggerColliderWarning)
|
||||
+182
@@ -0,0 +1,182 @@
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
|
||||
# Test case ID : C5932040
|
||||
# Test Case Title : Check that force region exerts world space force on rigid bodies
|
||||
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests():
|
||||
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
|
||||
find_ball = ("Ball entity found", "Ball entity not found")
|
||||
find_box = ("Box entity found", "Box entity not found")
|
||||
gravity_works = ("Ball fell", "Ball did not fall")
|
||||
ball_triggers_force_region = ("Ball triggered force region", "Ball did not trigger force region")
|
||||
net_force_magnitude = ("The net force magnitude on the ball is close to expected value", "The net force magnitude on the ball is not close to expected value")
|
||||
ball_moved_up = ("Ball moved up", "Ball did not move up before timeout occurred")
|
||||
exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
|
||||
# fmt: on
|
||||
|
||||
|
||||
def is_close_float(a, b, factor):
|
||||
return abs(b - a) < factor
|
||||
|
||||
|
||||
def ForceRegion_WorldSpaceForceOnRigidBodies():
|
||||
"""
|
||||
Summary:
|
||||
A ball is suspended over a box shaped force region.
|
||||
The ball drops and is forced upward by the world space force of the force region
|
||||
|
||||
Level Description:
|
||||
Ball (entity) - Sphere shaped Mesh; Sphere shaped PhysX Collider; PhysX Rigid Body
|
||||
ForceRegion (entity) - Cube shaped Mesh; Cube shaped PhysX Collider; PhysX Force Region with world space force
|
||||
|
||||
Expected Behavior:
|
||||
The level opens and enters game mode. At this time the ball will fall towards the force region.
|
||||
When it collides, it will be launched upwards. Then the game mode will exit and the editor will close.
|
||||
|
||||
Test Steps:
|
||||
1) Open level
|
||||
2) Enter game mode
|
||||
3) Find the entities
|
||||
4) Get starting position of the ball
|
||||
5) Check that gravity works and ball falls
|
||||
6) Check that the ball enters the trigger area of force region
|
||||
7) Get the magnitude of the collision
|
||||
8) Check that the ball moved up
|
||||
9) Verify that the magnitude of the collision is as expected
|
||||
10) Exit game mode
|
||||
11) Close the editor
|
||||
|
||||
Note:
|
||||
- This test file must be called from the Open 3D Engine Editor command terminal
|
||||
- Any passed and failed tests are written to the Editor.log file.
|
||||
Parsing the file or running a log_monitor are required to observe the test results.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
|
||||
import os
|
||||
import sys
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.bus
|
||||
|
||||
class Ball:
|
||||
start_position_z = None
|
||||
fell = False
|
||||
|
||||
# Constants
|
||||
TIMEOUT = 2.0
|
||||
BALL_MIN_MOVED_UP = 5 # Minimum amount to indicate Z movement
|
||||
MAGNITUDE_TOLERANCE = 0.26 # Force region magnitude tolerance
|
||||
|
||||
helper.init_idle()
|
||||
# 1) Open level
|
||||
helper.open_level("Physics", "ForceRegion_WorldSpaceForceOnRigidBodies")
|
||||
|
||||
# 2) Enter game mode
|
||||
helper.enter_game_mode(Tests.enter_game_mode)
|
||||
|
||||
# 3) Retrieve entities
|
||||
ball_id = general.find_game_entity("Ball")
|
||||
Report.critical_result(Tests.find_ball, ball_id.IsValid())
|
||||
|
||||
box_id = general.find_game_entity("ForceRegion")
|
||||
Report.critical_result(Tests.find_box, box_id.IsValid())
|
||||
|
||||
# 4) Get the starting z position of the ball
|
||||
Ball.start_position_z = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldZ", ball_id)
|
||||
Report.info("Starting Height of the ball: {}".format(Ball.start_position_z))
|
||||
|
||||
# 5) Check that gravity works and the ball falls
|
||||
def ball_falls():
|
||||
if not Ball.fell:
|
||||
ball_after_frame_z = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldZ", ball_id)
|
||||
if (ball_after_frame_z - Ball.start_position_z) < 0.0:
|
||||
Report.info("Ball position is now lower than the starting position")
|
||||
Ball.fell = True
|
||||
return Ball.fell
|
||||
|
||||
helper.wait_for_condition(ball_falls, TIMEOUT)
|
||||
Report.result(Tests.gravity_works, Ball.fell)
|
||||
|
||||
# 6) Check that the ball enters the trigger area
|
||||
class ForceRegionTrigger:
|
||||
entered = False
|
||||
exited = False
|
||||
|
||||
def on_enter(args):
|
||||
other_id = args[0]
|
||||
if other_id.Equal(ball_id):
|
||||
Report.info("Trigger entered")
|
||||
ForceRegionTrigger.entered = True
|
||||
|
||||
def on_exit(args):
|
||||
other_id = args[0]
|
||||
if other_id.Equal(ball_id):
|
||||
Report.info("Trigger exited")
|
||||
ForceRegionTrigger.exited = True
|
||||
|
||||
handler = azlmbr.physics.TriggerNotificationBusHandler()
|
||||
handler.connect(box_id)
|
||||
handler.add_callback("OnTriggerEnter", on_enter)
|
||||
handler.add_callback("OnTriggerExit", on_exit)
|
||||
|
||||
helper.wait_for_condition(lambda: ForceRegionTrigger.entered, TIMEOUT)
|
||||
Report.result(Tests.ball_triggers_force_region, ForceRegionTrigger.entered)
|
||||
|
||||
# 7) Get the magnitude of the collision
|
||||
class NetForceMagnitude:
|
||||
value = 0
|
||||
|
||||
def on_calc_net_force(args):
|
||||
"""
|
||||
args[0] - force region entity
|
||||
args[1] - entity entering
|
||||
args[2] - vector
|
||||
args[3] - magnitude
|
||||
"""
|
||||
force_magnitude = args[3]
|
||||
NetForceMagnitude.value = force_magnitude
|
||||
|
||||
force_notification_handler = azlmbr.physics.ForceRegionNotificationBusHandler()
|
||||
force_notification_handler.connect(None)
|
||||
force_notification_handler.add_callback("OnCalculateNetForce", on_calc_net_force)
|
||||
|
||||
def ball_moved_up():
|
||||
ball_z = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldZ", ball_id)
|
||||
return ball_z > Ball.start_position_z + BALL_MIN_MOVED_UP
|
||||
|
||||
# 8) Check that the ball moved up
|
||||
if helper.wait_for_condition(lambda: ball_moved_up and ForceRegionTrigger.exited, TIMEOUT):
|
||||
Report.success(Tests.ball_moved_up)
|
||||
else:
|
||||
Report.failure(Tests.ball_moved_up)
|
||||
|
||||
# 9) Verify that the magnitude of the collision is as expected
|
||||
force_region_magnitude = azlmbr.physics.ForceWorldSpaceRequestBus(azlmbr.bus.Event, "GetMagnitude", box_id)
|
||||
Report.info(
|
||||
"NetForce magnitude is {}, Force Region magnitude is {}".format(NetForceMagnitude.value, force_region_magnitude)
|
||||
)
|
||||
Report.result(
|
||||
Tests.net_force_magnitude, is_close_float(NetForceMagnitude.value, force_region_magnitude, MAGNITUDE_TOLERANCE)
|
||||
)
|
||||
|
||||
# 10) Exit game mode
|
||||
helper.exit_game_mode(Tests.exit_game_mode)
|
||||
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(ForceRegion_WorldSpaceForceOnRigidBodies)
|
||||
+241
@@ -0,0 +1,241 @@
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
"""
|
||||
Test case ID : C6090552
|
||||
Test Case Title : Check that force region exerts linear damping force on rigid bodies (negative test)
|
||||
|
||||
"""
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests:
|
||||
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
|
||||
ball_exists = ("The Ball entity was found", "The Ball entity was not found")
|
||||
forceregion_exists = ("The ForceRegion entity was found", "The ForceRegion entity was not found")
|
||||
terrain_exists = ("The Terrain entity was found", "The Terrain entity was not found")
|
||||
ball_over_force_region = ("The ball is over the force region", "The ball is not over the force region")
|
||||
gravity_enabled_on_ball = ("The ball has gravity enabled", "The ball gravity failed to enable")
|
||||
ball_entered_force_region = ("The ball entered the force region", "The ball did not enter the force region before timeout")
|
||||
ball_fell_through_region = ("The ball fell through the force region", "The ball did not exit force region below enter location")
|
||||
enter_exit_distance_close = ("The ball has passed through the entire force region", "Ball did not move the height of the force region")
|
||||
ball_hit_ground = ("The ball collided with the PhysX Terrain", "The ball did not collide with the PhysX Terrain before timeout")
|
||||
exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
|
||||
# fmt: on
|
||||
|
||||
|
||||
def ForceRegion_ZeroLinearDampingDoesNothing():
|
||||
"""
|
||||
Summary:
|
||||
A ball is suspended over a force region with a linear damping value of zero and a PhysX Terrain.
|
||||
|
||||
Level Description:
|
||||
Ball - (entity): Mesh: Sphere shaped
|
||||
PhysX Rigid Body: Gravity is enabled; Default settings
|
||||
PhysX Collider: Sphere shape; offset (0.0, 0.0, 0.5); draw collider checked
|
||||
|
||||
ForceRegion - (entity): Box Shape: Game view checked; Shape dimensions (3.0, 3.0, 3.0)
|
||||
PhysX Force Region: Linear damping force: 0.0
|
||||
PhysX Collider: Box shape; Box dimensions (3.0, 3.0, 3.0); Trigger checked;
|
||||
Draw collider checked
|
||||
|
||||
Terrain - (entity): PhysX Terrain: Default settings
|
||||
|
||||
Expected Behavior:
|
||||
When game mode is entered, the ball will fall down toward the force region. It will enter the region and fall
|
||||
straight through as if the region did not exist because the linear damping is set to zero. It will then
|
||||
collide with the PhysX Terrain.
|
||||
|
||||
Test Steps
|
||||
1) Open level
|
||||
2) Enter game mode
|
||||
3) Find/setup entities and handlers
|
||||
4) Check that the ball is over the force region
|
||||
5) Wait for ball to hit the ground
|
||||
6) Report if the ball entered the force region, fell through it, and collided with terrain in the alloted time
|
||||
7) Exit game mode and close the editor
|
||||
|
||||
Note:
|
||||
- This test file must be called from the Open 3D Engine Editor command terminal
|
||||
- Any passed and failed tests are written to the Editor.log file.
|
||||
Parsing the file or running a log_monitor are required to observe the test results.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
import os
|
||||
import sys
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.bus
|
||||
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
|
||||
helper.init_idle()
|
||||
|
||||
TIMEOUT_SECONDS = 3.0
|
||||
X_Y_Z_TOLERANCE = 1.5
|
||||
REGION_HEIGHT = 3.0
|
||||
TERRAIN_HEIGHT = 32.0
|
||||
|
||||
def is_close(value1, value2, tolerance):
|
||||
"""
|
||||
() -> bool
|
||||
Absolute value of difference of values being less than or equal to the tolerance
|
||||
"""
|
||||
return abs(value1 - value2) <= tolerance
|
||||
|
||||
def is_at_least(value1, value2, minimum):
|
||||
"""
|
||||
() -> bool
|
||||
Subtraction of value2 from value1 being greater than or equal to the minimum
|
||||
"""
|
||||
return (value1 - value2) >= minimum
|
||||
|
||||
class Entity(object):
|
||||
def __init__(self, name):
|
||||
self.name = name
|
||||
self.id = general.find_game_entity(self.name)
|
||||
Report.critical_result(Tests.__dict__[self.name.lower() + "_exists"], self.id.IsValid())
|
||||
|
||||
def get_location(self):
|
||||
# () -> Vector3
|
||||
return azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldTranslation", self.id)
|
||||
|
||||
class Ball(Entity):
|
||||
def __init__(self):
|
||||
super(Ball, self).__init__("Ball")
|
||||
self.location = self.get_location()
|
||||
self.enter_region_location = None
|
||||
self.exit_region_location = None
|
||||
self.enable_gravity()
|
||||
self.check_gravity_is_on()
|
||||
|
||||
def enable_gravity(self):
|
||||
azlmbr.physics.RigidBodyRequestBus(azlmbr.bus.Event, "SetGravityEnabled", self.id)
|
||||
|
||||
def check_gravity_is_on(self):
|
||||
gravity_status = azlmbr.physics.RigidBodyRequestBus(azlmbr.bus.Event, "IsGravityEnabled", self.id)
|
||||
Report.critical_result(Tests.__dict__["gravity_enabled_on_" + self.name.lower()], gravity_status)
|
||||
|
||||
def check_alignment(self, region):
|
||||
# () -> bool
|
||||
Report.info_vector3(self.location, "Location of Ball: ")
|
||||
Report.info_vector3(region.location, "Location of ForceRegion: ")
|
||||
|
||||
aligned = True
|
||||
if not is_close(self.location.x, region.location.x, X_Y_Z_TOLERANCE):
|
||||
aligned = False
|
||||
Report.info("The ball is not aligned in the X axis.")
|
||||
if not is_close(self.location.y, region.location.y, X_Y_Z_TOLERANCE):
|
||||
aligned = False
|
||||
Report.info("The ball is not aligned in the Y axis.")
|
||||
if (self.location.z - region.location.z) < X_Y_Z_TOLERANCE:
|
||||
aligned = False
|
||||
Report.info("The ball is not high enough to enter the force region.")
|
||||
if self.location.z < TERRAIN_HEIGHT:
|
||||
aligned = False
|
||||
Report.info("The ball is below the terrain.")
|
||||
return aligned
|
||||
|
||||
def did_ball_fall_in_region_as_expected(self):
|
||||
# () -> bool
|
||||
if not self.exit_region_location:
|
||||
Report.info("The ball did not exit the force region in time.")
|
||||
return False
|
||||
return (self.enter_region_location.z - self.exit_region_location.z) > X_Y_Z_TOLERANCE
|
||||
|
||||
def check_enter_vs_exit_locations(self):
|
||||
"""
|
||||
Check that the ball enter location is above the exit location (ball successfully fell through the force
|
||||
region) and check that the distance between the enter/exit locations is at least the height of the region
|
||||
|
||||
NOTE: The ball will "enter" the force region when the bottom edge of its collision box enters the region and
|
||||
will "exit" when it is completely outside the force region (top edge leaves region)
|
||||
"""
|
||||
Report.info_vector3(self.enter_region_location, "Ball entering location: ")
|
||||
Report.info_vector3(self.exit_region_location, "Ball exiting location: ")
|
||||
|
||||
Report.result(Tests.ball_fell_through_region, self.did_ball_fall_in_region_as_expected())
|
||||
Report.result(
|
||||
Tests.enter_exit_distance_close,
|
||||
is_at_least(self.enter_region_location.z, self.exit_region_location.z, REGION_HEIGHT),
|
||||
)
|
||||
|
||||
class ForceRegion(Entity):
|
||||
def __init__(self, ball):
|
||||
super(ForceRegion, self).__init__("ForceRegion")
|
||||
self.ball = ball # This creates a reference point to access the ball without looking in global scope
|
||||
self.location = self.get_location()
|
||||
self.ball_entered_trigger_area = False
|
||||
self.trigger_handler = azlmbr.physics.TriggerNotificationBusHandler()
|
||||
self.connect_trigger_handler()
|
||||
|
||||
def on_trigger_enter(self, args):
|
||||
other_id = args[0]
|
||||
if other_id.Equal(self.ball.id):
|
||||
Report.info("Ball has entered the force region trigger area.")
|
||||
self.ball_entered_trigger_area = True
|
||||
self.ball.enter_region_location = self.ball.get_location()
|
||||
|
||||
def on_trigger_exit(self, args):
|
||||
other_id = args[0]
|
||||
if other_id.Equal(self.ball.id):
|
||||
Report.info("Ball has exited the force region trigger area.")
|
||||
self.ball.exit_region_location = self.ball.get_location()
|
||||
|
||||
def connect_trigger_handler(self):
|
||||
self.trigger_handler.connect(self.id)
|
||||
self.trigger_handler.add_callback("OnTriggerEnter", self.on_trigger_enter)
|
||||
self.trigger_handler.add_callback("OnTriggerExit", self.on_trigger_exit)
|
||||
|
||||
class Terrain(Entity):
|
||||
def __init__(self, ball):
|
||||
super(Terrain, self).__init__("Terrain")
|
||||
self.ball = ball # This creates a reference point to access the ball without looking in global scope
|
||||
self.ball_collided = False
|
||||
self.collision_handler = azlmbr.physics.CollisionNotificationBusHandler()
|
||||
self.connect_collision_handler()
|
||||
|
||||
def on_collision_begin(self, args):
|
||||
other_id = args[0]
|
||||
if other_id.Equal(self.ball.id):
|
||||
Report.info("Ball struck PhysX Terrain")
|
||||
self.ball_collided = True
|
||||
|
||||
def connect_collision_handler(self):
|
||||
self.collision_handler.connect(self.id)
|
||||
self.collision_handler.add_callback("OnCollisionBegin", self.on_collision_begin)
|
||||
|
||||
# 1) Open level
|
||||
helper.open_level("Physics", "ForceRegion_ZeroLinearDampingDoesNothing")
|
||||
|
||||
# 2) Enter game mode
|
||||
helper.enter_game_mode(Tests.enter_game_mode)
|
||||
|
||||
# 3) Find/setup entities and handlers
|
||||
ball = Ball()
|
||||
region = ForceRegion(ball)
|
||||
terrain = Terrain(ball)
|
||||
|
||||
# 4) Check that the ball is over the force region
|
||||
Report.critical_result(Tests.ball_over_force_region, ball.check_alignment(region))
|
||||
|
||||
# 5) Wait for ball to hit the ground
|
||||
helper.wait_for_condition(lambda: terrain.ball_collided, TIMEOUT_SECONDS)
|
||||
|
||||
# 6) Report if the ball entered the force region, fell through it, and collided with terrain in the alloted time
|
||||
Report.result(Tests.ball_entered_force_region, region.ball_entered_trigger_area)
|
||||
ball.check_enter_vs_exit_locations()
|
||||
Report.result(Tests.ball_hit_ground, terrain.ball_collided)
|
||||
|
||||
# 7) Exit game mode and close the editor
|
||||
helper.exit_game_mode(Tests.exit_game_mode)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(ForceRegion_ZeroLinearDampingDoesNothing)
|
||||
+242
@@ -0,0 +1,242 @@
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
"""
|
||||
Test case ID : C6090551
|
||||
Test Case Title : Check that force region exerts local space force on rigid bodies (negative test)
|
||||
|
||||
"""
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests:
|
||||
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
|
||||
ball_exists = ("The Ball entity was found", "The Ball entity was not found")
|
||||
forceregion_exists = ("The ForceRegion entity was found", "The ForceRegion entity was not found")
|
||||
terrain_exists = ("The Terrain entity was found", "The Terrain entity was not found")
|
||||
ball_over_force_region = ("The ball is over the force region", "The ball is not over the force region")
|
||||
gravity_enabled_on_ball = ("The ball has gravity enabled", "The ball gravity failed to enable")
|
||||
ball_entered_force_region = ("The ball entered the force region", "The ball did not enter the force region before timeout")
|
||||
ball_fell_through_region = ("The ball fell through the force region", "The ball did not exit force region below enter location")
|
||||
enter_exit_distance_close = ("The ball has passed through the entire force region", "Ball did not move the height of the force region")
|
||||
ball_hit_ground = ("The ball collided with the PhysX Terrain", "The ball did not collide with the PhysX Terrain before timeout")
|
||||
exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
|
||||
# fmt: on
|
||||
|
||||
|
||||
def ForceRegion_ZeroLocalSpaceForceDoesNothing():
|
||||
"""
|
||||
Summary:
|
||||
A ball is suspended over a box shaped force region and a PhysX Terrain. The force is a local space force
|
||||
pointed in the positive Z direction with a magnitude of 10.
|
||||
|
||||
Level Description:
|
||||
Ball - (entity): Mesh: Sphere shaped
|
||||
PhysX Rigid Body: Gravity is enabled; Default settings
|
||||
PhysX Collider: Sphere shape; offset (0.0, 0.0, 0.5); draw collider checked
|
||||
|
||||
ForceRegion - (entity): Box Shape: Game view checked; Shape dimensions (3.0, 3.0, 3.0)
|
||||
PhysX Force Region: Local Space force; direction (0.0, 0.0, 1.0); magnitude 10.0
|
||||
PhysX Collider: Box shape; Box dimensions (3.0, 3.0, 3.0); Trigger checked;
|
||||
Draw collider checked
|
||||
|
||||
Terrain - (entity): PhysX Terrain: Default settings
|
||||
|
||||
Expected Behavior:
|
||||
When game mode is entered, the ball entity will fall due to gravity and enter the force region.
|
||||
The region has a very weak force and therefore the ball will fall through the force region,
|
||||
where it will then collide with the PhysX Terrain.
|
||||
|
||||
Test Steps:
|
||||
1) Open level
|
||||
2) Enter game mode
|
||||
3) Find/setup entities and handlers
|
||||
4) Check that the ball is over the force region
|
||||
5) Wait for ball to hit the ground
|
||||
6) Report if the ball entered the force region, fell through it, and collided with terrain in the alloted time
|
||||
7) Exit game mode and close the editor
|
||||
|
||||
Note:
|
||||
- This test file must be called from the Open 3D Engine Editor command terminal
|
||||
- Any passed and failed tests are written to the Editor.log file.
|
||||
Parsing the file or running a log_monitor are required to observe the test results.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
import os
|
||||
import sys
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.bus
|
||||
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
|
||||
helper.init_idle()
|
||||
|
||||
TIMEOUT_SECONDS = 3.0
|
||||
X_Y_Z_TOLERANCE = 1.5
|
||||
REGION_HEIGHT = 3.0
|
||||
TERRAIN_HEIGHT = 32.0
|
||||
|
||||
def is_close(value1, value2, tolerance):
|
||||
"""
|
||||
() -> bool
|
||||
Absolute value of difference of values being less than or equal to the tolerance
|
||||
"""
|
||||
return abs(value1 - value2) <= tolerance
|
||||
|
||||
def is_at_least(value1, value2, minimum):
|
||||
"""
|
||||
() -> bool
|
||||
Subtraction of value2 from value1 being greater than or equal to the minimum
|
||||
"""
|
||||
return (value1 - value2) >= minimum
|
||||
|
||||
class Entity(object):
|
||||
def __init__(self, name):
|
||||
self.name = name
|
||||
self.id = general.find_game_entity(self.name)
|
||||
Report.critical_result(Tests.__dict__[self.name.lower() + "_exists"], self.id.IsValid())
|
||||
|
||||
def get_location(self):
|
||||
# () -> Vector3
|
||||
return azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldTranslation", self.id)
|
||||
|
||||
class Ball(Entity):
|
||||
def __init__(self):
|
||||
super(Ball, self).__init__("Ball")
|
||||
self.location = self.get_location()
|
||||
self.enter_region_location = None
|
||||
self.exit_region_location = None
|
||||
self.enable_gravity()
|
||||
self.check_gravity_is_on()
|
||||
|
||||
def enable_gravity(self):
|
||||
azlmbr.physics.RigidBodyRequestBus(azlmbr.bus.Event, "SetGravityEnabled", self.id)
|
||||
|
||||
def check_gravity_is_on(self):
|
||||
gravity_status = azlmbr.physics.RigidBodyRequestBus(azlmbr.bus.Event, "IsGravityEnabled", self.id)
|
||||
Report.critical_result(Tests.__dict__["gravity_enabled_on_" + self.name.lower()], gravity_status)
|
||||
|
||||
def check_alignment(self, region):
|
||||
# () -> bool
|
||||
Report.info_vector3(self.location, "Location of Ball: ")
|
||||
Report.info_vector3(region.location, "Location of ForceRegion: ")
|
||||
|
||||
aligned = True
|
||||
if not is_close(self.location.x, region.location.x, X_Y_Z_TOLERANCE):
|
||||
aligned = False
|
||||
Report.info("The ball is not aligned in the X axis.")
|
||||
if not is_close(self.location.y, region.location.y, X_Y_Z_TOLERANCE):
|
||||
aligned = False
|
||||
Report.info("The ball is not aligned in the Y axis.")
|
||||
if (self.location.z - region.location.z) < X_Y_Z_TOLERANCE:
|
||||
aligned = False
|
||||
Report.info("The ball is not high enough to enter the force region.")
|
||||
if self.location.z < TERRAIN_HEIGHT:
|
||||
aligned = False
|
||||
Report.info("The ball is below the terrain.")
|
||||
return aligned
|
||||
|
||||
def did_ball_fall_in_region_as_expected(self):
|
||||
# () -> bool
|
||||
if not self.exit_region_location:
|
||||
Report.info("The ball did not exit the force region in time.")
|
||||
return False
|
||||
return (self.enter_region_location.z - self.exit_region_location.z) > X_Y_Z_TOLERANCE
|
||||
|
||||
def check_enter_vs_exit_locations(self):
|
||||
"""
|
||||
Check that the ball enter location is above the exit location (ball successfully fell through the force
|
||||
region) and check that the distance between the enter/exit locations is at least the height of the region
|
||||
|
||||
NOTE: The ball will "enter" the force region when the bottom edge of its collision box enters the region and
|
||||
will "exit" when it is completely outside the force region (top edge leaves region)
|
||||
"""
|
||||
Report.info_vector3(self.enter_region_location, "Ball entering location: ")
|
||||
Report.info_vector3(self.exit_region_location, "Ball exiting location: ")
|
||||
|
||||
Report.result(Tests.ball_fell_through_region, self.did_ball_fall_in_region_as_expected())
|
||||
Report.result(
|
||||
Tests.enter_exit_distance_close,
|
||||
is_at_least(self.enter_region_location.z, self.exit_region_location.z, REGION_HEIGHT),
|
||||
)
|
||||
|
||||
class ForceRegion(Entity):
|
||||
def __init__(self, ball):
|
||||
super(ForceRegion, self).__init__("ForceRegion")
|
||||
self.ball = ball # This creates a reference point to access the ball without looking in global scope
|
||||
self.location = self.get_location()
|
||||
self.ball_entered_trigger_area = False
|
||||
self.trigger_handler = azlmbr.physics.TriggerNotificationBusHandler()
|
||||
self.connect_trigger_handler()
|
||||
|
||||
def on_trigger_enter(self, args):
|
||||
other_id = args[0]
|
||||
if other_id.Equal(self.ball.id):
|
||||
Report.info("Ball has entered the force region trigger area.")
|
||||
self.ball_entered_trigger_area = True
|
||||
self.ball.enter_region_location = self.ball.get_location()
|
||||
|
||||
def on_trigger_exit(self, args):
|
||||
other_id = args[0]
|
||||
if other_id.Equal(self.ball.id):
|
||||
Report.info("Ball has exited the force region trigger area.")
|
||||
self.ball.exit_region_location = self.ball.get_location()
|
||||
|
||||
def connect_trigger_handler(self):
|
||||
self.trigger_handler.connect(self.id)
|
||||
self.trigger_handler.add_callback("OnTriggerEnter", self.on_trigger_enter)
|
||||
self.trigger_handler.add_callback("OnTriggerExit", self.on_trigger_exit)
|
||||
|
||||
class Terrain(Entity):
|
||||
def __init__(self, ball):
|
||||
super(Terrain, self).__init__("Terrain")
|
||||
self.ball = ball # This creates a reference point to access the ball without looking in global scope
|
||||
self.ball_collided = False
|
||||
self.collision_handler = azlmbr.physics.CollisionNotificationBusHandler()
|
||||
self.connect_collision_handler()
|
||||
|
||||
def on_collision_begin(self, args):
|
||||
other_id = args[0]
|
||||
if other_id.Equal(self.ball.id):
|
||||
Report.info("Ball struck PhysX Terrain")
|
||||
self.ball_collided = True
|
||||
|
||||
def connect_collision_handler(self):
|
||||
self.collision_handler.connect(self.id)
|
||||
self.collision_handler.add_callback("OnCollisionBegin", self.on_collision_begin)
|
||||
|
||||
# 1) Open level
|
||||
helper.open_level("Physics", "ForceRegion_ZeroLocalSpaceForceDoesNothing")
|
||||
|
||||
# 2) Enter game mode
|
||||
helper.enter_game_mode(Tests.enter_game_mode)
|
||||
|
||||
# 3) Find/setup entities and handlers
|
||||
ball = Ball()
|
||||
region = ForceRegion(ball)
|
||||
terrain = Terrain(ball)
|
||||
|
||||
# 4) Check that the ball is over the force region
|
||||
Report.critical_result(Tests.ball_over_force_region, ball.check_alignment(region))
|
||||
|
||||
# 5) Wait for ball to hit the ground
|
||||
helper.wait_for_condition(lambda: terrain.ball_collided, TIMEOUT_SECONDS)
|
||||
|
||||
# 6) Report if the ball entered the force region, fell through it, and collided with terrain in the alloted time
|
||||
Report.result(Tests.ball_entered_force_region, region.ball_entered_trigger_area)
|
||||
ball.check_enter_vs_exit_locations()
|
||||
Report.result(Tests.ball_hit_ground, terrain.ball_collided)
|
||||
|
||||
# 7) Exit game mode and close the editor
|
||||
helper.exit_game_mode(Tests.exit_game_mode)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(ForceRegion_ZeroLocalSpaceForceDoesNothing)
|
||||
+242
@@ -0,0 +1,242 @@
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
"""
|
||||
Test case ID : C6090554
|
||||
Test Case Title : Check that force region exerts point force on rigid bodies (negative test)
|
||||
|
||||
"""
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests:
|
||||
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
|
||||
ball_exists = ("The Ball entity was found", "The Ball entity was not found")
|
||||
forceregion_exists = ("The ForceRegion entity was found", "The ForceRegion entity was not found")
|
||||
terrain_exists = ("The Terrain entity was found", "The Terrain entity was not found")
|
||||
ball_over_force_region = ("The ball is over the force region", "The ball is not over the force region")
|
||||
gravity_enabled_on_ball = ("The ball has gravity enabled", "The ball gravity failed to enable")
|
||||
ball_entered_force_region = ("The ball entered the force region", "The ball did not enter the force region before timeout")
|
||||
ball_fell_through_region = ("The ball fell through the force region", "The ball did not exit force region below enter location")
|
||||
enter_exit_distance_close = ("The ball has passed through the entire force region", "Ball did not move the height of the force region")
|
||||
ball_hit_ground = ("The ball collided with the PhysX Terrain", "The ball did not collide with the PhysX Terrain before timeout")
|
||||
exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
|
||||
# fmt: on
|
||||
|
||||
|
||||
def ForceRegion_ZeroPointForceDoesNothing():
|
||||
"""
|
||||
Summary:
|
||||
A ball is suspended over a box shaped force region and a PhysX Terrain. The force is a point force
|
||||
pointed outward from center with a magnitude of 10.
|
||||
|
||||
Level Description:
|
||||
Ball - (entity): Mesh: Sphere shaped
|
||||
PhysX Rigid Body: Gravity is enabled; Default settings
|
||||
PhysX Collider: Sphere shape; offset (0.0, 0.0, 0.5); draw collider checked
|
||||
|
||||
ForceRegion - (entity): Box Shape: Game view checked; Shape dimensions (3.0, 3.0, 3.0)
|
||||
PhysX Force Region: Point force; magnitude 10.0
|
||||
PhysX Collider: Box shape; Box dimensions (3.0, 3.0, 3.0); Trigger checked;
|
||||
Draw collider checked
|
||||
|
||||
Terrain - (entity): PhysX Terrain: Default settings
|
||||
|
||||
Expected Behavior:
|
||||
When game mode is entered, the ball entity will fall due to gravity and enter the force region.
|
||||
The region has a very weak force and therefore the ball will fall through the force region,
|
||||
where it will then collide with the PhysX Terrain.
|
||||
|
||||
Test Steps:
|
||||
1) Open level
|
||||
2) Enter game mode
|
||||
3) Find/setup entities and handlers
|
||||
4) Check that the ball is over the force region
|
||||
5) Wait for ball to hit the ground
|
||||
6) Report if the ball entered the force region, fell through it, and collided with terrain in the alloted time
|
||||
7) Exit game mode and close the editor
|
||||
|
||||
Note:
|
||||
- This test file must be called from the Open 3D Engine Editor command terminal
|
||||
- Any passed and failed tests are written to the Editor.log file.
|
||||
Parsing the file or running a log_monitor are required to observe the test results.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
import os
|
||||
import sys
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.bus
|
||||
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
|
||||
helper.init_idle()
|
||||
|
||||
TIMEOUT_SECONDS = 3.0
|
||||
X_Y_Z_TOLERANCE = 1.5
|
||||
REGION_HEIGHT = 3.0
|
||||
TERRAIN_HEIGHT = 32.0
|
||||
|
||||
def is_close(value1, value2, tolerance):
|
||||
"""
|
||||
() -> bool
|
||||
Absolute value of difference of values being less than or equal to the tolerance
|
||||
"""
|
||||
return abs(value1 - value2) <= tolerance
|
||||
|
||||
def is_at_least(value1, value2, minimum):
|
||||
"""
|
||||
() -> bool
|
||||
Subtraction of value2 from value1 being greater than or equal to the minimum
|
||||
"""
|
||||
return (value1 - value2) >= minimum
|
||||
|
||||
class Entity(object):
|
||||
def __init__(self, name):
|
||||
self.name = name
|
||||
self.id = general.find_game_entity(self.name)
|
||||
Report.critical_result(Tests.__dict__[self.name.lower() + "_exists"], self.id.IsValid())
|
||||
|
||||
def get_location(self):
|
||||
# () -> Vector3
|
||||
return azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldTranslation", self.id)
|
||||
|
||||
class Ball(Entity):
|
||||
def __init__(self):
|
||||
super(Ball, self).__init__("Ball")
|
||||
self.location = self.get_location()
|
||||
self.enter_region_location = None
|
||||
self.exit_region_location = None
|
||||
self.enable_gravity()
|
||||
self.check_gravity_is_on()
|
||||
|
||||
def enable_gravity(self):
|
||||
azlmbr.physics.RigidBodyRequestBus(azlmbr.bus.Event, "SetGravityEnabled", self.id)
|
||||
|
||||
def check_gravity_is_on(self):
|
||||
gravity_status = azlmbr.physics.RigidBodyRequestBus(azlmbr.bus.Event, "IsGravityEnabled", self.id)
|
||||
Report.critical_result(Tests.__dict__["gravity_enabled_on_" + self.name.lower()], gravity_status)
|
||||
|
||||
def check_alignment(self, region):
|
||||
# () -> bool
|
||||
Report.info_vector3(self.location, "Location of Ball: ")
|
||||
Report.info_vector3(region.location, "Location of ForceRegion: ")
|
||||
|
||||
aligned = True
|
||||
if not is_close(self.location.x, region.location.x, X_Y_Z_TOLERANCE):
|
||||
aligned = False
|
||||
Report.info("The ball is not aligned in the X axis.")
|
||||
if not is_close(self.location.y, region.location.y, X_Y_Z_TOLERANCE):
|
||||
aligned = False
|
||||
Report.info("The ball is not aligned in the Y axis.")
|
||||
if (self.location.z - region.location.z) < X_Y_Z_TOLERANCE:
|
||||
aligned = False
|
||||
Report.info("The ball is not high enough to enter the force region.")
|
||||
if self.location.z < TERRAIN_HEIGHT:
|
||||
aligned = False
|
||||
Report.info("The ball is below the terrain.")
|
||||
return aligned
|
||||
|
||||
def did_ball_fall_in_region_as_expected(self):
|
||||
# () -> bool
|
||||
if not self.exit_region_location:
|
||||
Report.info("The ball did not exit the force region in time.")
|
||||
return False
|
||||
return (self.enter_region_location.z - self.exit_region_location.z) > X_Y_Z_TOLERANCE
|
||||
|
||||
def check_enter_vs_exit_locations(self):
|
||||
"""
|
||||
Check that the ball enter location is above the exit location (ball successfully fell through the force
|
||||
region) and check that the distance between the enter/exit locations is at least the height of the region
|
||||
|
||||
NOTE: The ball will "enter" the force region when the bottom edge of its collision box enters the region and
|
||||
will "exit" when it is completely outside the force region (top edge leaves region)
|
||||
"""
|
||||
Report.info_vector3(self.enter_region_location, "Ball entering location: ")
|
||||
Report.info_vector3(self.exit_region_location, "Ball exiting location: ")
|
||||
|
||||
Report.result(Tests.ball_fell_through_region, self.did_ball_fall_in_region_as_expected())
|
||||
Report.result(
|
||||
Tests.enter_exit_distance_close,
|
||||
is_at_least(self.enter_region_location.z, self.exit_region_location.z, REGION_HEIGHT),
|
||||
)
|
||||
|
||||
class ForceRegion(Entity):
|
||||
def __init__(self, ball):
|
||||
super(ForceRegion, self).__init__("ForceRegion")
|
||||
self.ball = ball # This creates a reference point to access the ball without looking in global scope
|
||||
self.location = self.get_location()
|
||||
self.ball_entered_trigger_area = False
|
||||
self.trigger_handler = azlmbr.physics.TriggerNotificationBusHandler()
|
||||
self.connect_trigger_handler()
|
||||
|
||||
def on_trigger_enter(self, args):
|
||||
other_id = args[0]
|
||||
if other_id.Equal(self.ball.id):
|
||||
Report.info("Ball has entered the force region trigger area.")
|
||||
self.ball_entered_trigger_area = True
|
||||
self.ball.enter_region_location = self.ball.get_location()
|
||||
|
||||
def on_trigger_exit(self, args):
|
||||
other_id = args[0]
|
||||
if other_id.Equal(self.ball.id):
|
||||
Report.info("Ball has exited the force region trigger area.")
|
||||
self.ball.exit_region_location = self.ball.get_location()
|
||||
|
||||
def connect_trigger_handler(self):
|
||||
self.trigger_handler.connect(self.id)
|
||||
self.trigger_handler.add_callback("OnTriggerEnter", self.on_trigger_enter)
|
||||
self.trigger_handler.add_callback("OnTriggerExit", self.on_trigger_exit)
|
||||
|
||||
class Terrain(Entity):
|
||||
def __init__(self, ball):
|
||||
super(Terrain, self).__init__("Terrain")
|
||||
self.ball = ball # This creates a reference point to access the ball without looking in global scope
|
||||
self.ball_collided = False
|
||||
self.collision_handler = azlmbr.physics.CollisionNotificationBusHandler()
|
||||
self.connect_collision_handler()
|
||||
|
||||
def on_collision_begin(self, args):
|
||||
other_id = args[0]
|
||||
if other_id.Equal(self.ball.id):
|
||||
Report.info("Ball struck PhysX Terrain")
|
||||
self.ball_collided = True
|
||||
|
||||
def connect_collision_handler(self):
|
||||
self.collision_handler.connect(self.id)
|
||||
self.collision_handler.add_callback("OnCollisionBegin", self.on_collision_begin)
|
||||
|
||||
# 1) Open level
|
||||
helper.open_level("Physics", "ForceRegion_ZeroPointForceDoesNothing")
|
||||
|
||||
# 2) Enter game mode
|
||||
helper.enter_game_mode(Tests.enter_game_mode)
|
||||
|
||||
# 3) Find/setup entities and handlers
|
||||
ball = Ball()
|
||||
region = ForceRegion(ball)
|
||||
terrain = Terrain(ball)
|
||||
|
||||
# 4) Check that the ball is over the force region
|
||||
Report.critical_result(Tests.ball_over_force_region, ball.check_alignment(region))
|
||||
|
||||
# 5) Wait for ball to hit the ground
|
||||
helper.wait_for_condition(lambda: terrain.ball_collided, TIMEOUT_SECONDS)
|
||||
|
||||
# 6) Report if the ball entered the force region, fell through it, and collided with terrain in the alloted time
|
||||
Report.result(Tests.ball_entered_force_region, region.ball_entered_trigger_area)
|
||||
ball.check_enter_vs_exit_locations()
|
||||
Report.result(Tests.ball_hit_ground, terrain.ball_collided)
|
||||
|
||||
# 7) Exit game mode and close the editor
|
||||
helper.exit_game_mode(Tests.exit_game_mode)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(ForceRegion_ZeroPointForceDoesNothing)
|
||||
+173
@@ -0,0 +1,173 @@
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
|
||||
# Test case ID : C6090553
|
||||
# Test Case Title : Check that force region exerts simple drag force on rigid bodies (negative test)
|
||||
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests():
|
||||
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
|
||||
find_ball = ("Ball found", "Ball not found")
|
||||
find_force_region = ("Force Region found", "Force Region not found")
|
||||
ball_gravity_disabled = ("Ball gravity disabled", "Ball gravity not disabled")
|
||||
ball_fell = ("The ball fell", "The ball did not fall")
|
||||
ball_enters_force_region = ("Ball entered force region", "Ball did not enter force region")
|
||||
ball_exits_force_region = ("Ball exited force region", "Ball did not exit force region")
|
||||
force_region_slows_ball = ("Force Region did not slow ball", "Force Region slows ball")
|
||||
exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
|
||||
# fmt: on
|
||||
|
||||
|
||||
def ForceRegion_ZeroSimpleDragForceDoesNothing():
|
||||
"""
|
||||
Summary:
|
||||
Runs an automated test to ensure that force region exerts simple drag force on rigid bodies(negative test).
|
||||
|
||||
Level Description:
|
||||
Ball (entity) - contains a sphere mesh, PhysX Collider (sphere shape) and PhysX RigidBody. Ball is
|
||||
placed above force region
|
||||
Force Region (entity) - contains Physx Force Region with Simple Drag force with Region Density as 0 and
|
||||
PhysX Collider (box shape)
|
||||
|
||||
Expected Behavior:
|
||||
When game mode is entered, Sphere falls through force region as though force region doesn't exist because
|
||||
region density for the simple drag force is zero and has no effect on the dropping sphere.
|
||||
|
||||
Test Steps:
|
||||
1) Open level
|
||||
2) Enter Game mode
|
||||
3) Validate the entities in the scene
|
||||
4) Check ball gravity is disabled or not
|
||||
5) Get initial velocity of ball
|
||||
6) Wait for ball to enter force region
|
||||
7) Gets z velocity and position of ball
|
||||
8) Wait for ball to exit force region
|
||||
9) Gets new velocity and position of ball
|
||||
10) Check that the ball does not slow due to the force region
|
||||
11) Exits game mode and editor
|
||||
|
||||
Note:
|
||||
- This test file must be called from the Open 3D Engine Editor command terminal
|
||||
- Any passed and failed tests are written to the Editor.log file.
|
||||
Parsing the file or running a log_monitor are required to observe the test results.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
|
||||
import os
|
||||
import sys
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.bus
|
||||
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
|
||||
# Holds details about the ball
|
||||
class Ball:
|
||||
id = None
|
||||
initial_velocity_z = 0.0
|
||||
start_velocity_z = 0.0
|
||||
end_velocity_z = 0.0
|
||||
ball_start_z_position = 0.0
|
||||
ball_end_z_position = 0.0
|
||||
entered_force_region = False
|
||||
exited_force_region = False
|
||||
ball_fell_down = False
|
||||
ball_slows = False
|
||||
|
||||
def on_trigger_enter(args):
|
||||
other_id = args[0]
|
||||
if other_id.Equal(Ball.id):
|
||||
Ball.entered_force_region = True
|
||||
|
||||
def on_trigger_exit(args):
|
||||
other_id = args[0]
|
||||
if other_id.Equal(Ball.id):
|
||||
Ball.exited_force_region = True
|
||||
|
||||
# Constants
|
||||
TIMEOUT = 2.0
|
||||
CLOSE_ENOUGH_THRESHOLD = 0.01
|
||||
|
||||
helper.init_idle()
|
||||
|
||||
# 1) Open level
|
||||
helper.open_level("Physics", "ForceRegion_ZeroSimpleDragForceDoesNothing")
|
||||
|
||||
# 2) Enter game mode
|
||||
helper.enter_game_mode(Tests.enter_game_mode)
|
||||
|
||||
# 3) Validate the entities in the scene
|
||||
Ball.id = general.find_game_entity("Sphere")
|
||||
Report.critical_result(Tests.find_ball, Ball.id.IsValid())
|
||||
|
||||
force_region_id = general.find_game_entity("Force Region")
|
||||
Report.critical_result(Tests.find_force_region, force_region_id.IsValid())
|
||||
|
||||
# 4) Check ball gravity is disabled or not
|
||||
gravity_enabled = azlmbr.physics.RigidBodyRequestBus(azlmbr.bus.Event, "IsGravityEnabled", Ball.id)
|
||||
Report.critical_result(Tests.ball_gravity_disabled, not gravity_enabled)
|
||||
|
||||
# 5) Get initial velocity of ball
|
||||
# Ball linear velocity is set at (0, 0, -5) in the level
|
||||
Ball.initial_velocity_z = azlmbr.physics.RigidBodyRequestBus(azlmbr.bus.Event, "GetLinearVelocity", Ball.id).z
|
||||
Report.info("Ball initial velocity = {}".format(Ball.initial_velocity_z))
|
||||
|
||||
# 6) Wait for ball to enter force region
|
||||
handler = azlmbr.physics.TriggerNotificationBusHandler()
|
||||
handler.connect(force_region_id)
|
||||
handler.add_callback("OnTriggerEnter", on_trigger_enter)
|
||||
handler.add_callback("OnTriggerExit", on_trigger_exit)
|
||||
|
||||
helper.wait_for_condition(lambda: Ball.entered_force_region, TIMEOUT)
|
||||
Report.critical_result(Tests.ball_enters_force_region, Ball.entered_force_region)
|
||||
|
||||
# 7) Gets z velocity and position of ball
|
||||
Ball.start_velocity_z = azlmbr.physics.RigidBodyRequestBus(azlmbr.bus.Event, "GetLinearVelocity", Ball.id).z
|
||||
Ball.ball_start_z_position = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldZ", Ball.id)
|
||||
Report.info(
|
||||
"Ball Start Z position = {} Ball Start Z Velocity = {}".format(
|
||||
Ball.ball_start_z_position, Ball.start_velocity_z
|
||||
)
|
||||
)
|
||||
|
||||
# 8) Wait for ball to exit force region
|
||||
helper.wait_for_condition(lambda: Ball.exited_force_region, TIMEOUT)
|
||||
Report.critical_result(Tests.ball_exits_force_region, Ball.exited_force_region)
|
||||
|
||||
# 9) Gets new velocity and position of ball
|
||||
Ball.end_velocity_z = azlmbr.physics.RigidBodyRequestBus(azlmbr.bus.Event, "GetLinearVelocity", Ball.id).z
|
||||
Ball.ball_end_z_position = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldZ", Ball.id)
|
||||
Report.info(
|
||||
"Ball End Z position = {} Ball End Z Velocity = {}".format(Ball.ball_end_z_position, Ball.end_velocity_z)
|
||||
)
|
||||
|
||||
# 10) Check that the ball does not slow due to the force region
|
||||
# Check ball fell down or not
|
||||
if (Ball.ball_end_z_position - CLOSE_ENOUGH_THRESHOLD) < Ball.ball_start_z_position:
|
||||
Ball.ball_fell_down = True
|
||||
|
||||
Report.critical_result(Tests.ball_fell, Ball.ball_fell_down)
|
||||
|
||||
# Ball initial velocity is -5.0. Check that the ball does not slow down in force region
|
||||
if ((Ball.end_velocity_z - Ball.initial_velocity_z) < CLOSE_ENOUGH_THRESHOLD) and (
|
||||
(Ball.start_velocity_z - Ball.initial_velocity_z) < CLOSE_ENOUGH_THRESHOLD
|
||||
):
|
||||
Ball.ball_slows = True
|
||||
|
||||
Report.critical_result(Tests.force_region_slows_ball, Ball.ball_slows)
|
||||
|
||||
# 11) Exits game mode and editor
|
||||
helper.exit_game_mode(Tests.exit_game_mode)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(ForceRegion_ZeroSimpleDragForceDoesNothing)
|
||||
+175
@@ -0,0 +1,175 @@
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
# Test case ID : C6090555
|
||||
# Test Case Title : Check that force region exerts spline follow force on rigid bodies(negative test)
|
||||
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests():
|
||||
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
|
||||
find_sphere = ("Sphere entity found", "Sphere entity not found")
|
||||
find_force_region = ("Force region found", "Force region not found")
|
||||
find_triggers = ("All triggers are found", "All triggers are not found")
|
||||
sphere_fell = ("The sphere fell", "The sphere did not fall")
|
||||
sphere_entered_force_region = ("The sphere entered the force region", "The sphere did not enter the force region before timeout")
|
||||
sphere_exited_force_region = ("The sphere exited the force region", "The sphere did not exit the force region before timeout")
|
||||
sphere_drops_force_region = ("Sphere drops through the force region", "Sphere did not drop through the force region due to spline force")
|
||||
exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
|
||||
# fmt: on
|
||||
|
||||
|
||||
def ForceRegion_ZeroSplineForceDoesNothing():
|
||||
"""
|
||||
Summary:
|
||||
Runs an automated test to ensure that a PhysX force region exerts spline follow force on rigid bodies(negative test)
|
||||
|
||||
Level Description:
|
||||
A sphere entity is positioned above a force region entity
|
||||
The sphere has a PhysX collider (sphere) and rigidbody component with default values
|
||||
|
||||
The force region entity has a PhysX collider (Box) and force region with a 'spline follow' force.
|
||||
It also has a spline component with 4 nodes. Each node is connected linearly in the following pattern:
|
||||
___[0]
|
||||
[1] ___
|
||||
___ [2]
|
||||
[3]
|
||||
|
||||
There are 4 trigger entities, each with a PhysX collider (sphere). They are positioned at each node.
|
||||
|
||||
Expected Behavior:
|
||||
The Sphere drops through the force region as though spline follow force does not exist.
|
||||
|
||||
Test Steps:
|
||||
1) Open level
|
||||
2) Enter game mode
|
||||
3) Retrieve and Validate entities
|
||||
4) Get position of spline and sphere
|
||||
5) Wait till the sphere drops
|
||||
6) Get z position of sphere when it enters and exits from trigger area
|
||||
7) Verify sphere drops through force region without spline force effect
|
||||
8) Exit game mode
|
||||
9) Close the editor
|
||||
|
||||
Note:
|
||||
- This test file must be called from the Open 3D Engine Editor command terminal
|
||||
- Any passed and failed tests are written to the Editor.log file.
|
||||
Parsing the file or running a log_monitor are required to observe the test results.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
import os
|
||||
import sys
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
|
||||
import azlmbr
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.bus
|
||||
|
||||
# Constants
|
||||
TIMEOUT = 3
|
||||
CLOSE_ENOUGH = 0.001
|
||||
|
||||
class Sphere:
|
||||
id = None
|
||||
start_position_z = None
|
||||
fell = False
|
||||
entered_force_region = False
|
||||
exited_force_region = False
|
||||
|
||||
def on_trigger_enter(args):
|
||||
other_id = args[0]
|
||||
if other_id.Equal(Sphere.id):
|
||||
Sphere.entered_force_region = True
|
||||
|
||||
def on_trigger_exit(args):
|
||||
other_id = args[0]
|
||||
if other_id.Equal(Sphere.id):
|
||||
Sphere.exited_force_region = True
|
||||
|
||||
helper.init_idle()
|
||||
|
||||
# 1) Open level
|
||||
helper.open_level("Physics", "ForceRegion_ZeroSplineForceDoesNothing")
|
||||
|
||||
# 2) Enter game mode
|
||||
helper.enter_game_mode(Tests.enter_game_mode)
|
||||
|
||||
# 3) Retrieve and Validate entities
|
||||
Sphere.id = general.find_game_entity("Sphere")
|
||||
Report.critical_result(Tests.find_sphere, Sphere.id.IsValid())
|
||||
|
||||
force_region_id = general.find_game_entity("Force Region")
|
||||
Report.critical_result(Tests.find_force_region, force_region_id.IsValid())
|
||||
|
||||
all_triggers = ("Trigger0", "Trigger1", "Trigger2", "Trigger3")
|
||||
all_triggers_found = True
|
||||
for trigger in all_triggers:
|
||||
trigger_id = general.find_game_entity(trigger)
|
||||
if not trigger_id.IsValid():
|
||||
all_triggers_found = False
|
||||
Report.critical_result(Tests.find_triggers, all_triggers_found)
|
||||
|
||||
# 4) Get z position of spline and sphere
|
||||
# All triggers are arranged at each node in spline. Getting z position of Trigger3 is same as z position of spline
|
||||
spline_z_position = azlmbr.components.TransformBus(
|
||||
azlmbr.bus.Event, "GetWorldZ", general.find_game_entity("Trigger3")
|
||||
)
|
||||
Report.info("Spline z position is : {}".format(spline_z_position))
|
||||
Sphere.start_position_z = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldZ", Sphere.id)
|
||||
Report.info("Sphere z position is : {}".format(Sphere.start_position_z))
|
||||
|
||||
# 5) Wait till the sphere drops
|
||||
def sphere_fell():
|
||||
if not Sphere.fell:
|
||||
sphere_position_z = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldZ", Sphere.id)
|
||||
if sphere_position_z < (Sphere.start_position_z - CLOSE_ENOUGH):
|
||||
Report.info("Sphere position is lower than the starting position now")
|
||||
Sphere.fell = True
|
||||
return Sphere.fell
|
||||
|
||||
helper.wait_for_condition(sphere_fell, TIMEOUT)
|
||||
Report.critical_result(Tests.sphere_fell, Sphere.fell)
|
||||
|
||||
# 6) Get position of sphere when it enters and exits from trigger area
|
||||
# Wait for ball to enter force region
|
||||
handler = azlmbr.physics.TriggerNotificationBusHandler()
|
||||
handler.connect(force_region_id)
|
||||
handler.add_callback("OnTriggerEnter", on_trigger_enter)
|
||||
|
||||
helper.wait_for_condition(lambda: Sphere.entered_force_region, TIMEOUT)
|
||||
Report.critical_result(Tests.sphere_entered_force_region, Sphere.entered_force_region)
|
||||
sphere_start_position = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldTranslation", Sphere.id)
|
||||
Report.info_vector3(sphere_start_position, "Sphere start position in Force Region")
|
||||
|
||||
# Wait for ball to exit force region
|
||||
handler.add_callback("OnTriggerExit", on_trigger_exit)
|
||||
helper.wait_for_condition(lambda: Sphere.exited_force_region, TIMEOUT)
|
||||
Report.critical_result(Tests.sphere_exited_force_region, Sphere.exited_force_region)
|
||||
sphere_end_position = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldTranslation", Sphere.id)
|
||||
Report.info_vector3(sphere_end_position, "Sphere end position in Force Region")
|
||||
|
||||
# 7) Verify sphere drops through force region without spline force effect
|
||||
if (
|
||||
((sphere_start_position.x - sphere_end_position.x) < CLOSE_ENOUGH) and
|
||||
((sphere_start_position.y - sphere_end_position.y) < CLOSE_ENOUGH) and
|
||||
(sphere_end_position.z < (spline_z_position - CLOSE_ENOUGH))
|
||||
):
|
||||
Sphere.sphere_drops = True
|
||||
|
||||
Report.critical_result(Tests.sphere_drops_force_region, Sphere.sphere_drops)
|
||||
|
||||
# 8) Exit game mode
|
||||
helper.exit_game_mode(Tests.exit_game_mode)
|
||||
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(ForceRegion_ZeroSplineForceDoesNothing)
|
||||
+242
@@ -0,0 +1,242 @@
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
"""
|
||||
Test case ID : C6090550
|
||||
Test Case Title : Check that force region exerts world space force on rigid bodies (negative test)
|
||||
|
||||
"""
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests:
|
||||
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
|
||||
ball_exists = ("The Ball entity was found", "The Ball entity was not found")
|
||||
forceregion_exists = ("The ForceRegion entity was found", "The ForceRegion entity was not found")
|
||||
terrain_exists = ("The Terrain entity was found", "The Terrain entity was not found")
|
||||
ball_over_force_region = ("The ball is over the force region", "The ball is not over the force region")
|
||||
gravity_enabled_on_ball = ("The ball has gravity enabled", "The ball gravity failed to enable")
|
||||
ball_entered_force_region = ("The ball entered the force region", "The ball did not enter the force region before timeout")
|
||||
ball_fell_through_region = ("The ball fell through the force region", "The ball did not exit force region below enter location")
|
||||
enter_exit_distance_close = ("The ball has passed through the entire force region", "Ball did not move the height of the force region")
|
||||
ball_hit_ground = ("The ball collided with the PhysX Terrain", "The ball did not collide with the PhysX Terrain before timeout")
|
||||
exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
|
||||
# fmt: on
|
||||
|
||||
|
||||
def ForceRegion_ZeroWorldSpaceForceDoesNothing():
|
||||
"""
|
||||
Summary:
|
||||
A ball is suspended above a cube shaped force region and a PhysX Terrain. The force is a world space force
|
||||
pointed in the positive Z direction with a magnitude of 10.
|
||||
|
||||
Level Description:
|
||||
Ball - (entity): Mesh: Sphere shaped
|
||||
PhysX Rigid Body: Gravity is enabled; Default settings
|
||||
PhysX Collider: Sphere shape; offset (0.0, 0.0, 0.5); draw collider checked
|
||||
|
||||
ForceRegion - (entity): Box Shape: Game view checked; Shape dimensions (3.0, 3.0, 3.0)
|
||||
PhysX Force Region: World Space force; direction (0.0, 0.0, 1.0); magnitude 10.0
|
||||
PhysX Collider: Box shape; Box dimensions (3.0, 3.0, 3.0); Trigger checked;
|
||||
Draw collider checked
|
||||
|
||||
Terrain - (entity): PhysX Terrain: Default settings
|
||||
|
||||
Expected Behavior:
|
||||
When game mode is entered, the ball entity will fall due to gravity and enter the force region.
|
||||
The region has a very weak force and therefore the ball will fall through the force region,
|
||||
where it will then collide with the PhysX Terrain.
|
||||
|
||||
Test Steps:
|
||||
1) Open level
|
||||
2) Enter game mode
|
||||
3) Find/setup entities and handlers
|
||||
4) Check that the ball is over the force region
|
||||
5) Wait for ball to hit the ground
|
||||
6) Report if the ball entered the force region, fell through it, and collided with terrain in the alloted time
|
||||
7) Exit game mode and close the editor
|
||||
|
||||
Note:
|
||||
- This test file must be called from the Open 3D Engine Editor command terminal
|
||||
- Any passed and failed tests are written to the Editor.log file.
|
||||
Parsing the file or running a log_monitor are required to observe the test results.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
import os
|
||||
import sys
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.bus
|
||||
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
|
||||
helper.init_idle()
|
||||
|
||||
TIMEOUT_SECONDS = 3.0
|
||||
X_Y_Z_TOLERANCE = 1.5
|
||||
REGION_HEIGHT = 3.0
|
||||
TERRAIN_HEIGHT = 32.0
|
||||
|
||||
def is_close(value1, value2, tolerance):
|
||||
"""
|
||||
() -> bool
|
||||
Absolute value of difference of values being less than or equal to the tolerance
|
||||
"""
|
||||
return abs(value1 - value2) <= tolerance
|
||||
|
||||
def is_at_least(value1, value2, minimum):
|
||||
"""
|
||||
() -> bool
|
||||
Subtraction of value2 from value1 being greater than or equal to the minimum
|
||||
"""
|
||||
return (value1 - value2) >= minimum
|
||||
|
||||
class Entity(object):
|
||||
def __init__(self, name):
|
||||
self.name = name
|
||||
self.id = general.find_game_entity(self.name)
|
||||
Report.critical_result(Tests.__dict__[self.name.lower() + "_exists"], self.id.IsValid())
|
||||
|
||||
def get_location(self):
|
||||
# () -> Vector3
|
||||
return azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldTranslation", self.id)
|
||||
|
||||
class Ball(Entity):
|
||||
def __init__(self):
|
||||
super(Ball, self).__init__("Ball")
|
||||
self.location = self.get_location()
|
||||
self.enter_region_location = None
|
||||
self.exit_region_location = None
|
||||
self.enable_gravity()
|
||||
self.check_gravity_is_on()
|
||||
|
||||
def enable_gravity(self):
|
||||
azlmbr.physics.RigidBodyRequestBus(azlmbr.bus.Event, "SetGravityEnabled", self.id)
|
||||
|
||||
def check_gravity_is_on(self):
|
||||
gravity_status = azlmbr.physics.RigidBodyRequestBus(azlmbr.bus.Event, "IsGravityEnabled", self.id)
|
||||
Report.critical_result(Tests.__dict__["gravity_enabled_on_" + self.name.lower()], gravity_status)
|
||||
|
||||
def check_alignment(self, region):
|
||||
# () -> bool
|
||||
Report.info_vector3(self.location, "Location of Ball: ")
|
||||
Report.info_vector3(region.location, "Location of ForceRegion: ")
|
||||
|
||||
aligned = True
|
||||
if not is_close(self.location.x, region.location.x, X_Y_Z_TOLERANCE):
|
||||
aligned = False
|
||||
Report.info("The ball is not aligned in the X axis.")
|
||||
if not is_close(self.location.y, region.location.y, X_Y_Z_TOLERANCE):
|
||||
aligned = False
|
||||
Report.info("The ball is not aligned in the Y axis.")
|
||||
if (self.location.z - region.location.z) < X_Y_Z_TOLERANCE:
|
||||
aligned = False
|
||||
Report.info("The ball is not high enough to enter the force region.")
|
||||
if self.location.z < TERRAIN_HEIGHT:
|
||||
aligned = False
|
||||
Report.info("The ball is below the terrain.")
|
||||
return aligned
|
||||
|
||||
def did_ball_fall_in_region_as_expected(self):
|
||||
# () -> bool
|
||||
if not self.exit_region_location:
|
||||
Report.info("The ball did not exit the force region in time.")
|
||||
return False
|
||||
return (self.enter_region_location.z - self.exit_region_location.z) > X_Y_Z_TOLERANCE
|
||||
|
||||
def check_enter_vs_exit_locations(self):
|
||||
"""
|
||||
Check that the ball enter location is above the exit location (ball successfully fell through the force
|
||||
region) and check that the distance between the enter/exit locations is at least the height of the region
|
||||
|
||||
NOTE: The ball will "enter" the force region when the bottom edge of its collision box enters the region and
|
||||
will "exit" when it is completely outside the force region (top edge leaves region)
|
||||
"""
|
||||
Report.info_vector3(self.enter_region_location, "Ball entering location: ")
|
||||
Report.info_vector3(self.exit_region_location, "Ball exiting location: ")
|
||||
|
||||
Report.result(Tests.ball_fell_through_region, self.did_ball_fall_in_region_as_expected())
|
||||
Report.result(
|
||||
Tests.enter_exit_distance_close,
|
||||
is_at_least(self.enter_region_location.z, self.exit_region_location.z, REGION_HEIGHT),
|
||||
)
|
||||
|
||||
class ForceRegion(Entity):
|
||||
def __init__(self, ball):
|
||||
super(ForceRegion, self).__init__("ForceRegion")
|
||||
self.ball = ball # This creates a reference point to access the ball without looking in global scope
|
||||
self.location = self.get_location()
|
||||
self.ball_entered_trigger_area = False
|
||||
self.trigger_handler = azlmbr.physics.TriggerNotificationBusHandler()
|
||||
self.connect_trigger_handler()
|
||||
|
||||
def on_trigger_enter(self, args):
|
||||
other_id = args[0]
|
||||
if other_id.Equal(self.ball.id):
|
||||
Report.info("Ball has entered the force region trigger area.")
|
||||
self.ball_entered_trigger_area = True
|
||||
self.ball.enter_region_location = self.ball.get_location()
|
||||
|
||||
def on_trigger_exit(self, args):
|
||||
other_id = args[0]
|
||||
if other_id.Equal(self.ball.id):
|
||||
Report.info("Ball has exited the force region trigger area.")
|
||||
self.ball.exit_region_location = self.ball.get_location()
|
||||
|
||||
def connect_trigger_handler(self):
|
||||
self.trigger_handler.connect(self.id)
|
||||
self.trigger_handler.add_callback("OnTriggerEnter", self.on_trigger_enter)
|
||||
self.trigger_handler.add_callback("OnTriggerExit", self.on_trigger_exit)
|
||||
|
||||
class Terrain(Entity):
|
||||
def __init__(self, ball):
|
||||
super(Terrain, self).__init__("Terrain")
|
||||
self.ball = ball # This creates a reference point to access the ball without looking in global scope
|
||||
self.ball_collided = False
|
||||
self.collision_handler = azlmbr.physics.CollisionNotificationBusHandler()
|
||||
self.connect_collision_handler()
|
||||
|
||||
def on_collision_begin(self, args):
|
||||
other_id = args[0]
|
||||
if other_id.Equal(self.ball.id):
|
||||
Report.info("Ball struck PhysX Terrain")
|
||||
self.ball_collided = True
|
||||
|
||||
def connect_collision_handler(self):
|
||||
self.collision_handler.connect(self.id)
|
||||
self.collision_handler.add_callback("OnCollisionBegin", self.on_collision_begin)
|
||||
|
||||
# 1) Open level
|
||||
helper.open_level("Physics", "ForceRegion_ZeroWorldSpaceForceDoesNothing")
|
||||
|
||||
# 2) Enter game mode
|
||||
helper.enter_game_mode(Tests.enter_game_mode)
|
||||
|
||||
# 3) Find/setup entities and handlers
|
||||
ball = Ball()
|
||||
region = ForceRegion(ball)
|
||||
terrain = Terrain(ball)
|
||||
|
||||
# 4) Check that the ball is over the force region
|
||||
Report.critical_result(Tests.ball_over_force_region, ball.check_alignment(region))
|
||||
|
||||
# 5) Wait for ball to hit the ground
|
||||
helper.wait_for_condition(lambda: terrain.ball_collided, TIMEOUT_SECONDS)
|
||||
|
||||
# 6) Report if the ball entered the force region, fell through it, and collided with terrain in the alloted time
|
||||
Report.result(Tests.ball_entered_force_region, region.ball_entered_trigger_area)
|
||||
ball.check_enter_vs_exit_locations()
|
||||
Report.result(Tests.ball_hit_ground, terrain.ball_collided)
|
||||
|
||||
# 7) Exit game mode and close the editor
|
||||
helper.exit_game_mode(Tests.exit_game_mode)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(ForceRegion_ZeroWorldSpaceForceDoesNothing)
|
||||
@@ -0,0 +1,60 @@
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
from editor_python_test_tools.utils import Report
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.bus
|
||||
|
||||
def vector3SmallerThanScalar(vec3Value, scalarValue):
|
||||
return (vec3Value.x < scalarValue and
|
||||
vec3Value.y < scalarValue and
|
||||
vec3Value.z < scalarValue)
|
||||
|
||||
def vector3LargerThanScalar(vec3Value, scalarValue):
|
||||
return (vec3Value.x > scalarValue and
|
||||
vec3Value.y > scalarValue and
|
||||
vec3Value.z > scalarValue)
|
||||
|
||||
def getRelativeVector(vecA, vecB):
|
||||
relativeVec = vecA
|
||||
relativeVec.x = relativeVec.x - vecB.x
|
||||
relativeVec.y = relativeVec.y - vecB.y
|
||||
relativeVec.z = relativeVec.z - vecB.z
|
||||
return relativeVec
|
||||
|
||||
|
||||
# Entity class for joints tests
|
||||
class JointEntity:
|
||||
def criticalEntityFound(self): # For overriding in sub-classes so that can report if entities are found using their own dictionary of entities
|
||||
pass
|
||||
|
||||
def __init__(self, name):
|
||||
self.id = general.find_game_entity(name)
|
||||
self.name = name
|
||||
self.criticalEntityFound()
|
||||
|
||||
@property
|
||||
def position(self):
|
||||
# type () -> Vector3
|
||||
return azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldTranslation", self.id)
|
||||
|
||||
# Entity class that sets a flag when an instance receives collision events.
|
||||
class JointEntityCollisionAware(JointEntity):
|
||||
def on_collision_begin(self, args):
|
||||
if not self.collided:
|
||||
self.collided = True
|
||||
|
||||
def __init__(self, name):
|
||||
self.id = general.find_game_entity(name)
|
||||
self.name = name
|
||||
self.criticalEntityFound()
|
||||
|
||||
self.collided = False
|
||||
# Set up collision notification handler
|
||||
self.handler = azlmbr.physics.CollisionNotificationBusHandler()
|
||||
self.handler.connect(self.id)
|
||||
self.handler.add_callback("OnCollisionBegin", self.on_collision_begin)
|
||||
+113
@@ -0,0 +1,113 @@
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
# Test case ID : C18243588
|
||||
# Test Case Title : Check that ball joint constrains 2 bodies within cone limits
|
||||
|
||||
# fmt: off
|
||||
class Tests:
|
||||
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
|
||||
exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
|
||||
lead_found = ("Found lead", "Did not find lead")
|
||||
follower_found = ("Found follower", "Did not find follower")
|
||||
check_lead_position = ("Lead stays still", "Lead moved")
|
||||
check_follower_position = ("Follower moved in X, Y and Z directions", "Follower did not move in X, Y and Z directions")
|
||||
check_follower_below_lead = ("Follower remains below lead", "Follower moved above lead")
|
||||
# fmt: on
|
||||
|
||||
|
||||
def Joints_Ball2BodiesConstrained():
|
||||
"""
|
||||
Summary: Check that ball joint constrains 2 bodies within cone limits
|
||||
|
||||
Level Description:
|
||||
lead - Starts above follower entity
|
||||
follower - Starts below lead entity. Constrained to lead entity with ball joint. Starts with initial velocity of (5, 2, 0).
|
||||
|
||||
Expected Behavior:
|
||||
The follower entity moved in the positive X, Y and Z directions.
|
||||
The position of the lead entity does not change much.
|
||||
The follower entity did not move above the lead entity.
|
||||
|
||||
Test Steps:
|
||||
1) Open Level
|
||||
2) Enter Game Mode
|
||||
3) Create and Validate Entities
|
||||
4) Wait for several seconds
|
||||
5) Check to see if lead and follower behaved as expected
|
||||
6) Exit Game Mode
|
||||
7) Close Editor
|
||||
|
||||
Note:
|
||||
- This test file must be called from the Open 3D Engine Editor command terminal
|
||||
- Any passed and failed tests are written to the Editor.log file.
|
||||
Parsing the file or running a log_monitor are required to observe the test results.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
import os
|
||||
import sys
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.bus
|
||||
|
||||
import JointsHelper
|
||||
from JointsHelper import JointEntity
|
||||
|
||||
# Constants
|
||||
FLOAT_EPSILON = 0.1 # Negligible float value for comparing with translation vectors. Values smaller than this are considered zero.
|
||||
|
||||
# Helper Entity class
|
||||
class Entity(JointEntity):
|
||||
def criticalEntityFound(self): # Override function to use local Test dictionary
|
||||
Report.critical_result(Tests.__dict__[self.name + "_found"], self.id.isValid())
|
||||
|
||||
# Main Script
|
||||
helper.init_idle()
|
||||
|
||||
# 1) Open Level
|
||||
helper.open_level("Physics", "Joints_Ball2BodiesConstrained")
|
||||
|
||||
# 2) Enter Game Mode
|
||||
helper.enter_game_mode(Tests.enter_game_mode)
|
||||
|
||||
# 3) Create and Validate Entities
|
||||
lead = Entity("lead")
|
||||
follower = Entity("follower")
|
||||
Report.info_vector3(lead.position, "lead initial position:")
|
||||
Report.info_vector3(follower.position, "follower initial position:")
|
||||
leadInitialPosition = lead.position
|
||||
followerInitialPosition = follower.position
|
||||
|
||||
# 4) Wait for several seconds
|
||||
general.idle_wait(1.0) # wait for lead and follower to move
|
||||
|
||||
# 5) Check to see if lead and follower behaved as expected
|
||||
Report.info_vector3(lead.position, "lead position after 1 second:")
|
||||
Report.info_vector3(follower.position, "follower position after 1 second:")
|
||||
|
||||
leadPositionDelta = lead.position.Subtract(leadInitialPosition)
|
||||
leadRemainedStill = JointsHelper.vector3SmallerThanScalar(leadPositionDelta, FLOAT_EPSILON)
|
||||
Report.critical_result(Tests.check_lead_position, leadRemainedStill)
|
||||
|
||||
followerPositionDelta = follower.position.Subtract(followerInitialPosition)
|
||||
followerMovedInXAndZOnly = JointsHelper.vector3LargerThanScalar(followerPositionDelta, FLOAT_EPSILON)
|
||||
Report.critical_result(Tests.check_follower_position, followerMovedInXAndZOnly)
|
||||
|
||||
followerBelowLead = follower.position.z < lead.position.z
|
||||
Report.critical_result(Tests.check_follower_below_lead, followerBelowLead)
|
||||
|
||||
# 6) Exit Game Mode
|
||||
helper.exit_game_mode(Tests.exit_game_mode)
|
||||
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(Joints_Ball2BodiesConstrained)
|
||||
@@ -0,0 +1,107 @@
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
# Test case ID : C18243592
|
||||
# Test Case Title : Check that ball joint is breakable
|
||||
|
||||
# fmt: off
|
||||
class Tests:
|
||||
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
|
||||
exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
|
||||
lead_found = ("Found lead", "Did not find lead")
|
||||
follower_found = ("Found follower", "Did not find follower")
|
||||
check_lead_position = ("Lead stays still", "Lead moved")
|
||||
check_follower_position = ("Follower moved in X direction only", "Follower did not just move in X direction, but also in Z direction")
|
||||
# fmt: on
|
||||
|
||||
|
||||
def Joints_BallBreakable():
|
||||
"""
|
||||
Summary: Check that ball joint is breakable
|
||||
|
||||
Level Description:
|
||||
lead - Starts above follower entity
|
||||
follower - Starts below lead entity. Constrained to lead entity with ball joint. Starts with initial velocity of (5, 2, 0).
|
||||
|
||||
Expected Behavior:
|
||||
Lead entity remains still.
|
||||
Follower entity moves in the positive X direction, and not much in the Z direction since the joint broke.
|
||||
|
||||
Test Steps:
|
||||
1) Open Level
|
||||
2) Enter Game Mode
|
||||
3) Create and Validate Entities
|
||||
4) Wait for several seconds
|
||||
5) Check to see if lead and follower behaved as expected
|
||||
6) Exit Game Mode
|
||||
7) Close Editor
|
||||
|
||||
Note:
|
||||
- This test file must be called from the Open 3D Engine Editor command terminal
|
||||
- Any passed and failed tests are written to the Editor.log file.
|
||||
Parsing the file or running a log_monitor are required to observe the test results.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
import os
|
||||
import sys
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.bus
|
||||
|
||||
import JointsHelper
|
||||
from JointsHelper import JointEntity
|
||||
|
||||
# Constants
|
||||
FLOAT_EPSILON = 0.2
|
||||
|
||||
# Helper Entity class
|
||||
class Entity(JointEntity):
|
||||
def criticalEntityFound(self): # Override function to use local Test dictionary
|
||||
Report.critical_result(Tests.__dict__[self.name + "_found"], self.id.isValid())
|
||||
|
||||
# Main Script
|
||||
helper.init_idle()
|
||||
|
||||
# 1) Open Level
|
||||
helper.open_level("Physics", "Joints_BallBreakable")
|
||||
|
||||
# 2) Enter Game Mode
|
||||
helper.enter_game_mode(Tests.enter_game_mode)
|
||||
|
||||
# 3) Create and Validate Entities
|
||||
lead = Entity("lead")
|
||||
follower = Entity("follower")
|
||||
Report.info_vector3(lead.position, "lead initial position:")
|
||||
Report.info_vector3(follower.position, "follower initial position:")
|
||||
leadInitialPosition = lead.position
|
||||
followerInitialPosition = follower.position
|
||||
|
||||
# 4) Wait for several seconds
|
||||
general.idle_wait(1.0) # wait for lead and follower to move
|
||||
|
||||
# 5) Check to see if lead and follower behaved as expected
|
||||
Report.info_vector3(lead.position, "lead position after 1 second:")
|
||||
Report.info_vector3(follower.position, "follower position after 1 second:")
|
||||
|
||||
leadPositionDelta = lead.position.Subtract(leadInitialPosition)
|
||||
leadRemainedStill = JointsHelper.vector3SmallerThanScalar(leadPositionDelta, FLOAT_EPSILON)
|
||||
Report.critical_result(Tests.check_lead_position, leadRemainedStill)
|
||||
|
||||
followerMovedInXOnly = ((follower.position.x - followerInitialPosition.x) > FLOAT_EPSILON and
|
||||
(follower.position.z - followerInitialPosition.z) < FLOAT_EPSILON)
|
||||
Report.critical_result(Tests.check_follower_position, followerMovedInXOnly)
|
||||
|
||||
# 6) Exit Game Mode
|
||||
helper.exit_game_mode(Tests.exit_game_mode)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(Joints_BallBreakable)
|
||||
+91
@@ -0,0 +1,91 @@
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
# Test case ID : C18243591
|
||||
# Test Case Title : Check that ball joint allows lead-follower collision
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests:
|
||||
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
|
||||
exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
|
||||
lead_found = ("Found lead", "Did not find lead")
|
||||
follower_found = ("Found follower", "Did not find follower")
|
||||
check_collision_happened = ("Lead and follower collided", "Lead and follower did not collide")
|
||||
# fmt: on
|
||||
|
||||
|
||||
def Joints_BallLeadFollowerCollide():
|
||||
"""
|
||||
Summary: Check that ball joint allows lead-follower collision
|
||||
|
||||
Level Description:
|
||||
lead - Starts above follower entity
|
||||
follower - Starts below lead entity. Constrained to lead entity with a ball joint. Starts with initial velocity of (5, 2, 0).
|
||||
|
||||
Expected Behavior:
|
||||
Lead entity remains still.
|
||||
Follower entity swings up, collides with the lead entity, and falls back down.
|
||||
|
||||
Test Steps:
|
||||
1) Open Level
|
||||
2) Enter Game Mode
|
||||
3) Create and Validate Entities
|
||||
4) Wait for several seconds
|
||||
5) Check to see if lead and follower behaved as expected (they collided)
|
||||
6) Exit Game Mode
|
||||
7) Close Editor
|
||||
|
||||
Note:
|
||||
- This test file must be called from the Open 3D Engine Editor command terminal
|
||||
- Any passed and failed tests are written to the Editor.log file.
|
||||
Parsing the file or running a log_monitor are required to observe the test results.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
import os
|
||||
import sys
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.bus
|
||||
|
||||
from JointsHelper import JointEntityCollisionAware
|
||||
|
||||
# Helper Entity class - self.collided flag is set when instance receives collision event.
|
||||
class Entity(JointEntityCollisionAware):
|
||||
def criticalEntityFound(self): # Override function to use local Test dictionary
|
||||
Report.critical_result(Tests.__dict__[self.name + "_found"], self.id.isValid())
|
||||
|
||||
# Main Script
|
||||
helper.init_idle()
|
||||
|
||||
# 1) Open Level
|
||||
helper.open_level("Physics", "Joints_BallLeadFollowerCollide")
|
||||
|
||||
# 2) Enter Game Mode
|
||||
helper.enter_game_mode(Tests.enter_game_mode)
|
||||
|
||||
# 3) Create and Validate Entities
|
||||
lead = Entity("lead")
|
||||
follower = Entity("follower")
|
||||
|
||||
# 4) Wait for several seconds
|
||||
general.idle_wait(2.0) # wait for lead and follower to move
|
||||
|
||||
# 5) Check to see if lead and follower behaved as expected
|
||||
Report.critical_result(Tests.check_collision_happened, lead.collided and follower.collided)
|
||||
|
||||
# 6) Exit Game Mode
|
||||
helper.exit_game_mode(Tests.exit_game_mode)
|
||||
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(Joints_BallLeadFollowerCollide)
|
||||
+112
@@ -0,0 +1,112 @@
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
# Test case ID : C18243590
|
||||
# Test Case Title : Check that ball joint allows no limit constraints
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests:
|
||||
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
|
||||
exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
|
||||
lead_found = ("Found lead", "Did not find lead")
|
||||
follower_found = ("Found follower", "Did not find follower")
|
||||
check_lead_position = ("Lead stays still", "Lead moved")
|
||||
check_follower_position = ("Follower moved higher than lead", "Follower did not move higher than lead")
|
||||
# fmt: on
|
||||
|
||||
|
||||
def Joints_BallNoLimitsConstrained():
|
||||
"""
|
||||
Summary: Check that ball joint allows no limit constraints
|
||||
|
||||
Level Description:
|
||||
lead - Starts above follower entity
|
||||
follower - Starts below lead entity. Constrained to lead entity with a ball joint. The ball joint is located in between the lead and follower. Starts with initial velocity of (5, 1, 0).
|
||||
dampingRegion - A force region cube is placed at the position of the lead. If the follower swings to the position above and near the lead, the force region's damping holds the follower in the place.'
|
||||
|
||||
Expected Behavior:
|
||||
Lead entity remains still.
|
||||
Follower entity's Z position exceeds lead entity's Z position.
|
||||
Because the ball joint is somewhere in the middle of the follower and the lead,
|
||||
if the follower manages to go above the lead,
|
||||
it is evident that the ball joint without limits managed to keep the follower constrained to the lead but did not impose a limit.
|
||||
|
||||
Test Steps:
|
||||
1) Open Level
|
||||
2) Enter Game Mode
|
||||
3) Create and Validate Entities
|
||||
4) Wait for several seconds
|
||||
5) Check to see if lead and follower behaved as expected
|
||||
6) Exit Game Mode
|
||||
7) Close Editor
|
||||
|
||||
Note:
|
||||
- This test file must be called from the Open 3D Engine Editor command terminal
|
||||
- Any passed and failed tests are written to the Editor.log file.
|
||||
Parsing the file or running a log_monitor are required to observe the test results.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
import os
|
||||
import sys
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.bus
|
||||
|
||||
import JointsHelper
|
||||
from JointsHelper import JointEntity
|
||||
|
||||
# Constants
|
||||
FLOAT_EPSILON = 0.2
|
||||
|
||||
# Helper Entity class
|
||||
class Entity(JointEntity):
|
||||
def criticalEntityFound(self): # Override function to use local Test dictionary
|
||||
Report.critical_result(Tests.__dict__[self.name + "_found"], self.id.isValid())
|
||||
|
||||
# Main Script
|
||||
helper.init_idle()
|
||||
|
||||
# 1) Open Level
|
||||
helper.open_level("Physics", "Joints_BallNoLimitsConstrained")
|
||||
|
||||
# 2) Enter Game Mode
|
||||
helper.enter_game_mode(Tests.enter_game_mode)
|
||||
|
||||
# 3) Create and Validate Entities
|
||||
lead = Entity("lead")
|
||||
follower = Entity("follower")
|
||||
Report.info_vector3(lead.position, "lead initial position:")
|
||||
Report.info_vector3(follower.position, "follower initial position:")
|
||||
leadInitialPosition = lead.position
|
||||
followerInitialPosition = follower.position
|
||||
|
||||
# 4) Wait for several seconds
|
||||
general.idle_wait(3.0) # wait for lead and follower to move
|
||||
|
||||
# 5) Check to see if lead and follower behaved as expected
|
||||
Report.info_vector3(lead.position, "lead position after 2.5 second:")
|
||||
Report.info_vector3(follower.position, "follower position after 2.5 second:")
|
||||
|
||||
leadPositionDelta = lead.position.Subtract(leadInitialPosition)
|
||||
leadRemainedStill = JointsHelper.vector3SmallerThanScalar(leadPositionDelta, FLOAT_EPSILON)
|
||||
Report.critical_result(Tests.check_lead_position, leadRemainedStill)
|
||||
|
||||
followerAboveLead = follower.position.z > leadInitialPosition.z
|
||||
Report.critical_result(Tests.check_follower_position, followerAboveLead)
|
||||
|
||||
# 6) Exit Game Mode
|
||||
helper.exit_game_mode(Tests.exit_game_mode)
|
||||
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(Joints_BallNoLimitsConstrained)
|
||||
+137
@@ -0,0 +1,137 @@
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
# Test case ID : 18243589
|
||||
# Test Case Title : Check that ball joint allows soft limit constraints
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests:
|
||||
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
|
||||
exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
|
||||
lead_found = ("Found lead", "Did not find lead")
|
||||
follower_found = ("Found follower", "Did not find follower")
|
||||
check_lead_position = ("Lead stays still", "Lead moved")
|
||||
check_follower_position = ("Follower in X, Y and Z directions", "Follower did not move in X, Y, and Z directions")
|
||||
check_follower_above_joint = ("Follower swings above joint", "Follower did not swing above joint")
|
||||
# fmt: on
|
||||
|
||||
|
||||
def Joints_BallSoftLimitsConstrained():
|
||||
"""
|
||||
Summary: Check that ball joint allows soft limit constraints
|
||||
|
||||
Level Description:
|
||||
lead - Starts above follower entity
|
||||
follower - Starts below lead entity. Constrained to lead entity with a ball joint. Starts with initial velocity of (5, 1, 0).
|
||||
|
||||
Expected Behavior:
|
||||
Lead entity remains still.
|
||||
Follower entity moves in the positive X, Y and Z directions.
|
||||
Follower entity's Z position exceeds its original Z position + 2.5, above the position where the joint is located.
|
||||
Because the cone limit is 45 degrees, if the follower manages to swing above the joint position, it is evident that the limit is soft.
|
||||
|
||||
Test Steps:
|
||||
1) Open Level
|
||||
2) Enter Game Mode
|
||||
3) Create and Validate Entities
|
||||
4) Wait for several seconds
|
||||
5) Check to see if lead and follower behaved as expected
|
||||
6) Exit Game Mode
|
||||
7) Close Editor
|
||||
|
||||
Note:
|
||||
- This test file must be called from the Open 3D Engine Editor command terminal
|
||||
- Any passed and failed tests are written to the Editor.log file.
|
||||
Parsing the file or running a log_monitor are required to observe the test results.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
import os
|
||||
import sys
|
||||
import math
|
||||
|
||||
|
||||
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.bus
|
||||
|
||||
import JointsHelper
|
||||
from JointsHelper import JointEntity
|
||||
|
||||
# Constants
|
||||
FLOAT_EPSILON = 0.2
|
||||
|
||||
# Helper Entity class
|
||||
class Entity(JointEntity):
|
||||
def criticalEntityFound(self): # Override function to use local Test dictionary
|
||||
Report.critical_result(Tests.__dict__[self.name + "_found"], self.id.isValid())
|
||||
|
||||
# Main Script
|
||||
helper.init_idle()
|
||||
|
||||
# 1) Open Level
|
||||
helper.open_level("Physics", "Joints_BallSoftLimitsConstrained")
|
||||
|
||||
# 2) Enter Game Mode
|
||||
helper.enter_game_mode(Tests.enter_game_mode)
|
||||
|
||||
# 3) Create and Validate Entities
|
||||
lead = Entity("lead")
|
||||
follower = Entity("follower")
|
||||
Report.info_vector3(lead.position, "lead initial position:")
|
||||
Report.info_vector3(follower.position, "follower initial position:")
|
||||
leadInitialPosition = lead.position
|
||||
followerInitialPosition = follower.position
|
||||
|
||||
followerMovedAboveJoint = False
|
||||
#calculate the start vector from follower and lead positions
|
||||
normalizedStartPos = JointsHelper.getRelativeVector(lead.position, follower.position)
|
||||
normalizedStartPos = normalizedStartPos.GetNormalizedSafe()
|
||||
#the targeted angle to reach between the initial vector and the current follower-lead vector
|
||||
TARGET_ANGLE_DEG = 45
|
||||
targetAngle = math.radians(TARGET_ANGLE_DEG)
|
||||
angleAchieved = 0.0
|
||||
|
||||
def checkAngleMet():
|
||||
#calculate the current follower-lead vector
|
||||
normalVec = JointsHelper.getRelativeVector(lead.position, follower.position)
|
||||
normalVec = normalVec.GetNormalizedSafe()
|
||||
#dot product + acos to get the angle
|
||||
angleAchieved = math.acos(normalizedStartPos.Dot(normalVec))
|
||||
#is it above target?
|
||||
return angleAchieved > targetAngle
|
||||
|
||||
MAX_WAIT_TIME = 2.0 #seconds
|
||||
followerMovedAboveJoint = helper.wait_for_condition(checkAngleMet, MAX_WAIT_TIME)
|
||||
|
||||
# 5) Check to see if lead and follower behaved as expected
|
||||
Report.info_vector3(lead.position, "lead position:")
|
||||
Report.info_vector3(follower.position, "follower position:")
|
||||
angleAchievedDeg = math.degrees(angleAchieved)
|
||||
Report.info(f"Angle achieved {angleAchievedDeg:.2f} Target {TARGET_ANGLE_DEG:.2f}")
|
||||
|
||||
leadPositionDelta = lead.position.Subtract(leadInitialPosition)
|
||||
leadRemainedStill = JointsHelper.vector3SmallerThanScalar(leadPositionDelta, FLOAT_EPSILON)
|
||||
Report.critical_result(Tests.check_lead_position, leadRemainedStill)
|
||||
|
||||
followerPositionDelta = follower.position.Subtract(followerInitialPosition)
|
||||
followerMovedinXYZ = JointsHelper.vector3LargerThanScalar(followerPositionDelta, FLOAT_EPSILON)
|
||||
Report.critical_result(Tests.check_follower_position, followerMovedinXYZ)
|
||||
|
||||
Report.critical_result(Tests.check_follower_above_joint, followerMovedAboveJoint)
|
||||
|
||||
# 6) Exit Game Mode
|
||||
helper.exit_game_mode(Tests.exit_game_mode)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(Joints_BallSoftLimitsConstrained)
|
||||
+98
@@ -0,0 +1,98 @@
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
# Test case ID : C18243580
|
||||
# Test Case Title : Check that fixed joint constrains 2 bodies
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests:
|
||||
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
|
||||
exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
|
||||
lead_found = ("Found lead", "Did not find lead")
|
||||
follower_found = ("Found follower", "Did not find follower")
|
||||
check_lead_position = ("Lead moved in X direction", "Lead did not move in X direction")
|
||||
check_follower_position = ("Follower moved in X direction", "Follower did not move in X direction")
|
||||
# fmt: on
|
||||
|
||||
|
||||
def Joints_Fixed2BodiesConstrained():
|
||||
"""
|
||||
Summary: Check that fixed joint constrains 2 bodies
|
||||
|
||||
Level Description:
|
||||
lead - Starts above follower entity
|
||||
follower - Starts below lead entity. Constrained to lead entity with fixed joint. Starts with initial velocity of (5, 0, 0) in positive X direction.
|
||||
|
||||
Expected Behavior: The follower entity moves in the positive X direction and the lead entity is dragged along towards the positive X direction.
|
||||
The x position of the lead entity is incremented from its original.
|
||||
|
||||
Test Steps:
|
||||
1) Open Level
|
||||
2) Enter Game Mode
|
||||
3) Create and Validate Entities
|
||||
4) Wait for several seconds
|
||||
5) Check to see if lead entity and follower entity moved in positive X direction.
|
||||
6) Exit Game Mode
|
||||
7) Close Editor
|
||||
|
||||
Note:
|
||||
- This test file must be called from the Open 3D Engine Editor command terminal
|
||||
- Any passed and failed tests are written to the Editor.log file.
|
||||
Parsing the file or running a log_monitor are required to observe the test results.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
import os
|
||||
import sys
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.bus
|
||||
|
||||
from JointsHelper import JointEntity
|
||||
|
||||
# Helper Entity class
|
||||
class Entity(JointEntity):
|
||||
def criticalEntityFound(self): # Override function to use local Test dictionary
|
||||
Report.critical_result(Tests.__dict__[self.name + "_found"], self.id.isValid())
|
||||
|
||||
# Main Script
|
||||
helper.init_idle()
|
||||
|
||||
# 1) Open Level
|
||||
helper.open_level("Physics", "Joints_Fixed2BodiesConstrained")
|
||||
|
||||
# 2) Enter Game Mode
|
||||
helper.enter_game_mode(Tests.enter_game_mode)
|
||||
|
||||
# 3) Create and Validate Entities
|
||||
lead = Entity("lead")
|
||||
follower = Entity("follower")
|
||||
Report.info_vector3(lead.position, "lead initial position:")
|
||||
Report.info_vector3(follower.position, "follower initial position:")
|
||||
leadInitialPosition = lead.position.x
|
||||
followerInitialPosition = follower.position.x
|
||||
|
||||
# 4) Wait for several seconds
|
||||
general.idle_wait(1.0) # wait for lead and follower to move
|
||||
|
||||
# 5) Check to see if lead entity and follower entity moved in positive X direction.
|
||||
Report.info_vector3(lead.position, "lead position after 1 second:")
|
||||
Report.info_vector3(follower.position, "follower position after 1 second:")
|
||||
Report.critical_result(Tests.check_lead_position, lead.position.x > leadInitialPosition)
|
||||
Report.critical_result(Tests.check_follower_position, follower.position.x > followerInitialPosition)
|
||||
|
||||
# 6) Exit Game Mode
|
||||
helper.exit_game_mode(Tests.exit_game_mode)
|
||||
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(Joints_Fixed2BodiesConstrained)
|
||||
@@ -0,0 +1,97 @@
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
# Test case ID : C18243581
|
||||
# Test Case Title : Check that fixed joint is breakable
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests:
|
||||
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
|
||||
exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
|
||||
lead_found = ("Found lead", "Did not find lead")
|
||||
follower_found = ("Found follower", "Did not find follower")
|
||||
check_lead_position = ("Lead did not move in X direction","Lead moved in X direction")
|
||||
check_follower_position = ("Follower moved in X direction", "Follower did not move in X direction")
|
||||
# fmt: on
|
||||
|
||||
|
||||
def Joints_FixedBreakable():
|
||||
"""
|
||||
Summary: Check that fixed joint is breakable
|
||||
|
||||
Level Description:
|
||||
lead - Starts above follower entity
|
||||
follower - Starts below lead entity. Constrained to lead entity with fixed joint. Starts with initial velocity of (5, 0, 0) in positive X direction.
|
||||
|
||||
Expected Behavior: The follower entity moves in the positive X direction but the lead entity does not move in the positive X direction by more than a distance of 0.5.
|
||||
|
||||
Test Steps:
|
||||
1) Open Level
|
||||
2) Enter Game Mode
|
||||
3) Create and Validate Entities
|
||||
4) Wait for several seconds
|
||||
5) Check to see if lead and follower behaved as expected
|
||||
6) Exit Game Mode
|
||||
7) Close Editor
|
||||
|
||||
Note:
|
||||
- This test file must be called from the Open 3D Engine Editor command terminal
|
||||
- Any passed and failed tests are written to the Editor.log file.
|
||||
Parsing the file or running a log_monitor are required to observe the test results.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
import os
|
||||
import sys
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.bus
|
||||
|
||||
from JointsHelper import JointEntity
|
||||
|
||||
# Helper Entity class
|
||||
class Entity(JointEntity):
|
||||
def criticalEntityFound(self): # Override function to use local Test dictionary
|
||||
Report.critical_result(Tests.__dict__[self.name + "_found"], self.id.isValid())
|
||||
|
||||
# Main Script
|
||||
helper.init_idle()
|
||||
|
||||
# 1) Open Level
|
||||
helper.open_level("Physics", "Joints_FixedBreakable")
|
||||
|
||||
# 2) Enter Game Mode
|
||||
helper.enter_game_mode(Tests.enter_game_mode)
|
||||
|
||||
# 3) Create and Validate Entities
|
||||
lead = Entity("lead")
|
||||
follower = Entity("follower")
|
||||
Report.info_vector3(lead.position, "lead initial position:")
|
||||
Report.info_vector3(follower.position, "follower initial position:")
|
||||
leadInitialPosition = lead.position.x
|
||||
followerInitialPosition = follower.position.x
|
||||
|
||||
# 4) Wait for several seconds
|
||||
general.idle_wait(1.0) # wait for lead and follower to move
|
||||
|
||||
# 5) Check to see if lead and follower behaved as expected
|
||||
Report.info_vector3(lead.position, "lead position after 1 second:")
|
||||
Report.info_vector3(follower.position, "follower position after 1 second:")
|
||||
Report.critical_result(Tests.check_lead_position, (lead.position.x - leadInitialPosition) < 0.5)
|
||||
Report.critical_result(Tests.check_follower_position, (follower.position.x - followerInitialPosition) > 0.5)
|
||||
|
||||
# 6) Exit Game Mode
|
||||
helper.exit_game_mode(Tests.exit_game_mode)
|
||||
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(Joints_FixedBreakable)
|
||||
+92
@@ -0,0 +1,92 @@
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
# Test case ID : C18243582
|
||||
# Test Case Title : Check that fixed joint allows lead-follower collision
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests:
|
||||
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
|
||||
exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
|
||||
lead_found = ("Found lead", "Did not find lead")
|
||||
follower_found = ("Found follower", "Did not find follower")
|
||||
check_collision_happened = ("Lead and follower collided", "Lead and follower did not collide")
|
||||
# fmt: on
|
||||
|
||||
|
||||
def Joints_FixedLeadFollowerCollide():
|
||||
"""
|
||||
Summary: Check that fixed joint allows lead-follower collision
|
||||
|
||||
Level Description:
|
||||
lead - Starts above follower entity
|
||||
follower - Starts below lead entity. Constrained to lead entity with fixed joint. Starts with initial velocity of (5, 0, 0) in positive X direction.
|
||||
|
||||
Expected Behavior:
|
||||
The follower entity moves in the positive X direction and the lead entity is dragged along towards the positive X direction.
|
||||
The x position of the lead entity is incremented from its original.
|
||||
The lead and follower entities are kept apart at a distance of approximately 1.0 due to collision.
|
||||
|
||||
Test Steps:
|
||||
1) Open Level
|
||||
2) Enter Game Mode
|
||||
3) Create and Validate Entities
|
||||
4) Wait for several seconds
|
||||
5) Check to see if lead and follower behaved as expected.
|
||||
6) Exit Game Mode
|
||||
7) Close Editor
|
||||
|
||||
Note:
|
||||
- This test file must be called from the Open 3D Engine Editor command terminal
|
||||
- Any passed and failed tests are written to the Editor.log file.
|
||||
Parsing the file or running a log_monitor are required to observe the test results.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
import os
|
||||
import sys
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.bus
|
||||
|
||||
from JointsHelper import JointEntityCollisionAware
|
||||
|
||||
# Helper Entity class - self.collided flag is set when instance receives collision event.
|
||||
class Entity(JointEntityCollisionAware):
|
||||
def criticalEntityFound(self): # Override function to use local Test dictionary
|
||||
Report.critical_result(Tests.__dict__[self.name + "_found"], self.id.isValid())
|
||||
|
||||
# Main Script
|
||||
helper.init_idle()
|
||||
|
||||
# 1) Open Level
|
||||
helper.open_level("Physics", "Joints_FixedLeadFollowerCollide")
|
||||
|
||||
# 2) Enter Game Mode
|
||||
helper.enter_game_mode(Tests.enter_game_mode)
|
||||
|
||||
# 3) Create and Validate Entities
|
||||
lead = Entity("lead")
|
||||
follower = Entity("follower")
|
||||
|
||||
# 4) Wait for several seconds
|
||||
general.idle_wait(2.0) # wait for lead and follower to move
|
||||
|
||||
# 5) Check to see if lead entity and follower collided
|
||||
Report.critical_result(Tests.check_collision_happened, lead.collided and follower.collided)
|
||||
|
||||
# 6) Exit Game Mode
|
||||
helper.exit_game_mode(Tests.exit_game_mode)
|
||||
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(Joints_FixedLeadFollowerCollide)
|
||||
+120
@@ -0,0 +1,120 @@
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
# Test case ID : C18243593
|
||||
# Test Case Title : Check that fixed/hinge/ball joints allow constraints to global frame
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests:
|
||||
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
|
||||
exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
|
||||
follower_fixed_found = ("Found follower for fixed joint", "Did not find follower for fixed joint")
|
||||
follower_hinge_found = ("Found follower for hinge joint", "Did not find follower for hinge joint")
|
||||
follower_ball_found = ("Found follower for ball joint", "Did not find follower for ball joint")
|
||||
check_fixed_follower_position = ("Fixed joint follower remained still", "Fixed joint follower did not remain still")
|
||||
check_hinge_follower_position = ("Hinge joint follower moved in X and Z directions only", "Hinge joint follower did not move in X and Z directions, or moved in Y direction")
|
||||
check_ball_follower_position = ("Ball joint follower moved in X, Y and Z directions", "Ball joint follower did not move in X, Y and Z directions")
|
||||
# fmt: on
|
||||
|
||||
|
||||
def Joints_GlobalFrameConstrained():
|
||||
"""
|
||||
Summary: Check that fixed/hinge/ball joints allow constraints to global frame
|
||||
|
||||
Level Description:
|
||||
follower_fixed - Constrained to fixed joint at global frame placed above the entity.
|
||||
follower_hinge - Constrained to hinge joint at global frame placed above the entity.
|
||||
follower_ball - Constrained to ball joint at global frame placed above the entity.
|
||||
|
||||
Expected Behavior:
|
||||
The follower-fixed entity should remain still.
|
||||
The follower_hinge and follower_ball entities move in the positive X and Z directions.
|
||||
|
||||
Test Steps:
|
||||
1) Open Level
|
||||
2) Enter Game Mode
|
||||
3) Create and Validate Entities
|
||||
4) Wait for several seconds
|
||||
5) Check to see if lead and follower behaved as expected
|
||||
6) Exit Game Mode
|
||||
7) Close Editor
|
||||
|
||||
Note:
|
||||
- This test file must be called from the Open 3D Engine Editor command terminal
|
||||
- Any passed and failed tests are written to the Editor.log file.
|
||||
Parsing the file or running a log_monitor are required to observe the test results.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
import os
|
||||
import sys
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.bus
|
||||
|
||||
import JointsHelper
|
||||
from JointsHelper import JointEntity
|
||||
|
||||
# Constants
|
||||
FLOAT_EPSILON = 0.1
|
||||
|
||||
# Helper Entity class
|
||||
class Entity(JointEntity):
|
||||
def criticalEntityFound(self): # Override function to use local Test dictionary
|
||||
Report.critical_result(Tests.__dict__[self.name + "_found"], self.id.isValid())
|
||||
|
||||
# Main Script
|
||||
helper.init_idle()
|
||||
|
||||
# 1) Open Level
|
||||
helper.open_level("Physics", "Joints_GlobalFrameConstrained")
|
||||
|
||||
# 2) Enter Game Mode
|
||||
helper.enter_game_mode(Tests.enter_game_mode)
|
||||
|
||||
# 3) Create and Validate Entities
|
||||
followerFixed = Entity("follower_fixed")
|
||||
followerHinge = Entity("follower_hinge")
|
||||
followerBall = Entity("follower_ball")
|
||||
Report.info_vector3(followerFixed.position, "follower_fixed initial position:")
|
||||
Report.info_vector3(followerHinge.position, "follower_hinge initial position:")
|
||||
Report.info_vector3(followerBall.position, "follower_ball initial position:")
|
||||
followerFixedInitialPosition = followerFixed.position
|
||||
followerHingeInitialPosition = followerHinge.position
|
||||
followerBallInitialPosition = followerBall.position
|
||||
|
||||
# 4) Wait for several seconds
|
||||
general.idle_wait(1.0) # wait for lead and follower to move
|
||||
|
||||
# 5) Check to see if lead and follower behaved as expected
|
||||
Report.info_vector3(followerFixed.position, "follower_fixed initial position after 1 second:")
|
||||
Report.info_vector3(followerHinge.position, "follower_hinge initial position after 1 second:")
|
||||
Report.info_vector3(followerBall.position, "follower_ball initial position after 1 second:")
|
||||
|
||||
followerFixedPositionDelta = followerFixed.position.Subtract(followerFixedInitialPosition)
|
||||
fixedFollowerRemainedStill = JointsHelper.vector3SmallerThanScalar(followerFixedPositionDelta, FLOAT_EPSILON)
|
||||
Report.critical_result(Tests.check_fixed_follower_position, fixedFollowerRemainedStill)
|
||||
|
||||
hingeFollowerMovedInXAndZOnly = ((followerHinge.position.x - followerHingeInitialPosition.x) > FLOAT_EPSILON and
|
||||
(followerHinge.position.y - followerHingeInitialPosition.y) < FLOAT_EPSILON and
|
||||
(followerHinge.position.z - followerHingeInitialPosition.z) > FLOAT_EPSILON)
|
||||
Report.critical_result(Tests.check_hinge_follower_position, hingeFollowerMovedInXAndZOnly)
|
||||
|
||||
followerBallPositinDelta = followerBall.position.Subtract(followerBallInitialPosition)
|
||||
ballFollowerMovedinXYZ = JointsHelper.vector3LargerThanScalar(followerBallPositinDelta, FLOAT_EPSILON)
|
||||
Report.critical_result(Tests.check_ball_follower_position, ballFollowerMovedinXYZ)
|
||||
|
||||
# 6) Exit Game Mode
|
||||
helper.exit_game_mode(Tests.exit_game_mode)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(Joints_GlobalFrameConstrained)
|
||||
+115
@@ -0,0 +1,115 @@
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
# Test case ID : C18243583
|
||||
# Test Case Title : Check that hinge joint constrains 2 bodies about X-axis
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests:
|
||||
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
|
||||
exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
|
||||
lead_found = ("Found lead", "Did not find lead")
|
||||
follower_found = ("Found follower", "Did not find follower")
|
||||
check_lead_position = ("Lead stays still", "Lead moved")
|
||||
check_follower_position = ("Follower moved in X and Z directions only", "Follower did not move in X and Z directions, or moved in Y direction")
|
||||
check_follower_below_lead = ("Follower remains below lead", "Follower moved above lead")
|
||||
# fmt: on
|
||||
|
||||
|
||||
def Joints_Hinge2BodiesConstrained():
|
||||
"""
|
||||
Summary: Check that hinge joint constrains 2 bodies about X-axis
|
||||
|
||||
Level Description:
|
||||
lead - Starts above follower entity
|
||||
follower - Starts below lead entity. Constrained to lead entity with hinge joint. Starts with initial velocity of (5, 1, 0).
|
||||
|
||||
Expected Behavior:
|
||||
The follower entity moved in the positive X and Z directions, but not in the Y direction.
|
||||
The position of the lead entity does not change much.
|
||||
The follower entity did not move above the lead entity.
|
||||
|
||||
Test Steps:
|
||||
1) Open Level
|
||||
2) Enter Game Mode
|
||||
3) Create and Validate Entities
|
||||
4) Wait for several seconds
|
||||
5) Check to see if lead and follower behaved as expected
|
||||
6) Exit Game Mode
|
||||
7) Close Editor
|
||||
|
||||
Note:
|
||||
- This test file must be called from the Open 3D Engine Editor command terminal
|
||||
- Any passed and failed tests are written to the Editor.log file.
|
||||
Parsing the file or running a log_monitor are required to observe the test results.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
import os
|
||||
import sys
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.bus
|
||||
|
||||
import JointsHelper
|
||||
from JointsHelper import JointEntity
|
||||
|
||||
# Constants
|
||||
FLOAT_EPSILON = 0.1
|
||||
|
||||
# Helper Entity class
|
||||
class Entity(JointEntity):
|
||||
def criticalEntityFound(self): # Override function to use local Test dictionary
|
||||
Report.critical_result(Tests.__dict__[self.name + "_found"], self.id.isValid())
|
||||
|
||||
# Main Script
|
||||
helper.init_idle()
|
||||
|
||||
# 1) Open Level
|
||||
helper.open_level("Physics", "Joints_Hinge2BodiesConstrained")
|
||||
|
||||
# 2) Enter Game Mode
|
||||
helper.enter_game_mode(Tests.enter_game_mode)
|
||||
|
||||
# 3) Create and Validate Entities
|
||||
lead = Entity("lead")
|
||||
follower = Entity("follower")
|
||||
Report.info_vector3(lead.position, "lead initial position:")
|
||||
Report.info_vector3(follower.position, "follower initial position:")
|
||||
leadInitialPosition = lead.position
|
||||
followerInitialPosition = follower.position
|
||||
|
||||
# 4) Wait for several seconds
|
||||
general.idle_wait(1.0) # wait for lead and follower to move
|
||||
|
||||
# 5) Check to see if lead and follower behaved as expected
|
||||
Report.info_vector3(lead.position, "lead position after 1 second:")
|
||||
Report.info_vector3(follower.position, "follower position after 1 second:")
|
||||
|
||||
leadPositionDelta = lead.position.Subtract(leadInitialPosition)
|
||||
leadRemainedStill = JointsHelper.vector3SmallerThanScalar(leadPositionDelta, FLOAT_EPSILON)
|
||||
Report.critical_result(Tests.check_lead_position, leadRemainedStill)
|
||||
|
||||
followerMovedInXAndZOnly = ((follower.position.x - followerInitialPosition.x) > FLOAT_EPSILON and
|
||||
(follower.position.y - followerInitialPosition.y) < FLOAT_EPSILON and
|
||||
(follower.position.z - followerInitialPosition.z) > FLOAT_EPSILON)
|
||||
Report.critical_result(Tests.check_follower_position, followerMovedInXAndZOnly)
|
||||
|
||||
followerBelowLead = follower.position.z < lead.position.z
|
||||
Report.critical_result(Tests.check_follower_below_lead, followerBelowLead)
|
||||
|
||||
# 6) Exit Game Mode
|
||||
helper.exit_game_mode(Tests.exit_game_mode)
|
||||
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(Joints_Hinge2BodiesConstrained)
|
||||
@@ -0,0 +1,109 @@
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
# Test case ID : C18243587
|
||||
# Test Case Title : Check that hinge joint is breakable
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests:
|
||||
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
|
||||
exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
|
||||
lead_found = ("Found lead", "Did not find lead")
|
||||
follower_found = ("Found follower", "Did not find follower")
|
||||
check_lead_position = ("Lead stays still", "Lead moved")
|
||||
check_follower_position = ("Follower moved in X direction only", "Follower did not just move in X direction, but also in Z direction")
|
||||
# fmt: on
|
||||
|
||||
|
||||
def Joints_HingeBreakable():
|
||||
"""
|
||||
Summary: Check that hinge joint is breakable
|
||||
|
||||
Level Description:
|
||||
lead - Starts above follower entity
|
||||
follower - Starts below lead entity. Constrained to lead entity with hinge joint. Starts with initial velocity of (5, 1, 0).
|
||||
|
||||
Expected Behavior:
|
||||
Lead entity remains still.
|
||||
Follower entity moves in the positive X direction, and not much in the Z direction since the joint broke.
|
||||
|
||||
Test Steps:
|
||||
1) Open Level
|
||||
2) Enter Game Mode
|
||||
3) Create and Validate Entities
|
||||
4) Wait for several seconds
|
||||
5) Check to see if lead and follower behaved as expected
|
||||
6) Exit Game Mode
|
||||
7) Close Editor
|
||||
|
||||
Note:
|
||||
- This test file must be called from the Open 3D Engine Editor command terminal
|
||||
- Any passed and failed tests are written to the Editor.log file.
|
||||
Parsing the file or running a log_monitor are required to observe the test results.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
import os
|
||||
import sys
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.bus
|
||||
|
||||
import JointsHelper
|
||||
from JointsHelper import JointEntity
|
||||
|
||||
# Constants
|
||||
FLOAT_EPSILON = 0.2
|
||||
|
||||
# Helper Entity class
|
||||
class Entity(JointEntity):
|
||||
def criticalEntityFound(self): # Override function to use local Test dictionary
|
||||
Report.critical_result(Tests.__dict__[self.name + "_found"], self.id.isValid())
|
||||
|
||||
# Main Script
|
||||
helper.init_idle()
|
||||
|
||||
# 1) Open Level
|
||||
helper.open_level("Physics", "Joints_HingeBreakable")
|
||||
|
||||
# 2) Enter Game Mode
|
||||
helper.enter_game_mode(Tests.enter_game_mode)
|
||||
|
||||
# 3) Create and Validate Entities
|
||||
lead = Entity("lead")
|
||||
follower = Entity("follower")
|
||||
Report.info_vector3(lead.position, "lead initial position:")
|
||||
Report.info_vector3(follower.position, "follower initial position:")
|
||||
leadInitialPosition = lead.position
|
||||
followerInitialPosition = follower.position
|
||||
|
||||
# 4) Wait for several seconds
|
||||
general.idle_wait(1.0) # wait for lead and follower to move
|
||||
|
||||
# 5) Check to see if lead and follower behaved as expected
|
||||
Report.info_vector3(lead.position, "lead position after 1 second:")
|
||||
Report.info_vector3(follower.position, "follower position after 1 second:")
|
||||
|
||||
leadPositionDelta = lead.position.Subtract(leadInitialPosition)
|
||||
leadRemainedStill = JointsHelper.vector3SmallerThanScalar(leadPositionDelta, FLOAT_EPSILON)
|
||||
Report.critical_result(Tests.check_lead_position, leadRemainedStill)
|
||||
|
||||
followerMovedInXOnly = ((follower.position.x - followerInitialPosition.x) > FLOAT_EPSILON and
|
||||
(follower.position.z - followerInitialPosition.z) < FLOAT_EPSILON)
|
||||
Report.critical_result(Tests.check_follower_position, followerMovedInXOnly)
|
||||
|
||||
# 6) Exit Game Mode
|
||||
helper.exit_game_mode(Tests.exit_game_mode)
|
||||
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(Joints_HingeBreakable)
|
||||
+91
@@ -0,0 +1,91 @@
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
# Test case ID : C18243586
|
||||
# Test Case Title : Check that hinge joint allows lead-follower collision
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests:
|
||||
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
|
||||
exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
|
||||
lead_found = ("Found lead", "Did not find lead")
|
||||
follower_found = ("Found follower", "Did not find follower")
|
||||
check_collision_happened = ("Lead and follower collided", "Lead and follower did not collide")
|
||||
# fmt: on
|
||||
|
||||
|
||||
def Joints_HingeLeadFollowerCollide():
|
||||
"""
|
||||
Summary: Check that hinge joint allows lead-follower collision
|
||||
|
||||
Level Description:
|
||||
lead - Starts above follower entity
|
||||
follower - Starts below lead entity. Constrained to lead entity with a hinge joint. Starts with initial velocity of (5, 1, 0).
|
||||
|
||||
Expected Behavior:
|
||||
Lead entity remains still.
|
||||
Follower entity swings up, collides with the lead entity, and falls back down.
|
||||
|
||||
Test Steps:
|
||||
1) Open Level
|
||||
2) Enter Game Mode
|
||||
3) Create and Validate Entities
|
||||
4) Wait for several seconds
|
||||
5) Check to see if lead and follower behaved as expected (they collided)
|
||||
6) Exit Game Mode
|
||||
7) Close Editor
|
||||
|
||||
Note:
|
||||
- This test file must be called from the Open 3D Engine Editor command terminal
|
||||
- Any passed and failed tests are written to the Editor.log file.
|
||||
Parsing the file or running a log_monitor are required to observe the test results.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
import os
|
||||
import sys
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.bus
|
||||
|
||||
from JointsHelper import JointEntityCollisionAware
|
||||
|
||||
# Helper Entity class - self.collided flag is set when instance receives collision event.
|
||||
class Entity(JointEntityCollisionAware):
|
||||
def criticalEntityFound(self): # Override function to use local Test dictionary
|
||||
Report.critical_result(Tests.__dict__[self.name + "_found"], self.id.isValid())
|
||||
|
||||
# Main Script
|
||||
helper.init_idle()
|
||||
|
||||
# 1) Open Level
|
||||
helper.open_level("Physics", "Joints_HingeLeadFollowerCollide")
|
||||
|
||||
# 2) Enter Game Mode
|
||||
helper.enter_game_mode(Tests.enter_game_mode)
|
||||
|
||||
# 3) Create and Validate Entities
|
||||
lead = Entity("lead")
|
||||
follower = Entity("follower")
|
||||
|
||||
# 4) Wait for several seconds
|
||||
general.idle_wait(2.0) # wait for lead and follower to move
|
||||
|
||||
# 5) Check to see if lead and follower behaved as expected
|
||||
Report.critical_result(Tests.check_collision_happened, lead.collided and follower.collided)
|
||||
|
||||
# 6) Exit Game Mode
|
||||
helper.exit_game_mode(Tests.exit_game_mode)
|
||||
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(Joints_HingeLeadFollowerCollide)
|
||||
+111
@@ -0,0 +1,111 @@
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
# Test case ID : C18243585
|
||||
# Test Case Title : Check that hinge joint allows no limit constraints on 2 bodies
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests:
|
||||
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
|
||||
exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
|
||||
lead_found = ("Found lead", "Did not find lead")
|
||||
follower_found = ("Found follower", "Did not find follower")
|
||||
check_lead_position = ("Lead stays still", "Lead moved")
|
||||
check_follower_position = ("Follower moved higher than lead, and swinged over it", "Follower did not move higher than lead, or swing over it")
|
||||
# fmt: on
|
||||
|
||||
|
||||
def Joints_HingeNoLimitsConstrained():
|
||||
"""
|
||||
Summary: Check that hinge joint allows no limit constraints on 2 bodies
|
||||
|
||||
Level Description:
|
||||
lead - Starts above follower entity
|
||||
follower - Starts below lead entity. Constrained to lead entity with a hinge joint. Starts with initial velocity of (5, 1, 0).
|
||||
forceRegion - Contains suction and damping force to hold follower position when it enters the region that will pass the test.
|
||||
|
||||
Expected Behavior:
|
||||
Lead entity remains still.
|
||||
Follower entity's Z position exceeds lead entity's Z position and swings past above the lead entity.
|
||||
The hinge joint constraint is not limited, the follower can swing to a position higher than the lead, and over it
|
||||
|
||||
Test Steps:
|
||||
1) Open Level
|
||||
2) Enter Game Mode
|
||||
3) Create and Validate Entities
|
||||
4) Wait for several seconds
|
||||
5) Check to see if lead and follower behaved as expected
|
||||
6) Exit Game Mode
|
||||
7) Close Editor
|
||||
|
||||
Note:
|
||||
- This test file must be called from the Open 3D Engine Editor command terminal
|
||||
- Any passed and failed tests are written to the Editor.log file.
|
||||
Parsing the file or running a log_monitor are required to observe the test results.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
import os
|
||||
import sys
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.bus
|
||||
|
||||
import JointsHelper
|
||||
from JointsHelper import JointEntity
|
||||
|
||||
# Constants
|
||||
FLOAT_EPSILON = 0.2
|
||||
|
||||
# Helper Entity class
|
||||
class Entity(JointEntity):
|
||||
def criticalEntityFound(self): # Override function to use local Test dictionary
|
||||
Report.critical_result(Tests.__dict__[self.name + "_found"], self.id.isValid())
|
||||
|
||||
# Main Script
|
||||
helper.init_idle()
|
||||
|
||||
# 1) Open Level
|
||||
helper.open_level("Physics", "Joints_HingeNoLimitsConstrained")
|
||||
|
||||
# 2) Enter Game Mode
|
||||
helper.enter_game_mode(Tests.enter_game_mode)
|
||||
|
||||
# 3) Create and Validate Entities
|
||||
lead = Entity("lead")
|
||||
follower = Entity("follower")
|
||||
Report.info_vector3(lead.position, "lead initial position:")
|
||||
Report.info_vector3(follower.position, "follower initial position:")
|
||||
leadInitialPosition = lead.position
|
||||
followerInitialPosition = follower.position
|
||||
|
||||
# 4) Wait for several seconds
|
||||
general.idle_wait(4.0) # wait for lead and follower to move
|
||||
|
||||
# 5) Check to see if lead and follower behaved as expected
|
||||
Report.info_vector3(lead.position, "lead position after 1 second:")
|
||||
Report.info_vector3(follower.position, "follower position after 1 second:")
|
||||
|
||||
leadPositionDelta = lead.position.Subtract(leadInitialPosition)
|
||||
leadRemainedStill = JointsHelper.vector3SmallerThanScalar(leadPositionDelta, FLOAT_EPSILON)
|
||||
Report.critical_result(Tests.check_lead_position, leadRemainedStill)
|
||||
|
||||
followerSwingedOverLead = (follower.position.x < leadInitialPosition.x and
|
||||
follower.position.z > leadInitialPosition.z)
|
||||
Report.critical_result(Tests.check_follower_position, followerSwingedOverLead)
|
||||
|
||||
# 6) Exit Game Mode
|
||||
helper.exit_game_mode(Tests.exit_game_mode)
|
||||
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(Joints_HingeNoLimitsConstrained)
|
||||
+144
@@ -0,0 +1,144 @@
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
# Test case ID : C18243584
|
||||
# Test Case Title : Check that hinge joint allows soft limit constraints on 2 bodies
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests:
|
||||
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
|
||||
exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
|
||||
lead_found = ("Found lead", "Did not find lead")
|
||||
follower_found = ("Found follower", "Did not find follower")
|
||||
check_lead_position = ("Lead stays still", "Lead moved")
|
||||
check_follower_position = ("Follower moved higher than lead, but does not swing over it", "Follower did not move higher than lead, or swinged over it")
|
||||
# fmt: on
|
||||
|
||||
|
||||
def Joints_HingeSoftLimitsConstrained():
|
||||
"""
|
||||
Summary: Check that hinge joint allows soft limit constraints on 2 bodies
|
||||
|
||||
Level Description:
|
||||
lead - Starts above follower entity
|
||||
follower - Starts below lead entity. Constrained to lead entity with a hinge joint. Starts with initial velocity of (5, 1, 0).
|
||||
forceRegion - This force region has a suction (negative point) force that will hold the follower if it reaches the position that will pass the test.
|
||||
|
||||
Expected Behavior:
|
||||
Lead entity remains still.
|
||||
Follower moved higher than lead, but does not swing over it.
|
||||
Since the 45 degree limit is soft, the follower can swing to a position higher than the lead, but will not swing over it.
|
||||
|
||||
Test Steps:
|
||||
1) Open Level
|
||||
2) Enter Game Mode
|
||||
3) Create and Validate Entities
|
||||
4) Wait for several seconds
|
||||
5) Check to see if lead and follower behaved as expected
|
||||
6) Exit Game Mode
|
||||
7) Close Editor
|
||||
|
||||
Note:
|
||||
- This test file must be called from the Open 3D Engine Editor command terminal
|
||||
- Any passed and failed tests are written to the Editor.log file.
|
||||
Parsing the file or running a log_monitor are required to observe the test results.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
import os
|
||||
import sys
|
||||
import math
|
||||
|
||||
|
||||
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.bus
|
||||
|
||||
import JointsHelper
|
||||
from JointsHelper import JointEntity
|
||||
|
||||
# Constants
|
||||
FLOAT_EPSILON = 0.2
|
||||
|
||||
# Helper Entity class
|
||||
class Entity(JointEntity):
|
||||
def criticalEntityFound(self): # Override function to use local Test dictionary
|
||||
Report.critical_result(Tests.__dict__[self.name + "_found"], self.id.isValid())
|
||||
|
||||
# Main Script
|
||||
helper.init_idle()
|
||||
|
||||
# 1) Open Level
|
||||
helper.open_level("Physics", "Joints_HingeSoftLimitsConstrained")
|
||||
|
||||
# 2) Enter Game Mode
|
||||
helper.enter_game_mode(Tests.enter_game_mode)
|
||||
|
||||
# 3) Create and Validate Entities
|
||||
lead = Entity("lead")
|
||||
follower = Entity("follower")
|
||||
Report.info_vector3(lead.position, "lead initial position:")
|
||||
Report.info_vector3(follower.position, "follower initial position:")
|
||||
leadInitialPosition = lead.position
|
||||
|
||||
# 4) Wait for the follower to move above the lead or Timeout
|
||||
normalizedStartPos = JointsHelper.getRelativeVector(lead.position, follower.position)
|
||||
normalizedStartPos = normalizedStartPos.GetNormalizedSafe()
|
||||
|
||||
class WaitCondition:
|
||||
TARGET_ANGLE = math.radians(45)
|
||||
TARGET_MAX_ANGLE = math.radians(180)
|
||||
|
||||
angleAchieved = 0.0
|
||||
followerMovedAbove45Deg = False #this is expected to be true to pass the test
|
||||
followerMovedAbove180Deg = True #this is expected to be false to pass the test
|
||||
|
||||
def checkConditionMet(self):
|
||||
#calculate the current follower-lead vector
|
||||
normalVec = JointsHelper.getRelativeVector(lead.position, follower.position)
|
||||
normalVec = normalVec.GetNormalizedSafe()
|
||||
#dot product + acos to get the angle
|
||||
currentAngle = math.acos(normalizedStartPos.Dot(normalVec))
|
||||
#if the angle is now less then last time, it is no longer rising, so end the test.
|
||||
if currentAngle < self.angleAchieved:
|
||||
return True
|
||||
|
||||
self.angleAchieved = currentAngle
|
||||
self.followerMovedAbove45Deg = currentAngle > self.TARGET_ANGLE
|
||||
self.followerMovedAbove180Deg = currentAngle > self.TARGET_MAX_ANGLE
|
||||
return False
|
||||
|
||||
def isFollowerPositionCorrect(self):
|
||||
return self.followerMovedAbove45Deg and not self.followerMovedAbove180Deg
|
||||
|
||||
waitCondition = WaitCondition()
|
||||
|
||||
MAX_WAIT_TIME = 5.0 #seconds
|
||||
conditionMet = helper.wait_for_condition(lambda: waitCondition.checkConditionMet(), MAX_WAIT_TIME)
|
||||
|
||||
# 5) Check to see if lead and follower behaved as expected
|
||||
Report.info_vector3(lead.position, "lead position after test:")
|
||||
Report.info_vector3(follower.position, "follower position after test:")
|
||||
|
||||
leadPositionDelta = lead.position.Subtract(leadInitialPosition)
|
||||
leadRemainedStill = JointsHelper.vector3SmallerThanScalar(leadPositionDelta, FLOAT_EPSILON)
|
||||
Report.critical_result(Tests.check_lead_position, leadRemainedStill)
|
||||
|
||||
Report.critical_result(Tests.check_follower_position, conditionMet and waitCondition.isFollowerPositionCorrect())
|
||||
|
||||
# 6) Exit Game Mode
|
||||
helper.exit_game_mode(Tests.exit_game_mode)
|
||||
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(Joints_HingeSoftLimitsConstrained)
|
||||
@@ -0,0 +1,32 @@
|
||||
"""
|
||||
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 azlmbr.legacy.general as general
|
||||
import azlmbr.bus as bus
|
||||
import azlmbr.components
|
||||
import azlmbr.physics
|
||||
|
||||
class Box:
|
||||
def __init__(self, name):
|
||||
self.name = name
|
||||
self.distances = []
|
||||
|
||||
def find(self):
|
||||
self.id = general.find_game_entity(self.name)
|
||||
self.start_position = self.position
|
||||
return self.id.IsValid()
|
||||
|
||||
@property
|
||||
def position(self):
|
||||
return azlmbr.components.TransformBus(bus.Event, "GetWorldTranslation", self.id)
|
||||
|
||||
def is_stationary(self):
|
||||
velocity = azlmbr.physics.RigidBodyRequestBus(bus.Event, "GetLinearVelocity", self.id)
|
||||
return velocity.IsZero()
|
||||
|
||||
def push(self, impulse):
|
||||
azlmbr.physics.RigidBodyRequestBus(bus.Event, "ApplyLinearImpulse", self.id, impulse)
|
||||
+304
@@ -0,0 +1,304 @@
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
|
||||
# Test case ID : C4925577
|
||||
# Test Case Title : Verify that material can be assigned to PhysX terrain in Terrain Texture Layers
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests:
|
||||
game_mode_enter = ("Game mode was successfully entered", "Game mode could not be entered")
|
||||
find_terrain = ("Terrain was found", "Terrain was not found")
|
||||
find_ball_default = ("Ball_Default was found", "Ball_Default was not found")
|
||||
find_ball_rubber = ("Ball_Rubber was found", "Ball_Rubber was not found")
|
||||
find_ball_concrete = ("Ball_Concrete was found", "Ball_Concrete was not found")
|
||||
all_gravity_disabled = ("All the balls started with gravity disabled", "Not all the balls started with gravity disabled")
|
||||
same_starting_height = ("The 3 balls started at the same height", "The 3 balls were not the same height at start")
|
||||
balls_are_aligned = ("The balls are initially lined up properly", "The balls are not initially lined up properly")
|
||||
terrain_collide_default = ("Ball_Default has collided with terrain", "Ball_Default timed out before colliding with terrain")
|
||||
terrain_collide_rubber = ("Ball_Rubber has collided with terrain", "Ball_Rubber timed out before colliding with terrain")
|
||||
terrain_collide_concrete = ("Ball_Concrete has collided with terrain", "Ball_Concrete timed out before colliding with terrain")
|
||||
peak_reached_default = ("Ball_Default has reached peak height", "Ball_Default timed out before reaching peak")
|
||||
peak_reached_rubber = ("Ball_Rubber has reached peak height", "Ball_Rubber timed out before reaching peak")
|
||||
peak_reached_concrete = ("Ball_Concrete has reached peak height", "Ball_Concrete timed out before reaching peak")
|
||||
bounce_height_order_correct = ("The ball bounce heights are correctly ordered", "The ball bounce heights are not correctly ordered")
|
||||
game_mode_exit = ("Game mode was successfully exited", "Game mode could not exit properly")
|
||||
# fmt: on
|
||||
|
||||
|
||||
def Material_CanBeAssignedToTerrain():
|
||||
"""
|
||||
Summary:
|
||||
Three spheres are suspended above the terrain. Beneath two of the balls,
|
||||
there is a different material painted on the terrain.
|
||||
They should all bounce at different heights per their respective terrains
|
||||
|
||||
Terrain entity: PhysX Terrain component: default settings
|
||||
Ball Entities: Sphere shaped Mesh component
|
||||
Sphere shaped PhysX Collider component: default settings
|
||||
PhysX Rigid Body component: Gravity disabled, default settings
|
||||
|
||||
Concrete Material: Restitution: 0.0; Restitution Combine: Average
|
||||
Rubber Material: Restitution: 1.0; Restitution Combine: Average
|
||||
|
||||
Expected Behavior:
|
||||
The three balls start off at the same height. When game mode is entered they will fall towards the terrain.
|
||||
After the ball collides with the terrain, they will bounce back at different heights respective to their
|
||||
terrain material collisions. Ball_Default is the control and is dropped on default terrain material.
|
||||
Ball_Rubber bounces off the rubber terrain material and should bounce higher than the default.
|
||||
Ball_Concrete strikes the concrete terrain material and should not bounce as high as the default material.
|
||||
|
||||
Test Steps:
|
||||
1) Open level
|
||||
2) Enter game mode
|
||||
3) Find entities
|
||||
4) Check that gravity is disabled for all the balls initially
|
||||
5) Check that the balls are aligned and all falling from the same height
|
||||
Steps 6-9 run for each ball
|
||||
6) Assign the tests and enable handlers to their respective spheres
|
||||
7) Enable gravity on ball entities
|
||||
8) Check that the balls collide with the PhysX Terrain
|
||||
9) Wait for the ball to reach its peak height; record height and freeze it
|
||||
10) Compare the bounce heights of the balls
|
||||
11) Exit game mode and close the editor
|
||||
|
||||
Note:
|
||||
- This test file must be called from the Open 3D Engine Editor command terminal
|
||||
- Any passed and failed tests are written to the Editor.log file.
|
||||
Parsing the file or running a log_monitor are required to observe the test results.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
import os
|
||||
import sys
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.bus
|
||||
import azlmbr.physics as phys
|
||||
import azlmbr.math as mathazon
|
||||
|
||||
# fmt: off
|
||||
ZERO_VECTOR = mathazon.Vector3(0.0, 0.0, 0.0)
|
||||
X_POSITION_RUBBER = 60.0 # Point on X axis material was painted rubber during level setup
|
||||
X_POSITION_DEFAULT = 70.0 # Area in between other materials where Default material exists
|
||||
X_POSITION_CONCRETE = 80.0 # Point on X axis material was painted concrete during level setup
|
||||
Y_POSITION_VALUE = 42.0 # Point on Y axis materials were painted during level setup
|
||||
POSITION_BUFFER = 4.0 # Material paint radius is 4.0 m
|
||||
TIMEOUT_IN_SECONDS = 3.0
|
||||
NUM_WAIT_FRAMES_ENTITY_LOAD = 2 # Frames to wait to allow entities to load in level
|
||||
# fmt: on
|
||||
|
||||
class Terrain:
|
||||
id = None
|
||||
name = None
|
||||
handler = None
|
||||
|
||||
class Sphere:
|
||||
def __init__(self, name):
|
||||
self.name = name
|
||||
self.id = general.find_game_entity(self.name)
|
||||
self.gravity_enabled = phys.RigidBodyRequestBus(azlmbr.bus.Event, "IsGravityEnabled", self.id)
|
||||
self.world_location_start = self.get_location()
|
||||
self.handler = None
|
||||
self.hit_ground = False
|
||||
self.bounced = False
|
||||
self.peak_reached = False
|
||||
self.ground_height = 0.0
|
||||
self.peak_height = 0.0
|
||||
|
||||
def assign_tests(self):
|
||||
if self.name == "Ball_Default":
|
||||
self.test_find_ball = Tests.find_ball_default
|
||||
self.test_terrain_collide = Tests.terrain_collide_default
|
||||
self.test_peak_reached = Tests.peak_reached_default
|
||||
|
||||
elif self.name == "Ball_Rubber":
|
||||
self.test_find_ball = Tests.find_ball_rubber
|
||||
self.test_terrain_collide = Tests.terrain_collide_rubber
|
||||
self.test_peak_reached = Tests.peak_reached_rubber
|
||||
|
||||
elif self.name == "Ball_Concrete":
|
||||
self.test_find_ball = Tests.find_ball_concrete
|
||||
self.test_terrain_collide = Tests.terrain_collide_concrete
|
||||
self.test_peak_reached = Tests.peak_reached_concrete
|
||||
|
||||
def get_location(self):
|
||||
# () -> Vector3
|
||||
return azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldTranslation", self.id)
|
||||
|
||||
def get_linear_velocity(self):
|
||||
# () -> Vector3
|
||||
return phys.RigidBodyRequestBus(azlmbr.bus.Event, "GetLinearVelocity", self.id)
|
||||
|
||||
def set_linear_velocity(self, vector):
|
||||
# (Vector3) -> None
|
||||
phys.RigidBodyRequestBus(azlmbr.bus.Event, "SetLinearVelocity", self.id, vector)
|
||||
|
||||
def freeze_self(self):
|
||||
# () -> None
|
||||
self.set_linear_velocity(ZERO_VECTOR)
|
||||
self.enable_gravity(False)
|
||||
|
||||
def check_gravity(self):
|
||||
# () -> bool
|
||||
return phys.RigidBodyRequestBus(azlmbr.bus.Event, "IsGravityEnabled", self.id)
|
||||
|
||||
def enable_gravity(self, bool_to_set=True):
|
||||
# (bool) -> None
|
||||
phys.RigidBodyRequestBus(azlmbr.bus.Event, "SetGravityEnabled", self.id, bool_to_set)
|
||||
|
||||
def peak_height_reached(self):
|
||||
"""
|
||||
Used for conditional waiting;
|
||||
If peak is reached: sets the value for self.peak_reached to True, saves peak world height,
|
||||
freezes self to keep it from continuing to bounce and possibly interfering with another ball instance
|
||||
"""
|
||||
current_location = self.get_location()
|
||||
if current_location.z < self.peak_height:
|
||||
self.peak_reached = True
|
||||
Report.info("{} has peaked at {:.6} in the world.".format(self.name, self.peak_height))
|
||||
self.freeze_self()
|
||||
return True
|
||||
self.peak_height = current_location.z
|
||||
return False
|
||||
|
||||
def on_collision_begin(self, args):
|
||||
# Ball collides with the ground
|
||||
other_id = args[0]
|
||||
other_name = azlmbr.entity.GameEntityContextRequestBus(azlmbr.bus.Broadcast, "GetEntityName", other_id)
|
||||
if other_name == Terrain.name:
|
||||
self.hit_ground = True
|
||||
Report.info("{} has collided with the terrain.".format(self.name))
|
||||
location = self.get_location()
|
||||
self.ground_height = location.z
|
||||
|
||||
def on_collision_end(self, args):
|
||||
# Ball bounces off the ground
|
||||
other_id = args[0]
|
||||
other_name = azlmbr.entity.GameEntityContextRequestBus(azlmbr.bus.Broadcast, "GetEntityName", other_id)
|
||||
if other_name == Terrain.name:
|
||||
self.bounced = True
|
||||
Report.info("{} has bounced off the terrain.".format(self.name))
|
||||
|
||||
def enable_handler(self):
|
||||
self.handler = phys.CollisionNotificationBusHandler()
|
||||
self.handler.connect(self.id)
|
||||
self.handler.add_callback("OnCollisionBegin", self.on_collision_begin)
|
||||
self.handler.add_callback("OnCollisionEnd", self.on_collision_end)
|
||||
|
||||
def is_close(actual, expected, buffer):
|
||||
return abs(actual - expected) < buffer
|
||||
|
||||
def balls_are_aligned(balls_list):
|
||||
aligned = True
|
||||
|
||||
for ball in balls_list:
|
||||
# check x axis per level setup
|
||||
if ball.name == "Ball_Default":
|
||||
if not is_close(ball.world_location_start.x, X_POSITION_DEFAULT, POSITION_BUFFER):
|
||||
Report.info("Ball_Default is not close enough to expected X position")
|
||||
aligned = False
|
||||
|
||||
elif ball.name == "Ball_Rubber":
|
||||
if not is_close(ball.world_location_start.x, X_POSITION_RUBBER, POSITION_BUFFER):
|
||||
Report.info("Ball_Rubber is not close enough to expected X position")
|
||||
aligned = False
|
||||
|
||||
elif ball.name == "Ball_Concrete":
|
||||
if not is_close(ball.world_location_start.x, X_POSITION_CONCRETE, POSITION_BUFFER):
|
||||
Report.info("Ball_Concrete is not close enough to expected X position")
|
||||
aligned = False
|
||||
|
||||
# check y axis per level setup
|
||||
if not is_close(ball.world_location_start.y, Y_POSITION_VALUE, POSITION_BUFFER):
|
||||
aligned = False
|
||||
Report.info("One or more balls are not close enough to expected Y position")
|
||||
|
||||
return aligned
|
||||
|
||||
def ball_heights_match(balls_list):
|
||||
heights_match = True
|
||||
|
||||
for ball in balls_list:
|
||||
# check ball heights match each other (z axis)
|
||||
if ball.world_location_start.z != balls[0].world_location_start.z:
|
||||
heights_match = False
|
||||
Report.info("The balls are not falling from the same height.")
|
||||
Report.failure(Tests.same_starting_height)
|
||||
|
||||
return heights_match
|
||||
|
||||
helper.init_idle()
|
||||
|
||||
# 1) Open level
|
||||
helper.open_level("Physics", "Material_CanBeAssignedToTerrain")
|
||||
|
||||
# 2) Enter game mode
|
||||
helper.enter_game_mode(Tests.game_mode_enter)
|
||||
general.idle_wait_frames(NUM_WAIT_FRAMES_ENTITY_LOAD)
|
||||
|
||||
# 3) Find entities
|
||||
Terrain.id = general.find_game_entity("Terrain")
|
||||
Terrain.name = azlmbr.entity.GameEntityContextRequestBus(azlmbr.bus.Broadcast, "GetEntityName", Terrain.id)
|
||||
|
||||
ball_default = Sphere("Ball_Default")
|
||||
ball_rubber = Sphere("Ball_Rubber")
|
||||
ball_concrete = Sphere("Ball_Concrete")
|
||||
balls = (ball_rubber, ball_default, ball_concrete)
|
||||
|
||||
Report.critical_result(Tests.find_terrain, Terrain.id.IsValid())
|
||||
Report.critical_result(Tests.find_ball_default, ball_default.id.IsValid())
|
||||
Report.critical_result(Tests.find_ball_rubber, ball_rubber.id.IsValid())
|
||||
Report.critical_result(Tests.find_ball_concrete, ball_concrete.id.IsValid())
|
||||
|
||||
# 4) Check that gravity is disabled for all the balls initially
|
||||
gravity_disabled_for_all = True
|
||||
for ball in balls:
|
||||
if ball.gravity_enabled is True:
|
||||
gravity_disabled_for_all = False
|
||||
|
||||
Report.result(Tests.all_gravity_disabled, gravity_disabled_for_all)
|
||||
|
||||
# 5) Check that the balls are aligned and all falling from the same height
|
||||
balls_are_aligned = balls_are_aligned(balls)
|
||||
Report.critical_result(Tests.balls_are_aligned, balls_are_aligned)
|
||||
|
||||
same_starting_height = ball_heights_match(balls)
|
||||
Report.critical_result(Tests.same_starting_height, same_starting_height)
|
||||
|
||||
# Steps 6-9 run for each ball
|
||||
for ball in balls:
|
||||
# 6) Assign the tests and enable handlers to their respective spheres
|
||||
ball.assign_tests()
|
||||
ball.enable_handler()
|
||||
|
||||
# 7) Enable gravity on ball entities
|
||||
ball.enable_gravity()
|
||||
|
||||
# 8) Check that the balls collide with the PhysX Terrain
|
||||
helper.wait_for_condition(lambda: ball.bounced, TIMEOUT_IN_SECONDS)
|
||||
Report.result(ball.test_terrain_collide, ball.hit_ground)
|
||||
|
||||
# 9) Wait for the ball to reach its peak height; record height and freeze it
|
||||
helper.wait_for_condition(ball.peak_height_reached, TIMEOUT_IN_SECONDS)
|
||||
Report.result(ball.test_peak_reached, ball.peak_reached)
|
||||
|
||||
# 10) Compare the bounce heights of the balls
|
||||
# The restitution of rubber is greater than the default; the restitution of concrete is less than the default
|
||||
height_order_correct = ball_rubber.peak_height > ball_default.peak_height > ball_concrete.peak_height
|
||||
Report.result(Tests.bounce_height_order_correct, height_order_correct)
|
||||
|
||||
# 11) Exit game mode and close the editor
|
||||
helper.exit_game_mode(Tests.game_mode_exit)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(Material_CanBeAssignedToTerrain)
|
||||
+201
@@ -0,0 +1,201 @@
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
|
||||
# Test case ID : C15556261
|
||||
# Test Case Title : Check that the material assignment works with Character Controller
|
||||
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests:
|
||||
|
||||
# level
|
||||
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
|
||||
exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
|
||||
|
||||
#balls
|
||||
ball_to_hit_rubber_char_controller_found = ("ball_to_hit_rubber_char_controller found", "ball_to_hit_rubber_char_controller NOT FOUND ")
|
||||
ball_to_hit_rubber_char_controller_gravity = ("ball_to_hit_rubber_char_controller gravity is disabled", "ball_to_hit_rubber_char_controller GRAVITY IS ENABLED ")
|
||||
ball_to_hit_rubber_char_controller_position = ("ball_to_hit_rubber_char_controller valid postion", "ball_to_hit_rubber_char_controller INVALID POSITION ")
|
||||
ball_to_hit_rubber_char_controller_collision = ("ball_to_hit_rubber_char_controller collided with its target", "ball_to_hit_rubber_char_controller DID NOT COLLIDE WITH its target")
|
||||
|
||||
ball_to_hit_glass_char_controller_found = ("ball_to_hit_glass_char_controller found", "ball_to_hit_glass_char_controller NOT FOUND ")
|
||||
ball_to_hit_glass_char_controller_gravity = ("ball_to_hit_glass_char_controller gravity is disabled", "ball_to_hit_glass_char_controller GRAVITY IS ENABLED ")
|
||||
ball_to_hit_glass_char_controller_position = ("ball_to_hit_glass_char_controller valid postion", "ball_to_hit_glass_char_controller INVALID POSITION ")
|
||||
ball_to_hit_glass_char_controller_collision = ("ball_to_hit_glass_char_controller collided with its target", "ball_to_hit_glass_char_controller DID NOT COLLIDE WITH its target")
|
||||
|
||||
ball_to_hit_rock_char_controller_found = ("ball_to_hit_rock_char_controller found", "ball_to_hit_rock_char_controller NOT FOUND ")
|
||||
ball_to_hit_rock_char_controller_gravity = ("ball_to_hit_rock_char_controller gravity is disabled", "ball_to_hit_rock_char_controller GRAVITY IS ENABLED ")
|
||||
ball_to_hit_rock_char_controller_position = ("ball_to_hit_rock_char_controller valid postion", "ball_to_hit_rock_char_controller INVALID POSITION ")
|
||||
ball_to_hit_rock_char_controller_collision = ("ball_to_hit_rock_char_controller collided with its target", "ball_to_hit_rock_char_controller DID NOT COLLIDE WITH its target")
|
||||
|
||||
# targets
|
||||
char_rubber_found = ("character controller rubber found", "character controller rubber NOT FOUND ")
|
||||
char_rock_found = ("character controller rock found", "character controller rock NOT FOUND ")
|
||||
char_glass_found = ("character controller glass found", "character controller glass NOT FOUND ")
|
||||
|
||||
# balls velocity
|
||||
balls_velocity = ("balls velocity : rubber > glass > rock", "unexpected balls velocity")
|
||||
# fmt: on
|
||||
|
||||
|
||||
def Material_CharacterController():
|
||||
"""
|
||||
Summary:
|
||||
Runs an automated test to verify that character controllers with different surface materials behave accordingly.
|
||||
|
||||
Level Description:
|
||||
3 character controllers with capsule shape, surface materials: rubber, rock, glass.
|
||||
3 balls with sphere shape on same X and Z coordinates of each character controller, initial linear velocity
|
||||
of 5 m/s on Y axis. All 3 balls have rock surface material.
|
||||
|
||||
Expected Behavior:
|
||||
The balls should all hit their corresponding character controller.
|
||||
The character controller with rubber should make the ball bounce back with almost the same speed.
|
||||
The one with glass should make the ball bounce but with reduced speed.
|
||||
The ball should not bounce off the character controller with rock material.
|
||||
The balls linear velocity is checked at the end of the test. Expected results for linear velocities are:
|
||||
rubber > glass > rock
|
||||
|
||||
Test Steps:
|
||||
1) Loads the level
|
||||
2) Enters game mode
|
||||
3) Setup balls
|
||||
3.1) Validate ball ID
|
||||
3.2) Validate ball gravity
|
||||
3.3) Connect ball to target
|
||||
3.4) Validate ball position
|
||||
4) Wait for balls to collide
|
||||
5) Get balls velocity
|
||||
6) Validate velocity is as rubber > glass > rock
|
||||
7) Exit game mode
|
||||
8) Close editor
|
||||
"""
|
||||
|
||||
import os
|
||||
import sys
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.bus
|
||||
|
||||
# Constants
|
||||
TIME_OUT = 3.0
|
||||
WAIT_TIME_AFTER_COLLISSION = 0.1
|
||||
|
||||
def is_close(value1, value2, tolerance=0.01):
|
||||
return abs(value1 - value2) <= tolerance
|
||||
|
||||
def get_test(entity_name, suffix):
|
||||
return Tests.__dict__[entity_name + suffix]
|
||||
|
||||
class Entity: # Base class for targets and balls
|
||||
def __init__(self, name):
|
||||
self.name = name
|
||||
self.id = None
|
||||
self.position = None
|
||||
self.gravity = None
|
||||
|
||||
def validate_ID(self):
|
||||
self.id = general.find_game_entity(self.name)
|
||||
found_tuple = get_test(self.name, "_found")
|
||||
Report.critical_result(found_tuple, self.id.IsValid())
|
||||
|
||||
class CharacterController(Entity):
|
||||
def __init__(self, name):
|
||||
Entity.__init__(self, name)
|
||||
self.material = self.name.rpartition("_")[2]
|
||||
|
||||
class Ball(Entity):
|
||||
def __init__(self, name, target_name):
|
||||
Entity.__init__(self, name)
|
||||
self.target_name = target_name
|
||||
self.entered_times = 0
|
||||
self.collided_with_target = False
|
||||
# 3.1) Validate ball ID
|
||||
self.validate_ID()
|
||||
# 3.2) Validate gravity is disabled
|
||||
self.validate_gravity()
|
||||
# 3.3) Setup collision targets
|
||||
self.setup_target()
|
||||
# 3.4) Validate ball position
|
||||
self.validate_position()
|
||||
|
||||
def validate_position(self):
|
||||
self.position = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldTranslation", self.id)
|
||||
self.target.position = azlmbr.components.TransformBus(
|
||||
azlmbr.bus.Event, "GetWorldTranslation", self.target.id
|
||||
)
|
||||
position_tuple = get_test(self.name, "_position")
|
||||
Report.critical_result(
|
||||
position_tuple,
|
||||
(is_close(self.position.x, self.target.position.x))
|
||||
and (is_close(self.position.z, self.target.position.z + 1)),
|
||||
)
|
||||
|
||||
def validate_gravity(self):
|
||||
gravity_enabled = azlmbr.physics.RigidBodyRequestBus(azlmbr.bus.Event, "IsGravityEnabled", self.id)
|
||||
gravity_tuple = get_test(self.name, "_gravity")
|
||||
Report.critical_result(gravity_tuple, not gravity_enabled)
|
||||
|
||||
def detect_collision_target(self, args):
|
||||
entering_entity_id = args[0]
|
||||
if entering_entity_id.Equal(self.target.id):
|
||||
Report.info(self.name + " collided with " + self.target.name)
|
||||
self.collided_with_target = True
|
||||
collision_tuple = get_test(self.name, "_collision")
|
||||
Report.critical_result(collision_tuple, self.collided_with_target)
|
||||
|
||||
def setup_target(self):
|
||||
self.target = CharacterController(self.target_name)
|
||||
self.target.validate_ID()
|
||||
self.collision_handler = azlmbr.physics.CollisionNotificationBusHandler()
|
||||
self.collision_handler.connect(self.id)
|
||||
self.collision_handler.add_callback("OnCollisionBegin", self.detect_collision_target)
|
||||
|
||||
helper.init_idle()
|
||||
|
||||
# 1) Load the level
|
||||
helper.open_level("Physics", "Material_CharacterController")
|
||||
|
||||
# 2) Enter game mode
|
||||
helper.enter_game_mode(Tests.enter_game_mode)
|
||||
|
||||
# 3) Setup balls
|
||||
all_balls = [
|
||||
Ball(name="ball_to_hit_rubber_char_controller", target_name="char_rubber"),
|
||||
Ball(name="ball_to_hit_glass_char_controller", target_name="char_glass"),
|
||||
Ball(name="ball_to_hit_rock_char_controller", target_name="char_rock"),
|
||||
]
|
||||
|
||||
# 4) Wait for balls movement
|
||||
helper.wait_for_condition(lambda: all(ball.collided_with_target for ball in all_balls), TIME_OUT)
|
||||
general.idle_wait(WAIT_TIME_AFTER_COLLISSION)
|
||||
|
||||
# 5) Get each ball's linear velocity after collision
|
||||
for ball in all_balls:
|
||||
ball.linear_velocity_magnitude = azlmbr.physics.RigidBodyRequestBus(
|
||||
azlmbr.bus.Event, "GetLinearVelocity", ball.id
|
||||
).GetLength()
|
||||
|
||||
# 6) Check ball's velocity
|
||||
Report.result(
|
||||
Tests.balls_velocity,
|
||||
all_balls[0].linear_velocity_magnitude
|
||||
> all_balls[1].linear_velocity_magnitude
|
||||
> all_balls[2].linear_velocity_magnitude,
|
||||
)
|
||||
|
||||
# 7) Exit Game mode
|
||||
helper.exit_game_mode(Tests.exit_game_mode)
|
||||
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(Material_CharacterController)
|
||||
+243
@@ -0,0 +1,243 @@
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
# Test Case ID : C15308221
|
||||
# Test Case Title : Verify that material library and slots are always in sync and work consistently through the different places of usage
|
||||
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests:
|
||||
enter_game_mode_0 = ("Test 0) Entered game mode", "Test 0) Failed to enter game mode")
|
||||
find_terrain_0 = ("Test 0) The Terrain was found", "Test 0) The Terrain was not found")
|
||||
find_terrain_box_0 = ("Test 0) Terrain test box was found", "Test 0) Terrain test box was not found")
|
||||
find_collider_0 = ("Test 0) Box collider was found", "Test 0) Box collider was not found")
|
||||
find_ragdoll_0 = ("Test 0) Ragdoll was found", "Test 0) Ragdoll was not found")
|
||||
find_character_controller_0 = ("Test 0) Character controller was found", "Test 0) Character controller was not found")
|
||||
find_controller_box_0 = ("Test 0) Character controller test box was found", "Test 0) Character controller test box was not found")
|
||||
|
||||
terrain_box_bounced_0 = ("Test 0) Terrain test box bounced", "Test 0) Terrain test box did not bounce")
|
||||
collider_bounced_0 = ("Test 0) Box collider bounced", "Test 0) Box collider did not bounce")
|
||||
ragdoll_bounced_0 = ("Test 0) Modified ragdoll bounced", "Test 0) Modified ragdoll did not bounce")
|
||||
controller_box_bounced_0 = ("Test 0) Character controller test box bounced", "Test 0) Character controller test box did not bounce")
|
||||
exit_game_mode_0 = ("Test 0) Exited game mode", "Test 0) Failed to exit game mode")
|
||||
all_bounced_equal_0 = ("Test 0) All entities bounced the same height", "Test 0) All entities did not bounce the same height")
|
||||
|
||||
enter_game_mode_1 = ("Test 1) Entered game mode", "Test 1) Failed to enter game mode")
|
||||
find_terrain_1 = ("Test 1) The Terrain was found", "Test 1) The Terrain was not found")
|
||||
find_terrain_box_1 = ("Test 1) Terrain test box was found", "Test 1) Terrain test box was not found")
|
||||
find_collider_1 = ("Test 1) Box collider was found", "Test 1) Box collider was not found")
|
||||
find_ragdoll_1 = ("Test 1) Ragdoll was found", "Test 1) Ragdoll was not found")
|
||||
find_character_controller_1 = ("Test 1) Character controller was found", "Test 1) Character controller was not found")
|
||||
find_controller_box_1 = ("Test 1) Character controller test box was found", "Test 1) Character controller test box was not found")
|
||||
|
||||
terrain_box_bounced_1 = ("Test 1) Terrain test box bounced", "Test 1) Terrain test box did not bounce")
|
||||
collider_bounced_1 = ("Test 1) Box collider bounced", "Test 1) Box collider did not bounce")
|
||||
ragdoll_bounced_1 = ("Test 1) Modified ragdoll bounced", "Test 1) Modified ragdoll did not bounce")
|
||||
controller_box_bounced_1 = ("Test 1) Character controller test box bounced", "Test 1) Character controller test box did not bounce")
|
||||
exit_game_mode_1 = ("Test 1) Exited game mode", "Test 1) Failed to exit game mode")
|
||||
all_bounced_equal_1 = ("Test 1) All entities bounced the same height", "Test 1) All entities did not bounce the same height")
|
||||
|
||||
all_bounced_greater = ("All entities bounced higher on the second test", "All entities did not bounce higher on the second test")
|
||||
# fmt: on
|
||||
|
||||
|
||||
def Material_ComponentsInSyncWithLibrary():
|
||||
"""
|
||||
Summary:
|
||||
Runs an automated test to verify that the material library is always in sync between the different PhysX components
|
||||
|
||||
Level Description:
|
||||
A new material library was created with 1 material, called "Modified":
|
||||
dynamic friction: 0.5
|
||||
static friction: 0.5
|
||||
restitution: 0.25
|
||||
|
||||
There are 4 types of components we want to test for:
|
||||
PhysX Ragdoll:
|
||||
A ragdoll ("ragdoll") with the "Modified" material applied to all of its colliders. Positioned above the
|
||||
terrain.
|
||||
PhysX collider:
|
||||
A PhysX box collider ("collider") with a the "Modified" material applied. Positioned above the terrain.
|
||||
PhysX terrain:
|
||||
A PhysX terrain ("terrain"), and a PhysX box collider ("terrain_box"). "terrain_box" is positioned above
|
||||
"terrain". A new layer was created with the "Modified" material and painted onto the terrain under
|
||||
"terrain_box". "terrain_box" has the default material applied.
|
||||
PhysX character controller:
|
||||
A character controller ("character_controller"), and a PhysX box collider ("controller_box").
|
||||
"controller_box" is positioned above "character_controller" and is assigned the default material.
|
||||
"character_controller" is assigned "Modified"
|
||||
|
||||
Expected behavior:
|
||||
For every iteration this test measures the bounce height of each entity. The entities save their traveled distances
|
||||
each iteration, to verify different behavior between each setup.
|
||||
|
||||
First the test verifies the entities all behave identically, without changing anything. All entities should bounce
|
||||
the same height.
|
||||
|
||||
Next, the test modifies the restitution value for 'Modified' (from 0.25 to 0.75). All entities should again bounce
|
||||
the same height. Additionally, all entities should bounce higher with the new restitution than they did previously.
|
||||
|
||||
Test Steps:
|
||||
1) Open level
|
||||
2) Collect basis values without modifying anything
|
||||
2.1) Enter game mode
|
||||
2.2) Find entities
|
||||
2.3) Wait for entities to bounce
|
||||
2.4) Exit game mode
|
||||
3) Verify all entities behave the same as a baseline
|
||||
4) Modify the restitution value of 'modified'
|
||||
4.1 - 4.4) <same as 2.1 - 2.4>
|
||||
5) Verify the entities all still behave the same
|
||||
6) Verify that the material change was propagated correctly
|
||||
7) Close editor
|
||||
|
||||
Note:
|
||||
- This test file must be called from the Open 3D Engine Editor command terminal
|
||||
- Any passed and failed tests are written to the Editor.log file.
|
||||
Parsing the file or running a log_monitor are required to observe the test results.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
import os
|
||||
import sys
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.bus as bus
|
||||
import azlmbr.components
|
||||
import azlmbr.physics
|
||||
import azlmbr.math as lymath
|
||||
|
||||
from Physmaterial_Editor import Physmaterial_Editor
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
|
||||
TIMEOUT = 3.0
|
||||
BOUNCE_TOLERANCE = 0.1
|
||||
|
||||
class Entity:
|
||||
def __init__(self, name, bounce_off_of_name):
|
||||
self.name = name
|
||||
self.bounce_off_of_name = bounce_off_of_name
|
||||
self.bounces = []
|
||||
|
||||
def find_and_reset(self):
|
||||
self.hit_position = None
|
||||
self.hit_terrain = False
|
||||
self.max_bounce = 0.0
|
||||
self.reached_max_bounce = False
|
||||
self.id = general.find_game_entity(self.name)
|
||||
self.setup_handler()
|
||||
return self.id.IsValid()
|
||||
|
||||
def on_collision_enter(self, args):
|
||||
entering = args[0]
|
||||
if entering.Equal(self.id):
|
||||
if not self.hit_terrain:
|
||||
self.hit_terrain_position = self.position
|
||||
self.hit_terrain = True
|
||||
|
||||
def setup_handler(self):
|
||||
self.bounce_off_of_id = general.find_game_entity(self.bounce_off_of_name)
|
||||
self.handler = azlmbr.physics.CollisionNotificationBusHandler()
|
||||
self.handler.connect(self.bounce_off_of_id)
|
||||
self.handler.add_callback("OnCollisionBegin", self.on_collision_enter)
|
||||
|
||||
@property
|
||||
def position(self):
|
||||
return azlmbr.components.TransformBus(bus.Event, "GetWorldTranslation", self.id)
|
||||
|
||||
def get_test(test_name):
|
||||
return Tests.__dict__[test_name]
|
||||
|
||||
def run_test(test_number):
|
||||
# x.1) Enter game mode
|
||||
helper.enter_game_mode(get_test("enter_game_mode_{}".format(test_number)))
|
||||
|
||||
# x.2) Find entities
|
||||
controller_valid = general.find_game_entity("character_controller").IsValid()
|
||||
terrain_valid = general.find_game_entity("terrain").IsValid()
|
||||
|
||||
Report.critical_result(get_test("find_character_controller_{}".format(test_number)), controller_valid)
|
||||
Report.critical_result(get_test("find_terrain_{}".format(test_number)), terrain_valid)
|
||||
|
||||
collider_valid = collider.find_and_reset()
|
||||
controller_box_valid = controller_box.find_and_reset()
|
||||
ragdoll_valid = ragdoll.find_and_reset()
|
||||
terrain_box_valid = terrain_box.find_and_reset()
|
||||
|
||||
Report.critical_result(get_test("find_collider_{}".format(test_number)), collider_valid)
|
||||
Report.critical_result(get_test("find_controller_box_{}".format(test_number)), controller_box_valid)
|
||||
Report.critical_result(get_test("find_ragdoll_{}".format(test_number)), ragdoll_valid)
|
||||
Report.critical_result(get_test("find_terrain_box_{}".format(test_number)), terrain_box_valid)
|
||||
|
||||
def wait_for_bounce():
|
||||
for entity in all_entities:
|
||||
if entity.hit_terrain:
|
||||
current_bounce_height = entity.position.z - entity.hit_terrain_position.z
|
||||
if current_bounce_height >= entity.max_bounce:
|
||||
entity.max_bounce = current_bounce_height
|
||||
elif entity.max_bounce > 0.0:
|
||||
entity.reached_max_bounce = True
|
||||
return all([entity.reached_max_bounce for entity in all_entities])
|
||||
|
||||
# x.3) Wait for entities to bounce
|
||||
helper.wait_for_condition(wait_for_bounce, TIMEOUT)
|
||||
|
||||
Report.result(get_test("collider_bounced_{}".format(test_number)), collider.reached_max_bounce)
|
||||
Report.result(get_test("controller_box_bounced_{}".format(test_number)), controller_box.reached_max_bounce)
|
||||
Report.result(get_test("ragdoll_bounced_{}".format(test_number)), ragdoll.reached_max_bounce)
|
||||
Report.result(get_test("terrain_box_bounced_{}".format(test_number)), terrain_box.reached_max_bounce)
|
||||
|
||||
for entity in all_entities:
|
||||
entity.bounces.append(entity.max_bounce)
|
||||
|
||||
# x.4) Exit game mode
|
||||
helper.exit_game_mode(get_test("exit_game_mode_{}".format(test_number)))
|
||||
|
||||
# 1) Open level and enter game mode
|
||||
helper.init_idle()
|
||||
helper.open_level("Physics", "Material_ComponentsInSyncWithLibrary")
|
||||
|
||||
# Setup persisting entities
|
||||
collider = Entity("collider", "terrain")
|
||||
controller_box = Entity("controller_box", "character_controller")
|
||||
ragdoll = Entity("ragdoll", "terrain")
|
||||
terrain_box = Entity("terrain_box", "terrain")
|
||||
all_entities = [collider, controller_box, ragdoll, terrain_box]
|
||||
|
||||
# 2) Collect basis values without modifying anything
|
||||
run_test(0)
|
||||
|
||||
# 3) Verify all entities behave the same as a baseline
|
||||
test_0_max_bounce = max([entity.bounces[0] for entity in all_entities])
|
||||
test_0_min_bounce = min([entity.bounces[0] for entity in all_entities])
|
||||
Report.result(
|
||||
Tests.all_bounced_equal_0, lymath.Math_IsClose(test_0_max_bounce, test_0_min_bounce, BOUNCE_TOLERANCE)
|
||||
)
|
||||
|
||||
# 4) Modify the restitution value of 'modified'
|
||||
material_editor = Physmaterial_Editor("c15308221_material_componentsinsyncwithlibrary.physmaterial")
|
||||
material_editor.modify_material("Modified", "Restitution", 0.75)
|
||||
material_editor.save_changes()
|
||||
run_test(1)
|
||||
|
||||
# 5) Verify the entities all still behave the same
|
||||
test_1_max_bounce = max([entity.bounces[1] for entity in all_entities])
|
||||
test_1_min_bounce = min([entity.bounces[1] for entity in all_entities])
|
||||
Report.result(
|
||||
Tests.all_bounced_equal_1, lymath.Math_IsClose(test_1_max_bounce, test_1_min_bounce, BOUNCE_TOLERANCE)
|
||||
)
|
||||
|
||||
# 6) Verify that the material change was propagated correctly
|
||||
all_bounced_greater = all([entity.bounces[0] < entity.bounces[1] for entity in all_entities])
|
||||
Report.result(Tests.all_bounced_greater, all_bounced_greater)
|
||||
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(Material_ComponentsInSyncWithLibrary)
|
||||
+416
@@ -0,0 +1,416 @@
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
|
||||
# Test case ID : C15096735
|
||||
# Test Case Title : Verify that default material library works consistently across all systems that use it
|
||||
|
||||
|
||||
|
||||
# fmt:off
|
||||
class Tests:
|
||||
# *** Universal test tuples ***
|
||||
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
|
||||
no_time_out = ("No time out detected", "The test timed out")
|
||||
exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
|
||||
|
||||
# *** Terrain test tuples ***
|
||||
terrain_rubber_result_found = ("Terrain's Rubber Result Entity Found", "Terrain's Rubber Result Entity NOT Found")
|
||||
terrain_concrete_result_found = ("Terrain's Concrete Result Entity Found", "Terrain's Concrete Result Entity NOT Found")
|
||||
terrain_rubber_result_stopped = ("Terrain's Rubber Result Entity Stopped", "Terrain's Rubber Result Entity DID NOT Stop")
|
||||
terrain_concrete_result_stopped = ("Terrain's Concrete Result Entity Stopped", "Terrain's Concrete Result Entity DID NOT Stop")
|
||||
terrain_found = ("Terrain Entity Found", "Terrain Entity NOT Found")
|
||||
terrain_expected_collisions = ("Terrain Entity Collisions Were Expected", "Terrain Entity DID NOT Collide With All Expected Entities")
|
||||
terrain_trigger_rubber_high_found = ("Terrain's Rubber High Trigger Found", "Terrain's Rubber High Trigger NOT Found")
|
||||
terrain_trigger_rubber_high_expected_collision = ("Terrain's Rubber High Trigger Collision Was As Expected", "Terrain's Rubber High Trigger Collision Was Not As Expected")
|
||||
terrain_trigger_rubber_low_found = ("Terrain's Rubber Low Trigger Found", "Terrain's Rubber Low Trigger NOT Found")
|
||||
terrain_trigger_rubber_low_expected_collision = ("Terrain's Rubber Low Trigger Collision Was As Expected", "Terrain's Rubber Low Trigger Collision Was Not As Expected")
|
||||
terrain_trigger_concrete_high_found = ("Terrain's Concrete High Trigger Found", "Terrain's Concrete High Trigger NOT Found")
|
||||
terrain_trigger_concrete_high_expected_collision = ("Terrain's Concrete High Trigger Collision Was As Expected", "Terrain's Concrete High Trigger Collision Was Not As Expected")
|
||||
terrain_trigger_concrete_low_found = ("Terrain's Concrete Low Trigger Found", "Terrain's Concrete Low Trigger NOT Found")
|
||||
terrain_trigger_concrete_low_expected_collision = ("Terrain's Concrete Low Trigger Collision Was As Expected", "Terrain's Concrete Low Trigger Collision Was Not As Expected")
|
||||
|
||||
# *** Platform test tuples ***
|
||||
platform_rubber_result_found = ("Platform's Rubber Result Entity Found", "Platform's Rubber Result Entity NOT Found")
|
||||
platform_concrete_result_found = ("Platform's Concrete Result Entity Found", "Platform's Concrete Result Entity NOT Found")
|
||||
platform_rubber_result_stopped = ("Platform's Rubber Result Entity Stopped", "Platform's Rubber Result Entity DID NOT Stop")
|
||||
platform_concrete_result_stopped = ("Platform's Concrete Result Entity Stopped", "Platform's Concrete Result Entity DID NOT Stop")
|
||||
platform_rubber_found = ("Platform Rubber Test Entity Found", "Platform Rubber Test Entity NOT Found")
|
||||
platform_rubber_expected_collisions = ("Platform Rubber Test Entity Collisions Were Expected", "Platform Rubber Test Entity DID NOT Collide With All Expected Entities")
|
||||
platform_concrete_found = ("Platform Concrete Test Entity Found", "Platform Concrete Test Entity NOT Found")
|
||||
platform_concrete_expected_collisions = ("Platform Concrete Test Entity Collisions Were Expected", "Platform Concrete Test Entity DID NOT Collide With All Expected Entities")
|
||||
platform_trigger_rubber_high_found = ("Platform's Rubber High Trigger Found", "Platform's Rubber High Trigger NOT Found")
|
||||
platform_trigger_rubber_high_expected_collision = ("Platform's Rubber High Trigger Collision Was As Expected", "Platform's Rubber High Trigger Collision Was Not As Expected")
|
||||
platform_trigger_rubber_low_found = ("Platform's Rubber Low Trigger Found", "Platform's Rubber Low Trigger NOT Found")
|
||||
platform_trigger_rubber_low_expected_collision = ("Platform's Rubber Low Trigger Collision Was As Expected", "Platform's Rubber Low Trigger Collision Was Not As Expected")
|
||||
platform_trigger_concrete_high_found = ("Platform's Concrete High Trigger Found", "Platform's Concrete High Trigger NOT Found")
|
||||
platform_trigger_concrete_high_expected_collision = ("Platform's Concrete High Trigger Collision Was As Expected", "Platform's Concrete High Trigger Collision Was Not As Expected")
|
||||
platform_trigger_concrete_low_found = ("Platform's Concrete Low Trigger Found", "Platform's Concrete Low Trigger NOT Found")
|
||||
platform_trigger_concrete_low_expected_collision = ("Platform's Concrete Low Trigger Collision Was As Expected", "Platform's Concrete Low Trigger Collision Was Not As Expected")
|
||||
|
||||
# *** Controller test tuples ***
|
||||
controller_rubber_result_found = ("Controller's Rubber Result Entity Found", "Controller's Rubber Result Entity NOT Found")
|
||||
controller_concrete_result_found = ("Controller's Concrete Result Entity Found", "Controller's Concrete Result Entity NOT Found")
|
||||
controller_rubber_result_stopped = ("Controller's Rubber Result Entity Stopped", "Controller's Rubber Result Entity DID NOT Stop")
|
||||
controller_concrete_result_stopped = ("Controller's Concrete Result Entity Stopped", "Controller's Concrete Result Entity DID NOT Stop")
|
||||
controller_rubber_found = ("Controller Rubber Test Entity Found", "Controller Rubber Test Entity NOT Found")
|
||||
controller_rubber_expected_collisions = ("Controller Rubber Test Entity Collisions Were Expected", "Controller Rubber Test Entity DID NOT Collide With All Expected Entities")
|
||||
controller_concrete_found = ("Controller Concrete Test Entity Found", "Controller Concrete Test Entity NOT Found")
|
||||
controller_concrete_expected_collisions = ("Controller Concrete Test Entity Collisions Were Expected", "Controller Concrete Test Entity DID NOT Collide With All Expected Entities")
|
||||
controller_trigger_rubber_high_found = ("Controller's Rubber High Trigger Found", "Controller's Rubber High Trigger NOT Found")
|
||||
controller_trigger_rubber_high_expected_collision = ("Controller's Rubber High Trigger Collision Was As Expected", "Controller's Rubber High Trigger Collision Was Not As Expected")
|
||||
controller_trigger_rubber_low_found = ("Controller's Rubber Low Trigger Found", "Controller's Rubber Low Trigger NOT Found")
|
||||
controller_trigger_rubber_low_expected_collision = ("Controller's Rubber Low Trigger Collision Was As Expected", "Controller's Rubber Low Trigger Collision Was Not As Expected")
|
||||
controller_trigger_concrete_high_found = ("Controller's Concrete High Trigger Found", "Controller's Concrete High Trigger NOT Found")
|
||||
controller_trigger_concrete_high_expected_collision = ("Controller's Concrete High Trigger Collision Was As Expected", "Controller's Concrete High Trigger Collision Was Not As Expected")
|
||||
controller_trigger_concrete_low_found = ("Controller's Concrete Low Trigger Found", "Controller's Concrete Low Trigger NOT Found")
|
||||
controller_trigger_concrete_low_expected_collision = ("Controller's Concrete Low Trigger Collision Was As Expected", "Controller's Concrete Low Trigger Collision Was Not As Expected")
|
||||
|
||||
# *** Ragdoll test tuples ***
|
||||
ragdoll_rubber_result_found = ("Ragdoll's Rubber Result Entity Found", "Ragdoll's Rubber Result Entity NOT Found")
|
||||
ragdoll_concrete_result_found = ("Ragdoll's Concrete Result Entity Found", "Ragdoll's Concrete Result Entity NOT Found")
|
||||
ragdoll_rubber_result_stopped = ("Ragdoll's Rubber Result Entity Stopped", "Ragdoll's Rubber Result Entity DID NOT Stop")
|
||||
ragdoll_concrete_result_stopped = ("Ragdoll's Concrete Result Entity Stopped", "Ragdoll's Concrete Result Entity DID NOT Stop")
|
||||
ragdoll_rubber_found = ("Ragdoll Rubber Test Entity Found", "Ragdoll Rubber Test Entity NOT Found")
|
||||
ragdoll_rubber_expected_collisions = ("Ragdoll Rubber Test Entity Collisions Were Expected", "Ragdoll Rubber Test Entity DID NOT Collide With All Expected Entities")
|
||||
ragdoll_concrete_found = ("Ragdoll Concrete Test Entity Found", "Ragdoll Concrete Test Entity NOT Found")
|
||||
ragdoll_concrete_expected_collisions = ("Ragdoll Concrete Test Entity Collisions Were Expected", "Ragdoll Concrete Test Entity DID NOT Collide With All Expected Entities")
|
||||
ragdoll_trigger_rubber_high_found = ("Ragdoll's Rubber High Trigger Found", "Ragdoll's Rubber High Trigger NOT Found")
|
||||
ragdoll_trigger_rubber_high_expected_collision = ("Ragdoll's Rubber High Trigger Collision Was As Expected", "Ragdoll's Rubber High Trigger Collision Was Not As Expected")
|
||||
ragdoll_trigger_rubber_low_found = ("Ragdoll's Rubber Low Trigger Found", "Ragdoll's Rubber Low Trigger NOT Found")
|
||||
ragdoll_trigger_rubber_low_expected_collision = ("Ragdoll's Rubber Low Trigger Collision Was As Expected", "Ragdoll's Rubber Low Trigger Collision Was Not As Expected")
|
||||
ragdoll_trigger_concrete_high_found = ("Ragdoll's Concrete High Trigger Found", "Ragdoll's Concrete High Trigger NOT Found")
|
||||
ragdoll_trigger_concrete_high_expected_collision = ("Ragdoll's Concrete High Trigger Collision Was As Expected", "Ragdoll's Concrete High Trigger Collision Was Not As Expected")
|
||||
ragdoll_trigger_concrete_low_found = ("Ragdoll's Concrete Low Trigger Found", "Ragdoll's Concrete Low Trigger NOT Found")
|
||||
ragdoll_trigger_concrete_low_expected_collision = ("Ragdoll's Concrete Low Trigger Collision Was As Expected", "Ragdoll's Concrete Low Trigger Collision Was Not As Expected")
|
||||
|
||||
@staticmethod
|
||||
# Accesses the Tests dictionary to retrieve test tuples
|
||||
def get_test(test_name):
|
||||
return Tests.__dict__[test_name.lower()]
|
||||
# fmt:on
|
||||
|
||||
|
||||
def Material_DefaultLibraryConsistentOnAllFeatures():
|
||||
"""
|
||||
Summary:
|
||||
This script tests the behavior of the default PhysXMaterial library. Two separate materials are applied to a variety
|
||||
of game entity types. The two materials have opposite restitution values (0.0 and 1.0). For each entity type and
|
||||
material another entity is made to "bounce" off it. The distance of the bounce is measured and validated via
|
||||
Triggers.
|
||||
|
||||
Level Description:
|
||||
Four tests are step up, each with 1 or 2 TestEntities. Each of these sub-tests have two ResultEntities (either
|
||||
spheres or boxes) each set to collide with either a rubber or concrete material. Each of these ResultEntities have
|
||||
two TriggerEntities associated with them (High and Low). These Triggers are set up so the bouncing ResultEntities
|
||||
should trigger the Low TriggerEntity, but not the High.
|
||||
The four TestEntities whose material properties are validated are:
|
||||
Terrain - Using the Terrain Texture Tools
|
||||
Platforms - Basic box entities with RigidBodies and Colliders
|
||||
Character Controllers - PhysXCharacterController entities
|
||||
Ragdolls - Entities with Actor, AnimGraph and PhysXRagdoll components
|
||||
|
||||
Expected Behavior:
|
||||
The four entity tests should run in series. Each test should have two spheres (or cubes) bounce off of their
|
||||
assigned test entity. Upon collision, Triggers should appear, and the spheres (or cubes) should only intersect
|
||||
with the lower trigger. When the spheres (or cubes) reach the highest point of their bounce they should disappear.
|
||||
At this time the Triggers should disappear and the next test should activate.
|
||||
|
||||
Test Steps:
|
||||
1) Load level and enter game mode
|
||||
2) Find entities and initialize test states
|
||||
For each test
|
||||
3) Activate ResultEntities
|
||||
4) Wait for expected collision(s)
|
||||
5) Activate Triggers
|
||||
6) Wait for ResultEntities to stop / test to conclude
|
||||
7) Deactivate Triggers
|
||||
4) Exit game mode / Close editor
|
||||
|
||||
Note:
|
||||
- This test file must be called from the Open 3D Engine Editor command terminal
|
||||
- Any passed and failed tests are written to the Editor.log file.
|
||||
Parsing the file or running a log_monitor are required to observe the test results.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
import os
|
||||
import sys
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.bus
|
||||
import azlmbr
|
||||
import azlmbr.math as azmath
|
||||
|
||||
# Constants
|
||||
TIME_OUT = 2.5
|
||||
INITIAL_VELOCITY = azmath.Vector3(0.0, 0.0, -10.0)
|
||||
|
||||
# Entity Base class to be inherited by specific Entity classes
|
||||
# Handles as much "general entity" logic as possible to reduce code copying
|
||||
# Should be considered "virtual" and should not be directly instantiated
|
||||
class EntityBase:
|
||||
|
||||
# Initializes the core features for an Entity and reports the critical result for being located successfully
|
||||
def __init__(self, name):
|
||||
# type: (str) -> None
|
||||
self.name = name
|
||||
self.active = True
|
||||
self.id = general.find_game_entity(self.name)
|
||||
# Report result
|
||||
found_test_tuple = Tests.get_test(self.name + "_Found")
|
||||
Report.critical_result(found_test_tuple, self.id.IsValid())
|
||||
|
||||
# Sets whether the Entity is activated or deactivated. Logs event
|
||||
def set_active(self, active):
|
||||
# type: (bool) -> None
|
||||
if active and not self.active:
|
||||
azlmbr.entity.GameEntityContextRequestBus(azlmbr.bus.Broadcast, "ActivateGameEntity", self.id)
|
||||
elif not active and self.active:
|
||||
azlmbr.entity.GameEntityContextRequestBus(azlmbr.bus.Broadcast, "DeactivateGameEntity", self.id)
|
||||
self.active = active
|
||||
|
||||
# String cast, returns Entity name
|
||||
def __str__(self):
|
||||
# type: () -> str
|
||||
return self.name
|
||||
|
||||
# They are the default objects to be "bounced" off of TestEntities.
|
||||
# ResultEntities collect data about how far they bounce and deactivate themselves when done
|
||||
class ResultEntity(EntityBase):
|
||||
|
||||
# Instantiates a ResultEntity: calls EntityBase.__init__
|
||||
def __init__(self, name):
|
||||
# type: (str) -> None
|
||||
EntityBase.__init__(self, name)
|
||||
self.collision_entity = None
|
||||
self.bounce_peak_pos = None
|
||||
self.result_tuple = Tests.get_test(self.name + "_Stopped")
|
||||
self.velocity = None
|
||||
self.current_pos = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldTranslation", self.id)
|
||||
self.initial_pos = self.current_pos
|
||||
# Double check that gravity is enabled
|
||||
if not azlmbr.physics.RigidBodyRequestBus(azlmbr.bus.Event, "IsGravityEnabled", self.id):
|
||||
azlmbr.physics.RigidBodyRequestBus(azlmbr.bus.Event, "SetGravityEnabled", self.id, True)
|
||||
self.set_active(False)
|
||||
|
||||
# Refreshes current velocity and checks if this Entity has stopped (or started "falling")
|
||||
# after expected collision, then deactivates itself
|
||||
def refresh(self):
|
||||
# type: () -> None
|
||||
if self.active:
|
||||
# 4) Wait for expected collision
|
||||
self.current_pos = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldTranslation", self.id)
|
||||
self.velocity = azlmbr.physics.RigidBodyRequestBus(azlmbr.bus.Event, "GetLinearVelocity", self.id)
|
||||
if self.collision_entity is not None:
|
||||
# After collision takes place, track the highest bounce position
|
||||
if self.velocity.z <= 0.0:
|
||||
self.bounce_peak_pos = self.current_pos
|
||||
self.set_active(False)
|
||||
|
||||
# Overload of EntityBase::set_active
|
||||
# When activated, sets the linear velocity to the calibrated LINEAR_VELOCITY
|
||||
def set_active(self, active):
|
||||
# type: (bool) -> None
|
||||
EntityBase.set_active(self, active)
|
||||
if active:
|
||||
self.velocity = INITIAL_VELOCITY
|
||||
azlmbr.physics.RigidBodyRequestBus(azlmbr.bus.Event, "SetLinearVelocity", self.id, self.velocity)
|
||||
|
||||
# Reports test result.
|
||||
# Successful if we collided with something and then came to a stop
|
||||
def report_result(self):
|
||||
# type: () -> None
|
||||
Report.result(self.result_tuple, self.collision_entity is not None and self.bounce_peak_pos is not None)
|
||||
|
||||
# Returns true if the entity is done with it's test
|
||||
def is_done(self):
|
||||
# type: () -> bool
|
||||
return self.bounce_peak_pos is not None
|
||||
|
||||
# TestEntities are the surfaces that have their physics material set.
|
||||
# When a ResultEntity collides with a TestEntity, relevant Triggers are Activated
|
||||
class TestEntity(EntityBase):
|
||||
|
||||
# Initializes a TestEntity: calls EntityBase.__init__
|
||||
def __init__(self, name, expected_entity, triggers):
|
||||
# type: (str, ResultEntity, [TriggerEntity,]) -> None
|
||||
EntityBase.__init__(self, name)
|
||||
self.expected_entity = expected_entity
|
||||
self.triggers = triggers
|
||||
self.result_tuple = Tests.get_test(self.name + "_Expected_Collisions")
|
||||
self.collision = False
|
||||
# Assign event handler
|
||||
self.handler = azlmbr.physics.CollisionNotificationBusHandler()
|
||||
self.handler.connect(self.id)
|
||||
self.handler.add_callback("OnCollisionBegin", self.on_collision_begin)
|
||||
|
||||
# Event handler for when a collision begins
|
||||
def on_collision_begin(self, args):
|
||||
# type: ([EntityId]) -> None
|
||||
if self.expected_entity.id.Equal(args[0]):
|
||||
if not self.collision:
|
||||
self.collision = True
|
||||
self.expected_entity.collision_entity = self # Assign myself as their collision_entity
|
||||
# 5) Activate triggers associated with the colliding Entity's test
|
||||
for trigger in self.triggers:
|
||||
trigger.set_active(True)
|
||||
|
||||
# Reports result:
|
||||
# Successful if expected collision occurred
|
||||
def report_result(self):
|
||||
# type: () -> None
|
||||
Report.result(self.result_tuple, self.collision)
|
||||
|
||||
# TriggerEntities are quantitative test metrics. They are used to either look for
|
||||
# expected collisions (Low Triggers) or to look for unexpected collisions (High Triggers)
|
||||
class TriggerEntity(EntityBase):
|
||||
|
||||
def __init__(self, name, expected_entity):
|
||||
# type: (str, ResultEntity or None) -> None
|
||||
EntityBase.__init__(self, name)
|
||||
self.expected_entity = expected_entity # Expected Entity to hit trigger (or None)
|
||||
self.result_entity = None # Actual Entity to hit trigger (or None)
|
||||
self.triggered = False
|
||||
self.handler = None
|
||||
self.result_tuple = Tests.get_test(self.name + "_Expected_Collision")
|
||||
self.set_active(False) # Triggers Deactivate after initialization and are activated by TestEntities
|
||||
|
||||
# Override for EntityBase::set_active(bool) -> None
|
||||
# Sets event handler and calls EntityBase.set_active(bool)
|
||||
def set_active(self, active):
|
||||
# type: (bool) -> None
|
||||
if not self.active and active:
|
||||
# Activating: register event handler
|
||||
self.handler = azlmbr.physics.TriggerNotificationBusHandler()
|
||||
self.handler.connect(self.id)
|
||||
self.handler.add_callback("OnTriggerEnter", self.on_trigger_enter)
|
||||
elif self.active and not active:
|
||||
# Deactivating: disconnect event handler and set to None
|
||||
if self.handler is not None:
|
||||
self.handler.disconnect()
|
||||
self.handler = None
|
||||
EntityBase.set_active(self, active)
|
||||
|
||||
# Event handler for when an entity enters trigger
|
||||
def on_trigger_enter(self, args):
|
||||
# type: ([EntityId]) -> None
|
||||
if not self.triggered:
|
||||
self.triggered = True
|
||||
self.result_entity = args[0]
|
||||
|
||||
# Reports result:
|
||||
# Successful if the expected_entity and the result_entity are the same
|
||||
# (Both None or both referencing the same Game Entity)
|
||||
def report_result(self):
|
||||
# type: () -> None
|
||||
if self.expected_entity is None:
|
||||
result = self.result_entity is None
|
||||
elif self.result_entity is None:
|
||||
result = False
|
||||
else:
|
||||
result = self.expected_entity.id.Equal(self.result_entity)
|
||||
Report.result(self.result_tuple, result)
|
||||
|
||||
# Tests manage all the Entities required for a specific Material Assignment Test.
|
||||
class Test:
|
||||
|
||||
# Initializes the test by setting up the required entities and lists for managing them.
|
||||
def __init__(self, base_str):
|
||||
# type: (str) -> None
|
||||
self.name = base_str
|
||||
|
||||
rubber_result = ResultEntity(base_str + "_Rubber_Result")
|
||||
concrete_result = ResultEntity(base_str + "_Concrete_Result")
|
||||
rubber_triggers = [
|
||||
# Trigger Entities associated with rubber Result Entity
|
||||
TriggerEntity(base_str + "_Trigger_Rubber_High", None),
|
||||
TriggerEntity(base_str + "_Trigger_Rubber_Low", rubber_result),
|
||||
]
|
||||
concrete_triggers = [
|
||||
# Trigger Entities associated with concrete Result Entity
|
||||
TriggerEntity(base_str + "_Trigger_Concrete_High", None),
|
||||
TriggerEntity(base_str + "_Trigger_Concrete_Low", concrete_result),
|
||||
]
|
||||
|
||||
# If base_str is "Terrain" both test entities should reference the same Terrain
|
||||
rubber_test_entity_name = base_str if base_str == "Terrain" else base_str + "_Rubber"
|
||||
concrete_test_entity_name = base_str if base_str == "Terrain" else base_str + "_Concrete"
|
||||
|
||||
# Test Entities
|
||||
rubber_test_entity = TestEntity(rubber_test_entity_name, rubber_result, rubber_triggers)
|
||||
concrete_test_entity = TestEntity(concrete_test_entity_name, concrete_result, concrete_triggers)
|
||||
|
||||
# Add entities to my lists
|
||||
self.results = [rubber_result, concrete_result]
|
||||
self.triggers = concrete_triggers + rubber_triggers
|
||||
self.test_objects = self.triggers + self.results + [rubber_test_entity, concrete_test_entity]
|
||||
|
||||
# Calls refresh on result entities.
|
||||
def refresh(self):
|
||||
# type: () -> None
|
||||
for result in self.results:
|
||||
result.refresh()
|
||||
|
||||
# Silently calls update, then returns True if all results are collected
|
||||
def is_done(self):
|
||||
# type: () -> bool
|
||||
self.refresh()
|
||||
if all(result.is_done() for result in self.results):
|
||||
# 7) Deactivate Triggers
|
||||
for trigger in self.triggers:
|
||||
trigger.set_active(False)
|
||||
return True
|
||||
return False
|
||||
|
||||
# Activates the result entity to start the test
|
||||
def start(self):
|
||||
# type: () -> None
|
||||
# 3 Activate ResultEntities
|
||||
for result in self.results:
|
||||
result.set_active(True)
|
||||
|
||||
# Reports results for all test objects
|
||||
def report_result(self):
|
||||
# type: () -> None
|
||||
for obj in self.test_objects:
|
||||
obj.report_result()
|
||||
|
||||
# *********** Execution Code ************
|
||||
|
||||
# 1) Open level and start game mode
|
||||
helper.init_idle()
|
||||
helper.open_level("Physics", "Material_DefaultLibraryConsistentOnAllFeatures")
|
||||
helper.enter_game_mode(Tests.enter_game_mode)
|
||||
|
||||
# Create and start Terrain Test
|
||||
tests = [
|
||||
# 2) Find entities and initialize test states
|
||||
Test("Terrain"),
|
||||
Test("Platform"),
|
||||
Test("Controller"),
|
||||
Test("Ragdoll")
|
||||
]
|
||||
|
||||
# 3) Run tests
|
||||
for test in tests:
|
||||
test.start()
|
||||
|
||||
# 6) Wait for ResultEntities to stop / test to conclude
|
||||
Report.result(Tests.no_time_out, helper.wait_for_condition(test.is_done, TIME_OUT))
|
||||
|
||||
test.report_result()
|
||||
|
||||
# 4) Exit game mode and close editor
|
||||
helper.exit_game_mode(Tests.exit_game_mode)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(Material_DefaultLibraryConsistentOnAllFeatures)
|
||||
+282
@@ -0,0 +1,282 @@
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
# Test case ID : C15096732
|
||||
# Test Case Title : Verify Default material library works across different levels
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests:
|
||||
# Game Mode 2
|
||||
enter_game_mode_2 = ("Entered game mode 2", "Failed to enter game mode 2")
|
||||
sphere_found_2 = ("Test 2: Sphere was found", "Test 2: Sphere was not found")
|
||||
terrain_found_2 = ("Test 2: Terrrain Entity found", "Test 2: Terrain Entity was not found")
|
||||
trigger_found_2 = ("Test 2: trigger found", "Test 2: trigger not found")
|
||||
sphere_initial_position_2 = ("Test 2: Sphere initial position valid", "Test 2: Sphere initial position not valid")
|
||||
sphere_initial_velocity_2 = ("Test 2: Sphere initial velocity valid", "Test 2: Sphere initial velocity not valid")
|
||||
sphere_collision_2 = ("Test 2: Sphere collided with Terrain", "Test 2: Sphere did not collide")
|
||||
exit_game_mode_2 = ("Exited game mode 2", "Couldn't exit game mode 2")
|
||||
# Game Mode 3
|
||||
enter_game_mode_3 = ("Entered game mode 3", "Failed to enter game mode 3")
|
||||
sphere_found_3 = ("Test 3: Sphere was found", "Test 3: Sphere was not found")
|
||||
terrain_found_3 = ("Test 3: Terrrain Entity found", "Test 3: Terrain Entity was not found")
|
||||
trigger_found_3 = ("Test 3: trigger found", "Test 3: trigger not found")
|
||||
sphere_initial_position_3 = ("Test 3: Sphere initial position valid", "Test 3: Sphere initial position not valid")
|
||||
sphere_initial_velocity_3 = ("Test 3: Sphere initial velocity valid", "Test 3: Sphere initial velocity not valid")
|
||||
sphere_collision_3 = ("Test 3: Sphere collided with Terrain", "Test 3: Sphere did not collide")
|
||||
exit_game_mode_3 = ("Exited game mode 3", "Couldn't exit game mode 3")
|
||||
|
||||
# Test Verification
|
||||
levels_start_equal = ("Both levels are the same", "Both levels are not the same")
|
||||
material_library_switch = ("Library switch updated the sphere", "Library switch didn't update sphere")
|
||||
levels_stay_equal = ("Both levels are still the same", "Both levels are not the same post_change")
|
||||
# fmt: on
|
||||
|
||||
|
||||
def Material_DefaultLibraryUpdatedAcrossLevels_after():
|
||||
"""
|
||||
Summary: Verify Default material library works across different levels, this is the second stage to the test.
|
||||
The reload was required for the editor to pick up changes in default material library in the
|
||||
default.physxconfiguration file. After the tests are run this script will load the data from the previous
|
||||
script and compare it to the two new tests to see if changing the default material library progpogated
|
||||
correctly. C15096732_Material_DefaultLibraryUpdatedAcrossLevels_b.physmaterial is the default material
|
||||
file for these two tests.
|
||||
|
||||
Level Description: There are two levels indexed 1 and 2 each are completely identical to the other.
|
||||
sphere - Placed between trigger and terrain with velocity in the negative z direction; has physx rigid body,
|
||||
physx collider with sphere shape and useful_material_0 assigned (before change in default material library)
|
||||
and sphere shape
|
||||
trigger - A trigger sitting above the sphere and terrain; has physx rigid body, physx collider with box
|
||||
shape, and box shape
|
||||
terrain - Terrain placeholder with transform inline with default terrain height; has physx terrain
|
||||
component with default characteristics
|
||||
|
||||
physxconfiguration files: The change in default material library is achieved by launching the editor twice and
|
||||
overriding the default.physxconfiguration file with files that are nearly identical other than having
|
||||
different default material libraries
|
||||
|
||||
Materials: no_bounce_0 and no_bounce_1 are set so that they do not bounce from the terrain. global
|
||||
Default and bounce_0 and bounce_1 are set so that a bounce does occur. During the test the sphere first has
|
||||
a no_bounce material applied after the change in default material library to one with the bounce material the
|
||||
sphere has the global Default material applied. The bounce materials exist to avoid any current or future
|
||||
issues with an empty material library.
|
||||
|
||||
Test run explanation:
|
||||
Test 0: Collect baseline for default material library in the first level
|
||||
Test 1: Collect baseline for default material library in the second level
|
||||
Test 2: Collect resulting data for changed material library in the first level
|
||||
Test 3: Collect resulting data for changed material library in the second level
|
||||
|
||||
Expected Behavior: For the two test run by this script the ball will bounce from the terrain and hit the trigger
|
||||
as the material for spheres is now the global Default material.
|
||||
|
||||
Iterated Game Mode steps:
|
||||
1) Open the correct level is open
|
||||
2) Enter Game Mode
|
||||
3) Create and Verify Entities
|
||||
4) Wait for Sphere collision with Terrain Entity
|
||||
5) Allow time to hit trigger
|
||||
6) Log Final Values
|
||||
7) Exit Game Mode
|
||||
|
||||
Test Steps:
|
||||
1) Create Test Objects
|
||||
2) Run Game Mode steps once for each test
|
||||
3) Read results from local tmp file
|
||||
4) Validate test wide results
|
||||
5) Close Editor
|
||||
|
||||
Note:
|
||||
- This test file must be called from the Open 3D Engine Editor command terminal
|
||||
- Any passed and failed tests are written to the Editor.log file.
|
||||
Parsing the file or running a log_monitor are required to observe the test results.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
import os
|
||||
import sys
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.bus
|
||||
import azlmbr.math as math
|
||||
|
||||
# Constants
|
||||
FLOAT_THRESHOLD = 0.0001
|
||||
TIMEOUT = 2.0
|
||||
INITIAL_VELOCITY = math.Vector3(0.0, 0.0, -10.0)
|
||||
|
||||
# Helper Functions
|
||||
class Entity:
|
||||
def __init__(self, name, index):
|
||||
self.id = general.find_game_entity(name)
|
||||
self.name = name
|
||||
self.index = index
|
||||
# ID validation
|
||||
self.found = Tests.__dict__["{}_found_{}".format(self.name, index)]
|
||||
Report.critical_result(self.found, self.id.IsValid())
|
||||
|
||||
@property
|
||||
def position(self):
|
||||
return azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldTranslation", self.id)
|
||||
|
||||
@property
|
||||
def velocity(self):
|
||||
return azlmbr.physics.RigidBodyRequestBus(azlmbr.bus.Event, "GetLinearVelocity", self.id)
|
||||
|
||||
class Material_Test:
|
||||
def __init__(self, test_index, level):
|
||||
self.test_index = test_index
|
||||
self.level = level
|
||||
self.entity_list = None
|
||||
# Setting Flags
|
||||
self.terrain_collision = False
|
||||
self.trigger_triggered = False
|
||||
|
||||
def set_handlers(self):
|
||||
trigger = self.entity_list[2]
|
||||
# Set handler for collision
|
||||
self.handler_0 = azlmbr.physics.CollisionNotificationBusHandler()
|
||||
self.handler_0.connect(self.entity_list[0].id)
|
||||
self.handler_0.add_callback("OnCollisionBegin", self.on_collision_begin)
|
||||
# Set handler for trigger
|
||||
self.handler = azlmbr.physics.TriggerNotificationBusHandler()
|
||||
self.handler.connect(trigger.id)
|
||||
self.handler.add_callback("OnTriggerEnter", self.on_trigger_enter)
|
||||
|
||||
def on_collision_begin(self, args):
|
||||
if args[0].equal(self.entity_list[1].id):
|
||||
self.terrain_collision = True
|
||||
|
||||
def on_trigger_enter(self, args):
|
||||
if args[0].equal(self.entity_list[0].id):
|
||||
self.trigger_triggered = True
|
||||
|
||||
def check_sphere_initial_position(self, position_valid):
|
||||
initial_position = Tests.__dict__["sphere_initial_position_{}".format(self.test_index)]
|
||||
Report.critical_result(initial_position, position_valid)
|
||||
|
||||
def check_sphere_initial_velocity(self):
|
||||
initial_velocity_string = Tests.__dict__["sphere_initial_velocity_{}".format(self.test_index)]
|
||||
Report.critical_result(initial_velocity_string, self.entity_list[0].velocity.IsClose(INITIAL_VELOCITY, 0.1))
|
||||
|
||||
def check_sphere_collision(self):
|
||||
collision = Tests.__dict__["sphere_collision_{}".format(self.test_index)]
|
||||
Report.result(collision, self.terrain_collision)
|
||||
|
||||
def default_material_library_changed_as_expected(velocity_list, hit_trigger_list):
|
||||
hit_trigger_change = not hit_trigger_list[1] and hit_trigger_list[2]
|
||||
velocity_change_valid = (
|
||||
abs(velocity_list[1].x - velocity_list[2].x) < FLOAT_THRESHOLD
|
||||
and abs(velocity_list[1].y - velocity_list[2].y) < FLOAT_THRESHOLD
|
||||
and velocity_list[1].z <= velocity_list[2].z
|
||||
)
|
||||
|
||||
return velocity_change_valid and hit_trigger_change
|
||||
|
||||
def compare_level_baseline(velocity_list, hit_trigger_list):
|
||||
velocities_valid = (
|
||||
abs(velocity_list[0].z - velocity_list[1].z) < FLOAT_THRESHOLD
|
||||
and abs(velocity_list[0].y - velocity_list[1].y) < FLOAT_THRESHOLD
|
||||
and abs(velocity_list[0].x - velocity_list[1].x) < FLOAT_THRESHOLD
|
||||
)
|
||||
hit_trigger_correct = hit_trigger_list[0] == hit_trigger_list[1]
|
||||
|
||||
return velocities_valid and hit_trigger_correct
|
||||
|
||||
def levels_coinsistent_after_modification(velocity_list, hit_trigger_list):
|
||||
velocities_valid = (
|
||||
abs(velocity_list[2].z - velocity_list[3].z) < 0.01
|
||||
and abs(velocity_list[2].y - velocity_list[3].y) < FLOAT_THRESHOLD
|
||||
and abs(velocity_list[2].x - velocity_list[3].x) < FLOAT_THRESHOLD
|
||||
)
|
||||
hit_trigger_correct = hit_trigger_list[2] == hit_trigger_list[3]
|
||||
|
||||
return velocities_valid and hit_trigger_correct
|
||||
|
||||
def get_data_from_previous_tests():
|
||||
from ast import literal_eval
|
||||
|
||||
try:
|
||||
with open(
|
||||
os.path.join(
|
||||
os.getcwd(), "AutomatedTesting", "Levels", "Physics", "Material_DefaultLibraryUpdatedAcrossLevels", "_last_run_before_change_data.txt"
|
||||
)) as data_file:
|
||||
lines = data_file.readlines()
|
||||
for i, line in enumerate(lines):
|
||||
if i < 2:
|
||||
line = literal_eval(line)
|
||||
lines[i] = math.Vector3(float(line[0]), float(line[1]), float(line[2]))
|
||||
else:
|
||||
lines[i] = line == "True"
|
||||
except Exception as e:
|
||||
Report.info(e)
|
||||
helper.fail_fast("Could not save data of first two tests.")
|
||||
return lines[:2], lines[2:4]
|
||||
|
||||
helper.init_idle()
|
||||
# 1) Create Test Objects
|
||||
test_2 = Material_Test(test_index=2, level=0)
|
||||
test_3 = Material_Test(test_index=3, level=1)
|
||||
test_list = [test_2, test_3]
|
||||
|
||||
# 2) Run Game Mode steps once for each test
|
||||
for test in test_list:
|
||||
# 1) Open the correct level is open
|
||||
helper.open_level(
|
||||
"physics",
|
||||
f"Material_DefaultLibraryUpdatedAcrossLevels\\{test.level}"
|
||||
)
|
||||
|
||||
# 2) Enter Game Mode
|
||||
helper.enter_game_mode(Tests.__dict__["enter_game_mode_{}".format(test.test_index)])
|
||||
|
||||
# 3) Create and Verify Entities
|
||||
sphere = Entity("sphere", test.test_index)
|
||||
terrain = Entity("terrain", test.test_index)
|
||||
trigger = Entity("trigger", test.test_index)
|
||||
test.entity_list = [sphere, terrain, trigger]
|
||||
|
||||
position_valid = terrain.position.z < sphere.position.z < trigger.position.z
|
||||
test.check_sphere_initial_position(position_valid)
|
||||
test.check_sphere_initial_velocity()
|
||||
|
||||
# 4) Wait for Sphere collision with Terrain Entity
|
||||
test.set_handlers()
|
||||
helper.wait_for_condition(lambda: test.terrain_collision, TIMEOUT)
|
||||
test.check_sphere_collision()
|
||||
|
||||
# 5) Allow time for Sphere to hit trigger
|
||||
helper.wait_for_condition(lambda: test.trigger_triggered, TIMEOUT)
|
||||
|
||||
# 6) Log Final Values
|
||||
test.final_velocity = sphere.velocity
|
||||
|
||||
# 7) Exit Game Mode
|
||||
helper.exit_game_mode(Tests.__dict__["exit_game_mode_{}".format(test.test_index)])
|
||||
|
||||
# 3) Verify that logged attributes show both levels are the same before and after the change in default material library
|
||||
# and show that there was a change before and after the change in default material library
|
||||
sphere_final_velocities_0, hit_trigger_list_0 = get_data_from_previous_tests()
|
||||
|
||||
sphere_final_velocities = sphere_final_velocities_0 + [test.final_velocity for test in test_list]
|
||||
hit_trigger_list = hit_trigger_list_0 + [test.trigger_triggered for test in test_list]
|
||||
Report.result(Tests.levels_start_equal, compare_level_baseline(sphere_final_velocities, hit_trigger_list))
|
||||
Report.result(
|
||||
Tests.material_library_switch,
|
||||
default_material_library_changed_as_expected(sphere_final_velocities, hit_trigger_list),
|
||||
)
|
||||
Report.result(
|
||||
Tests.levels_stay_equal, levels_coinsistent_after_modification(sphere_final_velocities, hit_trigger_list)
|
||||
)
|
||||
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(Material_DefaultLibraryUpdatedAcrossLevels_after)
|
||||
+234
@@ -0,0 +1,234 @@
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
# Test case ID : C15096732
|
||||
# Test Case Title : Verify Default material library works across different levels
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests:
|
||||
# Game Mode 0
|
||||
enter_game_mode_0 = ("Entered game mode 0", "Failed to enter game mode 0")
|
||||
sphere_found_0 = ("Test 0: Sphere was found", "Test 0: Sphere was not found")
|
||||
terrain_found_0 = ("Test 0: Terrrain Entity found", "Test 0: Terrain Entity was not found")
|
||||
trigger_found_0 = ("Test 0: trigger found", "Test 0: trigger not found")
|
||||
sphere_initial_position_0 = ("Test 0: Sphere initial position valid", "Test 0: Sphere initial position not valid")
|
||||
sphere_initial_velocity_0 = ("Test 0: Sphere initial velocity valid", "Test 0: Sphere initial velocity not valid")
|
||||
sphere_collision_0 = ("Test 0: Sphere collided with Terrain", "Test 0: Sphere did not collide")
|
||||
exit_game_mode_0 = ("Exited game mode 0", "Couldn't exit game mode 0")
|
||||
# Game Mode 1
|
||||
enter_game_mode_1 = ("Entered game mode 1", "Failed to enter game mode 1")
|
||||
sphere_found_1 = ("Test 1: Sphere was found", "Test 1: Sphere was not found")
|
||||
terrain_found_1 = ("Test 1: Terrrain Entity found", "Test 1: Terrain Entity was not found")
|
||||
trigger_found_1 = ("Test 1: trigger found", "Test 1: trigger not found")
|
||||
sphere_initial_position_1 = ("Test 1: Sphere initial position valid", "Test 1: Sphere initial position not valid")
|
||||
sphere_initial_velocity_1 = ("Test 1: Sphere initial velocity valid", "Test 1: Sphere initial velocity not valid")
|
||||
sphere_collision_1 = ("Test 1: Sphere collided with Terrain", "Test 1: Sphere did not collide")
|
||||
exit_game_mode_1 = ("Exited game mode 1", "Couldn't exit game mode 1")
|
||||
|
||||
# fmt: on
|
||||
|
||||
|
||||
def Material_DefaultLibraryUpdatedAcrossLevels_before():
|
||||
"""
|
||||
Summary: Verify Default material library works across different levels, this is the first stage to the test.
|
||||
After the tests are run this script will save data into a text file and the editor closed.
|
||||
C15096732_Material_DefaultLibraryUpdatedAcrossLevels_a.physmaterial is the default material file for
|
||||
these two tests.
|
||||
|
||||
Level Description: There are two levels indexed 1 and 2 each are completely identical to the other.
|
||||
sphere - Placed between trigger and terrain with velocity in the negative z direction; has physx rigid body,
|
||||
physx collider with sphere shape and useful_material_0 assigned (before change in default material library)
|
||||
and sphere shape
|
||||
trigger - A trigger sitting above the sphere and terrain; has physx rigid body, physx collider with box
|
||||
shape, and box shape
|
||||
terrain - Terrain placeholder with transform inline with default terrain height; has physx terrain
|
||||
component with default characteristics
|
||||
|
||||
physxconfiguration files: The change in default material library is achieved by launching the editor twice and
|
||||
overriding the default.physxconfiguration file with files that are nearly identical other than having
|
||||
different default material libraries
|
||||
|
||||
Materials: no_bounce_0 and no_bounce_1 are set so that they do not bounce from the terrain. global
|
||||
Default and bounce_0 and bounce_1 are set so that a bounce does occur. During the test the sphere first has
|
||||
a no_bounce material applied after the change in default material library to one with the bounce material the
|
||||
sphere has the global Default material applied. The bounce materials exist to avoid any current or future
|
||||
issues with an empty material library.
|
||||
|
||||
Test run explanation:
|
||||
Test 0: Collect baseline for default material library in the first level
|
||||
Test 1: Collect baseline for default material library in the second level
|
||||
Test 2: Collect resulting data for changed material library in the first level
|
||||
Test 3: Collect resulting data for changed material library in the second level
|
||||
|
||||
Expected Behavior: For the two test run by this script the ball will not bounce from the terrain and will
|
||||
not hit the trigger
|
||||
|
||||
Iterated Game Mode steps:
|
||||
1) Open the correct level is open
|
||||
2) Enter Game Mode
|
||||
3) Create and Verify Entities
|
||||
4) Wait for Sphere collision with Terrain Entity
|
||||
5) Allow time to hit trigger
|
||||
6) Log Final Values
|
||||
7) Exit Game Mode
|
||||
|
||||
Test Steps:
|
||||
1) Create Test Objects
|
||||
2) Run Game Mode steps once for each test
|
||||
3) Log results of two steps to a local tmp file
|
||||
4) Close Editor
|
||||
|
||||
Note:
|
||||
- This test file must be called from the Open 3D Engine Editor command terminal
|
||||
- Any passed and failed tests are written to the Editor.log file.
|
||||
Parsing the file or running a log_monitor are required to observe the test results.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
import os
|
||||
import sys
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.bus
|
||||
import azlmbr.math as math
|
||||
|
||||
# Constants
|
||||
TIMEOUT = 2.0
|
||||
INITIAL_VELOCITY = math.Vector3(0.0, 0.0, -10.0)
|
||||
INITIAL_VELOCITY_THRESHOLD = 0.1
|
||||
|
||||
# Helper Functions
|
||||
class Entity:
|
||||
def __init__(self, name, index):
|
||||
self.id = general.find_game_entity(name)
|
||||
self.name = name
|
||||
self.index = index
|
||||
# ID validation
|
||||
self.found = Tests.__dict__["{}_found_{}".format(self.name, index)]
|
||||
Report.critical_result(self.found, self.id.IsValid())
|
||||
|
||||
@property
|
||||
def position(self):
|
||||
return azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldTranslation", self.id)
|
||||
|
||||
@property
|
||||
def velocity(self):
|
||||
return azlmbr.physics.RigidBodyRequestBus(azlmbr.bus.Event, "GetLinearVelocity", self.id)
|
||||
|
||||
class Material_Test:
|
||||
def __init__(self, test_index, level):
|
||||
self.test_index = test_index
|
||||
self.level = level
|
||||
self.entity_list = None
|
||||
# Setting Flags
|
||||
self.terrain_collision = False
|
||||
self.trigger_triggered = False
|
||||
|
||||
def set_handlers(self):
|
||||
trigger = self.entity_list[2]
|
||||
# Set handler for collision
|
||||
self.handler_0 = azlmbr.physics.CollisionNotificationBusHandler()
|
||||
self.handler_0.connect(self.entity_list[0].id)
|
||||
self.handler_0.add_callback("OnCollisionBegin", self.on_collision_begin)
|
||||
# Set handler for trigger
|
||||
self.handler = azlmbr.physics.TriggerNotificationBusHandler()
|
||||
self.handler.connect(trigger.id)
|
||||
self.handler.add_callback("OnTriggerEnter", self.on_trigger_enter)
|
||||
|
||||
def on_collision_begin(self, args):
|
||||
if args[0].equal(self.entity_list[1].id):
|
||||
self.terrain_collision = True
|
||||
|
||||
def on_trigger_enter(self, args):
|
||||
if args[0].Equal(self.entity_list[0].id):
|
||||
self.trigger_triggered = True
|
||||
|
||||
def check_sphere_initial_position(self, position_valid):
|
||||
initial_position = Tests.__dict__["sphere_initial_position_{}".format(self.test_index)]
|
||||
Report.critical_result(initial_position, position_valid)
|
||||
|
||||
def check_sphere_initial_velocity(self):
|
||||
initial_velocity_string = Tests.__dict__["sphere_initial_velocity_{}".format(self.test_index)]
|
||||
Report.critical_result(
|
||||
initial_velocity_string,
|
||||
self.entity_list[0].velocity.IsClose(INITIAL_VELOCITY, INITIAL_VELOCITY_THRESHOLD),
|
||||
)
|
||||
|
||||
def check_sphere_collision(self):
|
||||
collision = Tests.__dict__["sphere_collision_{}".format(self.test_index)]
|
||||
Report.result(collision, self.terrain_collision)
|
||||
|
||||
def save_test_data(data):
|
||||
try:
|
||||
with open(
|
||||
os.path.join(
|
||||
os.getcwd(), "AutomatedTesting", "Levels", "Physics", "Material_DefaultLibraryUpdatedAcrossLevels", "_last_run_before_change_data.txt"
|
||||
),"w") as data_file:
|
||||
for data_point in data:
|
||||
data_file.write(str(data_point))
|
||||
data_file.write("\n")
|
||||
except Exception as e:
|
||||
Report.info(e)
|
||||
helper.fail_fast("Could not save data of first two tests.")
|
||||
|
||||
helper.init_idle()
|
||||
# 1) Create Test Objects
|
||||
test_0 = Material_Test(test_index=0, level=0)
|
||||
test_1 = Material_Test(test_index=1, level=1)
|
||||
test_list = [test_0, test_1]
|
||||
|
||||
# 2) Run Game Mode steps once for each test
|
||||
for test in test_list:
|
||||
# 1) Open the correct level is open
|
||||
helper.open_level(
|
||||
"Physics",
|
||||
f"Material_DefaultLibraryUpdatedAcrossLevels\\{test.level}"
|
||||
)
|
||||
|
||||
# 2) Enter Game Mode
|
||||
helper.enter_game_mode(Tests.__dict__["enter_game_mode_{}".format(test.test_index)])
|
||||
|
||||
# 3) Create and Verify Entities
|
||||
sphere = Entity("sphere", test.test_index)
|
||||
terrain = Entity("terrain", test.test_index)
|
||||
trigger = Entity("trigger", test.test_index)
|
||||
test.entity_list = [sphere, terrain, trigger]
|
||||
|
||||
position_valid = terrain.position.z < sphere.position.z < trigger.position.z
|
||||
test.check_sphere_initial_position(position_valid)
|
||||
test.check_sphere_initial_velocity()
|
||||
|
||||
# 4) Wait for Sphere collision with Terrain Entity
|
||||
test.set_handlers()
|
||||
helper.wait_for_condition(lambda: test.terrain_collision, TIMEOUT)
|
||||
test.check_sphere_collision()
|
||||
|
||||
# 5) Allow time for Sphere to hit trigger
|
||||
helper.wait_for_condition(lambda: test.trigger_triggered, TIMEOUT)
|
||||
|
||||
# 6) Log Final Values
|
||||
test.final_velocity = sphere.velocity
|
||||
|
||||
# 7) Exit Game Mode
|
||||
helper.exit_game_mode(Tests.__dict__["exit_game_mode_{}".format(test.test_index)])
|
||||
|
||||
# 3) Log results of two steps to a local tmp file
|
||||
sphere_final_velocities = [
|
||||
[test.final_velocity.x, test.final_velocity.y, test.final_velocity.z] for test in test_list
|
||||
]
|
||||
hit_trigger_list = [test.trigger_triggered for test in test_list]
|
||||
|
||||
save_test_data(sphere_final_velocities + hit_trigger_list)
|
||||
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(Material_DefaultLibraryUpdatedAcrossLevels_before)
|
||||
+295
@@ -0,0 +1,295 @@
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
|
||||
# Test case ID : C15096737
|
||||
# Test Case Title : Verify that a change in the default material library material information
|
||||
# affects all the materials that reference it, even non-defaulted
|
||||
# exactly like if the library was selected
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests:
|
||||
# level
|
||||
enter_game_mode_0 = ("Entered game mode 0", "Failed to enter game mode 0")
|
||||
exit_game_mode_0 = ("Exited game mode 0", "Couldn't exit game mode 0")
|
||||
enter_game_mode_1 = ("Entered game mode 1", "Failed to enter game mode 1")
|
||||
exit_game_mode_1 = ("Exited game mode 1", "Couldn't exit game mode 1")
|
||||
|
||||
# targets
|
||||
terrain_found = ("Terrain found in each test", "TERRAIN NOT FOUND in a test")
|
||||
target_character_rubber_found = ("target_character_rubber found in each test", "target_character_rubber NOT FOUND in a test")
|
||||
target_character_concrete_found = ("target_character_concrete found in each test", "target_character_concrete NOT FOUND in a test")
|
||||
|
||||
# collider activity
|
||||
rubber_sphere_found = ("rubber_sphere found in each test", "rubber_sphere NOT FOUND in a test in a test")
|
||||
rubber_sphere_trigger_found = ("rubber_sphere_trigger found in each test", "rubber_sphere_trigger NOT FOUND in a test")
|
||||
rubber_sphere_collided = ("rubber_sphere collided in each test", "rubber_sphere DIDN'T COLLIDE in a test")
|
||||
|
||||
concrete_sphere_found = ("concrete_sphere found in each test", "concrete_sphere NOT FOUND in a test")
|
||||
concrete_sphere_trigger_found = ("concrete_sphere_trigger found in each test", "concrete_sphere_trigger NOT FOUND in a test")
|
||||
concrete_sphere_collided = ("concrete_sphere collided in each test", "concrete_sphere DIDN'T COLLIDE in a test")
|
||||
|
||||
character_rubber_found = ("character_rubber found in each test", "character_rubber NOT FOUND in a test")
|
||||
character_rubber_trigger_found = ("character_rubber_trigger found in each test", "character_rubber_trigger NOT FOUND in a test")
|
||||
character_rubber_collided = ("character_rubber collided in each test", "character_rubber DIDN'T COLLIDE in a test")
|
||||
|
||||
character_concrete_found = ("character_concrete found in each test", "character_concrete NOT FOUND in a test")
|
||||
character_concrete_trigger_found = ("character_concrete_trigger found in each test", "character_concrete_trigger NOT FOUND in a test")
|
||||
character_concrete_collided = ("character_concrete collided in each test", "character_concrete DIDN'T COLLIDE in a test")
|
||||
|
||||
terrain_rubber_found = ("terrain_rubber found in each test", "terrain_rubber NOT FOUND in a test")
|
||||
terrain_rubber_trigger_found = ("terrain_rubber_trigger found in each test", "terrain_rubber_trigger NOT FOUND in a test")
|
||||
terrain_rubber_collided = ("terrain_rubber collided in each test", "terrain_rubber DIDN'T COLLIDE in a test")
|
||||
|
||||
terrain_concrete_found = ("terrain_concrete found in each test", "terrain_concrete NOT FOUND in a test")
|
||||
terrain_concrete_trigger_found = ("terrain_concrete_trigger found in each test", "terrain_concrete_trigger NOT FOUND in a test")
|
||||
terrain_concrete_collided = ("terrain_concrete collided in each test", "terrain_concrete DIDN'T COLLIDE in a test")
|
||||
|
||||
ragdoll_rubber_found = ("ragdoll_rubber found in each test", "ragdoll_rubber NOT FOUND in a test")
|
||||
ragdoll_rubber_trigger_found = ("ragdoll_rubber_trigger found in each test", "ragdoll_rubber_trigger NOT FOUND in a test")
|
||||
ragdoll_rubber_collided = ("ragdoll_rubber collided in each test", "ragdoll_rubber DIDN'T COLLIDE in a test")
|
||||
|
||||
ragdoll_concrete_found = ("ragdoll_concrete found in each test", "ragdoll_concrete NOT FOUND in a test")
|
||||
ragdoll_concrete_trigger_found = ("ragdoll_concrete_trigger found in each test", "ragdoll_concrete_trigger NOT FOUND in a test")
|
||||
ragdoll_concrete_collided = ("ragdoll_concrete collided in each test", "ragdoll_concrete DIDN'T COLLIDE in a test")
|
||||
|
||||
# Verification
|
||||
material_library_updated = ("Default material library updated", "Default material library not updated")
|
||||
rubber_material_changed = ("Rubber material changed correctly", "Rubber didn't react correctly")
|
||||
concrete_material_changed = ("Concrete material changed correctly", "Concrete didn't react correctly")
|
||||
# fmt: on
|
||||
|
||||
def Material_DefaultMaterialLibraryChangesWork():
|
||||
"""
|
||||
Summary: Runs an automated test to verify that material selected in the default material library is applied to PhysX
|
||||
colliders, character controller, terrain texture layers and ragdolls and that material can respond to change.
|
||||
|
||||
PhysX Config Description:
|
||||
A PhysX material library called all_ones is set as the default material library in PhysX Config File.
|
||||
The library has two materials surfaces: rubber with Restitution = 1.0, Restitution Combine = Maximum
|
||||
and concrete with Restitution = 0.0, Restitution combine = Multiply.
|
||||
The custom config file is loaded before editor is launched.
|
||||
|
||||
Level Description:
|
||||
Consists of 4 sets of entities.
|
||||
Each entity has either rubber or concrete material assigned to it. Each entity has a corresponding trigger placed
|
||||
between the entity and its collision target entity (terrain or character controller).
|
||||
The entities, their triggers and their target are colored blue if they have rubber material, or red for concrete.
|
||||
|
||||
Expected Behavior:
|
||||
The entities start their movement once the level is loaded. They should touch their corresponding triggers first,
|
||||
then collide with their target entity. The ones with rubber material are supposed to bounce back and touch the
|
||||
triggers. The ones with concrete material are supposed to stick to the target and stop moving, therefore not
|
||||
touching the triggers anymore. After the edits to material library the affect will be swapped.
|
||||
|
||||
Main Script Steps:
|
||||
1) Loads the level
|
||||
2) Setup targets and colliders
|
||||
3) Run Test 0
|
||||
4) Edit Material Library
|
||||
5) Run Test 1
|
||||
6) Validate Results
|
||||
7) Close editor
|
||||
|
||||
Test Steps:
|
||||
1) Enter Game Mode
|
||||
2) Validate target Id's
|
||||
3) Validate all Colliders and setup targets
|
||||
4) Wait for Collision, Report Results
|
||||
5) Allow Time to Hit trigger
|
||||
6) Exit Game Mode
|
||||
"""
|
||||
|
||||
import os
|
||||
import sys
|
||||
|
||||
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.bus
|
||||
from Physmaterial_Editor import Physmaterial_Editor
|
||||
|
||||
# Constants
|
||||
TIME_OUT = 2.0
|
||||
PROPAGATION_FRAMES = 180
|
||||
|
||||
def get_test(entity_name, suffix):
|
||||
return Tests.__dict__[entity_name + suffix]
|
||||
|
||||
# Base class for triggers, targets and colliders
|
||||
class Entity(object):
|
||||
# Global Holding Variable for test index
|
||||
current_test = None
|
||||
|
||||
def __init__(self, name):
|
||||
self.name = name
|
||||
self.found_in_before_test = False
|
||||
|
||||
# Validates entity ids reports if the ids are valid for both test cases
|
||||
# Fast fails if any id is invalid
|
||||
def validate_id(self):
|
||||
self.id = general.find_game_entity(self.name)
|
||||
if Entity.current_test == 0 and self.id.IsValid():
|
||||
self.found_in_before_test = True
|
||||
elif Entity.current_test == 1:
|
||||
Report.critical_result(get_test(self.name, "_found"), self.id.IsValid() and self.found_in_before_test)
|
||||
else:
|
||||
helper.fail_fast("{} was not found in test {}".format(self.name, Entity.current_test))
|
||||
|
||||
@property
|
||||
def position(self):
|
||||
return azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldTranslation", self.id)
|
||||
|
||||
@property
|
||||
def velocity(self):
|
||||
return azlmbr.physics.RigidBodyRequestBus(azlmbr.bus.Event, "GetLinearVelocity", self.id)
|
||||
|
||||
class Collider(Entity):
|
||||
def __init__(self, name, target):
|
||||
Entity.__init__(self, name)
|
||||
self.target = target
|
||||
# Data holding variables
|
||||
self.collided_with_target_0 = False
|
||||
self.collided_with_target_1 = False
|
||||
self.hit_trigger_0 = False
|
||||
self.hit_trigger_1 = False
|
||||
|
||||
# Initialized target collisions
|
||||
def setup_target(self):
|
||||
self.target.validate_id
|
||||
# Watch target for collision with collider
|
||||
self.collision_handler = azlmbr.physics.CollisionNotificationBusHandler()
|
||||
self.collision_handler.connect(self.id)
|
||||
self.collision_handler.add_callback("OnCollisionBegin", self.detect_collision_target)
|
||||
|
||||
def activate_trigger(self):
|
||||
azlmbr.entity.GameEntityContextRequestBus(azlmbr.bus.Broadcast, "ActivateGameEntity", self.trigger.id)
|
||||
Report.info("{} activated".format(self.trigger.name))
|
||||
|
||||
# Sets up trigger and activates it post-collision with target
|
||||
def setup_trigger(self):
|
||||
if Entity.current_test == 0:
|
||||
self.trigger = Entity(self.name + "_trigger")
|
||||
self.trigger.validate_id()
|
||||
self.activate_trigger()
|
||||
# Watch for collider entrance
|
||||
self.trigger.handler = azlmbr.physics.TriggerNotificationBusHandler()
|
||||
self.trigger.handler.connect(self.trigger.id)
|
||||
self.trigger.handler.add_callback("OnTriggerEnter", self.on_trigger_enter)
|
||||
|
||||
def on_trigger_enter(self, args):
|
||||
if self.id.equal(args[0]) and not getattr(self, "hit_trigger_{}".format(Entity.current_test)):
|
||||
Report.info("{} entered {} in test {}".format(self.name, self.trigger.name, Entity.current_test))
|
||||
setattr(self, "hit_trigger_{}".format(Entity.current_test), True)
|
||||
|
||||
def detect_collision_target(self, args):
|
||||
print("Collision_going_on")
|
||||
if self.target.id.equal(args[0]) and not getattr(self, "collided_with_target_{}".format(Entity.current_test)):
|
||||
Report.info("{} collided with {}".format(self.name, self.target.name))
|
||||
setattr(self, "collided_with_target_{}".format(Entity.current_test), True)
|
||||
self.setup_trigger()
|
||||
|
||||
def edit_material_library():
|
||||
# Flips the Restitution values of rubber and concrete
|
||||
material_library = Physmaterial_Editor("all_ones_1.physmaterial")
|
||||
rubber_restitution = material_library.modify_material("rubber", "Restitution", 0)
|
||||
rubber_restitution_combine = material_library.modify_material("rubber", "RestitutionCombine", "Multiply")
|
||||
concrete_restitution = material_library.modify_material("concrete", "Restitution", 1)
|
||||
concrete_restitution_combine = material_library.modify_material("concrete", "RestitutionCombine", "Average")
|
||||
|
||||
material_library.save_changes()
|
||||
return rubber_restitution and rubber_restitution_combine and concrete_restitution and concrete_restitution_combine
|
||||
|
||||
def check_rubber_material_updated(rubber_colliders):
|
||||
# Checks that all rubber colliders hit the trigger on test 0 and not on test 1
|
||||
before_test_passed = all([collider.hit_trigger_0 for collider in rubber_colliders])
|
||||
after_test_passed = all([not collider.hit_trigger_1 for collider in rubber_colliders])
|
||||
|
||||
return before_test_passed and after_test_passed
|
||||
|
||||
def check_concrete_material_updated(concrete_colliders):
|
||||
# Checks that all concrete colliders didn't hit the trigger on test 0 and did on test 1
|
||||
before_test_passed = all([not collider.hit_trigger_0 for collider in concrete_colliders])
|
||||
after_test_passed = all([collider.hit_trigger_1 for collider in concrete_colliders])
|
||||
|
||||
return before_test_passed and after_test_passed
|
||||
|
||||
def test_run(index, all_colliders):
|
||||
Entity.current_test = index
|
||||
# 1) Enter Game Mode
|
||||
helper.enter_game_mode(get_test("enter_game_mode_", str(index)))
|
||||
|
||||
# 2) Validate target Ids
|
||||
terrain.validate_id()
|
||||
target_character_concrete.validate_id()
|
||||
target_character_rubber.validate_id()
|
||||
|
||||
# 3) Validate all Colliders and setup targets
|
||||
for collider in all_colliders:
|
||||
collider.validate_id()
|
||||
collider.setup_target()
|
||||
|
||||
# 4) Wait for Collision, Report Results
|
||||
if not helper.wait_for_condition(lambda: all([getattr(collider, "collided_with_target_{}".format(index)) for collider in all_colliders]), TIME_OUT):
|
||||
failed_colliders = ", ".join([collider.name for collider in all_colliders if not getattr(collider, "collided_with_target_{}".format(index))])
|
||||
helper.fail_fast("A collision with target did not occur for these colliders: {}".format(failed_colliders))
|
||||
elif index == 1:
|
||||
for collider in all_colliders:
|
||||
Report.result(get_test(collider.name, "_collided"), collider.collided_with_target_0 and collider.collided_with_target_1)
|
||||
|
||||
# 5) Allow time to hit trigger
|
||||
general.idle_wait_frames(PROPAGATION_FRAMES)
|
||||
|
||||
# 6) Exit Game Mode
|
||||
helper.exit_game_mode(get_test("exit_game_mode_", str(index)))
|
||||
|
||||
# Main Script
|
||||
helper.init_idle()
|
||||
# 1) Load the level
|
||||
helper.open_level("Physics", "Material_DefaultMaterialLibraryChangesWork")
|
||||
|
||||
# 2) Setup targets and colliders
|
||||
terrain = Entity("terrain")
|
||||
target_character_rubber = Entity("target_character_rubber")
|
||||
target_character_concrete = Entity("target_character_concrete")
|
||||
|
||||
rubber_sphere = Collider(name="rubber_sphere", target=terrain)
|
||||
concrete_sphere = Collider(name="concrete_sphere", target=terrain)
|
||||
character_rubber = Collider(name="character_rubber", target=target_character_rubber)
|
||||
character_concrete = Collider(name="character_concrete", target=target_character_concrete)
|
||||
terrain_rubber = Collider(name="terrain_rubber", target=terrain)
|
||||
terrain_concrete = Collider(name="terrain_concrete", target=terrain)
|
||||
ragdoll_rubber = Collider(name="ragdoll_rubber", target=terrain)
|
||||
ragdoll_concrete = Collider(name="ragdoll_concrete", target=terrain)
|
||||
|
||||
rubber_test_entities = [rubber_sphere, character_rubber, terrain_rubber, ragdoll_rubber]
|
||||
concrete_test_entities = [concrete_sphere, character_concrete, terrain_concrete, ragdoll_concrete]
|
||||
test_entities = rubber_test_entities + concrete_test_entities
|
||||
|
||||
# 3) Run test 0
|
||||
test_run(index=0, all_colliders=test_entities)
|
||||
|
||||
# 4) Edit Material Library
|
||||
Report.critical_result(Tests.material_library_updated, edit_material_library())
|
||||
|
||||
# Wait for material library changes to propagate
|
||||
general.idle_wait_frames(PROPAGATION_FRAMES)
|
||||
|
||||
# 5) Run test 1
|
||||
test_run(index=1, all_colliders=test_entities)
|
||||
|
||||
# 6) Validate Results
|
||||
Report.result(Tests.concrete_material_changed, check_concrete_material_updated(concrete_test_entities))
|
||||
Report.result(Tests.rubber_material_changed, check_rubber_material_updated(rubber_test_entities))
|
||||
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(Material_DefaultMaterialLibraryChangesWork)
|
||||
@@ -0,0 +1,190 @@
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
# Test case ID : C4044459
|
||||
# Test Case Title : Verify the functionality of dynamic friction
|
||||
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests():
|
||||
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
|
||||
find_ramp = ("Ramp entity found", "Ramp entity not found")
|
||||
find_box_zero = ("Box entity 'zero' found", "Box entity 'zero' not found")
|
||||
find_box_low = ("Box entity 'low' found", "Box entity 'low' not found")
|
||||
find_box_mid = ("Box entity 'mid' found", "Box entity 'mid' not found")
|
||||
find_box_high = ("Box entity 'high' found", "Box entity 'high' not found")
|
||||
box_at_rest_start_zero = ("Box 'zero' began test motionless", "Box 'zero' did not begin test motionless")
|
||||
box_at_rest_start_low = ("Box 'low' began test motionless", "Box 'low' did not begin test motionless")
|
||||
box_at_rest_start_mid = ("Box 'mid' began test motionless", "Box 'mid' did not begin test motionless")
|
||||
box_at_rest_start_high = ("Box 'high' began test motionless", "Box 'high' did not begin test motionless")
|
||||
box_was_pushed_zero = ("Box 'zero' moved", "Box 'zero' did not move before timeout")
|
||||
box_was_pushed_low = ("Box 'low' moved", "Box 'low' did not move before timeout")
|
||||
box_was_pushed_mid = ("Box 'mid' moved", "Box 'mid' did not move before timeout")
|
||||
box_was_pushed_high = ("Box 'high' moved", "Box 'high' did not move before timeout")
|
||||
box_at_rest_end_zero = ("Box 'zero' came to rest", "Box 'zero' did not come to rest before timeout")
|
||||
box_at_rest_end_low = ("Box 'low' came to rest", "Box 'low' did not come to rest before timeout")
|
||||
box_at_rest_end_mid = ("Box 'mid' came to rest", "Box 'mid' did not come to rest before timeout")
|
||||
box_at_rest_end_high = ("Box 'high' came to rest", "Box 'high' did not come to rest before timeout")
|
||||
distance_ordered = ("Boxes with greater dynamic friction traveled shorter", "Boxes with greater dynamic friction traveled further")
|
||||
exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
|
||||
# fmt: on
|
||||
|
||||
|
||||
def Material_DynamicFriction():
|
||||
"""
|
||||
Summary:
|
||||
Runs an automated test to ensure that greater dynamic friction coefficient settings on a physX material results in
|
||||
rigidbody entities (with that material) that require a greater force in order to remain in motion
|
||||
|
||||
Level Description:
|
||||
Four boxes sit on a horizontal 'ramp'. The boxes are identical, save for their physX material:
|
||||
|
||||
A new material library was created with 4 materials and their dynamic friction coefficient:
|
||||
zero_dynamic_friction: 0.00
|
||||
low_dynamic_friction: 0.50
|
||||
mid_dynamic_friction: 1.00
|
||||
high_dynamic_friction: 1.50
|
||||
Each material is identical otherwise.
|
||||
|
||||
Each box is assigned its corresponding friction material
|
||||
Each box also has a PhysX box collider with default settings
|
||||
The COM of the boxes is placed on the plane (0, 0, -0.5), so as to remove any torque moments and resulting rotations
|
||||
|
||||
Expected Behavior:
|
||||
For each box, this script will apply a force impulse in the world X direction
|
||||
Boxes with greater dynamic friction coefficients should travel a shorter distance along the ramp.
|
||||
|
||||
Test Steps:
|
||||
1) Open level
|
||||
2) Enter game mode
|
||||
3) Find the ramp
|
||||
|
||||
For each box:
|
||||
4) Find the box
|
||||
5) Ensure the box is stationary
|
||||
6) Push the box and wait for it to come to rest
|
||||
|
||||
7) Assert that greater coefficients result in a shorter distance travelled
|
||||
8) Exit game mode
|
||||
9) Close the editor
|
||||
|
||||
Note:
|
||||
- This test file must be called from the Open 3D Engine Editor command terminal
|
||||
- Any passed and failed tests are written to the Editor.log file.
|
||||
Parsing the file or running a log_monitor are required to observe the test results.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
import os
|
||||
import sys
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
|
||||
import azlmbr
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.bus as bus
|
||||
import azlmbr.math as lymath
|
||||
|
||||
FORCE_IMPULSE = lymath.Vector3(10.0, 0.0, 0.0)
|
||||
TIMEOUT = 5
|
||||
|
||||
class Box:
|
||||
def __init__(self, name, valid_test, stationary_start_test, moved_test, stationary_end_test):
|
||||
self.name = name
|
||||
self.id = general.find_game_entity(name)
|
||||
self.start_position = self.get_position()
|
||||
self.distance = 0.0
|
||||
self.valid_test = valid_test
|
||||
self.stationary_start_test = stationary_start_test
|
||||
self.moved_test = moved_test
|
||||
self.stationary_end_test = stationary_end_test
|
||||
|
||||
def is_stationary(self):
|
||||
velocity = azlmbr.physics.RigidBodyRequestBus(bus.Event, "GetLinearVelocity", self.id)
|
||||
return vector_is_close_to_zero(velocity)
|
||||
|
||||
def get_position(self):
|
||||
return azlmbr.components.TransformBus(bus.Event, "GetWorldTranslation", self.id)
|
||||
|
||||
def vector_is_close_to_zero(vector):
|
||||
return abs(vector.x) <= 0.001 and abs(vector.y) <= 0.001 and abs(vector.z) <= 0.001
|
||||
|
||||
def push(box):
|
||||
azlmbr.physics.RigidBodyRequestBus(bus.Event, "ApplyLinearImpulse", box.id, FORCE_IMPULSE)
|
||||
|
||||
helper.init_idle()
|
||||
# 1) Open level
|
||||
helper.open_level("Physics", "Material_DynamicFriction")
|
||||
|
||||
# 2) Enter game mode
|
||||
helper.enter_game_mode(Tests.enter_game_mode)
|
||||
|
||||
# fmt: off
|
||||
# Set up our boxes
|
||||
box_zero = Box(
|
||||
name = "Zero",
|
||||
valid_test = Tests.find_box_zero,
|
||||
stationary_start_test = Tests.box_at_rest_start_zero,
|
||||
moved_test = Tests.box_was_pushed_zero,
|
||||
stationary_end_test = Tests.box_at_rest_end_zero
|
||||
)
|
||||
box_low = Box(
|
||||
name = "Low",
|
||||
valid_test = Tests.find_box_low,
|
||||
stationary_start_test = Tests.box_at_rest_start_low,
|
||||
moved_test = Tests.box_was_pushed_low,
|
||||
stationary_end_test = Tests.box_at_rest_end_low
|
||||
)
|
||||
box_mid = Box(
|
||||
name = "Mid",
|
||||
valid_test = Tests.find_box_mid,
|
||||
stationary_start_test = Tests.box_at_rest_start_mid,
|
||||
moved_test = Tests.box_was_pushed_mid,
|
||||
stationary_end_test = Tests.box_at_rest_end_mid
|
||||
)
|
||||
box_high = Box(
|
||||
name = "High",
|
||||
valid_test = Tests.find_box_high,
|
||||
stationary_start_test = Tests.box_at_rest_start_high,
|
||||
moved_test = Tests.box_was_pushed_high,
|
||||
stationary_end_test = Tests.box_at_rest_end_high
|
||||
)
|
||||
all_boxes = (box_zero, box_low, box_mid, box_high)
|
||||
# fmt: on
|
||||
|
||||
# 3) Find the ramp
|
||||
ramp_id = general.find_game_entity("Ramp")
|
||||
Report.critical_result(Tests.find_ramp, ramp_id.IsValid())
|
||||
|
||||
for box in all_boxes:
|
||||
Report.info("********Pushing Box {}********".format(box.name))
|
||||
# 4) Find the box
|
||||
Report.critical_result(box.valid_test, box.id.IsValid())
|
||||
# 5) Ensure the box is stationary
|
||||
Report.result(box.stationary_start_test, box.is_stationary())
|
||||
# 6) Push the box
|
||||
push(box)
|
||||
Report.result(box.moved_test, helper.wait_for_condition(lambda: not box.is_stationary(), TIMEOUT))
|
||||
Report.result(box.stationary_end_test, helper.wait_for_condition(lambda: box.is_stationary(), TIMEOUT))
|
||||
|
||||
end_position = box.get_position()
|
||||
box.distance = end_position.GetDistance(box.start_position)
|
||||
Report.info("Box {} travelled {:.3f} meters".format(box.name, box.distance))
|
||||
|
||||
# 7) Assert that greater coefficients result in shorter travelled distance
|
||||
distance_ordered = box_high.distance < box_mid.distance < box_low.distance < box_zero.distance
|
||||
Report.result(Tests.distance_ordered, distance_ordered)
|
||||
|
||||
# 8) Exit game mode
|
||||
helper.exit_game_mode(Tests.exit_game_mode)
|
||||
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(Material_DynamicFriction)
|
||||
+188
@@ -0,0 +1,188 @@
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
# Test Case ID : C4044694
|
||||
# Test Case Title : Verify that if we add an empty Material library in Collider Component, the object continues to use Default material values
|
||||
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests:
|
||||
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
|
||||
find_terrain = ("The Terrain was found", "The Terrain was not found")
|
||||
find_default_box = ("'default_box' was found", "'default_box' was not found")
|
||||
find_empty_box = ("'empty_box' was found", "'empty_box' was not found")
|
||||
find_default_sphere = ("'default_sphere' was found", "'default_sphere' was not found")
|
||||
find_empty_sphere = ("'empty_sphere' was found", "'empty_sphere' was not found")
|
||||
boxes_moved = ("All boxes moved", "Boxes failed to move")
|
||||
boxes_at_rest = ("All boxes came to rest", "Boxes failed to come to rest")
|
||||
default_sphere_bounced = ("'default_sphere' bounced", "'default_sphere' did not bounce")
|
||||
empty_sphere_bounced = ("'empty_sphere' bounced", "'empty_sphere' did not bounce")
|
||||
default_box_equals_empty = ("'default_box' and 'empty_box' traveled the same distance", "'default_box' and 'empty_box' did not travel the same distance")
|
||||
default_sphere_equals_empty = ("'default_sphere' and 'empty_sphere' bounce heights were equal", "'default_sphere' and 'empty_sphere' bounce heights were not equal")
|
||||
exit_game_mode = ("Exited game mode", "Failed to exit game mode")
|
||||
# fmt: on
|
||||
|
||||
|
||||
def Material_EmptyLibraryUsesDefault():
|
||||
"""
|
||||
Summary:
|
||||
Runs an automated test to verify that an object with an empty Material library in a Collider Component continues to
|
||||
use the default material values
|
||||
|
||||
Level Description:
|
||||
There are 5 entities.
|
||||
One terrain entity ('terrain') with PhysX Terrain,
|
||||
Two sphere entities ('empty_sphere' and 'default_sphere') with PhysX Rigid Body and PhysX Sphere Collider,
|
||||
Two box entities ('empty_box' and 'default_box') with PhysX Rigid Body and PhysX Box Collider,
|
||||
|
||||
The spheres are positioned above the terrain, and the boxes are placed on the terrain.
|
||||
The "empty" entities are assigned a material library that contains no materials. The "default" entities are assigned
|
||||
the default material from the default material library.
|
||||
|
||||
Expected behavior:
|
||||
The spheres fall and bounce the same height.
|
||||
The boxes are pushed and travel the same distance.
|
||||
|
||||
Test Steps:
|
||||
1) Open level and enter game mode
|
||||
2) Find entities
|
||||
3) Wait for spheres to bounce
|
||||
4) Compare 'default_sphere' to 'empty_sphere'
|
||||
5) Push the boxes and wait for them to come to rest
|
||||
6) Compare 'default_box' to 'empty_box'
|
||||
7) Exit game mode and close editor
|
||||
|
||||
Note:
|
||||
- This test file must be called from the Open 3D Engine Editor command terminal
|
||||
- Any passed and failed tests are written to the Editor.log file.
|
||||
Parsing the file or running a log_monitor are required to observe the test results.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
import os
|
||||
import sys
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.bus as bus
|
||||
import azlmbr.components
|
||||
import azlmbr.physics
|
||||
import azlmbr.math as lymath
|
||||
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
|
||||
FORCE_IMPULSE = lymath.Vector3(5.0, 0.0, 0.0)
|
||||
TIMEOUT = 3.0
|
||||
DISTANCE_TOLERANCE = 0.001
|
||||
|
||||
class Entity:
|
||||
def __init__(self, name):
|
||||
self.name = name
|
||||
self.id = general.find_game_entity(self.name)
|
||||
|
||||
@property
|
||||
def position(self):
|
||||
return azlmbr.components.TransformBus(bus.Event, "GetWorldTranslation", self.id)
|
||||
|
||||
class Box(Entity):
|
||||
def __init__(self, name):
|
||||
Entity.__init__(self, name)
|
||||
self.start_position = self.position
|
||||
|
||||
def is_stationary(self):
|
||||
velocity = azlmbr.physics.RigidBodyRequestBus(bus.Event, "GetLinearVelocity", self.id)
|
||||
return velocity.IsZero()
|
||||
|
||||
def push(self):
|
||||
azlmbr.physics.RigidBodyRequestBus(bus.Event, "ApplyLinearImpulse", self.id, FORCE_IMPULSE)
|
||||
|
||||
class Sphere(Entity):
|
||||
def __init__(self, name):
|
||||
Entity.__init__(self, name)
|
||||
self.hit_terrain_position = None
|
||||
self.hit_terrain = False
|
||||
self.max_bounce = 0.0
|
||||
self.reached_max_bounce = False
|
||||
|
||||
def on_collision_enter(args):
|
||||
entering = args[0]
|
||||
for sphere in [default_sphere, empty_sphere]:
|
||||
if sphere.id.Equal(entering):
|
||||
if not sphere.hit_terrain:
|
||||
sphere.hit_terrain_position = sphere.position
|
||||
sphere.hit_terrain = True
|
||||
|
||||
# region wait_for_condition() functions
|
||||
def wait_for_bounce():
|
||||
for sphere in [default_sphere, empty_sphere]:
|
||||
if sphere.hit_terrain:
|
||||
current_bounce_height = sphere.position.z - sphere.hit_terrain_position.z
|
||||
if current_bounce_height >= sphere.max_bounce:
|
||||
sphere.max_bounce = current_bounce_height
|
||||
elif sphere.max_bounce > 0.0:
|
||||
sphere.reached_max_bounce = True
|
||||
return default_sphere.reached_max_bounce and empty_sphere.reached_max_bounce
|
||||
|
||||
def boxes_moved():
|
||||
return not default_box.is_stationary() and not empty_box.is_stationary()
|
||||
|
||||
def boxes_are_stationary():
|
||||
return default_box.is_stationary() and empty_box.is_stationary()
|
||||
|
||||
# endregion
|
||||
|
||||
# 1) Open level and enter game mode
|
||||
helper.init_idle()
|
||||
helper.open_level("Physics", "Material_EmptyLibraryUsesDefault")
|
||||
helper.enter_game_mode(Tests.enter_game_mode)
|
||||
|
||||
# 2) Find entities
|
||||
terrain_id = general.find_game_entity("terrain")
|
||||
default_box = Box("default_box")
|
||||
empty_box = Box("empty_box")
|
||||
default_sphere = Sphere("default_sphere")
|
||||
empty_sphere = Sphere("empty_sphere")
|
||||
|
||||
Report.result(Tests.find_terrain, terrain_id.IsValid())
|
||||
Report.result(Tests.find_default_box, default_box.id.IsValid())
|
||||
Report.result(Tests.find_empty_box, empty_box.id.IsValid())
|
||||
Report.result(Tests.find_default_sphere, default_sphere.id.IsValid())
|
||||
Report.result(Tests.find_empty_sphere, empty_sphere.id.IsValid())
|
||||
|
||||
# Setup terrain collision handler
|
||||
handler = azlmbr.physics.CollisionNotificationBusHandler()
|
||||
handler.connect(terrain_id)
|
||||
handler.add_callback("OnCollisionBegin", on_collision_enter)
|
||||
|
||||
# 3) Wait for spheres to bounce
|
||||
helper.wait_for_condition(wait_for_bounce, TIMEOUT)
|
||||
Report.result(Tests.default_sphere_bounced, default_sphere.reached_max_bounce)
|
||||
Report.result(Tests.empty_sphere_bounced, empty_sphere.reached_max_bounce)
|
||||
|
||||
# 4) Compare 'default_sphere' to 'empty_sphere'
|
||||
sphere_bounces_equal = lymath.Math_IsClose(default_sphere.max_bounce, empty_sphere.max_bounce, DISTANCE_TOLERANCE)
|
||||
Report.result(Tests.default_sphere_equals_empty, sphere_bounces_equal)
|
||||
|
||||
# 5) Push the boxes and wait for them to come to rest
|
||||
default_box.push()
|
||||
empty_box.push()
|
||||
Report.result(Tests.boxes_moved, helper.wait_for_condition(boxes_moved, TIMEOUT))
|
||||
Report.result(Tests.boxes_at_rest, helper.wait_for_condition(boxes_are_stationary, TIMEOUT))
|
||||
|
||||
# 6) Compare 'default_box' to 'empty_box'
|
||||
default_distance = default_box.position.GetDistance(default_box.start_position)
|
||||
empty_distance = empty_box.position.GetDistance(empty_box.start_position)
|
||||
box_distances_equal = lymath.Math_IsClose(default_distance, empty_distance, DISTANCE_TOLERANCE)
|
||||
Report.result(Tests.default_box_equals_empty, box_distances_equal)
|
||||
|
||||
# 7) Exit game mode and close editor
|
||||
helper.exit_game_mode(Tests.exit_game_mode)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(Material_EmptyLibraryUsesDefault)
|
||||
@@ -0,0 +1,212 @@
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
# Test case ID : C4044456
|
||||
# Test Case Title : Verify that when two objects with different materials collide, the friction combine works
|
||||
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests():
|
||||
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
|
||||
find_ramp = ("Ramp entity found", "Ramp entity not found")
|
||||
find_box_minimum = ("Box entity 'minimum' found", "Box entity 'minimum' not found")
|
||||
find_box_multiply = ("Box entity 'multiply' found", "Box entity 'multiply' not found")
|
||||
find_box_average = ("Box entity 'average' found", "Box entity 'average' not found")
|
||||
find_box_maximum = ("Box entity 'maximum' found", "Box entity 'maximum' not found")
|
||||
box_at_rest_start_minimum = ("Box 'minimum ' began test motionless", "Box 'minimum' did not begin test motionless")
|
||||
box_at_rest_start_multiply = ("Box 'multiply' began test motionless", "Box 'multiply' did not begin test motionless")
|
||||
box_at_rest_start_average = ("Box 'average' began test motionless", "Box 'average' did not begin test motionless")
|
||||
box_at_rest_start_maximum = ("Box 'maximum' began test motionless", "Box 'maximum' did not begin test motionless")
|
||||
box_was_pushed_minimum = ("Box 'minimum' moved", "Box 'minimum' did not move before timeout")
|
||||
box_was_pushed_multiply = ("Box 'multiply' moved", "Box 'multiply' did not move before timeout")
|
||||
box_was_pushed_average = ("Box 'average' moved", "Box 'average' did not move before timeout")
|
||||
box_was_pushed_maximum = ("Box 'maximum' moved", "Box 'maximum' did not move before timeout")
|
||||
box_at_rest_end_minimum = ("Box 'minimum' came to rest", "Box 'minimum' did not come to rest before timeout")
|
||||
box_at_rest_end_multiply = ("Box 'multiply' came to rest", "Box 'multiply' did not come to rest before timeout")
|
||||
box_at_rest_end_average = ("Box 'average' came to rest", "Box 'average' did not come to rest before timeout")
|
||||
box_at_rest_end_maximum = ("Box 'maximum' came to rest", "Box 'maximum' did not come to rest before timeout")
|
||||
minimum_equals_multiply = ("Box 'minimum' and 'multiply' traveled equal distances", "Box 'minimum' and 'multiply' did not travel equal distances")
|
||||
distance_ordered = ("Box travel distance was ordered as expected", "Box travel distance was not ordered as expected")
|
||||
exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
|
||||
# fmt: on
|
||||
|
||||
|
||||
def Material_FrictionCombine():
|
||||
"""
|
||||
Summary:
|
||||
|
||||
Level Description:
|
||||
Four boxes sit on a horizontal 'ramp'. The boxes are identical, save for their physX material:
|
||||
|
||||
A new material library was created with 4 materials, minimum, multiply, average, and maximum.
|
||||
Each material has its 'friction combine' mode assigned as named; as well as the following properties:
|
||||
dynamic friction: 0.1
|
||||
static friction: 0.1
|
||||
restitution: 0.1
|
||||
|
||||
An additional material was created for the ramp entity. It has the following properties:
|
||||
dynamic friction: 1.0
|
||||
static friction: 1.0
|
||||
restitution: 1.0
|
||||
friction combine: Average
|
||||
|
||||
Each box is assigned its corresponding friction material
|
||||
Each box also has a PhysX box collider with default settings
|
||||
The COM of the boxes is placed on the plane (0, 0, -0.5), so as to remove any torque moments and resulting rotations
|
||||
|
||||
Expected Behavior:
|
||||
For each box, this script will apply a force impulse in the world X direction
|
||||
Boxes with greater friction combine mode results should travel a shorter distance.
|
||||
minimum: 0.1 vs 1 -> 0.1
|
||||
multiply: 0.1 * 1 -> 0.1
|
||||
average: (0.1 + 1) / 2 -> 0.55
|
||||
maximum: 0.1 vs 1 -> 1
|
||||
|
||||
Test Steps:
|
||||
1) Open level
|
||||
2) Enter game mode
|
||||
3) Find the ramp
|
||||
|
||||
For each box:
|
||||
4) Find the box
|
||||
5) Ensure the box is stationary
|
||||
6) Push the box and wait for it to come to rest
|
||||
|
||||
7) Special case: assert that minimum and multiply travel the same distance
|
||||
8) Assert that greater friction combine modes travel a shorter distance
|
||||
9) Exit game mode
|
||||
10) Close the editor
|
||||
|
||||
Note:
|
||||
- This test file must be called from the Open 3D Engine Editor command terminal
|
||||
- Any passed and failed tests are written to the Editor.log file.
|
||||
Parsing the file or running a log_monitor are required to observe the test results.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
import os
|
||||
import sys
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
|
||||
import azlmbr
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.bus as bus
|
||||
import azlmbr.math as lymath
|
||||
|
||||
FORCE_IMPULSE = lymath.Vector3(5.0, 0.0, 0.0)
|
||||
VECTOR_TOLERANCE = 0.001
|
||||
DISTANCE_TOLERANCE = 0.002
|
||||
TIMEOUT = 5
|
||||
|
||||
class Box:
|
||||
def __init__(self, name, valid_test, stationary_start_test, moved_test, stationary_end_test):
|
||||
self.name = name
|
||||
self.id = general.find_game_entity(name)
|
||||
self.start_position = self.get_position()
|
||||
self.distance = 0.0
|
||||
self.valid_test = valid_test
|
||||
self.stationary_start_test = stationary_start_test
|
||||
self.moved_test = moved_test
|
||||
self.stationary_end_test = stationary_end_test
|
||||
|
||||
def is_stationary(self):
|
||||
velocity = azlmbr.physics.RigidBodyRequestBus(bus.Event, "GetLinearVelocity", self.id)
|
||||
return vector_is_close_to_zero(velocity)
|
||||
|
||||
def get_position(self):
|
||||
return azlmbr.components.TransformBus(bus.Event, "GetWorldTranslation", self.id)
|
||||
|
||||
def vector_is_close_to_zero(vector):
|
||||
return (
|
||||
abs(vector.x) <= VECTOR_TOLERANCE
|
||||
and abs(vector.y) <= VECTOR_TOLERANCE
|
||||
and abs(vector.z) <= VECTOR_TOLERANCE
|
||||
)
|
||||
|
||||
def push(box):
|
||||
azlmbr.physics.RigidBodyRequestBus(bus.Event, "ApplyLinearImpulse", box.id, FORCE_IMPULSE)
|
||||
|
||||
def float_is_close(value, target, tolerance):
|
||||
return abs(value - target) <= tolerance
|
||||
|
||||
helper.init_idle()
|
||||
# 1) Open level
|
||||
helper.open_level("Physics", "Material_FrictionCombine")
|
||||
|
||||
# 2) Enter game mode
|
||||
helper.enter_game_mode(Tests.enter_game_mode)
|
||||
|
||||
# fmt: off
|
||||
# Set up our boxes
|
||||
box_minimum = Box(
|
||||
name = "Minimum",
|
||||
valid_test = Tests.find_box_minimum,
|
||||
stationary_start_test = Tests.box_at_rest_start_minimum,
|
||||
moved_test = Tests.box_was_pushed_minimum,
|
||||
stationary_end_test = Tests.box_at_rest_end_minimum
|
||||
)
|
||||
box_multiply = Box(
|
||||
name = "Multiply",
|
||||
valid_test = Tests.find_box_multiply,
|
||||
stationary_start_test = Tests.box_at_rest_start_multiply,
|
||||
moved_test = Tests.box_was_pushed_multiply,
|
||||
stationary_end_test = Tests.box_at_rest_end_multiply
|
||||
)
|
||||
box_average = Box(
|
||||
name = "Average",
|
||||
valid_test = Tests.find_box_average,
|
||||
stationary_start_test = Tests.box_at_rest_start_average,
|
||||
moved_test = Tests.box_was_pushed_average,
|
||||
stationary_end_test = Tests.box_at_rest_end_average
|
||||
)
|
||||
box_maximum = Box(
|
||||
name = "Maximum",
|
||||
valid_test = Tests.find_box_maximum,
|
||||
stationary_start_test = Tests.box_at_rest_start_maximum,
|
||||
moved_test = Tests.box_was_pushed_maximum,
|
||||
stationary_end_test = Tests.box_at_rest_end_maximum
|
||||
)
|
||||
all_boxes = (box_minimum, box_multiply, box_average, box_maximum)
|
||||
# fmt: on
|
||||
|
||||
# 3) Find the ramp
|
||||
ramp_id = general.find_game_entity("Ramp")
|
||||
Report.critical_result(Tests.find_ramp, ramp_id.IsValid())
|
||||
|
||||
for box in all_boxes:
|
||||
Report.info("********Pushing Box {}********".format(box.name))
|
||||
# 4) Find the box
|
||||
Report.critical_result(box.valid_test, box.id.IsValid())
|
||||
# 5) Ensure the box is stationary
|
||||
Report.result(box.stationary_start_test, box.is_stationary())
|
||||
# 6) Push the box
|
||||
push(box)
|
||||
Report.result(box.moved_test, helper.wait_for_condition(lambda: not box.is_stationary(), TIMEOUT))
|
||||
Report.result(box.stationary_end_test, helper.wait_for_condition(lambda: box.is_stationary(), TIMEOUT))
|
||||
|
||||
end_position = box.get_position()
|
||||
box.distance = end_position.GetDistance(box.start_position)
|
||||
Report.info("Box {} travelled {:.3f} meters".format(box.name, box.distance))
|
||||
|
||||
# 7) Special case: assert that minimum and multiply travel the same distance
|
||||
boxes_are_close = float_is_close(box_minimum.distance, box_multiply.distance, DISTANCE_TOLERANCE)
|
||||
Report.result(Tests.minimum_equals_multiply, boxes_are_close)
|
||||
|
||||
# 8) Assert that greater coefficients result in shorter travelled distance
|
||||
distance_ordered = boxes_are_close and box_minimum.distance > box_average.distance > box_maximum.distance
|
||||
Report.result(Tests.distance_ordered, distance_ordered)
|
||||
|
||||
# 9) Exit game mode
|
||||
helper.exit_game_mode(Tests.exit_game_mode)
|
||||
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(Material_FrictionCombine)
|
||||
+355
@@ -0,0 +1,355 @@
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
# Test case ID : C18977601
|
||||
# Test Case Title : Verify that when two objects with different materials collide, the friction combine priority works
|
||||
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests():
|
||||
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
|
||||
find_box_average = ("Box entity 'average' found", "Box entity 'average' not found")
|
||||
find_box_minimum = ("Box entity 'minimum' found", "Box entity 'minimum' not found")
|
||||
find_box_multiply = ("Box entity 'multiply' found", "Box entity 'multiply' not found")
|
||||
find_box_maximum = ("Box entity 'maximum' found", "Box entity 'maximum' not found")
|
||||
find_ramp_average = ("Ramp entity 'average' found", "Ramp entity 'average' not found")
|
||||
find_ramp_minimum = ("Ramp entity 'minimum' found", "Ramp entity 'minimum' not found")
|
||||
find_ramp_multiply = ("Ramp entity 'multiply' found", "Ramp entity 'multiply' not found")
|
||||
find_ramp_maximum = ("Ramp entity 'maximum' found", "Ramp entity 'maximum' not found")
|
||||
|
||||
# Test 0, first row of matrix
|
||||
boxes_at_rest_start_0 = ("Test 0): All boxes began test motionless", "Test 0): All boxes did not begin test motionless")
|
||||
boxes_were_pushed_0 = ("Test 0): All boxes moved", "Test 0): All boxes did not move before timeout")
|
||||
boxes_at_rest_end_0 = ("Test 0): All boxes came to rest", "Test 0): All boxes did not come to rest before timeout")
|
||||
|
||||
# Test 1, second row of matrix
|
||||
boxes_at_rest_start_1 = ("Test 1): All boxes began test motionless", "Test 1): All boxes did not begin test motionless")
|
||||
boxes_were_pushed_1 = ("Test 1): All boxes moved", "Test 1): All boxes did not move before timeout")
|
||||
boxes_at_rest_end_1 = ("Test 1): All boxes came to rest", "Test 1): All boxes did not come to rest before timeout")
|
||||
|
||||
# Test 2, third row of matrix
|
||||
boxes_at_rest_start_2 = ("Test 2): All boxes began test motionless", "Test 2): All boxes did not begin test motionless")
|
||||
boxes_were_pushed_2 = ("Test 2): All boxes moved", "Test 2): All boxes did not move before timeout")
|
||||
boxes_at_rest_end_2 = ("Test 2): All boxes came to rest", "Test 2): All boxes did not come to rest before timeout")
|
||||
|
||||
# Test 3, fourth row of matrix
|
||||
boxes_at_rest_start_3 = ("Test 3): All boxes began test motionless", "Test 3): All boxes did not begin test motionless")
|
||||
boxes_were_pushed_3 = ("Test 3): All boxes moved", "Test 3): All boxes did not move before timeout")
|
||||
boxes_at_rest_end_3 = ("Test 3): All boxes came to rest", "Test 3): All boxes did not come to rest before timeout")
|
||||
|
||||
basis_row_unique = ("All distances in Test 0 were unique", "All distances in Test 0 were not unique")
|
||||
basis_row_ordered = ("All distances in Test 0 were correctly ordered", "All distances in Test 0 were correctly ordered")
|
||||
distance_matrix_valid = ("The resulting distance matrix was valid", "The resulting distance matrix was invalid")
|
||||
|
||||
exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
|
||||
# fmt: on
|
||||
|
||||
|
||||
def Material_FrictionCombinePriorityOrder():
|
||||
"""
|
||||
Summary:
|
||||
Runs an automated test to ensure that the friction combine mode is assigned according to the correct priority.
|
||||
|
||||
Level Description:
|
||||
Four boxes sit on one of 4 horizontal ramps.
|
||||
The ramps are identical, as are the boxes, save for their physX material:
|
||||
|
||||
A new material library was created with 8 materials:
|
||||
minimum_box, multiply_box, average_box, maximum_box, minimum_ramp, multiply_ramp, average_ramp, maximum_ramp,
|
||||
Each 'box' material has its 'friction combine' mode assigned as named; as well as the following properties:
|
||||
dynamic friction: 0.25
|
||||
static friction: 0.25
|
||||
restitution: 0.25
|
||||
The 'ramp' materials are assigned similarly, with the following values:
|
||||
dynamic friction: 0.5
|
||||
static friction: 0.5
|
||||
restitution: 0.5
|
||||
|
||||
The values were specifically chosen to give a well-ordered and distributed result across all 4 combine modes
|
||||
(each progressive tier in priority gives a result 0.125 away from the last)
|
||||
|
||||
Each box and ramp is assigned its corresponding friction material
|
||||
Each box and ramp also has a PhysX box collider with default settings
|
||||
The COM of the boxes is placed on the plane (0, 0, -0.5), so as to remove any torque moments and resulting rotations
|
||||
|
||||
Expected Behavior:
|
||||
When two bodies with different materials are in contact, the physics system chooses which combine mode to use based
|
||||
on which combine mode has the highest priority.
|
||||
|
||||
The priority order is as follows: Average < Minimum < Multiply < Maximum.
|
||||
|
||||
For each ramp, this script applies a force impulse in the world X direction to all four boxes.
|
||||
|
||||
Upon collecting all data, the script evaluates the traveled distances against an expected pattern.
|
||||
This pattern is derived from the priority order, to determine which combine mode should "win" over the others.
|
||||
Boxes with greater friction combine coefficients should travel a shorter distance.
|
||||
|
||||
[Coefficient Combination Mode Results]
|
||||
average: (0.25 + 0.5) / 2 -> 0.375
|
||||
minimum: 0.25 vs 0.5 -> 0.25
|
||||
multiply: 0.25 * 0.5 -> 0.125
|
||||
maximum: 0.25 vs 0.5 -> 0.5
|
||||
|
||||
[Coefficient Combination Matrix]
|
||||
Boxes
|
||||
avg min mul max
|
||||
avg 0.375 0.25 0.125 0.5 # Test 0
|
||||
Ramps min 0.25 0.25 0.125 0.5 # Test 1
|
||||
mul 0.125 0.125 0.125 0.5 # Test 2
|
||||
max 0.5 0.5 0.5 0.5 # Test 3
|
||||
|
||||
Test Steps:
|
||||
1) Open level
|
||||
2) Enter game mode
|
||||
3) Validate entities
|
||||
|
||||
For each ramp:
|
||||
4) Replace the ramp under the boxes
|
||||
5) Ensure all boxes are stationary
|
||||
6) Push the boxes and wait for them to come to rest
|
||||
|
||||
7) Validate matrix
|
||||
8) Exit game mode
|
||||
9) Close the editor
|
||||
|
||||
Note:
|
||||
- This test file must be called from the Open 3D Engine Editor command terminal
|
||||
- Any passed and failed tests are written to the Editor.log file.
|
||||
Parsing the file or running a log_monitor are required to observe the test results.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
import os
|
||||
import sys
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
|
||||
import azlmbr
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.bus as bus
|
||||
import azlmbr.math as lymath
|
||||
|
||||
NUMBER_OF_TESTS = 4
|
||||
FORCE_IMPULSE = lymath.Vector3(5.0, 0.0, 0.0)
|
||||
STANDBY_OFFSET = lymath.Vector3(0.0, 0.0, 4.0)
|
||||
DISTANCE_TOLERANCE = 0.002
|
||||
TIMEOUT = 5
|
||||
|
||||
# region Entity Classes
|
||||
class Box:
|
||||
def __init__(self, name, valid_test):
|
||||
self.name = name
|
||||
self.id = general.find_game_entity(name)
|
||||
self.start_position = self.get_position()
|
||||
self.valid_test = valid_test
|
||||
|
||||
def is_stationary(self):
|
||||
velocity = azlmbr.physics.RigidBodyRequestBus(bus.Event, "GetLinearVelocity", self.id)
|
||||
return velocity.IsZero()
|
||||
|
||||
def get_position(self):
|
||||
return azlmbr.components.TransformBus(bus.Event, "GetWorldTranslation", self.id)
|
||||
|
||||
class Ramp:
|
||||
def __init__(self, name, valid_test):
|
||||
self.name = name
|
||||
self.id = general.find_game_entity(name)
|
||||
self.start_position = self.get_position()
|
||||
self.valid_test = valid_test
|
||||
|
||||
def get_position(self):
|
||||
return azlmbr.components.TransformBus(bus.Event, "GetWorldTranslation", self.id)
|
||||
|
||||
def set_position(self, value):
|
||||
return azlmbr.components.TransformBus(bus.Event, "SetWorldTranslation", self.id, value)
|
||||
|
||||
def get_test(test_name, test_number):
|
||||
return Tests.__dict__["{}_{}".format(test_name, test_number)]
|
||||
|
||||
class TestInfo:
|
||||
def __init__(self):
|
||||
self.at_rest_start_tests = []
|
||||
self.moved_tests = []
|
||||
self.at_rest_end_tests = []
|
||||
for i in range(NUMBER_OF_TESTS):
|
||||
self.at_rest_start_tests.append(get_test("boxes_at_rest_start", i))
|
||||
self.moved_tests.append(get_test("boxes_were_pushed", i))
|
||||
self.at_rest_end_tests.append(get_test("boxes_at_rest_end", i))
|
||||
|
||||
# endregion
|
||||
|
||||
# region wait_for_condition() Functions
|
||||
def push_boxes():
|
||||
for box in all_boxes:
|
||||
azlmbr.physics.RigidBodyRequestBus(bus.Event, "ApplyLinearImpulse", box.id, FORCE_IMPULSE)
|
||||
|
||||
def all_boxes_stationary():
|
||||
for box in all_boxes:
|
||||
if not box.is_stationary():
|
||||
return False
|
||||
return True
|
||||
|
||||
def all_boxes_moving():
|
||||
for box in all_boxes:
|
||||
if box.is_stationary():
|
||||
return False
|
||||
return True
|
||||
|
||||
# endregion
|
||||
|
||||
# region Matrix Validation
|
||||
def list_is_unique(target_list):
|
||||
return len(set(target_list)) == len(target_list)
|
||||
|
||||
def float_is_close(value, target, tolerance):
|
||||
return abs(value - target) <= tolerance
|
||||
|
||||
def validate_matrix(matrix):
|
||||
# type: (list[list]) -> bool
|
||||
"""
|
||||
Returns True if the matrix matches the pattern expected based on the friction combine priority.
|
||||
|
||||
:param matrix: the distance matrix
|
||||
|
||||
:return: True if the matrix closely matches the expected pattern
|
||||
"""
|
||||
# The first test represents a basis value for what is expected when each of the combine modes "wins" the other.
|
||||
# This is because every mode beats 'average' (the first ramp we test on). We can compare the rest of the matrix
|
||||
# against this basis row to validate the rest of the matrix as long as we also guarantee that the basis is valid
|
||||
#
|
||||
# Resulting matrix should follow the pattern:
|
||||
# A B C D <- Test 0
|
||||
# B B C D <- Test 1
|
||||
# C C C D <- Test 2
|
||||
# D D D D <- Test 3
|
||||
|
||||
basis_row = matrix[0]
|
||||
Report.critical_result(Tests.basis_row_unique, list_is_unique(basis_row))
|
||||
|
||||
average = basis_row[0]
|
||||
minimum = basis_row[1]
|
||||
multiply = basis_row[2]
|
||||
maximum = basis_row[3]
|
||||
# Based on the resulting coefficients, we can expect each slide distance to be ordered a specific way
|
||||
Report.critical_result(Tests.basis_row_ordered, maximum < average < minimum < multiply)
|
||||
|
||||
def report_failure(test_index, box_index, expected):
|
||||
box_name = all_boxes[box_index].name
|
||||
Report.info(
|
||||
"Matrix validation failure:\n"
|
||||
"Distance for box '{}' on test {} was not close to the expected basis value\n"
|
||||
"Actual: {:.3f}\n"
|
||||
"Expected: {:.3f}".format(box_name, test_index, matrix[test_index][box_index], expected)
|
||||
)
|
||||
|
||||
valid = True
|
||||
for row_index, row in enumerate(matrix):
|
||||
for column_index, value in enumerate(row):
|
||||
max_index = max(row_index, column_index)
|
||||
|
||||
if not float_is_close(value, basis_row[max_index], DISTANCE_TOLERANCE):
|
||||
report_failure(row_index, column_index, basis_row[max_index])
|
||||
valid = False
|
||||
return valid
|
||||
|
||||
def log_matrix(matrix):
|
||||
matrix_display_string = "\nResulting Distance Matrix:\n"
|
||||
for row in matrix:
|
||||
for value in row:
|
||||
matrix_display_string += "{:.3f},".format(value)
|
||||
matrix_display_string += "\n"
|
||||
Report.info(matrix_display_string)
|
||||
|
||||
# endregion
|
||||
|
||||
helper.init_idle()
|
||||
# 1) Open level
|
||||
helper.open_level("Physics", "Material_FrictionCombinePriorityOrder")
|
||||
|
||||
# 2) Enter game mode
|
||||
helper.enter_game_mode(Tests.enter_game_mode)
|
||||
|
||||
# Set up our boxes
|
||||
box_average = Box("Average", Tests.find_box_average)
|
||||
box_minimum = Box("Minimum", Tests.find_box_minimum)
|
||||
box_multiply = Box("Multiply", Tests.find_box_multiply)
|
||||
box_maximum = Box("Maximum", Tests.find_box_maximum)
|
||||
all_boxes = (box_average, box_minimum, box_multiply, box_maximum)
|
||||
|
||||
# Set up our ramps
|
||||
ramp_average = Ramp("RampAverage", Tests.find_ramp_average)
|
||||
ramp_minimum = Ramp("RampMinimum", Tests.find_ramp_minimum)
|
||||
ramp_multiply = Ramp("RampMultiply", Tests.find_ramp_multiply)
|
||||
ramp_maximum = Ramp("RampMaximum", Tests.find_ramp_maximum)
|
||||
all_ramps = (ramp_average, ramp_minimum, ramp_multiply, ramp_maximum)
|
||||
|
||||
# Init our tests
|
||||
test_info = TestInfo()
|
||||
|
||||
# 3) Validate entities
|
||||
for box in all_boxes:
|
||||
Report.critical_result(box.valid_test, box.id.IsValid())
|
||||
|
||||
for ramp in all_ramps:
|
||||
Report.critical_result(ramp.valid_test, ramp.id.IsValid())
|
||||
|
||||
# Setup ramp active and standby positions
|
||||
active_position = ramp_average.get_position()
|
||||
stand_by_position = active_position.Subtract(STANDBY_OFFSET)
|
||||
|
||||
# fmt: off
|
||||
distance_matrix = [[0.0, 0.0, 0.0, 0.0], # Test 0 - Ramp 'Average'
|
||||
[0.0, 0.0, 0.0, 0.0], # Test 1 - Ramp 'Minimum'
|
||||
[0.0, 0.0, 0.0, 0.0], # Test 2 - Ramp 'Multiply'
|
||||
[0.0, 0.0, 0.0, 0.0]] # Test 3 - Ramp 'Maximum'
|
||||
# fmt: on
|
||||
|
||||
for row_index in range(NUMBER_OF_TESTS):
|
||||
Report.info("********Starting Test {}********".format(row_index))
|
||||
|
||||
# 4) Replace the ramp under the boxes
|
||||
ramp = all_ramps[row_index]
|
||||
ramp.set_position(active_position)
|
||||
|
||||
# 5) Ensure all boxes are stationary
|
||||
Report.result(
|
||||
test_info.at_rest_start_tests[row_index], helper.wait_for_condition(all_boxes_stationary, TIMEOUT)
|
||||
)
|
||||
|
||||
# 6) Push the boxes and wait for them to come to rest
|
||||
push_boxes()
|
||||
|
||||
moved_test = test_info.moved_tests[row_index]
|
||||
at_rest_end_test = test_info.at_rest_end_tests[row_index]
|
||||
Report.result(moved_test, helper.wait_for_condition(all_boxes_moving, TIMEOUT))
|
||||
Report.result(at_rest_end_test, helper.wait_for_condition(all_boxes_stationary, TIMEOUT))
|
||||
|
||||
for column_index in range(NUMBER_OF_TESTS):
|
||||
# Register the distance the boxes travelled
|
||||
box = all_boxes[column_index]
|
||||
end_position = box.get_position()
|
||||
distance = end_position.GetDistance(box.start_position)
|
||||
|
||||
distance_matrix[row_index][column_index] = distance
|
||||
Report.info("Box {} travelled {:.3f} meters".format(box.name, distance))
|
||||
box.start_position = end_position
|
||||
|
||||
ramp.set_position(stand_by_position)
|
||||
|
||||
# 7) Validate matrix
|
||||
log_matrix(distance_matrix)
|
||||
Report.result(Tests.distance_matrix_valid, validate_matrix(distance_matrix))
|
||||
|
||||
# 8) Exit game mode
|
||||
helper.exit_game_mode(Tests.exit_game_mode)
|
||||
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(Material_FrictionCombinePriorityOrder)
|
||||
+477
@@ -0,0 +1,477 @@
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
# Test case ID : 4044455
|
||||
# Test Case Title : Verify that any change in any of the values including the name of the material,
|
||||
# once saved, is immediately reflected in the component and functionality
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests:
|
||||
enter_game_mode_0 = ("Entered game mode 0", "Failed to enter game mode 0")
|
||||
exit_game_mode_0 = ("Exited game mode 0", "Couldn't exit game mode 0")
|
||||
enter_game_mode_1 = ("Entered game mode 1", "Failed to enter game mode 1")
|
||||
exit_game_mode_1 = ("Exited game mode 1", "Couldn't exit game mode 1")
|
||||
terrain_found_0 = ("terrain entity found 0", "terrain entity not found 0")
|
||||
block_found_0 = ("block entity found 0", "block entity not found 0")
|
||||
trigger_found_0 = ("trigger entity found 0", "trigger entity not found 0")
|
||||
terrain_found_1 = ("terrain entity found 1", "terrain entity not found 1")
|
||||
block_found_1 = ("block entity found 1", "block entity not found 1")
|
||||
trigger_found_1 = ("trigger entity found 1", "trigger entity not found 1")
|
||||
material_changes = ("material changes were made", "material changes couldn't be made")
|
||||
# Material Modifications
|
||||
static_friction = ("Static friction was modified", "Static friction wasn't modified")
|
||||
dynamic_friction = ("Dynamic friction was modified", "Dynamic friction wasn't modified")
|
||||
restitution = ("Restitution was modified", "Restition wasn't modified")
|
||||
friction_combine = ("Friction combine was modified", "Friction combine wasn't modified")
|
||||
restitution_combine = ("Restition combine was modified", "Restitution combine wasn't modified")
|
||||
delete_material = ("Material deleted successfully", "Material wasn't deleted")
|
||||
|
||||
# sphere_0 test 0
|
||||
sphere_0_found_0 = ("Test 0: sphere_0 found", "Test 0: sphere_0 not found")
|
||||
sphere_0_initial_position_0 = ("Test 0: sphere_0 is in valid position", "Test 0: sphere_0 isn't in valid position")
|
||||
sphere_0_initial_velocity_0 = ("Test 0: sphere_0 initial velocity valid", "Test 0: sphere_0 initial velocity invalid")
|
||||
sphere_0_collision_0 = ("Test 0: sphere_0 collided with terrain", "Test 0: sphere_0 collided with terrain")
|
||||
sphere_0_final_position_0 = ("Test 0: sphere_0 final position valid", "Test 0: sphere_0 final position invalid")
|
||||
sphere_0_final_velocity_0 = ("Test 0: sphere_0 final velocity valid", "Test 0: sphere_0 final velocity invalid")
|
||||
# sphere_0 test 1
|
||||
sphere_0_found_1 = ("Test 1: sphere_0 found", "Test 1: sphere_0 not found")
|
||||
sphere_0_initial_position_1 = ("Test 1: sphere_0 is in valid position", "Test 1: sphere_0 isn't in valid position")
|
||||
sphere_0_initial_velocity_1 = ("Test 1: sphere_0 initial velocity valid", "Test 1: sphere_0 initial velocity invalid")
|
||||
sphere_0_collision_1 = ("Test 1: sphere_0 collided with terrain", "Test 1: sphere_0 collided with terrain")
|
||||
sphere_0_final_position_1 = ("Test 1: sphere_0 final position valid", "Test 1: sphere_0 final position invalid")
|
||||
sphere_0_final_velocity_1 = ("Test 1: sphere_0 final velocity valid", "Test 1: sphere_0 final velocity invalid")
|
||||
# sphere_1 test 0
|
||||
sphere_1_found_0 = ("Test 0: sphere_1 found", "Test 0: sphere_1 not found")
|
||||
sphere_1_initial_position_0 = ("Test 0: sphere_1 is in valid position", "Test 0: sphere_1 isn't in valid position")
|
||||
sphere_1_initial_velocity_0 = ("Test 0: sphere_1 initial velocity valid", "Test 0: sphere_1 initial velocity invalid")
|
||||
sphere_1_collision_0 = ("Test 0: sphere_1 collided with terrain", "Test 0: sphere_1 collided with terrain")
|
||||
sphere_1_final_position_0 = ("Test 0: sphere_1 final position valid", "Test 0: sphere_1 final position invalid")
|
||||
sphere_1_final_velocity_0 = ("Test 0: sphere_1 final velocity valid", "Test 0: sphere_1 final velocity invalid")
|
||||
# sphere_1 test 1
|
||||
sphere_1_found_1 = ("Test 1: sphere_1 found", "Test 1: sphere_1 not found")
|
||||
sphere_1_initial_position_1 = ("Test 1: sphere_1 is in valid position", "Test 1: sphere_1 isn't in valid position")
|
||||
sphere_1_initial_velocity_1 = ("Test 1: sphere_1 initial velocity valid", "Test 1: sphere_1 initial velocity invalid")
|
||||
sphere_1_collision_1 = ("Test 1: sphere_1 collided with terrain", "Test 1: sphere_1 collided with terrain")
|
||||
sphere_1_final_position_1 = ("Test 1: sphere_1 final position valid", "Test 1: sphere_1 final position invalid")
|
||||
sphere_1_final_velocity_1 = ("Test 1: sphere_1 final velocity valid", "Test 1: sphere_1 final velocity invalid")
|
||||
# sphere_2 test 0
|
||||
sphere_2_found_0 = ("Test 0: sphere_2 found", "Test 0: sphere_2 not found")
|
||||
sphere_2_initial_position_0 = ("Test 0: sphere_2 is in valid position", "Test 0: sphere_2 isn't in valid position")
|
||||
sphere_2_initial_velocity_0 = ("Test 0: sphere_2 initial velocity valid", "Test 0: sphere_2 initial velocity invalid")
|
||||
sphere_2_collision_0 = ("Test 0: sphere_2 collided with terrain", "Test 0: sphere_2 collided with terrain")
|
||||
sphere_2_final_position_0 = ("Test 0: sphere_2 final position valid", "Test 0: sphere_2 final position invalid")
|
||||
sphere_2_final_velocity_0 = ("Test 0: sphere_2 final velocity valid", "Test 0: sphere_2 final velocity invalid")
|
||||
# sphere_2 test 1
|
||||
sphere_2_found_1 = ("Test 1: sphere_2 found", "Test 1: sphere_2 not found")
|
||||
sphere_2_initial_position_1 = ("Test 1: sphere_2 is in valid position", "Test 1: sphere_2 isn't in valid position")
|
||||
sphere_2_initial_velocity_1 = ("Test 1: sphere_2 initial velocity valid", "Test 1: sphere_2 initial velocity invalid")
|
||||
sphere_2_collision_1 = ("Test 1: sphere_2 collided with terrain", "Test 1: sphere_2 collided with terrain")
|
||||
sphere_2_final_position_1 = ("Test 1: sphere_2 final position valid", "Test 1: sphere_2 final position invalid")
|
||||
sphere_2_final_velocity_1 = ("Test 1: sphere_2 final velocity valid", "Test 1: sphere_2 final velocity invalid")
|
||||
|
||||
# cube_0 test 0
|
||||
cube_0_found_0 = ("Test 0: cube_0 found", "Test 0: cube_0 not found")
|
||||
cube_0_initial_position_0 = ("Test 0: cube_0 is in correct position", "Test 0: cube_0 isn't in correct position")
|
||||
cube_0_initial_velocity_0 = ("Test 0: cube_0 initial velocity valid", "Test 0: cube_0 initial velocity invalid")
|
||||
cube_0_final_position_0 = ("Test 0: cube_0 has stopped moving", "Test 0: cube_0 hasn't stopped moving")
|
||||
cube_0_final_velocity_0 = ("Test 0: cube_0 final velocity valid", "Test 0: cube_0 final velocity invalid")
|
||||
# cube_0 test 1
|
||||
cube_0_found_1 = ("Test 1: cube_0 found", "Test 1: cube_0 not found")
|
||||
cube_0_initial_position_1 = ("Test 1: cube_0 is in correct position", "Test 1: cube_0 isn't in correct position")
|
||||
cube_0_initial_velocity_1 = ("Test 1: cube_0 initial velocity valid", "Test 1: cube_0 initial velocity invalid")
|
||||
cube_0_final_position_1 = ("Test 1: cube_0 has stopped moving", "Test 1: cube_0 has not stopped moving")
|
||||
cube_0_final_velocity_1 = ("Test 1: cube_0 final velocity valid", "Test 1: cube_0 final velocity invalid")
|
||||
# cube_1 test 0
|
||||
cube_1_found_0 = ("Test 0: cube_1 found", "Test 0: cube_1 not found")
|
||||
cube_1_initial_position_0 = ("Test 0: cube_1 is in correct position", "Test 0: cube_1 isn't in correct position")
|
||||
cube_1_initial_velocity_0 = ("Test 0: cube_1 initial velocity valid", "Test 0: cube_1 initial velocity invalid")
|
||||
cube_1_final_position_0 = ("Test 0: cube_1 has stopped moving", "Test 0: cube_1 hasn't stopped moving")
|
||||
cube_1_final_velocity_0 = ("Test 0: cube_1 final velocity valid", "Test 0: cube_1 final velocity invalid")
|
||||
# cube_1 test 1
|
||||
cube_1_found_1 = ("Test 1: cube_1 found", "Test 1: cube_1 not found")
|
||||
cube_1_initial_position_1 = ("Test 1: cube_1 is in correct position", "Test 1: cube_1 isn't in correct position")
|
||||
cube_1_initial_velocity_1 = ("Test 1: cube_1 initial velocity valid", "Test 1: cube_1 initial velocity invalid")
|
||||
cube_1_final_position_1 = ("Test 1: cube_1 has stopped moving", "Test 1: cube_1 hasn't stopped moving")
|
||||
cube_1_final_velocity_1 = ("Test 1: cube_1 final velocity valid", "Test 1: cube_1 final velocity invalid")
|
||||
# cube_2 test 0
|
||||
cube_2_found_0 = ("Test 0: cube_2 found", "Test 0: cube_2 not found")
|
||||
cube_2_initial_position_0 = ("Test 0: cube_2 is in correct position", "Test 0: cube_2 isn't in correct position")
|
||||
cube_2_initial_velocity_0 = ("Test 0: cube_2 initial velocity valid", "Test 0: cube_2 initial velocity invalid")
|
||||
cube_2_final_position_0 = ("Test 0: cube_2 has stopped moving", "Test 0: cube_2 hasn't stopped moving")
|
||||
cube_2_final_velocity_0 = ("Test 0: cube_2 final velocity valid", "Test 0: cube_2 final velocity invalid")
|
||||
# cube_2 test 1
|
||||
cube_2_found_1 = ("Test 1: cube_2 found", "Test 1: cube_2 not found")
|
||||
cube_2_initial_position_1 = ("Test 1: cube_2 is in correct position", "Test 1: cube_2 isn't in correct position")
|
||||
cube_2_initial_velocity_1 = ("Test 1: cube_2 initial velocity valid", "Test 1: cube_2 initial velocity invalid")
|
||||
cube_2_final_position_1 = ("Test 1: cube_2 has stopped moving", "Test 1: cube_2 hasn't stopped moving")
|
||||
cube_2_final_velocity_1 = ("Test 1: cube_2 final velocity valid", "Test 1: cube_2 final velocity invalid")
|
||||
|
||||
# fmt: on
|
||||
|
||||
|
||||
def Material_LibraryChangesReflectInstantly():
|
||||
"""
|
||||
Summary: Verify that any change in any of the values of the material, once saved, is immediately reflected
|
||||
in the component and functionality
|
||||
|
||||
Level Description:
|
||||
Three sphere entities (sphere_0, sphere_1, sphere_2) - They start between the terrain and trigger with
|
||||
velocity of 10 m/s in the negative z direction; has physx collider with sphere shape, physx rigid body,
|
||||
sphere shape, has "to_change_restitution", "to_change_restitution_combine", and "to_delete" materials
|
||||
applied respectively.
|
||||
Three cube entities (cube_0, cube_1, cube_2) - On top of the negative y side of the block, gravity enabled, no
|
||||
initial velocity, 0.0 linear damping; has physx collider with box shape, physx rigid body, box shape, and
|
||||
has "to_change_static_friction", "to_change_dynamic_friction", and "to_change_friction_combine" materials
|
||||
applied respectively
|
||||
trigger - Stationary trigger above the three spheres, used to indicate if the material was modified correctly; has
|
||||
physx collider with box shape (20.0, 5.0, 0.25) and trigger enabled and box shape (20.0, 5.0, 0.25)
|
||||
block - Stationary block that has all cubes sitting on it. Used as a controlled surface for friction testing; has
|
||||
physx collider with box shape (10.0, 10.0, 10.0) and box shape (10.0, 10.0, 10.0)
|
||||
terrain - terrain component holder lined up with terrain default height; has terrain component
|
||||
|
||||
Material Library: Contains a different material for each entity with distinct collider shape. These materials are
|
||||
designed to provide the largest difference in result after change (sphere: velocity, cube: distance). All spheres
|
||||
should not bounce off of the terrain initially but will be able to hit the trigger post change. The cubes will
|
||||
experience higher friction after the change and not travel as far along the ramp entity.
|
||||
|
||||
Expected Behavior: Before editing the material library the spheres in both levels will not bounce off of the terrain
|
||||
and the cubes will go some distance along the ramp. After the material file is edited the spheres will bounce off
|
||||
of the terrain and hit the trigger and the cubes will travel a smaller distance than before
|
||||
|
||||
Main Script Steps:
|
||||
1) Open Level
|
||||
2) Create test objects
|
||||
3) Run test 0
|
||||
4) Modify material library
|
||||
5) Run test 1
|
||||
6) Validate results
|
||||
7) Close Editor
|
||||
|
||||
Test Loop Steps:
|
||||
1) Enter game mode
|
||||
2) Find and Validate entities
|
||||
3) Wait for spheres to collide with terrain
|
||||
4) Wait for spheres to enter the trigger
|
||||
5) Log sphere results
|
||||
6) Push cubes
|
||||
7) Wait for cubes to stop moving
|
||||
8) Log and validate cube results
|
||||
9) Exit game mode
|
||||
|
||||
Note:
|
||||
- This test file must be called from the Open 3D Engine Editor command terminal
|
||||
- Any passed and failed tests are written to the Editor.log file.
|
||||
Parsing the file or running a log_monitor are required to observe the test results.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
|
||||
import os
|
||||
import sys
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.bus
|
||||
import azlmbr.math as math
|
||||
|
||||
from Physmaterial_Editor import Physmaterial_Editor
|
||||
|
||||
# Constants
|
||||
FLOAT_THRESHOLD = 0.001
|
||||
# Timeout in seconds
|
||||
TIMEOUT = 2.0
|
||||
CUBE_IMPULSE = math.Vector3(0.0, 5.0, 0.0)
|
||||
CUBE_Y_POSITION = 536.0
|
||||
CUBE_INITIAL_VELOCITY = math.Vector3(0.0, 0.0, 0.0)
|
||||
PROPAGATION_FRAMES = 500
|
||||
|
||||
# Helper Functions
|
||||
class Entity:
|
||||
terrain_id = None
|
||||
def __init__(self, name, test_index):
|
||||
# Type (str, int, int, Entity) -> None
|
||||
self.id = general.find_game_entity(name)
|
||||
self.name = name
|
||||
self.test_index = test_index
|
||||
self.collision_happened = False
|
||||
self.hit_trigger = False
|
||||
# Check Entity ID
|
||||
found = Tests.__dict__["{}_found_{}".format(self.name, self.test_index)]
|
||||
Report.critical_result(found, self.id.IsValid())
|
||||
|
||||
@property
|
||||
def position(self):
|
||||
return azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldTranslation", self.id)
|
||||
|
||||
@property
|
||||
def velocity(self):
|
||||
return azlmbr.physics.RigidBodyRequestBus(azlmbr.bus.Event, "GetLinearVelocity", self.id)
|
||||
|
||||
@property
|
||||
def is_moving_up(self):
|
||||
# Type () -> bool
|
||||
return (
|
||||
abs(self.velocity.x) < FLOAT_THRESHOLD
|
||||
and abs(self.velocity.y) < FLOAT_THRESHOLD
|
||||
and self.velocity.z > 0.0
|
||||
)
|
||||
|
||||
@property
|
||||
def is_not_moving(self):
|
||||
# Type () -> bool
|
||||
return (
|
||||
abs(self.velocity.x) < FLOAT_THRESHOLD
|
||||
and abs(self.velocity.y) < FLOAT_THRESHOLD
|
||||
and abs(self.velocity.z) < FLOAT_THRESHOLD
|
||||
)
|
||||
|
||||
def on_collision_begin(self, args):
|
||||
# Type ([]) -> None
|
||||
if Entity.terrain_id.equal(args[0]):
|
||||
self.collision_happened = True
|
||||
|
||||
class Sphere(Entity):
|
||||
def __init__(self, name, test_index):
|
||||
Entity.__init__(self, name, test_index)
|
||||
self.handler = azlmbr.physics.CollisionNotificationBusHandler()
|
||||
self.handler.connect(self.id)
|
||||
self.handler.add_callback("OnCollisionBegin", self.on_collision_begin)
|
||||
|
||||
class Material_Test:
|
||||
def __init__(self, index):
|
||||
self.index = index
|
||||
self.sphere_list = None
|
||||
# List to hold how far the cube traveled
|
||||
self.cube_distances = []
|
||||
# List to hold wether the sphere hit the trigger and its velocities
|
||||
self.sphere_values = []
|
||||
|
||||
def verify_sphere_initial_position(self, sphere, terrain, trigger):
|
||||
# Type (Entity, Entity, Entity) -> None
|
||||
# Validates sphere is where it should be
|
||||
position_valid = terrain.position.z < sphere.position.z < trigger.position.z
|
||||
initial_position = Tests.__dict__["{}_initial_position_{}".format(sphere.name, self.index)]
|
||||
Report.critical_result(initial_position, position_valid)
|
||||
|
||||
def verify_sphere_initial_velocity(self, sphere):
|
||||
# Type (Entity) -> None
|
||||
# Validates that sphere in moving in the correct direction
|
||||
initial_velocity = Tests.__dict__["{}_initial_velocity_{}".format(sphere.name, self.index)]
|
||||
Report.critical_result(initial_velocity, not sphere.is_moving_up)
|
||||
|
||||
def verify_sphere_collision(self, sphere):
|
||||
# Type (Entity) -> None
|
||||
# Reports sphere collision, ends test if it hasn't occurred
|
||||
collision = Tests.__dict__["{}_collision_{}".format(sphere.name, self.index)]
|
||||
Report.critical_result(collision, sphere.collision_happened)
|
||||
|
||||
def verify_sphere_final_velocity(self, sphere):
|
||||
# Type (Entity) -> None
|
||||
# Validates that sphere is moving in the correct direction
|
||||
final_velocity = Tests.__dict__["{}_final_velocity_{}".format(sphere.name, self.index)]
|
||||
Report.result(final_velocity, sphere.is_moving_up or sphere.is_not_moving)
|
||||
|
||||
def verify_sphere_final_position(self, sphere, terrain):
|
||||
# Type (Entity, Entity) -> None
|
||||
# Validats that sphere is not where it shouldn't be
|
||||
final_position = Tests.__dict__["{}_final_position_{}".format(sphere.name, self.index)]
|
||||
Report.result(final_position, sphere.position.z > terrain.position.z)
|
||||
|
||||
def verify_cube_initial_position(self, cube, block):
|
||||
# Type (Entity, Entity) -> None
|
||||
# Cube initially starts at a standstill
|
||||
initial_position = Tests.__dict__["{}_initial_position_{}".format(cube.name, self.index)]
|
||||
Report.result(
|
||||
initial_position,
|
||||
cube.position.z > block.position.z and abs(cube.position.y - CUBE_Y_POSITION) < FLOAT_THRESHOLD,
|
||||
)
|
||||
|
||||
def verify_cube_initial_velocity(self, cube):
|
||||
# Type (Entity) -> None
|
||||
# Ensures that the cube starts not moving
|
||||
initial_velocity = Tests.__dict__["{}_initial_velocity_{}".format(cube.name, self.index)]
|
||||
Report.result(initial_velocity, cube.velocity.IsClose(CUBE_INITIAL_VELOCITY, 0.01))
|
||||
|
||||
def push_cubes(self, cube_list):
|
||||
# Type ([Entity]) -> None
|
||||
# Imparts a velocity into each cube in the y-direction
|
||||
for cube in cube_list:
|
||||
azlmbr.physics.RigidBodyRequestBus(azlmbr.bus.Event, "SetLinearVelocity", cube.id, CUBE_IMPULSE)
|
||||
|
||||
def verify_cube_final_velocity(self, cube):
|
||||
# Type (Entity) -> None
|
||||
# Ensures that cube has stopped moving
|
||||
final_velocity = Tests.__dict__["{}_final_velocity_{}".format(cube.name, self.index)]
|
||||
Report.result(final_velocity, cube.velocity.IsClose(CUBE_INITIAL_VELOCITY, 0.01))
|
||||
|
||||
def verify_cube_final_position(self, cube, block):
|
||||
# Type (Entity, Entity) -> None
|
||||
# Validates that cube is not somewhere it shouldn't be
|
||||
final_position = Tests.__dict__["{}_final_position_{}".format(cube.name, self.index)]
|
||||
Report.result(final_position, cube.position.z > block.position.z)
|
||||
|
||||
def log_values(self, entity):
|
||||
# Type (Entity) -> None
|
||||
# Logs needed values for comparison
|
||||
if isinstance(entity, Sphere):
|
||||
self.sphere_values.append([entity.velocity, entity.hit_trigger])
|
||||
else:
|
||||
self.cube_distances.append(entity.position)
|
||||
|
||||
def set_trigger(self, trigger):
|
||||
self.handler = azlmbr.physics.TriggerNotificationBusHandler()
|
||||
self.handler.connect(trigger.id)
|
||||
self.handler.add_callback("OnTriggerEnter", self.on_trigger_enter)
|
||||
|
||||
def on_trigger_enter(self, args):
|
||||
for sphere in self.sphere_list:
|
||||
if sphere.id.equal(args[0]):
|
||||
sphere.hit_trigger = True
|
||||
|
||||
def modify_material_library():
|
||||
# Type () -> bool
|
||||
# Uses a Physmaterial_Editor option to modify the material library associated with this level.
|
||||
# Changes are made to maximize the in level affect.
|
||||
material_library = Physmaterial_Editor("c4044455_material_librarychangesinstantly.physmaterial")
|
||||
dynamic_friction_modified = material_library.modify_material("to_change_dynamic_friction", "DynamicFriction", 10.0)
|
||||
static_friction_modified = material_library.modify_material("to_change_static_friction", "StaticFriction", 10.0)
|
||||
friction_combine_modified = material_library.modify_material(
|
||||
"to_change_friction_combine", "FrictionCombine", "Maximum"
|
||||
)
|
||||
restitution_combine_modified = material_library.modify_material(
|
||||
"to_change_restitution_combine", "RestitutionCombine", "Maximum"
|
||||
)
|
||||
restitution_modified = material_library.modify_material("to_change_restitution", "Restitution", 1.0)
|
||||
material_deleted = material_library.delete_material("to_delete")
|
||||
material_library.save_changes()
|
||||
return (
|
||||
material_deleted
|
||||
and dynamic_friction_modified
|
||||
and static_friction_modified
|
||||
and friction_combine_modified
|
||||
and restitution_combine_modified
|
||||
and restitution_modified
|
||||
)
|
||||
|
||||
def check_sphere(sphere_values_0, sphere_values_1, index):
|
||||
# Type ([[vector3, bool]], [[vector3, bool]]) -> bool
|
||||
hit_trigger = not sphere_values_0[index][1] and sphere_values_1[index][1]
|
||||
velocity_valid = sphere_values_0[index][0].z < sphere_values_1[index][0].z
|
||||
return hit_trigger and velocity_valid
|
||||
|
||||
def check_static_friction(cube_distances_0, cube_distances_1):
|
||||
# Type ([float],[float]) -> bool
|
||||
return cube_distances_0[0].y > cube_distances_1[0].y
|
||||
|
||||
def check_dynamic_friction(cube_distances_0, cube_distances_1):
|
||||
# Type ([float],[float]) -> bool
|
||||
return cube_distances_0[1].y > cube_distances_1[1].y
|
||||
|
||||
def check_friction_combine(cube_distances_0, cube_distances_1):
|
||||
# Type ([float],[float]) -> bool
|
||||
return cube_distances_0[2].y > cube_distances_1[2].y
|
||||
|
||||
def run_test(test):
|
||||
# Type (Material_Test) -> None
|
||||
# This loop runs the test steps and logs data to the given Material_Test object
|
||||
# 1) Enter game mode
|
||||
helper.enter_game_mode(Tests.__dict__["enter_game_mode_{}".format(test.index)])
|
||||
|
||||
# 2) Find and Validate entities
|
||||
terrain = Entity("terrain", test.index)
|
||||
Entity.terrain_id = terrain.id
|
||||
block = Entity("block", test.index)
|
||||
trigger = Entity("trigger", test.index)
|
||||
sphere_0 = Sphere("sphere_0", test.index)
|
||||
sphere_1 = Sphere("sphere_1", test.index)
|
||||
sphere_2 = Sphere("sphere_2", test.index)
|
||||
sphere_list = [sphere_0, sphere_1, sphere_2]
|
||||
cube_0 = Entity("cube_0", test.index)
|
||||
cube_1 = Entity("cube_1", test.index)
|
||||
cube_2 = Entity("cube_2", test.index)
|
||||
cube_list = [cube_0, cube_1, cube_2]
|
||||
test.sphere_list = sphere_list
|
||||
test.set_trigger(trigger)
|
||||
|
||||
for sphere in sphere_list:
|
||||
test.verify_sphere_initial_position(sphere, terrain, trigger)
|
||||
test.verify_sphere_initial_velocity(sphere)
|
||||
|
||||
for cube in cube_list:
|
||||
test.verify_cube_initial_position(cube, block)
|
||||
test.verify_cube_initial_velocity(cube)
|
||||
|
||||
# 3) Wait for spheres to collide with terrain
|
||||
helper.wait_for_condition(lambda: all([sphere.collision_happened for sphere in sphere_list]), TIMEOUT)
|
||||
|
||||
# 4) Wait for spheres to enter the trigger
|
||||
helper.wait_for_condition(lambda: all([sphere.hit_trigger for sphere in sphere_list]), TIMEOUT)
|
||||
for sphere in sphere_list:
|
||||
test.log_values(sphere)
|
||||
|
||||
# 5) Log sphere results
|
||||
for sphere in sphere_list:
|
||||
test.verify_sphere_collision(sphere)
|
||||
test.verify_sphere_final_position(sphere, terrain)
|
||||
test.verify_sphere_final_velocity(sphere)
|
||||
|
||||
# 6) Push cubes
|
||||
test.push_cubes(cube_list)
|
||||
|
||||
# 7) Wait for cubes to stop moving
|
||||
helper.wait_for_condition(lambda: all([cube.is_not_moving for cube in cube_list]), TIMEOUT)
|
||||
|
||||
# 8) Log and validate cube results
|
||||
for cube in cube_list:
|
||||
test.verify_cube_final_position(cube, block)
|
||||
test.verify_cube_final_velocity(cube)
|
||||
test.log_values(cube)
|
||||
|
||||
# 9) Exit game mode
|
||||
helper.exit_game_mode(Tests.__dict__["exit_game_mode_{}".format(test.index)])
|
||||
|
||||
# Main Script
|
||||
helper.init_idle()
|
||||
# 1) Open Level
|
||||
helper.open_level("Physics", "C4044455_Material_LibraryChangesInstantly")
|
||||
|
||||
# 2) Create test objects
|
||||
test_0 = Material_Test(0)
|
||||
test_1 = Material_Test(1)
|
||||
|
||||
# 3) Run test 0
|
||||
run_test(test_0)
|
||||
|
||||
# 4) Modify material library
|
||||
Report.result(Tests.material_changes, modify_material_library())
|
||||
|
||||
# Wait for modifications to the material library to propagate.
|
||||
general.idle_wait_frames(PROPAGATION_FRAMES)
|
||||
|
||||
# 5) Run test 1
|
||||
run_test(test_1)
|
||||
|
||||
# 6) Validate results
|
||||
# Restitution Modification Successful
|
||||
Report.result(Tests.restitution, check_sphere(test_0.sphere_values, test_1.sphere_values, index=0))
|
||||
# Static Friction Modification Successful
|
||||
Report.result(Tests.static_friction, check_static_friction(test_0.cube_distances, test_1.cube_distances))
|
||||
# Dynamic Friction Modification Successful
|
||||
Report.result(Tests.dynamic_friction, check_dynamic_friction(test_0.cube_distances, test_1.cube_distances))
|
||||
# Friction Combine Modification Successful
|
||||
Report.result(Tests.friction_combine, check_friction_combine(test_0.cube_distances, test_1.cube_distances))
|
||||
# Restitution Combine Modification Successful
|
||||
Report.result(Tests.restitution_combine, check_sphere(test_0.sphere_values, test_1.sphere_values, index=1))
|
||||
# Material Delete Successful
|
||||
Report.result(Tests.delete_material, check_sphere(test_0.sphere_values, test_1.sphere_values, index=2))
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(Material_LibraryChangesReflectInstantly)
|
||||
+103
@@ -0,0 +1,103 @@
|
||||
"""
|
||||
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
|
||||
|
||||
Test case ID : C15096740
|
||||
Test Case Title : Verify that clearing a material library on all systems that use it,
|
||||
assigns the default material library
|
||||
|
||||
"""
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests():
|
||||
create_entity = ("Entity created successfully", "Failed to create Entity")
|
||||
add_physx_component = ("PhysX Component added successfully", "Failed to add PhysX Component")
|
||||
override_default_library = ("Material library overrided successfully", "Failed to override material library")
|
||||
update_to_default_library = ("Library updated to default", "Failed to update library to default")
|
||||
new_library_updated = ("New library updated successfully", "Failed to add new library")
|
||||
# fmt: on
|
||||
|
||||
|
||||
def Material_LibraryClearingAssignsDefault():
|
||||
|
||||
"""
|
||||
Summary:
|
||||
Load level with Entity having PhysX Component. Override the material library to be the same one as the
|
||||
default material library. Change the default material library into another one.
|
||||
|
||||
Expected Behavior:
|
||||
The material library gets updated correctly when the default material is changed.
|
||||
|
||||
Test Steps:
|
||||
1) Load the level
|
||||
2) Create new Entity with PhysX Character Controller
|
||||
3) Override the material library to be the same one as the default material library
|
||||
4) Switch it back again to the default material library.
|
||||
5) Change the default material library into another one.
|
||||
6) Close the editor
|
||||
|
||||
Note:
|
||||
- This test file must be called from the Open 3D Engine Editor command terminal
|
||||
- Any passed and failed tests are written to the Editor.log file.
|
||||
Parsing the file or running a log_monitor are required to observe the test results.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
|
||||
# Built-in Imports
|
||||
import os
|
||||
|
||||
|
||||
# Helper file Imports
|
||||
from editor_python_test_tools.editor_entity_utils import EditorEntity
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
from editor_python_test_tools.asset_utils import Asset
|
||||
|
||||
# Open 3D Engine Imports
|
||||
import azlmbr.asset as azasset
|
||||
|
||||
# Constants
|
||||
library_property_path = "Configuration|Physics Material|Library"
|
||||
|
||||
default_material_path = os.path.join("assets", "physics", "surfacetypemateriallibrary.physmaterial")
|
||||
new_material_path = os.path.join("physicssurfaces", "default_phys_materials.physmaterial")
|
||||
|
||||
helper.init_idle()
|
||||
# 1) Load the level
|
||||
helper.open_level("Physics", "Base")
|
||||
|
||||
# 2) Create new Entity with PhysX Character Controller
|
||||
test_entity = EditorEntity.create_editor_entity("TestEntity")
|
||||
Report.result(Tests.create_entity, test_entity.id.IsValid())
|
||||
|
||||
test_component = test_entity.add_component("PhysX Character Controller")
|
||||
Report.result(Tests.add_physx_component, test_entity.has_component("PhysX Character Controller"))
|
||||
|
||||
# 3) Override the material library to be the same one as the default material library
|
||||
default_asset = Asset.find_asset_by_path(default_material_path)
|
||||
test_component.set_component_property_value(library_property_path, default_asset.id)
|
||||
default_asset.id = test_component.get_component_property_value(library_property_path)
|
||||
Report.result(Tests.override_default_library, default_asset.get_path() == default_material_path.replace(os.sep, '/'))
|
||||
|
||||
# 4) Switch it back again to the default material library.
|
||||
test_component.set_component_property_value(library_property_path, azasset.AssetId())
|
||||
Report.result(
|
||||
Tests.update_to_default_library,
|
||||
test_component.get_component_property_value(library_property_path) == azasset.AssetId(),
|
||||
)
|
||||
|
||||
# 5) Change the default material library into another one.
|
||||
new_asset = Asset.find_asset_by_path(new_material_path)
|
||||
test_component.set_component_property_value(library_property_path, new_asset.id)
|
||||
new_asset.id = test_component.get_component_property_value(library_property_path)
|
||||
Report.result(Tests.new_library_updated, new_asset.get_path() == new_material_path.replace(os.sep, '/'))
|
||||
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(Material_LibraryClearingAssignsDefault)
|
||||
+196
@@ -0,0 +1,196 @@
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
# Test Case ID : C15563573
|
||||
# Test Case Title : Check that any change (Add/Delete/Modify) made to the material surface in the material library reflects immediately in the PhysX Character Controller
|
||||
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests:
|
||||
enter_game_mode_0 = ("Test 0) Entered game mode", "Test 0) Failed to enter game mode")
|
||||
find_default_controller_0 = ("Test 0) The default controller entity was found", "Test 0) The default controller entity was not found")
|
||||
find_modified_controller_0 = ("Test 0) The modified controller entity was found", "Test 0) The modified controller entity was not found")
|
||||
find_on_default_box_0 = ("Test 0) Box on default was found", "Test 0) Box on default was not found")
|
||||
find_on_modified_box_0 = ("Test 0) Box on modified was found", "Test 0) Box on modified was not found")
|
||||
boxes_moved_0 = ("Test 0) All boxes moved", "Test 0) Boxes failed to move")
|
||||
boxes_at_rest_0 = ("Test 0) All boxes came to rest", "Test 0) Boxes failed to come to rest")
|
||||
exit_game_mode_0 = ("Test 0) Exited game mode", "Test 0) Failed to exit game mode")
|
||||
default_less_than_modified = ("Test 0) Modified box traveled farther than default", "Test 0) Modified box did not travel farther than default")
|
||||
|
||||
enter_game_mode_1 = ("Test 1) Entered game mode", "Test 1) Failed to enter game mode")
|
||||
find_default_controller_1 = ("Test 1) The default controller entity was found", "Test 1) The default controller entity was not found")
|
||||
find_modified_controller_1 = ("Test 1) The modified controller entity was found", "Test 1) The modified controller entity was not found")
|
||||
find_on_default_box_1 = ("Test 1) Box on default was found", "Test 1) Box on default was not found")
|
||||
find_on_modified_box_1 = ("Test 1) Box on modified was found", "Test 1) Box on modified was not found")
|
||||
boxes_moved_1 = ("Test 1) All boxes moved", "Test 1) Boxes failed to move")
|
||||
boxes_at_rest_1 = ("Test 1) All boxes came to rest", "Test 1) Boxes failed to come to rest")
|
||||
exit_game_mode_1 = ("Test 1) Exited game mode", "Test 1) Failed to exit game mode")
|
||||
modified_less_than_default = ("Test 1) Modified box traveled less than default", "Test 1) Modified box traveled farther than default")
|
||||
|
||||
enter_game_mode_2 = ("Test 2) Entered game mode", "Test 2) Failed to enter game mode")
|
||||
find_default_controller_2 = ("Test 2) The default controller entity was found", "Test 2) The default controller entity was not found")
|
||||
find_modified_controller_2 = ("Test 2) The modified controller entity was found", "Test 2) The modified controller entity was not found")
|
||||
find_on_default_box_2 = ("Test 2) Box on default was found", "Test 2) Box on default was not found")
|
||||
find_on_modified_box_2 = ("Test 2) Box on modified was found", "Test 2) Box on modified was not found")
|
||||
boxes_moved_2 = ("Test 2) All boxes moved", "Test 2) Boxes failed to move")
|
||||
boxes_at_rest_2 = ("Test 2) All boxes came to rest", "Test 2) Boxes failed to come to rest")
|
||||
exit_game_mode_2 = ("Test 2) Exited game mode", "Test 2) Failed to exit game mode")
|
||||
default_equals_modified = ("Test 2) Modified and Default boxes traveled the same distance", "Test 2) Modified and Default boxes did not travel the same distance")
|
||||
# fmt: on
|
||||
|
||||
|
||||
def Material_LibraryCrudOperationsReflectOnCharacterController():
|
||||
"""
|
||||
Summary:
|
||||
Runs an automated test to verify that any change (Add/Delete/Modify) made to the material surface in the material
|
||||
library reflects immediately in the PhysX Character Controller
|
||||
|
||||
Level Description:
|
||||
There are two groups of entities, one for "modified" and one for "default".
|
||||
Each group has two entities:
|
||||
one box, with PhysX Rigid Body and PhysX Box Collider
|
||||
one character controller, with PhysX Character Controller - configured as a box shape
|
||||
|
||||
The box entity for each group sits on top of its respective character controller entity. The boxes are identical and
|
||||
have the default physX material assigned.
|
||||
|
||||
The character controller "default_controller" is assigned the default physx material.
|
||||
A new material library was created with 1 material, called "Modified", this is assigned to "modified_controller"
|
||||
dynamic friction: 0.25
|
||||
static friction: 0.5
|
||||
restitution: 0.5
|
||||
|
||||
Expected behavior:
|
||||
For every iteration this test applies a force impulse in the X direction to each box. The boxes save their traveled
|
||||
distances each iteration, to verify different behavior between each setup.
|
||||
|
||||
First the test verifies the two controllers are assigned differing materials, without changing anything. With a
|
||||
lower dynamic friction coefficient, the box 'on_modified' should travel a longer distance than 'on_default'
|
||||
|
||||
Next, the test modifies the dynamic friction value for 'modified_controller' (from 0.25 to 0.75). 'on_modified'
|
||||
should travel a shorter distance than it did in the previous test, and less than 'default'
|
||||
|
||||
Finally, we delete the 'modified' material entirely. The box 'on_modified' should then behave as 'on_default' box,
|
||||
and travel the same distance.
|
||||
|
||||
Test Steps:
|
||||
1) Open level
|
||||
2) Collect basis values without modifying anything
|
||||
2.1) Enter game mode
|
||||
2.2) Find entities
|
||||
2.3) Push the boxes and wait for them to come to rest
|
||||
2.4) Exit game mode
|
||||
3) Modify the dynamic friction value of 'modified'
|
||||
3.1 - 3.4) <same as above>
|
||||
4) Delete 'modified's' material
|
||||
4.1 - 4.4) <same as above>
|
||||
5) Close editor
|
||||
|
||||
Notes:
|
||||
- As of 20/02/2020, we do not have any capabilities to automate the UI part of the test case. Nor can we 'Add' any
|
||||
new mesh surface in a material library by modifying the ".physmaterial" file as it requires a UUID. Hence, in order
|
||||
to validate that the modification/deletion of mesh surfaces from material library are reflected in the allocated
|
||||
material in Character Controller, we will verify the change in behaviour of the Character Controller occurring due
|
||||
to change in mesh surfaces, during the game mode.
|
||||
|
||||
|
||||
- This test file must be called from the Open 3D Engine Editor command terminal
|
||||
- Any passed and failed tests are written to the Editor.log file.
|
||||
Parsing the file or running a log_monitor are required to observe the test results.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
import os
|
||||
import sys
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.math as lymath
|
||||
|
||||
from Physmaterial_Editor import Physmaterial_Editor
|
||||
from AddModifyDelete_Utils import Box
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
|
||||
FORCE_IMPULSE = lymath.Vector3(5.0, 0.0, 0.0)
|
||||
TIMEOUT = 3.0
|
||||
DISTANCE_TOLERANCE = 0.001
|
||||
|
||||
def get_test(test_name):
|
||||
return Tests.__dict__[test_name]
|
||||
|
||||
def run_test(test_number):
|
||||
# x.1) Enter game mode
|
||||
helper.enter_game_mode(get_test("enter_game_mode_{}".format(test_number)))
|
||||
|
||||
# x.2) Find entities
|
||||
default_controller_id = general.find_game_entity("default_controller")
|
||||
modified_controller_id = general.find_game_entity("modified_controller")
|
||||
Report.result(get_test("find_default_controller_{}".format(test_number)), default_controller_id.IsValid())
|
||||
Report.result(get_test("find_modified_controller_{}".format(test_number)), modified_controller_id.IsValid())
|
||||
Report.result(get_test("find_on_default_box_{}".format(test_number)), default_box.find())
|
||||
Report.result(get_test("find_on_modified_box_{}".format(test_number)), modified_box.find())
|
||||
|
||||
# x.3) Push the boxes and wait for them to come to rest
|
||||
default_box.push(FORCE_IMPULSE)
|
||||
modified_box.push(FORCE_IMPULSE)
|
||||
|
||||
def boxes_are_moving():
|
||||
return not default_box.is_stationary() and not modified_box.is_stationary()
|
||||
|
||||
def boxes_are_stationary():
|
||||
return default_box.is_stationary() and modified_box.is_stationary()
|
||||
|
||||
Report.result(
|
||||
get_test("boxes_moved_{}".format(test_number)),
|
||||
helper.wait_for_condition(boxes_are_moving, TIMEOUT),
|
||||
)
|
||||
Report.result(
|
||||
get_test("boxes_at_rest_{}".format(test_number)),
|
||||
helper.wait_for_condition(boxes_are_stationary, TIMEOUT),
|
||||
)
|
||||
|
||||
default_box.distances.append(default_box.position.GetDistance(default_box.start_position))
|
||||
modified_box.distances.append(modified_box.position.GetDistance(modified_box.start_position))
|
||||
|
||||
# x.4) Exit game mode
|
||||
helper.exit_game_mode(get_test("exit_game_mode_{}".format(test_number)))
|
||||
|
||||
# 1) Open level and enter game mode
|
||||
helper.init_idle()
|
||||
helper.open_level("Physics", "Material_LibraryCrudOperationsReflectOnCharacterController")
|
||||
|
||||
# Setup persisting entities
|
||||
default_box = Box("on_default")
|
||||
modified_box = Box("on_modified")
|
||||
|
||||
# 2) Collect basis values without modifying anything
|
||||
run_test(0)
|
||||
# While sitting on a character controller with friction of 0.25, 'on_modified' should travel farther than 'default'
|
||||
Report.result(Tests.default_less_than_modified, default_box.distances[0] < modified_box.distances[0])
|
||||
|
||||
# 3) Modify the dynamic friction value of 'modified'
|
||||
material_editor = Physmaterial_Editor("c15563573_material_addmodifydeleteoncharactercontroller.physmaterial")
|
||||
material_editor.modify_material("Modified", "DynamicFriction", 0.75)
|
||||
material_editor.save_changes()
|
||||
run_test(1)
|
||||
# With greater friction, 'on_modified' should now travel a shorter distance than it did in the previous test.
|
||||
Report.result(Tests.modified_less_than_default, default_box.distances[0] > modified_box.distances[1])
|
||||
|
||||
# 4) Delete 'modified's material
|
||||
material_editor.delete_material("Modified")
|
||||
material_editor.save_changes()
|
||||
run_test(2)
|
||||
Report.result(
|
||||
Tests.default_equals_modified,
|
||||
lymath.Math_IsClose(default_box.distances[2], modified_box.distances[2], DISTANCE_TOLERANCE),
|
||||
)
|
||||
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(Material_LibraryCrudOperationsReflectOnCharacterController)
|
||||
+175
@@ -0,0 +1,175 @@
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
# Test Case ID : C4888315
|
||||
# Test Case Title : Check that any change (Add/Delete/Modify) made to the material surface in the material library reflects immediately in the PhysX Collider component
|
||||
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests:
|
||||
enter_game_mode_0 = ("Test 0) Entered game mode", "Test 0) Failed to enter game mode")
|
||||
find_terrain_0 = ("Test 0) The Terrain was found", "Test 0) The Terrain was not found")
|
||||
find_default_box_0 = ("Test 0) Default box was found", "Test 0) Default box was not found")
|
||||
find_modified_box_0 = ("Test 0) Modified box was found", "Test 0) Modified box was not found")
|
||||
boxes_moved_0 = ("Test 0) All boxes moved", "Test 0) Boxes failed to move")
|
||||
boxes_at_rest_0 = ("Test 0) All boxes came to rest", "Test 0) Boxes failed to come to rest")
|
||||
exit_game_mode_0 = ("Test 0) Exited game mode", "Test 0) Failed to exit game mode")
|
||||
default_less_than_modified = ("Test 0) Modified box traveled farther than default", "Test 0) Modified box did not travel farther than default")
|
||||
|
||||
enter_game_mode_1 = ("Test 1) Entered game mode", "Test 1) Failed to enter game mode")
|
||||
find_terrain_1 = ("Test 1) The Terrain was found", "Test 1) The Terrain was not found")
|
||||
find_default_box_1 = ("Test 1) Default box was found", "Test 1) Default box was not found")
|
||||
find_modified_box_1 = ("Test 1) Modified box was found", "Test 1) Modified box was not found")
|
||||
boxes_moved_1 = ("Test 1) All boxes moved", "Test 1) Boxes failed to move")
|
||||
boxes_at_rest_1 = ("Test 1) All boxes came to rest", "Test 1) Boxes failed to come to rest")
|
||||
exit_game_mode_1 = ("Test 1) Exited game mode", "Test 1) Failed to exit game mode")
|
||||
modified_less_than_previous = ("Test 1) Modified box traveled less than previous", "Test 1) Modified box traveled further than previous")
|
||||
|
||||
enter_game_mode_2 = ("Test 2) Entered game mode", "Test 2) Failed to enter game mode")
|
||||
find_terrain_2 = ("Test 2) The Terrain was found", "Test 2) The Terrain was not found")
|
||||
find_default_box_2 = ("Test 2) Default box was found", "Test 2) Default box was not found")
|
||||
find_modified_box_2 = ("Test 2) Modified box was found", "Test 2) Modified box was not found")
|
||||
boxes_moved_2 = ("Test 2) All boxes moved", "Test 2) Boxes failed to move")
|
||||
boxes_at_rest_2 = ("Test 2) All boxes came to rest", "Test 2) Boxes failed to come to rest")
|
||||
exit_game_mode_2 = ("Test 2) Exited game mode", "Test 2) Failed to exit game mode")
|
||||
default_equals_modified = ("Test 2) Modified and Default boxes traveled the same distance", "Test 2) Modified and Default boxes did not travel the same distance")
|
||||
# fmt: on
|
||||
|
||||
|
||||
def Material_LibraryCrudOperationsReflectOnCollider():
|
||||
"""
|
||||
Summary:
|
||||
Runs an automated test to verify that any change (Add/Delete/Modify) made to the material surface in the material
|
||||
library reflects immediately in the PhysX Collider component
|
||||
|
||||
Level Description:
|
||||
Two boxes ("default" and "modified") sit on the terrain. The boxes are identical, save for their physX material.
|
||||
The box "default" is assigned the default physx material.
|
||||
A new material library was created with 1 material, called "Modified", this is assigned to the "modified" box:
|
||||
dynamic friction: 0.25
|
||||
static friction: 0.5
|
||||
restitution: 0.5
|
||||
|
||||
Expected behavior:
|
||||
For every iteration this test applies a force impulse in the X direction. The boxes save their traveled distances
|
||||
each iteration, to verify different behavior between each setup.
|
||||
|
||||
First the test verifies the two entities are assigned differing materials, without changing anything. With a lower
|
||||
dynamic friction coefficient, the 'modified' should travel a longer distance than 'default'
|
||||
|
||||
Next, the test modifies the dynamic friction value for 'modified' (from 0.25 to 0.75). 'modified' should travel a
|
||||
shorter distance than it did in the previous test.
|
||||
|
||||
Finally, we delete the 'modified' material entirely. The 'modified' box should then behave as the 'default' box, and
|
||||
travel the same distance.
|
||||
|
||||
Test Steps:
|
||||
1) Open level
|
||||
2) Collect basis values without modifying anything
|
||||
2.1) Enter game mode
|
||||
2.2) Find entities
|
||||
2.3) Push the boxes and wait for them to come to rest
|
||||
2.4) Exit game mode
|
||||
3) Modify the dynamic friction value of 'modified'
|
||||
3.1 - 3.4) <same as above>
|
||||
4) Delete 'modified's' material
|
||||
4.1 - 4.4) <same as above>
|
||||
5) Close editor
|
||||
|
||||
Note:
|
||||
- This test file must be called from the Open 3D Engine Editor command terminal
|
||||
- Any passed and failed tests are written to the Editor.log file.
|
||||
Parsing the file or running a log_monitor are required to observe the test results.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
import os
|
||||
import sys
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.math as lymath
|
||||
|
||||
from Physmaterial_Editor import Physmaterial_Editor
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
from AddModifyDelete_Utils import Box
|
||||
|
||||
FORCE_IMPULSE = lymath.Vector3(5.0, 0.0, 0.0)
|
||||
TIMEOUT = 3.0
|
||||
DISTANCE_TOLERANCE = 0.001
|
||||
|
||||
def get_test(test_name):
|
||||
return Tests.__dict__[test_name]
|
||||
|
||||
def run_test(test_number):
|
||||
# x.1) Enter game mode
|
||||
helper.enter_game_mode(get_test("enter_game_mode_{}".format(test_number)))
|
||||
|
||||
# x.2) Find entities
|
||||
Report.result(get_test("find_terrain_{}".format(test_number)), general.find_game_entity("terrain").IsValid())
|
||||
Report.result(get_test("find_default_box_{}".format(test_number)), default_box.find())
|
||||
Report.result(get_test("find_modified_box_{}".format(test_number)), modified_box.find())
|
||||
|
||||
# x.3) Push the boxes and wait for them to come to rest
|
||||
default_box.push(FORCE_IMPULSE)
|
||||
modified_box.push(FORCE_IMPULSE)
|
||||
|
||||
def boxes_are_moving():
|
||||
return not default_box.is_stationary() and not modified_box.is_stationary()
|
||||
|
||||
def boxes_are_stationary():
|
||||
return default_box.is_stationary() and modified_box.is_stationary()
|
||||
|
||||
Report.result(
|
||||
get_test("boxes_moved_{}".format(test_number)),
|
||||
helper.wait_for_condition(boxes_are_moving, TIMEOUT),
|
||||
)
|
||||
Report.result(
|
||||
get_test("boxes_at_rest_{}".format(test_number)),
|
||||
helper.wait_for_condition(boxes_are_stationary, TIMEOUT),
|
||||
)
|
||||
|
||||
default_box.distances.append(default_box.position.GetDistance(default_box.start_position))
|
||||
modified_box.distances.append(modified_box.position.GetDistance(modified_box.start_position))
|
||||
|
||||
# x.4) Exit game mode
|
||||
helper.exit_game_mode(get_test("exit_game_mode_{}".format(test_number)))
|
||||
|
||||
# 1) Open level and enter game mode
|
||||
helper.init_idle()
|
||||
helper.open_level("Physics", "Material_LibraryCrudOperationsReflectOnCollider")
|
||||
|
||||
# Setup persisting entities
|
||||
default_box = Box("default")
|
||||
modified_box = Box("modified")
|
||||
|
||||
# 2) Collect basis values without modifying anything
|
||||
run_test(0)
|
||||
# With a friction of 0.25, 'modified' should travel farther than 'default'
|
||||
Report.result(Tests.default_less_than_modified, default_box.distances[0] < modified_box.distances[0])
|
||||
|
||||
# 3) Modify the dynamic friction value of 'modified'
|
||||
material_editor = Physmaterial_Editor("c4888315_material_addmodifydeleteoncollider.physmaterial")
|
||||
material_editor.modify_material("Modified", "DynamicFriction", 0.75)
|
||||
material_editor.save_changes()
|
||||
run_test(1)
|
||||
# With greater friction, 'modified' should now travel a shorter distance than it did in the previous test.
|
||||
Report.result(Tests.modified_less_than_previous, modified_box.distances[0] > modified_box.distances[1])
|
||||
|
||||
# 4) Delete 'modified's material
|
||||
material_editor.delete_material("Modified")
|
||||
material_editor.save_changes()
|
||||
run_test(2)
|
||||
Report.result(
|
||||
Tests.default_equals_modified,
|
||||
lymath.Math_IsClose(default_box.distances[2], modified_box.distances[2], DISTANCE_TOLERANCE),
|
||||
)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(Material_LibraryCrudOperationsReflectOnCollider)
|
||||
+211
@@ -0,0 +1,211 @@
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
# Test Case ID : C4925582
|
||||
# Test Case Title : Check that any change (Add/Delete/Modify) made to the material surface in the material library reflects immediately in the ragdoll bones
|
||||
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests:
|
||||
enter_game_mode_0 = ("Test 0) Entered game mode", "Test 0) Failed to enter game mode")
|
||||
find_terrain_0 = ("Test 0) The Terrain was found", "Test 0) The Terrain was not found")
|
||||
find_default_ragdoll_0 = ("Test 0) Default ragdoll was found", "Test 0) Default ragdoll was not found")
|
||||
find_modified_ragdoll_0 = ("Test 0) Modified ragdoll was found", "Test 0) Modified ragdoll was not found")
|
||||
default_ragdoll_bounced_0 = ("Test 0) Default ragdoll bounced", "Test 0) Default ragdoll did not bounce")
|
||||
modified_ragdoll_bounced_0 = ("Test 0) Modified ragdoll bounced", "Test 0) Modified ragdoll did not bounce")
|
||||
exit_game_mode_0 = ("Test 0) Exited game mode", "Test 0) Failed to exit game mode")
|
||||
modified_less_than_default = ("Test 0) Modified ragdoll's bounce height was shorter than default", "Test 0) Modified ragdoll's bounce height was greater than default")
|
||||
|
||||
enter_game_mode_1 = ("Test 1) Entered game mode", "Test 1) Failed to enter game mode")
|
||||
find_terrain_1 = ("Test 1) The Terrain was found", "Test 1) The Terrain was not found")
|
||||
find_default_ragdoll_1 = ("Test 1) Default ragdoll was found", "Test 1) Default ragdoll was not found")
|
||||
find_modified_ragdoll_1 = ("Test 1) Modified ragdoll was found", "Test 1) Modified ragdoll was not found")
|
||||
default_ragdoll_bounced_1 = ("Test 1) Default ragdoll bounced", "Test 1) Default ragdoll did not bounce")
|
||||
modified_ragdoll_bounced_1 = ("Test 1) Modified ragdoll bounced", "Test 1) Modified ragdoll did not bounce")
|
||||
exit_game_mode_1 = ("Test 1) Exited game mode", "Test 1) Failed to exit game mode")
|
||||
modified_greater_than_default = ("Test 1) Modified ragdoll's bounce height was higher than default's", "Test 1) Modified ragdoll's bounce height was not higher than default's")
|
||||
|
||||
enter_game_mode_2 = ("Test 2) Entered game mode", "Test 2) Failed to enter game mode")
|
||||
find_terrain_2 = ("Test 2) The Terrain was found", "Test 2) The Terrain was not found")
|
||||
find_default_ragdoll_2 = ("Test 2) Default ragdoll was found", "Test 2) Default ragdoll was not found")
|
||||
find_modified_ragdoll_2 = ("Test 2) Modified ragdoll was found", "Test 2) Modified ragdoll was not found")
|
||||
default_ragdoll_bounced_2 = ("Test 2) Default ragdoll bounced", "Test 2) Default ragdoll did not bounce")
|
||||
modified_ragdoll_bounced_2 = ("Test 2) Modified ragdoll bounced", "Test 2) Modified ragdoll did not bounce")
|
||||
exit_game_mode_2 = ("Test 2) Exited game mode", "Test 2) Failed to exit game mode")
|
||||
default_equals_modified = ("Test 2) Modified and default ragdoll's bounce height were equal", "Test 2) Modified and default ragdoll's bounce height were not equal")
|
||||
# fmt: on
|
||||
|
||||
|
||||
def Material_LibraryCrudOperationsReflectOnRagdollBones():
|
||||
"""
|
||||
Summary:
|
||||
Runs an automated test to verify that any change (Add/Delete/Modify) made to the material surface in the material
|
||||
library reflects immediately in the ragdoll bones
|
||||
|
||||
Level Description:
|
||||
Two ragdolls ("default_ragdoll" and "modified_ragdoll") sit above a terrain. The ragdolls are identical, save for
|
||||
their physX material.
|
||||
|
||||
The ragdoll "default_ragdoll" is assigned the default physx material.
|
||||
A new material library was created with 1 material, called "Modified", this is assigned to "modified_ragdoll":
|
||||
dynamic friction: 0.5
|
||||
static friction: 0.5
|
||||
restitution: 0.25
|
||||
|
||||
Expected behavior:
|
||||
For every iteration this test measures the bounce height of each entity. The ragdolls save their traveled distances
|
||||
each iteration, to verify different behavior between each setup.
|
||||
|
||||
First the test verifies the two entities are assigned differing materials, without changing anything. With a lower
|
||||
restitution value, the 'modified' should bounce much lower than 'default'
|
||||
|
||||
Next, the test modifies the restitution value for 'modified' (from 0.25 to 0.75). 'modified' should bounce height
|
||||
than it did in the previous test, and greater than default.
|
||||
|
||||
Finally, we delete the 'modified' material entirely. 'modified_ragdoll' should then behave the same as
|
||||
'default_ragdoll' box, and bounce the same distance.
|
||||
|
||||
Test Steps:
|
||||
1) Open level
|
||||
2) Collect basis values without modifying anything
|
||||
2.1) Enter game mode
|
||||
2.2) Find entities
|
||||
2.3) Wait for entities to bounce
|
||||
2.4) Exit game mode
|
||||
3) Modify the restitution value of 'modified'
|
||||
3.1 - 3.4) <same as above>
|
||||
4) Delete 'modified_ragdoll's material
|
||||
4.1 - 4.4) <same as above>
|
||||
5) Close editor
|
||||
|
||||
Note:
|
||||
- This test file must be called from the Open 3D Engine Editor command terminal
|
||||
- Any passed and failed tests are written to the Editor.log file.
|
||||
Parsing the file or running a log_monitor are required to observe the test results.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
import os
|
||||
import sys
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.bus as bus
|
||||
import azlmbr.components
|
||||
import azlmbr.physics
|
||||
import azlmbr.math as lymath
|
||||
|
||||
from Physmaterial_Editor import Physmaterial_Editor
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
|
||||
TIMEOUT = 3.0
|
||||
BOUNCE_TOLERANCE = 0.05
|
||||
|
||||
class Ragdoll:
|
||||
def __init__(self, name):
|
||||
self.name = name
|
||||
self.bounces = []
|
||||
|
||||
def find_and_reset(self):
|
||||
self.hit_terrain_position = None
|
||||
self.hit_terrain = False
|
||||
self.max_bounce = 0.0
|
||||
self.reached_max_bounce = False
|
||||
self.id = general.find_game_entity(self.name)
|
||||
return self.id.IsValid()
|
||||
|
||||
@property
|
||||
def position(self):
|
||||
return azlmbr.components.TransformBus(bus.Event, "GetWorldTranslation", self.id)
|
||||
|
||||
def get_test(test_name):
|
||||
return Tests.__dict__[test_name]
|
||||
|
||||
def run_test(test_number):
|
||||
# x.1) Enter game mode
|
||||
helper.enter_game_mode(get_test("enter_game_mode_{}".format(test_number)))
|
||||
|
||||
# x.2) Find entities
|
||||
terrain_id = general.find_game_entity("terrain")
|
||||
Report.result(get_test("find_terrain_{}".format(test_number)), terrain_id.IsValid())
|
||||
Report.result(get_test("find_default_ragdoll_{}".format(test_number)), default_ragdoll.find_and_reset())
|
||||
Report.result(get_test("find_modified_ragdoll_{}".format(test_number)), modified_ragdoll.find_and_reset())
|
||||
|
||||
def on_collision_enter(args):
|
||||
entering = args[0]
|
||||
for ragdoll in ragdolls:
|
||||
if ragdoll.id.Equal(entering):
|
||||
if not ragdoll.hit_terrain:
|
||||
ragdoll.hit_terrain_position = ragdoll.position
|
||||
ragdoll.hit_terrain = True
|
||||
|
||||
handler = azlmbr.physics.CollisionNotificationBusHandler()
|
||||
handler.connect(terrain_id)
|
||||
handler.add_callback("OnCollisionBegin", on_collision_enter)
|
||||
|
||||
def wait_for_bounce():
|
||||
for ragdoll in ragdolls:
|
||||
if ragdoll.hit_terrain:
|
||||
current_bounce_height = ragdoll.position.z - ragdoll.hit_terrain_position.z
|
||||
if current_bounce_height >= ragdoll.max_bounce:
|
||||
ragdoll.max_bounce = current_bounce_height
|
||||
elif ragdoll.max_bounce > 0.0:
|
||||
ragdoll.reached_max_bounce = True
|
||||
return default_ragdoll.reached_max_bounce and modified_ragdoll.reached_max_bounce
|
||||
|
||||
# x.3) Wait for entities to bounce
|
||||
helper.wait_for_condition(wait_for_bounce, TIMEOUT)
|
||||
Report.result(get_test("default_ragdoll_bounced_{}".format(test_number)), default_ragdoll.reached_max_bounce)
|
||||
Report.result(get_test("modified_ragdoll_bounced_{}".format(test_number)), modified_ragdoll.reached_max_bounce)
|
||||
|
||||
for ragdoll in ragdolls:
|
||||
ragdoll.bounces.append(ragdoll.max_bounce)
|
||||
|
||||
# x.4) Exit game mode
|
||||
helper.exit_game_mode(get_test("exit_game_mode_{}".format(test_number)))
|
||||
|
||||
# 1) Open level and enter game mode
|
||||
helper.init_idle()
|
||||
helper.open_level("Physics", "Material_LibraryCrudOperationsReflectOnRagdollBones")
|
||||
|
||||
# Setup persisting entities
|
||||
default_ragdoll = Ragdoll("default")
|
||||
modified_ragdoll = Ragdoll("modified")
|
||||
ragdolls = [default_ragdoll, modified_ragdoll]
|
||||
|
||||
# 2) Collect basis values without modifying anything
|
||||
run_test(0)
|
||||
Report.result(Tests.modified_less_than_default, default_ragdoll.bounces[0] > modified_ragdoll.bounces[0])
|
||||
|
||||
# 3) Modify the restitution value of 'modified'
|
||||
material_editor = Physmaterial_Editor("ragdollbones.physmaterial")
|
||||
material_editor.modify_material("Modified", "Restitution", 0.75)
|
||||
material_editor.save_changes()
|
||||
run_test(1)
|
||||
Report.result(Tests.modified_greater_than_default, default_ragdoll.bounces[0] < modified_ragdoll.bounces[1])
|
||||
|
||||
# 4) Delete 'modified's material
|
||||
material_editor.delete_material("Modified")
|
||||
material_editor.save_changes()
|
||||
run_test(2)
|
||||
Report.result(
|
||||
Tests.default_equals_modified,
|
||||
lymath.Math_IsClose(default_ragdoll.bounces[2], modified_ragdoll.bounces[2], BOUNCE_TOLERANCE),
|
||||
)
|
||||
|
||||
Report.info("Default hit terrain: " + str(default_ragdoll.hit_terrain))
|
||||
Report.info("Modified hit terrain: " + str(modified_ragdoll.hit_terrain))
|
||||
|
||||
Report.info("Default max bounce: " + str(default_ragdoll.reached_max_bounce))
|
||||
Report.info("Modified max bouce: " + str(modified_ragdoll.reached_max_bounce))
|
||||
|
||||
Report.info("Default max bounce: " + str(default_ragdoll.bounces[0]))
|
||||
Report.info("Modified max bouce: " + str(modified_ragdoll.bounces[0]))
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(Material_LibraryCrudOperationsReflectOnRagdollBones)
|
||||
+175
@@ -0,0 +1,175 @@
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
# Test Case ID : C4925579
|
||||
# Test Case Title : Check that any change (Add/Delete/Modify) made to the material surface in the material library reflects immediately in the PhysX Terrain layers
|
||||
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests:
|
||||
enter_game_mode_0 = ("Test 0) Entered game mode", "Test 0) Failed to enter game mode")
|
||||
find_terrain_0 = ("Test 0) The Terrain was found", "Test 0) The Terrain was not found")
|
||||
find_on_default_box_0 = ("Test 0) Box on default was found", "Test 0) Box on default was not found")
|
||||
find_on_modified_box_0 = ("Test 0) Box on modified was found", "Test 0) Box on modified was not found")
|
||||
boxes_moved_0 = ("Test 0) All boxes moved", "Test 0) Boxes failed to move")
|
||||
boxes_at_rest_0 = ("Test 0) All boxes came to rest", "Test 0) Boxes failed to come to rest")
|
||||
exit_game_mode_0 = ("Test 0) Exited game mode", "Test 0) Failed to exit game mode")
|
||||
on_default_less_than_on_modified = ("Test 0) Box on modified traveled farther than default", "Test 0) Box on modified did not travel farther than default")
|
||||
|
||||
enter_game_mode_1 = ("Test 1) Entered game mode", "Test 1) Failed to enter game mode")
|
||||
find_terrain_1 = ("Test 1) The Terrain was found", "Test 1) The Terrain was not found")
|
||||
find_on_default_box_1 = ("Test 1) Box on default was found", "Test 1) Box on default was not found")
|
||||
find_on_modified_box_1 = ("Test 1) Box on modified was found", "Test 1) Box on modified was not found")
|
||||
boxes_moved_1 = ("Test 1) All boxes moved", "Test 1) Boxes failed to move")
|
||||
boxes_at_rest_1 = ("Test 1) All boxes came to rest", "Test 1) Boxes failed to come to rest")
|
||||
exit_game_mode_1 = ("Test 1) Exited game mode", "Test 1) Failed to exit game mode")
|
||||
on_modified_less_than_previous = ("Test 1) Box on modified traveled less than previous", "Test 1) Box on modified traveled further than previous")
|
||||
|
||||
enter_game_mode_2 = ("Test 2) Entered game mode", "Test 2) Failed to enter game mode")
|
||||
find_terrain_2 = ("Test 2) The Terrain was found", "Test 2) The Terrain was not found")
|
||||
find_on_default_box_2 = ("Test 2) Box on default was found", "Test 2) Box on default was not found")
|
||||
find_on_modified_box_2 = ("Test 2) Box on modified was found", "Test 2) Box on modified was not found")
|
||||
boxes_moved_2 = ("Test 2) All boxes moved", "Test 2) Boxes failed to move")
|
||||
boxes_at_rest_2 = ("Test 2) All boxes came to rest", "Test 2) Boxes failed to come to rest")
|
||||
exit_game_mode_2 = ("Test 2) Exited game mode", "Test 2) Failed to exit game mode")
|
||||
on_default_equals_on_modified = ("Test 2) The boxes on modified and default traveled the same distance", "Test 2) The boxes on modified and default did not travel the same distance")
|
||||
# fmt: on
|
||||
|
||||
|
||||
def Material_LibraryCrudOperationsReflectOnTerrain():
|
||||
"""
|
||||
Summary:
|
||||
Runs an automated test to verify that any change (Add/Delete/Modify) made to the material surface in the material
|
||||
library reflects immediately in the PhysX Terrain layer component
|
||||
|
||||
Level Description:
|
||||
Two boxes ("on_default" and "on_modified") sit on a terrain.
|
||||
|
||||
The box "on_default" is placed on the terrain where the painted layer is the default physx material.
|
||||
A new material library was created with 1 material, called "Modified", this is painted on the terrain beneath "on_modified"
|
||||
dynamic friction: 0.25
|
||||
static friction: 0.5
|
||||
restitution: 0.5
|
||||
|
||||
Expected behavior:
|
||||
For every iteration this test applies a force impulse in the X direction. The boxes save their traveled distances
|
||||
each iteration, to verify different behavior between each setup.
|
||||
|
||||
First the test verifies the two entities sit upon differing materials, without changing anything. With a lower
|
||||
dynamic friction coefficient, the box 'on_modified' should travel a longer distance than 'on_default'
|
||||
|
||||
Next, the test modifies the dynamic friction value for 'modified' (from 0.25 to 0.75). 'on_modified' should travel a
|
||||
shorter distance than it did in the previous test.
|
||||
|
||||
Finally, we delete the 'modified' material entirely. The 'on_modified' box should then behave as the 'on_default'
|
||||
box, and travel the same distance.
|
||||
|
||||
Test Steps:
|
||||
1) Open level
|
||||
2) Collect basis values without modifying anything
|
||||
2.1) Enter game mode
|
||||
2.2) Find entities
|
||||
2.3) Push the boxes and wait for them to come to rest
|
||||
2.4) Exit game mode
|
||||
3) Modify the dynamic friction value of 'modified'
|
||||
3.1 - 3.4) <same as above>
|
||||
4) Delete 'on_modified's material
|
||||
4.1 - 4.4) <same as above>
|
||||
5) Close editor
|
||||
|
||||
Note:
|
||||
- This test file must be called from the Open 3D Engine Editor command terminal
|
||||
- Any passed and failed tests are written to the Editor.log file.
|
||||
Parsing the file or running a log_monitor are required to observe the test results.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
import os
|
||||
import sys
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.math as lymath
|
||||
|
||||
from Physmaterial_Editor import Physmaterial_Editor
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
from AddModifyDelete_Utils import Box
|
||||
|
||||
FORCE_IMPULSE = lymath.Vector3(5.0, 0.0, 0.0)
|
||||
TIMEOUT = 3.0
|
||||
DISTANCE_TOLERANCE = 0.001
|
||||
|
||||
def get_test(test_name):
|
||||
return Tests.__dict__[test_name]
|
||||
|
||||
def run_test(test_number):
|
||||
|
||||
# x.1) Enter game mode
|
||||
helper.enter_game_mode(get_test("enter_game_mode_{}".format(test_number)))
|
||||
|
||||
# x.2) Find entities
|
||||
Report.result(get_test("find_terrain_{}".format(test_number)), general.find_game_entity("terrain").IsValid())
|
||||
Report.result(get_test("find_on_default_box_{}".format(test_number)), default_box.find())
|
||||
Report.result(get_test("find_on_modified_box_{}".format(test_number)), modified_box.find())
|
||||
|
||||
# x.3) Push the boxes and wait for them to come to rest
|
||||
default_box.push(FORCE_IMPULSE)
|
||||
modified_box.push(FORCE_IMPULSE)
|
||||
|
||||
def boxes_are_moving():
|
||||
return not default_box.is_stationary() and not modified_box.is_stationary()
|
||||
|
||||
def boxes_are_stationary():
|
||||
return default_box.is_stationary() and modified_box.is_stationary()
|
||||
|
||||
Report.result(
|
||||
get_test("boxes_moved_{}".format(test_number)), helper.wait_for_condition(boxes_are_moving, TIMEOUT),
|
||||
)
|
||||
Report.result(
|
||||
get_test("boxes_at_rest_{}".format(test_number)), helper.wait_for_condition(boxes_are_stationary, TIMEOUT),
|
||||
)
|
||||
|
||||
default_box.distances.append(default_box.position.GetDistance(default_box.start_position))
|
||||
modified_box.distances.append(modified_box.position.GetDistance(modified_box.start_position))
|
||||
|
||||
# x.4) Exit game mode
|
||||
helper.exit_game_mode(get_test("exit_game_mode_{}".format(test_number)))
|
||||
|
||||
# 1) Open level and enter game mode
|
||||
helper.init_idle()
|
||||
helper.open_level("Physics", "Material_LibraryCrudOperationsReflectOnTerrain")
|
||||
|
||||
# Setup persisting entities
|
||||
default_box = Box("on_default")
|
||||
modified_box = Box("on_modified")
|
||||
|
||||
# 2) Collect basis values without modifying anything
|
||||
run_test(0)
|
||||
# While sitting on a terrain with friction of 0.25, 'on_modified' should travel farther than 'default'
|
||||
Report.result(Tests.on_default_less_than_on_modified, default_box.distances[0] < modified_box.distances[0])
|
||||
|
||||
# 3) Modify the dynamic friction value of 'modified'
|
||||
material_editor = Physmaterial_Editor("c4925579_material_addmodifydeleteonterrain.physmaterial")
|
||||
material_editor.modify_material("Modified", "DynamicFriction", 0.75)
|
||||
material_editor.save_changes()
|
||||
run_test(1)
|
||||
# With greater friction, 'on_modified' should now travel a shorter distance than it did in the previous test.
|
||||
Report.result(Tests.on_modified_less_than_previous, modified_box.distances[0] > modified_box.distances[1])
|
||||
|
||||
# 4) Delete 'modified's material
|
||||
material_editor.delete_material("Modified")
|
||||
material_editor.save_changes()
|
||||
run_test(2)
|
||||
Report.result(
|
||||
Tests.on_default_equals_on_modified,
|
||||
lymath.Math_IsClose(default_box.distances[2], modified_box.distances[2], DISTANCE_TOLERANCE),
|
||||
)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(Material_LibraryCrudOperationsReflectOnTerrain)
|
||||
+305
@@ -0,0 +1,305 @@
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
# Test case ID : C15425935
|
||||
# Test Case Title : Verify that the change in Material Library gets updated across levels
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests:
|
||||
# Game Mode 0
|
||||
enter_game_mode_0 = ("Entered game mode 0", "Failed to enter game mode 0")
|
||||
modify_sphere_0_found = ("Test 0: modify_sphere was found", "Test 0: modify_sphere was not found")
|
||||
delete_sphere_0_found = ("Test 0: delete_sphere was found", "Test 0: delete_sphere was not found")
|
||||
terrain_0_found = ("Test 0: terrain Entity found", "Test 0: terrain Entity was not found")
|
||||
trigger_0_found = ("Test 0: trigger entity found", "Test 0: trigger entity wasn't found")
|
||||
sphere_initial_position_0 = ("Test 0: spheres initial position valid", "Test 0: spheres initial position not valid")
|
||||
sphere_initial_velocity_0 = ("Test 0: spheres initial velocity valid", "Test 0: spheres initial velocity not valid")
|
||||
sphere_collision_0 = ("Test 0: Both spheres collided", "Test 0: Both spheres did not collide")
|
||||
exit_game_mode_0 = ("Exited game mode 0", "Couldn't exit game mode 0")
|
||||
# Game Mode 1
|
||||
enter_game_mode_1 = ("Entered game mode 1", "Failed to enter game mode 1")
|
||||
modify_sphere_1_found = ("Test 1: modify_sphere was found", "Test 1: modify_sphere was not found")
|
||||
delete_sphere_1_found = ("Test 1: delete_sphere was found", "Test 1: delete_sphere was not found")
|
||||
terrain_1_found = ("Test 1: terrain Entity found", "Test 1: terrain Entity was not found")
|
||||
trigger_1_found = ("Test 1: trigger entity found", "Test 1: trigger entity wasn't found")
|
||||
sphere_initial_position_1 = ("Test 1: spheres initial position valid", "Test 1: spheres initial position not valid")
|
||||
sphere_initial_velocity_1 = ("Test 1: spheres initial velocity valid", "Test 1: spheres initial velocity not valid")
|
||||
sphere_collision_1 = ("Test 1: Both spheres collided", "Test 1: Both spheres did not collide")
|
||||
exit_game_mode_1 = ("Exited game mode 1", "Couldn't exit game mode 1")
|
||||
# Game Mode 2
|
||||
enter_game_mode_2 = ("Entered game mode 2", "Failed to enter game mode 2")
|
||||
modify_sphere_2_found = ("Test 2: modify_sphere was found", "Test 2: modify_sphere was not found")
|
||||
delete_sphere_2_found = ("Test 2: delete_sphere was found", "Test 2: delete_sphere was not found")
|
||||
terrain_2_found = ("Test 2: terrain Entity found", "Test 2: terrain Entity was not found")
|
||||
trigger_2_found = ("Test 2: trigger entity found", "Test 2: trigger entity wasn't found")
|
||||
sphere_initial_position_2 = ("Test 2: spheres initial position valid", "Test 2: spheres initial position not valid")
|
||||
sphere_initial_velocity_2 = ("Test 2: spheres initial velocity valid", "Test 2: spheres initial velocity not valid")
|
||||
sphere_collision_2 = ("Test 2: Both spheres collided", "Test 2: Both spheres did not collide")
|
||||
exit_game_mode_2 = ("Exited game mode 2", "Couldn't exit game mode 2")
|
||||
# Game Mode 3
|
||||
enter_game_mode_3 = ("Entered game mode 3", "Failed to enter game mode 3")
|
||||
modify_sphere_3_found = ("Test 3: modify_sphere was found", "Test 3: modify_sphere was not found")
|
||||
delete_sphere_3_found = ("Test 3: delete_sphere was found", "Test 3: delete_sphere was not found")
|
||||
terrain_3_found = ("Test 3: terrain Entity found", "Test 3: terrain Entity was not found")
|
||||
trigger_3_found = ("Test 3: trigger entity found", "Test 3: trigger entity wasn't found")
|
||||
sphere_initial_position_3 = ("Test 3: spheres initial position valid", "Test 3: spheres initial position not valid")
|
||||
sphere_initial_velocity_3 = ("Test 3: spheres initial velocity valid", "Test 3: spheres initial velocity not valid")
|
||||
sphere_collision_3 = ("Test 3: Both spheres collided", "Test 3: Both spheres did not collide")
|
||||
exit_game_mode_3 = ("Test 3: Exited game mode 3", "Couldn't exit game mode 3")
|
||||
|
||||
# Test Verification
|
||||
baseline_verified = ("Both levels are the same", "Both levels aren't the same")
|
||||
material_delete_verified = ("Material delete updated spheres", "Material delete not updated spheres")
|
||||
material_modify_verified = ("Material modify updated spheres", "Material modify not updated spheres")
|
||||
post_change_verified = ("Both levels are still the same", "Both levels are not the same")
|
||||
|
||||
# fmt: on
|
||||
|
||||
|
||||
def Material_LibraryUpdatedAcrossLevels():
|
||||
"""
|
||||
Summary: Verify that the change in a physmaterial library gets updated across levels
|
||||
|
||||
Level Description: There are two levels that are being compared. Each are exact replicas with a shared
|
||||
material library
|
||||
modify_sphere - Starts between terrain and trigger with initial velocity in negative z direction and gravity disabled;
|
||||
has physx collider in sphere shape with material "to_delete", had physx rigid body, and sphere_shape
|
||||
delete_sphere - Starts between terrain and trigger with initial velocity in negative z direction and gravity disabled;
|
||||
has physx collider in sphere shape with material "to_modify", had physx rigid body, and sphere_shape
|
||||
terrain - Default terrain with transform inline; has physx terrain component
|
||||
trigger - Above the spheres, trigger is enabled; has physx collider in box shape with dimensions (5.0, 10.0, 0.25)
|
||||
and box shape with the same dimensions
|
||||
|
||||
Expected Behavior: Materials deleted or modified have their changes update across levels. Initially the spheres will
|
||||
not bounce off the terrain after the change to the material library they will bounce up and hit the trigger
|
||||
|
||||
Material Tests:
|
||||
Test 0 - Tests level 0 before the material change
|
||||
Test 1 - Tests level 1 before the material change
|
||||
Test 2 - Tests level 0 after the material change
|
||||
Test 3 - Tests level 1 after the material change
|
||||
|
||||
Test 0 and 1 should be exactly the same. Test 2 and 3 should be exactly the same. Both modification to the material
|
||||
library should allow the spheres to bounce in Test 2 and 3. Therefore, both spheres will have a higher velocity and
|
||||
be able to trigger in Test 2 and 3 as compared to 0 and 1.
|
||||
|
||||
Iterated Game Mode steps:
|
||||
1) Open the correct level for the test
|
||||
2) Open Game Mode
|
||||
3) Create and Verify Entities
|
||||
4) Wait for Sphere collision with Terrain Entity
|
||||
5) Wait for spheres to have a chance to hit trigger
|
||||
6) Modify Material Library
|
||||
7) Exit Game Mode
|
||||
|
||||
Test Steps:
|
||||
1) Create Test Objects
|
||||
2) Run Game Mode steps once for each test
|
||||
3) Verify that spheres acted as expected
|
||||
4) Close Editor
|
||||
|
||||
Note:
|
||||
- This test file must be called from the Open 3D Engine Editor command terminal
|
||||
- Any passed and failed tests are written to the Editor.log file.
|
||||
Parsing the file or running a log_monitor are required to observe the test results.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
import os
|
||||
import sys
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.bus
|
||||
import azlmbr.math as math
|
||||
|
||||
from Physmaterial_Editor import Physmaterial_Editor
|
||||
|
||||
# Constants
|
||||
FLOAT_THRESHOLD = sys.float_info.epsilon
|
||||
TIMEOUT = 1
|
||||
INITIAL_VELOCITY = math.Vector3(0.0, 0.0, -10.0)
|
||||
VELOCITY_THRESHOLD = 0.1
|
||||
|
||||
# Helper Functions
|
||||
class Entity:
|
||||
def __init__(self, name, index):
|
||||
self.id = general.find_game_entity(name)
|
||||
self.name = name
|
||||
self.collision_happened = False
|
||||
self.index = index
|
||||
# ID validation
|
||||
self.found = Tests.__dict__[self.name + "_{}_found".format(index)]
|
||||
Report.critical_result(self.found, self.id.IsValid())
|
||||
|
||||
@property
|
||||
def position(self):
|
||||
return azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldTranslation", self.id)
|
||||
|
||||
@property
|
||||
def velocity(self):
|
||||
return azlmbr.physics.RigidBodyRequestBus(azlmbr.bus.Event, "GetLinearVelocity", self.id)
|
||||
|
||||
class Sphere(Entity):
|
||||
terrain_id = None
|
||||
|
||||
def __init__(self, name, index):
|
||||
Entity.__init__(self, name, index)
|
||||
# Set Handler
|
||||
self.handler = azlmbr.physics.CollisionNotificationBusHandler()
|
||||
self.handler.connect(self.id)
|
||||
self.handler.add_callback("OnCollisionBegin", self.on_collision_begin)
|
||||
|
||||
def on_collision_begin(self, args):
|
||||
if args[0].equal(Sphere.terrain_id):
|
||||
self.collision_happened = True
|
||||
|
||||
|
||||
class Material_Test:
|
||||
def __init__(self, index, level_index):
|
||||
# index is the test index 0-3 this allows for tests from the Tests class to be fetched
|
||||
self.index = index
|
||||
# level_index determins which level will be opened at the start of the test loop
|
||||
self.level_index = level_index
|
||||
# Data
|
||||
self.modify_sphere_hit_trigger = False
|
||||
self.delete_sphere_hit_trigger = False
|
||||
self.entity_list = None
|
||||
self.modify_sphere_final_velocity = None
|
||||
self.delete_sphere_final_velocity = None
|
||||
|
||||
def sphere_initial_position(self, modify_sphere_position, delete_sphere_position, terrain_position, trigger_position):
|
||||
position_valid = (
|
||||
modify_sphere_position.z == delete_sphere_position.z
|
||||
and modify_sphere_position.z > terrain_position.z
|
||||
and trigger_position.z > modify_sphere_position.z
|
||||
)
|
||||
initial_position = Tests.__dict__["sphere_initial_position_{}".format(self.index)]
|
||||
Report.critical_result(initial_position, position_valid)
|
||||
|
||||
def sphere_initial_velocity(self, modify_sphere_velocity, delete_sphere_velocity):
|
||||
initial_velocity_string = Tests.__dict__["sphere_initial_velocity_{}".format(self.index)]
|
||||
Report.critical_result(
|
||||
initial_velocity_string,
|
||||
modify_sphere_velocity.IsClose(INITIAL_VELOCITY, VELOCITY_THRESHOLD) and delete_sphere_velocity.IsClose(INITIAL_VELOCITY, VELOCITY_THRESHOLD),
|
||||
)
|
||||
|
||||
def log_velocity(self):
|
||||
self.modify_sphere_final_velocity = self.entity_list[0].velocity
|
||||
self.delete_sphere_final_velocity = self.entity_list[1].velocity
|
||||
|
||||
def set_trigger(self):
|
||||
# Type (Entity) -> None
|
||||
# Sets handler for trigger
|
||||
self.handler = azlmbr.physics.TriggerNotificationBusHandler()
|
||||
self.handler.connect(self.entity_list[3].id)
|
||||
self.handler.add_callback("OnTriggerEnter", self.on_trigger_enter)
|
||||
|
||||
def on_trigger_enter(self, args):
|
||||
# Type () -> None
|
||||
# When trigger entered the correct sphere is found boolean is flipped
|
||||
if self.entity_list[0].id.Equal(args[0]):
|
||||
self.modify_sphere_hit_trigger = True
|
||||
if self.entity_list[1].id.Equal(args[0]):
|
||||
self.delete_sphere_hit_trigger = True
|
||||
|
||||
def are_levels_consistent(level_a, level_b):
|
||||
triggers_0 = level_a.modify_sphere_hit_trigger == level_b.modify_sphere_hit_trigger
|
||||
triggers_1 = level_a.delete_sphere_hit_trigger == level_b.delete_sphere_hit_trigger
|
||||
modify_sphere_velocities = (
|
||||
abs(level_a.modify_sphere_final_velocity.z - level_b.modify_sphere_final_velocity.z) < FLOAT_THRESHOLD
|
||||
)
|
||||
delete_sphere_velocities = (
|
||||
abs(level_a.delete_sphere_final_velocity.z - level_b.delete_sphere_final_velocity.z) < FLOAT_THRESHOLD
|
||||
)
|
||||
return triggers_0 and triggers_1 and modify_sphere_velocities and delete_sphere_velocities
|
||||
|
||||
def check_material_delete(test_0, test_3):
|
||||
triggers = test_0.modify_sphere_hit_trigger != test_3.modify_sphere_hit_trigger
|
||||
modify_sphere_velocities = test_0.modify_sphere_final_velocity.z < test_3.modify_sphere_final_velocity.z
|
||||
return triggers and modify_sphere_velocities
|
||||
|
||||
def check_material_modify(test_0, test_3):
|
||||
triggers = test_0.delete_sphere_hit_trigger != test_3.delete_sphere_hit_trigger
|
||||
delete_sphere_velocities = test_0.delete_sphere_final_velocity.z < test_3.delete_sphere_final_velocity.z
|
||||
return triggers and delete_sphere_velocities
|
||||
|
||||
def modify_material_library():
|
||||
physmaterial_object = Physmaterial_Editor("Material_LibraryUpdatedAcrossLevels.physmaterial")
|
||||
physmaterial_object.delete_material("to_delete")
|
||||
physmaterial_object.modify_material("to_modify", "Restitution", 1.0)
|
||||
physmaterial_object.save_changes()
|
||||
|
||||
helper.init_idle()
|
||||
# 1) Create Test Objects
|
||||
# Each test object is given an index that will determine what tuples are pulled from the Tests class and are indicative of the order that they will be run.
|
||||
# Each test object also has a level_index to determine which level will be opened during the test loop. Both levels 0 and 1 are looked at before and after
|
||||
# the change to the material library
|
||||
test_0 = Material_Test(index=0, level_index=0)
|
||||
test_1 = Material_Test(index=1, level_index=1)
|
||||
test_2 = Material_Test(index=2, level_index=0)
|
||||
test_3 = Material_Test(index=3, level_index=1)
|
||||
# Test list of all the tests in order of index
|
||||
test_list = [test_0, test_1, test_2, test_3]
|
||||
|
||||
# 2) Run Game Mode steps once for each test
|
||||
for test in test_list:
|
||||
# 1) Open the correct level for the test
|
||||
helper.open_level(
|
||||
"physics",
|
||||
"Material_LibraryUpdatedAcrossLevels\\Material_LibraryUpdatedAcrossLevels_{}".format(
|
||||
test.level_index
|
||||
),
|
||||
)
|
||||
|
||||
# 2) Open Game Mode
|
||||
helper.enter_game_mode(Tests.__dict__["enter_game_mode_{}".format(test.index)])
|
||||
|
||||
# 3) Create and Verify Entities
|
||||
terrain = Entity("terrain", test.index)
|
||||
Sphere.terrain_id = terrain.id
|
||||
modify_sphere = Sphere("modify_sphere", test.index)
|
||||
delete_sphere = Sphere("delete_sphere", test.index)
|
||||
trigger = Entity("trigger", test.index)
|
||||
test.entity_list = [modify_sphere, delete_sphere, terrain, trigger]
|
||||
test.set_trigger()
|
||||
|
||||
test.sphere_initial_position(modify_sphere.position, delete_sphere.position, terrain.position, trigger.position)
|
||||
test.sphere_initial_velocity(modify_sphere.velocity, delete_sphere.velocity)
|
||||
|
||||
# 4) Wait for Sphere collision with Terrain Entity
|
||||
collisions_happened = helper.wait_for_condition(lambda: modify_sphere.collision_happened and delete_sphere.collision_happened, TIMEOUT)
|
||||
Report.result(Tests.__dict__["sphere_collision_{}".format(test.index)], collisions_happened)
|
||||
|
||||
# 5) Wait for spheres to have a chance to hit trigger
|
||||
helper.wait_for_condition(lambda: test.modify_sphere_hit_trigger and test.delete_sphere_hit_trigger, TIMEOUT)
|
||||
# Report trigger
|
||||
Report.info("modify_sphere{} hit trigger in test {}".format("" if test.modify_sphere_hit_trigger else " didn't", test.index))
|
||||
Report.info("delete_sphere{} hit trigger in test {}".format("" if test.delete_sphere_hit_trigger else " didn't", test.index))
|
||||
|
||||
test.log_velocity()
|
||||
|
||||
# 6) Modify Material Library
|
||||
if test.index == 1:
|
||||
modify_material_library()
|
||||
|
||||
# 7) Exit Game Mode
|
||||
helper.exit_game_mode(Tests.__dict__["exit_game_mode_{}".format(test.index)])
|
||||
|
||||
# 3) Verify that spheres acted as expected
|
||||
Report.result(Tests.baseline_verified, are_levels_consistent(test_0, test_1))
|
||||
Report.result(Tests.material_delete_verified, check_material_delete(test_0, test_3))
|
||||
Report.result(Tests.material_modify_verified, check_material_modify(test_0, test_3))
|
||||
Report.result(Tests.post_change_verified, are_levels_consistent(test_2, test_3))
|
||||
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(Material_LibraryUpdatedAcrossLevels)
|
||||
+149
@@ -0,0 +1,149 @@
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
|
||||
# Test case ID : C5296614
|
||||
# Test Case Title : Check that unless you assign a shape to a physX collider component,
|
||||
# the material assigned to it does not take affect
|
||||
|
||||
# fmt: off
|
||||
class Tests:
|
||||
# level
|
||||
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
|
||||
exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
|
||||
collider_1_found = ("collider_1 was found", "collider_1 was not found")
|
||||
collider_2_found = ("collider_2 was found", "collider_2 was not found")
|
||||
ball_1_found = ("ball_1 was found", "ball_1 was not found")
|
||||
ball_1_gravity = ("ball_1 gravity is disabled", "ball_1 gravity is enabled")
|
||||
ball_1_collision = ("ball_1 collided with collider_1", "ball_1 passed through collider_1")
|
||||
ball_2_found = ("ball_2 was found", "ball_2 was not found")
|
||||
ball_2_gravity = ("ball_2 gravity is disabled", "ball_2 gravity is enabled")
|
||||
ball_2_collision = ("ball_2 passed through collider_2", "ball_2 collided with collider_2")
|
||||
trigger_1_found = ("trigger_1 was found", "trigger_1 was not found")
|
||||
trigger_2_found = ("trigger_2 was found", "trigger_2 was not found")
|
||||
# fmt: on
|
||||
|
||||
|
||||
def Material_NoEffectIfNoColliderShape():
|
||||
"""
|
||||
Summary:
|
||||
Runs an automated test to verify that unless you assign a shape to a PhysX collider component,
|
||||
the material assigned to it does not take affect
|
||||
|
||||
Level Description:
|
||||
4 colliders named "collider_1", "collider_2", "ball_1" and "ball_2", all with PhysX Collider component.
|
||||
collider_1 has no shape assigned to it, but collider_2 has box shape.
|
||||
ball_1 and ball_2 have sphere shape, PhysX Rigid Body component, gravity disabled and initial linear velocity
|
||||
of 20 m/s on Y axis.
|
||||
Each ball is positioned in front of its respective collider.
|
||||
|
||||
Expected Behavior:
|
||||
The balls are supposed to move towards the colliders.
|
||||
Ball_1 should pass through collider_1 WITHOUT collision, and enter trigger_1.
|
||||
Ball_2 should collide with collider_2 and NOT enter trigger_2.
|
||||
|
||||
Test Steps:
|
||||
1) Load the level
|
||||
2) Enter game mode
|
||||
3) Setup entities
|
||||
4) Wait for balls to collide with colliders and/or triggers
|
||||
5) Report results
|
||||
6) Exit game mode
|
||||
7) Close editor
|
||||
"""
|
||||
|
||||
import os
|
||||
import sys
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.bus
|
||||
|
||||
# Constants
|
||||
TIME_OUT = 2.0
|
||||
|
||||
def get_test(entity_name, suffix):
|
||||
return Tests.__dict__[entity_name + suffix]
|
||||
|
||||
class Entity:
|
||||
def __init__(self, name):
|
||||
self.name = name
|
||||
self.validate_ID()
|
||||
|
||||
def validate_ID(self):
|
||||
self.id = general.find_game_entity(self.name)
|
||||
found_tuple = get_test(self.name, "_found")
|
||||
Report.critical_result(found_tuple, self.id.IsValid())
|
||||
|
||||
class Ball(Entity):
|
||||
def __init__(self, name, collider, trigger):
|
||||
Entity.__init__(self, name)
|
||||
self.collider = collider
|
||||
self.trigger = trigger
|
||||
self.collided_with_collider = False
|
||||
self.collided_with_trigger = False
|
||||
self.validate_gravity()
|
||||
self.setup_collision_handler()
|
||||
|
||||
def validate_gravity(self):
|
||||
gravity_enabled = azlmbr.physics.RigidBodyRequestBus(azlmbr.bus.Event, "IsGravityEnabled", self.id)
|
||||
gravity_tuple = get_test(self.name, "_gravity")
|
||||
Report.critical_result(gravity_tuple, not gravity_enabled)
|
||||
|
||||
def collider_hit(self, args):
|
||||
colliding_entity_id = args[0]
|
||||
if colliding_entity_id.Equal(self.id):
|
||||
Report.info(self.name + " collided with " + self.collider.name)
|
||||
self.collided_with_collider = True
|
||||
|
||||
def trigger_hit(self, args):
|
||||
colliding_entity_id = args[0]
|
||||
if colliding_entity_id.Equal(self.id):
|
||||
Report.info(self.name + " collided with " + self.trigger.name)
|
||||
self.collided_with_trigger = True
|
||||
|
||||
def setup_collision_handler(self):
|
||||
self.collider.handler = azlmbr.physics.CollisionNotificationBusHandler()
|
||||
self.collider.handler.connect(self.collider.id)
|
||||
self.collider.handler.add_callback("OnCollisionBegin", self.collider_hit)
|
||||
self.trigger.handler = azlmbr.physics.TriggerNotificationBusHandler()
|
||||
self.trigger.handler.connect(self.trigger.id)
|
||||
self.trigger.handler.add_callback("OnTriggerEnter", self.trigger_hit)
|
||||
|
||||
def both_balls_have_moved():
|
||||
return ball_1.collided_with_trigger and ball_2.collided_with_collider
|
||||
|
||||
helper.init_idle()
|
||||
|
||||
# 1) Load the level
|
||||
helper.open_level("Physics", "Material_NoEffectIfNoColliderShape")
|
||||
|
||||
# 2) Enter game mode
|
||||
helper.enter_game_mode(Tests.enter_game_mode)
|
||||
|
||||
# 3) Setup entities
|
||||
collider_1 = Entity("collider_1")
|
||||
collider_2 = Entity("collider_2")
|
||||
trigger_1 = Entity("trigger_1")
|
||||
trigger_2 = Entity("trigger_2")
|
||||
ball_1 = Ball("ball_1", collider_1, trigger_1)
|
||||
ball_2 = Ball("ball_2", collider_2, trigger_2)
|
||||
|
||||
# 4) Wait for balls to collide
|
||||
helper.wait_for_condition(both_balls_have_moved, TIME_OUT)
|
||||
|
||||
# 5) Report results
|
||||
Report.result(Tests.ball_1_collision, not ball_1.collided_with_collider and ball_1.collided_with_trigger)
|
||||
Report.result(Tests.ball_2_collision, ball_2.collided_with_collider and not ball_2.collided_with_trigger)
|
||||
|
||||
# 6) Exit game mode
|
||||
helper.exit_game_mode(Tests.exit_game_mode)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(Material_NoEffectIfNoColliderShape)
|
||||
+301
@@ -0,0 +1,301 @@
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
# Test case ID : C4044697
|
||||
# Test Case Title : Verify that each surface picks up the material assigned to it and behaves accordingly.
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests:
|
||||
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
|
||||
exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
|
||||
initial_orientaition_valid = ("Initial entity orientation valid", "Initial entity orientation not valid")
|
||||
final_orientation_valid = ("Final entity orientation valid", "Final entity orientation not valid")
|
||||
speed_comparision = ("Sphere 1 is faster than Sphere 2", "Sphere 1 is not faster than Sphere 2")
|
||||
|
||||
# Sphere 0
|
||||
Sphere_0_found = ("Sphere 0 is valid", "Sphere 0 is not valid")
|
||||
Sphere_0_position_found = ("Sphere 0 position is found", "Sphere 0 position is not found")
|
||||
Sphere_0_velocity_found = ("Sphere 0 velocity is found", "Sphere 0 velocity is not found")
|
||||
Sphere_0_velocity_valid = ("Sphere 0 velocity is valid", "Sphere 0 velocity is not valid")
|
||||
Sphere_0_collided_with_perface = ("Sphere 0 collided w/Perface Entity", "Sphere 0 has not collided")
|
||||
Sphere_0_final_velocity_valid = ("Sphere 0 final velocity is valid", "Sphere 0 final velocity is not valid")
|
||||
|
||||
# Sphere 1
|
||||
Sphere_1_found = ("Sphere 1 is valid", "Sphere 1 is not valid")
|
||||
Sphere_1_position_found = ("Sphere 1 position is found", "Sphere 1 position is not found")
|
||||
Sphere_1_velocity_found = ("Sphere 1 velocity is found", "Sphere 1 velocity is not found")
|
||||
Sphere_1_velocity_valid = ("Sphere 1 velocity is valid", "Sphere 1 velocity is not valid")
|
||||
Sphere_1_collided_with_perface = ("Sphere 1 collided w/Perface Entity", "Sphere 1 has not collided")
|
||||
Sphere_1_final_velocity_valid = ("Sphere 1 final velocity is valid", "Sphere 1 final velocity is not valid")
|
||||
|
||||
# Sphere 2
|
||||
Sphere_2_found = ("Sphere 2 is valid", "Sphere 2 is not valid")
|
||||
Sphere_2_position_found = ("Sphere 2 position is found", "Sphere 2 position is not found")
|
||||
Sphere_2_velocity_found = ("Sphere 2 velocity is found", "Sphere 2 velocity is not found")
|
||||
Sphere_2_velocity_valid = ("Sphere 2 velocity is valid", "Sphere 2 velocity is not valid")
|
||||
Sphere_2_collided_with_perface = ("Sphere 2 collided w/Perface Entity", "Sphere 2 has not collided")
|
||||
Sphere_2_final_velocity_valid = ("Sphere 2 final velocity is valid", "Sphere 2 final velocity is not valid")
|
||||
|
||||
# Perface Entity
|
||||
Perface_Entity_found = ("Perface entity is valid", "Perface entity is not valid")
|
||||
Perface_Entity_position_found = ("Perface entity position found", "Perface entity position not found")
|
||||
|
||||
# fmt: on
|
||||
|
||||
|
||||
def Material_PerFaceMaterialGetsCorrectMaterial():
|
||||
"""
|
||||
Summary: The perface has three different faces that can pick up different materials. To check that each face
|
||||
picks up the material assigned to it I send three spheres of the same material at each face to see the
|
||||
different reactions. If each sphere bounces away with the correct relative velocity it can be assumed
|
||||
that the Perface entity is picking up the materials properly.
|
||||
|
||||
Level Description:
|
||||
Perface Entity - The perface entity is an entity with a custom mesh that allows for multiple materials to be
|
||||
applied to different parts of the mesh. In this case there seems to be three different areas of the mesh
|
||||
that can be assigned with different materials and interacted. One of three spheres is lined up to interact
|
||||
with one of each of the three areas. The mesh is included in the level "test.fbx". The entity is stationary
|
||||
with three spheres inline along the x and y axis: has a PhysX collider and a Mesh component.
|
||||
Sphere 0 - This entity is inline with the perface entity on the y axis and heading torward it with a velocity in
|
||||
the -y direction: has a sphere shaped PhysX Collider, a PhysX Rigid Body, and a Sphere Shape.
|
||||
Sphere 1 - This entity is inline with the perface entity on the x axis and heading torward it with a velocity in
|
||||
the -x direction: has a sphere shaped PhysX Collider, a PhysX Rigid Body, and a Sphere Shape.
|
||||
Sphere 2 - This entity is inline with the perface entity on the x axis and heading torward it with a velocity in
|
||||
the +x direction: has a sphere shaped PhysX Collider, a PhysX Rigid Body, and a Sphere Shape.
|
||||
|
||||
Materials:
|
||||
Bounce - All three spheres and the Perface mesh area lined up with Sphere 1 have the Bounce material applied to
|
||||
them. This material interacts with other materials by bouncing with the restitution factor of an average of
|
||||
each entity that collides restitution value. Has restitution value: 1
|
||||
PartialBounce - The Perface mesh area lined up with Sphere 2 has the partial bounce material applied. This material
|
||||
interacts with other materials by responding with a restitution factor that is an average of the two materials
|
||||
that interact. Has restitution value: 0
|
||||
NoBounce - The Perface mesh area lined up with Sphere 0 have the NoBounce material. This material interacts with
|
||||
other materials by bouncing with the restitution factor of the material with the lowest restitution value.
|
||||
Has restitution value: 0
|
||||
|
||||
Expected Behavior: Sphere 0 will not bounce, Sphere 1 will bounce away from the Perface Entity faster than
|
||||
Sphere 2 will.
|
||||
|
||||
Test Steps:
|
||||
1) Open Level
|
||||
2) Enter Game Mode
|
||||
3) Create Entity objects
|
||||
4) Iterate through all entities and validate them
|
||||
5) Validate that Entities Exist
|
||||
6) Iterate through each of the three spheres and test their bounces
|
||||
7) Further evaluate that sphere entities exist
|
||||
8) Validate Initial Positions and Velocities
|
||||
9) Set up handler and wait for collision
|
||||
10) Get and Validate Final Positions and Velocities
|
||||
11) Log Results
|
||||
12) Validate Orientations and Final Velocities
|
||||
13) Exit Game Mode
|
||||
14) Close Editor
|
||||
|
||||
Note:
|
||||
- This test file must be called from the Open 3D Engine Editor command terminal
|
||||
- Any passed and failed tests are written to the Editor.log file.
|
||||
Parsing the file or running a log_monitor are required to observe the test results.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
import os
|
||||
import sys
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.bus
|
||||
import azlmbr.math as math
|
||||
|
||||
# Constants
|
||||
FLOAT_THRESHOLD = sys.float_info.epsilon
|
||||
FINAL_VELOCITY_THRESHOLD = 0.01
|
||||
STATIONARY_SPHERE_THRESHOLD = 2
|
||||
TIMEOUT = 1.0
|
||||
|
||||
# Helper Functions
|
||||
class Entity:
|
||||
def __init__(self, name, expected_initial_velocity=None, expected_final_velocity=None):
|
||||
self.id = general.find_game_entity(name)
|
||||
self.name = name
|
||||
self.EXPECTED_INITIAL_VELOCITY = expected_initial_velocity
|
||||
self.EXPECTED_FINAL_VELOCITY = expected_final_velocity
|
||||
self.initial_velocity = None
|
||||
self.final_velocity = None
|
||||
self.initial_position = None
|
||||
self.final_position = None
|
||||
self.collision_happened = False
|
||||
self.handler = None
|
||||
|
||||
class Entity_Tests:
|
||||
found = None
|
||||
found_position = None
|
||||
found_velocity = None
|
||||
valid_init_velocity = None
|
||||
valid_final_velocity = None
|
||||
collision_happened = None
|
||||
|
||||
def check_id(self):
|
||||
self.Entity_Tests.found = Tests.__dict__[self.name + "_found"]
|
||||
Report.critical_result(self.Entity_Tests.found, self.id.isValid())
|
||||
|
||||
def activate_entity(self):
|
||||
Report.info("Activating Entity : " + self.name)
|
||||
azlmbr.entity.GameEntityContextRequestBus(azlmbr.bus.Broadcast, "ActivateGameEntity", self.id)
|
||||
|
||||
def values_found(self):
|
||||
self.Entity_Tests.found_position = Tests.__dict__[self.name + "_position_found"]
|
||||
self.Entity_Tests.found_velocity = Tests.__dict__[self.name + "_velocity_found"]
|
||||
|
||||
Report.critical_result(self.Entity_Tests.found_position, vector_valid(self.initial_position, False))
|
||||
Report.critical_result(self.Entity_Tests.found_velocity, vector_valid(self.initial_velocity, False))
|
||||
|
||||
def perface_values_found(self):
|
||||
self.Entity_Tests.found_position = Tests.__dict__[self.name + "_position_found"]
|
||||
Report.critical_result(self.Entity_Tests.found_position, vector_valid(self.initial_position, False))
|
||||
|
||||
def get_initial_position_and_velocity(self):
|
||||
self.initial_velocity = azlmbr.physics.RigidBodyRequestBus(azlmbr.bus.Event, "GetLinearVelocity", self.id)
|
||||
self.initial_position = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldTranslation", self.id)
|
||||
|
||||
def get_final_position_and_velocity(self):
|
||||
self.final_velocity = azlmbr.physics.RigidBodyRequestBus(azlmbr.bus.Event, "GetLinearVelocity", self.id)
|
||||
self.final_position = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldTranslation", self.id)
|
||||
|
||||
def validate_sphere_velocity(self):
|
||||
if self.collision_happened:
|
||||
velocity_valid = (
|
||||
abs(self.final_velocity.x - self.EXPECTED_FINAL_VELOCITY.x) < FINAL_VELOCITY_THRESHOLD
|
||||
and abs(self.final_velocity.y - self.EXPECTED_FINAL_VELOCITY.y) < FINAL_VELOCITY_THRESHOLD
|
||||
and abs(self.final_velocity.z - self.EXPECTED_FINAL_VELOCITY.z) < FINAL_VELOCITY_THRESHOLD
|
||||
)
|
||||
self.Entity_Tests.valid_final_velocity = Tests.__dict__[self.name + "_final_velocity_valid"]
|
||||
Report.result(self.Entity_Tests.valid_final_velocity, velocity_valid)
|
||||
else:
|
||||
velocity_valid = (
|
||||
abs(self.initial_velocity.x - self.EXPECTED_INITIAL_VELOCITY.x) < FLOAT_THRESHOLD
|
||||
and abs(self.initial_velocity.y - self.EXPECTED_INITIAL_VELOCITY.y) < FLOAT_THRESHOLD
|
||||
and abs(self.initial_velocity.z - self.EXPECTED_INITIAL_VELOCITY.z) < FLOAT_THRESHOLD
|
||||
)
|
||||
self.Entity_Tests.valid_init_velocity = Tests.__dict__[self.name + "_velocity_valid"]
|
||||
Report.critical_result(self.Entity_Tests.valid_init_velocity, velocity_valid)
|
||||
|
||||
def on_collision_begin(self, args):
|
||||
if self.id.equal(args[0]):
|
||||
self.collision_happened = True
|
||||
|
||||
def set_handler(self, id):
|
||||
self.handler = azlmbr.physics.CollisionNotificationBusHandler()
|
||||
self.handler.connect(id)
|
||||
self.handler.add_callback("OnCollisionBegin", self.on_collision_begin)
|
||||
|
||||
def report_sphere_values(entity):
|
||||
Report.info_vector3(entity.initial_position, "{} initial position: ".format(entity.name))
|
||||
Report.info_vector3(entity.initial_velocity, "{} initial velocity: ".format(entity.name))
|
||||
|
||||
Report.info_vector3(entity.final_position, "{} final position: ".format(entity.name))
|
||||
Report.info_vector3(entity.final_velocity, "{} final velocity: ".format(entity.name))
|
||||
|
||||
def report_perface_values(entity):
|
||||
Report.info_vector3(entity.initial_position, "{} initial position: ".format(entity.name))
|
||||
|
||||
def validate_positions():
|
||||
# Initial orientation is confirmed by z axis values, if there are further issues a collision
|
||||
# will not as expected.
|
||||
Report.info("Checking Initial Orientation")
|
||||
initial_orientaition = (
|
||||
sphere_0.initial_position.z
|
||||
== sphere_1.initial_position.z
|
||||
== sphere_2.initial_position.z
|
||||
== perface_entity.initial_position.z
|
||||
)
|
||||
Report.result(Tests.initial_orientaition_valid, initial_orientaition)
|
||||
# Final orientation is confirmed if Sphere 0 stopped next to the Perface Entity.
|
||||
Report.info("Checking Final Orientation")
|
||||
final_orientation = (
|
||||
abs(perface_entity.final_position.x - sphere_0.final_position.x) < FLOAT_THRESHOLD
|
||||
and abs(perface_entity.final_position.z - sphere_0.final_position.z) < FLOAT_THRESHOLD
|
||||
and abs(perface_entity.final_position.y - sphere_0.final_position.y) < STATIONARY_SPHERE_THRESHOLD
|
||||
)
|
||||
|
||||
Report.result(Tests.final_orientation_valid, final_orientation)
|
||||
|
||||
def vector_valid(vector, can_be_zero):
|
||||
if can_be_zero:
|
||||
return vector != None
|
||||
else:
|
||||
return vector != None and not vector.IsZero()
|
||||
|
||||
# Main Script
|
||||
helper.init_idle()
|
||||
# 1) Open Level
|
||||
helper.open_level("Physics", "Material_PerFaceMaterialGetsCorrectMaterial")
|
||||
|
||||
# 2) Enter Game Mode
|
||||
helper.enter_game_mode(Tests.enter_game_mode)
|
||||
|
||||
# 3) Create entity objects
|
||||
sphere_0 = Entity("Sphere_0", math.Vector3(0.0, -10.0, 0.0), math.Vector3(0.0, 0.0, 0.0))
|
||||
sphere_1 = Entity("Sphere_1", math.Vector3(-10.0, 0.0, 0.0), math.Vector3(10.09, 1.85, 1.18))
|
||||
sphere_2 = Entity("Sphere_2", math.Vector3(10.0, 0.0, 0.0), math.Vector3(-5.0, 0.0, 0.0))
|
||||
perface_entity = Entity("Perface_Entity")
|
||||
entity_list = [sphere_0, sphere_1, sphere_2, perface_entity]
|
||||
spheres = [sphere_0, sphere_1, sphere_2]
|
||||
|
||||
# 4) Iterate through all entities and validate them
|
||||
for entity in entity_list:
|
||||
# 5) Validate that Entities Exist
|
||||
entity.check_id()
|
||||
# Extra steps for Perface Entity as it will no longer be iterated
|
||||
perface_entity.get_initial_position_and_velocity()
|
||||
perface_entity.perface_values_found()
|
||||
perface_entity.get_final_position_and_velocity()
|
||||
report_perface_values(perface_entity)
|
||||
|
||||
# 6) Iterate through each of the three spheres and test their bounces
|
||||
for entity in spheres:
|
||||
# 7) Further evaluate that sphere entities exist
|
||||
entity.activate_entity()
|
||||
entity.get_initial_position_and_velocity()
|
||||
|
||||
# 8) Validate Initial Positions and Velocities
|
||||
entity.values_found()
|
||||
entity.validate_sphere_velocity()
|
||||
|
||||
# 9) Set up handler and wait for collision
|
||||
entity.set_handler(perface_entity.id)
|
||||
|
||||
# Wait for collision
|
||||
helper.wait_for_condition(lambda: entity.collision_happened, TIMEOUT)
|
||||
# Report Collision
|
||||
entity.Entity_Tests.collision_happened = Tests.__dict__[entity.name + "_collided_with_perface"]
|
||||
Report.result(entity.Entity_Tests.collision_happened, entity.collision_happened)
|
||||
|
||||
# 10) Get and Validate Final Positions and Velocities
|
||||
entity.get_final_position_and_velocity()
|
||||
entity.validate_sphere_velocity()
|
||||
|
||||
# 11) Log Results
|
||||
report_sphere_values(entity)
|
||||
|
||||
# 12) Validate Orientations and Final Velocities
|
||||
validate_positions()
|
||||
Report.result(
|
||||
Tests.speed_comparision, sphere_1.final_velocity.GetLength() > sphere_2.final_velocity.GetLength()
|
||||
)
|
||||
|
||||
# 13) Exit Game Mode
|
||||
helper.exit_game_mode(Tests.exit_game_mode)
|
||||
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(Material_PerFaceMaterialGetsCorrectMaterial)
|
||||
@@ -0,0 +1,193 @@
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
|
||||
# Test Case ID : C4925580
|
||||
# Test Case Title : Verify that Material can be assigned to Ragdoll Bones and they behave as per their material
|
||||
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests:
|
||||
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
|
||||
terrain_found_valid = ("PhysX Terrain found and validated", "PhysX Terrain not found and validated")
|
||||
concrete_ragdoll_found_valid = ("Concrete Ragdoll found and validated", "Concrete Ragdoll not found and validated")
|
||||
rubber_ragdoll_found_valid = ("Rubber Ragdoll found and validated", "Rubber Ragdoll not found and validated")
|
||||
concrete_ragdoll_above_terrain = ("Concrete Ragdoll is above terrain", "Concrete Ragdoll is not above terrain")
|
||||
rubber_ragdoll_above_terrain = ("Rubber Ragdoll is above terrain", "Rubber Ragdoll is not above terrain")
|
||||
terrain_collision_detected = ("Collision was detected on a ragdoll with terrain", "Collision detection timed out")
|
||||
concrete_ragdoll_contacted_terrain = ("Concrete Ragdoll contacted terrain", "Concrete Ragdoll did not contact terrain")
|
||||
rubber_ragdoll_contacted_terrain = ("Rubber Ragdoll contacted terrain", "Rubber Ragdoll did not contact terrain")
|
||||
rubber_ragdoll_bounced_higher = ("Rubber Ragdoll bounced higher than Concrete Ragdoll", "Rubber Ragdoll did not bounce higher than Concrete Ragdoll")
|
||||
concrete_ragdoll_bounced_as_expected = ("Concrete ragdoll bounced to expected height", "Concrete ragdoll did not bounce to expected height")
|
||||
rubber_ragdoll_bounced_as_expected = ("Rubber ragdoll bounced to expected height", "Rubber ragdoll did not bounce to expected height")
|
||||
exit_game_mode = ("Exited game mode", "Failed to exit game mode")
|
||||
# fmt: on
|
||||
|
||||
|
||||
def Material_RagdollBones():
|
||||
"""
|
||||
Summary:
|
||||
This script runs an automated test to verify that assigning material to the skeleton of an actor entity with PhysX
|
||||
ragdoll will cause the entity to behave according to the nature of the material.
|
||||
|
||||
Level Description:
|
||||
Two ragdoll entities (entity: Concrete Ragdoll) and (entity: Rubber Ragdoll) are above a PhysX terrain (entity:
|
||||
PhysX Terrain). Each ragdoll has an actor, an animation graph, and a PhysX ragdoll component. Gravity is enabled for
|
||||
each joint which is present on the ragdolls. The ragdolls are identical except for their textures, skeleton
|
||||
materials, and x-positions. Concrete Ragdoll's texture is blue, while Rubber Ragdoll's texture is red. Concrete
|
||||
Ragdoll's skeleton material is concrete, while Rubber Ragdoll's skeleton material is rubber.
|
||||
|
||||
Expected behavior:
|
||||
The ragdolls will fall and hit the terrain at the same time. The rubber ragdoll will bounce higher than the concrete
|
||||
ragdoll.
|
||||
|
||||
Test Steps:
|
||||
1) Open level and enter game mode
|
||||
2) Retrieve and validate entities
|
||||
3) Check that each ragdoll is above the terrain
|
||||
4) Wait for the initial collision between a ragdoll and the terrain or timeout
|
||||
5) Check for the maximum bounce height of each ragdoll for a given period of time
|
||||
6) Verify that the rubber ragdoll bounced higher than the concrete ragdoll
|
||||
7) Verify that each ragdoll bounced approximately to its expected maximum height
|
||||
8) Exit game mode and close editor
|
||||
|
||||
Note:
|
||||
- This test file must be called from the Open 3D Engine Editor command terminal
|
||||
- Any passed and failed tests are written to the Editor.log file.
|
||||
Parsing the file or running a log_monitor are required to observe the test results.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
# Setup path
|
||||
import os
|
||||
import sys
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.bus
|
||||
import azlmbr.components
|
||||
import azlmbr.physics
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
|
||||
# Constants
|
||||
TIME_OUT_SECONDS = 3.0
|
||||
TERRAIN_START_Z = 32.0
|
||||
CONCRETE_EXPECTED_MAX_BOUNCE_HEIGHT = 0.039
|
||||
RUBBER_EXPECTED_MAX_BOUNCE_HEIGHT = 1.2
|
||||
TOLERANCE = 0.5
|
||||
|
||||
class Entity:
|
||||
def __init__(self, name, found_valid_test):
|
||||
self.name = name
|
||||
self.id = general.find_game_entity(name)
|
||||
self.found_valid_test = found_valid_test
|
||||
|
||||
class Ragdoll(Entity):
|
||||
def __init__(self, name, found_valid_test, target_terrain, above_terrain_test, contacted_terrain_test):
|
||||
Entity.__init__(self, name, found_valid_test)
|
||||
self.target_terrain = target_terrain
|
||||
self.above_terrain_test = above_terrain_test
|
||||
self.contacted_terrain_test = contacted_terrain_test
|
||||
self.contacted_terrain = False
|
||||
self.max_bounce_height = 0
|
||||
self.reached_max_bounce = False
|
||||
|
||||
# Set up collision notification handler
|
||||
self.handler = azlmbr.physics.CollisionNotificationBusHandler()
|
||||
self.handler.connect(self.id)
|
||||
self.handler.add_callback("OnCollisionBegin", self.on_collision_begin)
|
||||
|
||||
def get_z_position(self):
|
||||
z_position = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldZ", self.id)
|
||||
return z_position
|
||||
|
||||
# Set up collision detection with the terrain
|
||||
def on_collision_begin(self, args):
|
||||
other_id = args[0]
|
||||
if other_id.Equal(self.target_terrain.id):
|
||||
Report.info("{} collision began with {}".format(self.name, self.target_terrain.name))
|
||||
if not self.contacted_terrain:
|
||||
self.hit_terrain_z = self.get_z_position()
|
||||
self.contacted_terrain = True
|
||||
|
||||
# 1) Open level and enter game mode
|
||||
helper.init_idle()
|
||||
helper.open_level("Physics", "Material_RagdollBones")
|
||||
helper.enter_game_mode(Tests.enter_game_mode)
|
||||
|
||||
# 2) Retrieve and validate entities
|
||||
terrain = Entity("PhysX Terrain", Tests.terrain_found_valid)
|
||||
Report.critical_result(terrain.found_valid_test, terrain.id.IsValid())
|
||||
|
||||
concrete_ragdoll = Ragdoll(
|
||||
"Concrete Ragdoll",
|
||||
Tests.concrete_ragdoll_found_valid,
|
||||
terrain,
|
||||
Tests.concrete_ragdoll_above_terrain,
|
||||
Tests.concrete_ragdoll_contacted_terrain,
|
||||
)
|
||||
|
||||
rubber_ragdoll = Ragdoll(
|
||||
"Rubber Ragdoll",
|
||||
Tests.rubber_ragdoll_found_valid,
|
||||
terrain,
|
||||
Tests.rubber_ragdoll_above_terrain,
|
||||
Tests.rubber_ragdoll_contacted_terrain,
|
||||
)
|
||||
|
||||
ragdolls = [concrete_ragdoll, rubber_ragdoll]
|
||||
for ragdoll in ragdolls:
|
||||
Report.critical_result(ragdoll.found_valid_test, ragdoll.id.IsValid())
|
||||
|
||||
# 3) Check that each ragdoll is above the terrain
|
||||
Report.critical_result(ragdoll.above_terrain_test, ragdoll.get_z_position() > TERRAIN_START_Z)
|
||||
|
||||
# 4) Wait for the initial collision between the ragdolls and the terrain or timeout
|
||||
terrain_collision_detected = helper.wait_for_condition(
|
||||
lambda: concrete_ragdoll.contacted_terrain and rubber_ragdoll.contacted_terrain, TIME_OUT_SECONDS
|
||||
)
|
||||
Report.critical_result(Tests.terrain_collision_detected, terrain_collision_detected)
|
||||
for ragdoll in ragdolls:
|
||||
Report.result(ragdoll.contacted_terrain_test, ragdoll.contacted_terrain)
|
||||
|
||||
# 5) Check for the maximum bounce height of each ragdoll for a given period of time
|
||||
def check_for_max_bounce_heights(ragdolls):
|
||||
for ragdoll in ragdolls:
|
||||
if ragdoll.contacted_terrain:
|
||||
bounce_height = ragdoll.get_z_position() - ragdoll.hit_terrain_z
|
||||
if bounce_height >= ragdoll.max_bounce_height:
|
||||
ragdoll.max_bounce_height = bounce_height
|
||||
elif ragdoll.max_bounce_height > 0.0:
|
||||
ragdoll.reached_max_bounce = True
|
||||
return concrete_ragdoll.reached_max_bounce and rubber_ragdoll.reached_max_bounce
|
||||
|
||||
helper.wait_for_condition(lambda: check_for_max_bounce_heights(ragdolls), TIME_OUT_SECONDS)
|
||||
for ragdoll in ragdolls:
|
||||
Report.info("{}'s maximum bounce height: {}".format(ragdoll.name, ragdoll.max_bounce_height))
|
||||
|
||||
# 6) Verify that the rubber ragdoll bounced higher than the concrete ragdoll
|
||||
Report.result(
|
||||
Tests.rubber_ragdoll_bounced_higher, rubber_ragdoll.max_bounce_height > concrete_ragdoll.max_bounce_height
|
||||
)
|
||||
|
||||
# 7) Verify that each ragdoll bounced approximately to its expected maximum height
|
||||
Report.result(
|
||||
Tests.concrete_ragdoll_bounced_as_expected,
|
||||
abs(concrete_ragdoll.max_bounce_height - CONCRETE_EXPECTED_MAX_BOUNCE_HEIGHT) < TOLERANCE,
|
||||
)
|
||||
Report.result(
|
||||
Tests.rubber_ragdoll_bounced_as_expected,
|
||||
abs(rubber_ragdoll.max_bounce_height - RUBBER_EXPECTED_MAX_BOUNCE_HEIGHT) < TOLERANCE,
|
||||
)
|
||||
|
||||
# 8) Exit game mode and close editor
|
||||
helper.exit_game_mode(Tests.exit_game_mode)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(Material_RagdollBones)
|
||||
@@ -0,0 +1,229 @@
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
# Test case ID : C4044461
|
||||
# Test Case Title : Verify the functionality of restitution
|
||||
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests():
|
||||
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
|
||||
find_ramp = ("Ramp entity found", "Ramp entity not found")
|
||||
find_box_zero = ("Box entity 'zero' found", "Box entity 'zero' not found")
|
||||
find_box_low = ("Box entity 'low' found", "Box entity 'low' not found")
|
||||
find_box_mid = ("Box entity 'mid' found", "Box entity 'mid' not found")
|
||||
find_box_high = ("Box entity 'high' found", "Box entity 'high' not found")
|
||||
box_fell_zero = ("Box 'zero' fell", "Box 'zero' did not fall")
|
||||
box_fell_low = ("Box 'low' fell", "Box 'low' did not fall")
|
||||
box_fell_mid = ("Box 'mid' fell", "Box 'mid' did not fall")
|
||||
box_fell_high = ("Box 'high' fell", "Box 'high' did not fall")
|
||||
box_hit_ramp_zero = ("Box 'zero' hit the ramp", "Box 'zero' did not hit the ramp before timeout")
|
||||
box_hit_ramp_low = ("Box 'low' hit the ramp", "Box 'low' did not hit the ramp before timeout")
|
||||
box_hit_ramp_mid = ("Box 'mid' hit the ramp", "Box 'mid' did not hit the ramp before timeout")
|
||||
box_hit_ramp_high = ("Box 'high' hit the ramp", "Box 'high' did not hit the ramp before timeout")
|
||||
box_peaked_zero = ("Box 'zero' reached its max height", "Box 'zero' did not reach max height before timeout")
|
||||
box_peaked_low = ("Box 'low' reached its max height", "Box 'low' did not reach max height before timeout")
|
||||
box_peaked_mid = ("Box 'mid' reached its max height", "Box 'mid' did not reach max height before timeout")
|
||||
box_peaked_high = ("Box 'high' reached its max height", "Box 'high' did not reach max height before timeout")
|
||||
box_zero_did_not_bounce = ("Box 'zero' did not bounce", "Box 'zero' bounced - this should not happen")
|
||||
bounce_height_ordered = ("Boxes with greater restitution values bounced higher", "Boxes with greater restitution values did not bounce higher")
|
||||
exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
|
||||
# fmt: on
|
||||
|
||||
|
||||
def Material_Restitution():
|
||||
"""
|
||||
Summary:
|
||||
Runs an automated test to ensure that greater restitution coefficient settings on a physX material results in
|
||||
rigid bodies (with that material) that bounce higher
|
||||
|
||||
Level Description:
|
||||
Four boxes sit above a horizontal 'ramp'. Gravity on each rigid body component is set to disabled.
|
||||
The boxes are identical, save for their physX material.
|
||||
|
||||
A new material library was created with 4 materials and their restitution coefficient:
|
||||
zero_restitution: 0.00
|
||||
low_restitution: 0.30
|
||||
mid_restitution: 0.60
|
||||
high_restitution: 1.00
|
||||
Each material is identical otherwise
|
||||
Each box is assigned its corresponding physX material
|
||||
|
||||
Expected Behavior:
|
||||
For each box, this script will enable gravity, then wait for the box to collide with the ramp.
|
||||
It then measures the height of the bounce relative to when it first came in contact with the ramp.
|
||||
When the z component of the box's velocity reaches zero (or below zero), the box latches its bounce height.
|
||||
The box is then frozen in place and the steps run for the next box in the list.
|
||||
|
||||
Boxes with greater restitution values should retain more energy between collisions, therefore bouncing higher
|
||||
|
||||
Test Steps:
|
||||
1) Open level
|
||||
2) Enter game mode
|
||||
3) Find the ramp
|
||||
|
||||
For each box:
|
||||
4) Find the box
|
||||
5) Drop the box
|
||||
6) Ensure the box collides with the ramp
|
||||
7) Ensure the box reaches its peak height
|
||||
|
||||
8) Special case: assert that a box with zero restitution does not bounce
|
||||
9) Assert that greater restitution coefficients result in higher bounces
|
||||
10) Exit game mode
|
||||
11) Close the editor
|
||||
|
||||
Note:
|
||||
- This test file must be called from the Open 3D Engine Editor command terminal
|
||||
- Any passed and failed tests are written to the Editor.log file.
|
||||
Parsing the file or running a log_monitor are required to observe the test results.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
import os
|
||||
import sys
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
|
||||
import azlmbr
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.bus as bus
|
||||
import azlmbr.math as lymath
|
||||
|
||||
ZERO_RESTITUTION_BOUNCE_TOLERANCE = 0.001
|
||||
TIMEOUT = 5
|
||||
FALLING_TIMEOUT = 0.1
|
||||
|
||||
class Box:
|
||||
def __init__(self, name, valid_test, fell_test, hit_ramp_test, peaked_test):
|
||||
self.name = name
|
||||
self.id = general.find_game_entity(name)
|
||||
self.hit_ramp = False
|
||||
self.hit_ramp_position = None
|
||||
self.bounce_height = 0.0
|
||||
self.valid_test = valid_test
|
||||
self.fell_test = fell_test
|
||||
self.hit_ramp_test = hit_ramp_test
|
||||
self.peaked_test = peaked_test
|
||||
self.set_gravity_enabled(False)
|
||||
|
||||
def get_position(self):
|
||||
return azlmbr.components.TransformBus(bus.Event, "GetWorldTranslation", self.id)
|
||||
|
||||
def get_velocity(self):
|
||||
return azlmbr.physics.RigidBodyRequestBus(bus.Event, "GetLinearVelocity", self.id)
|
||||
|
||||
def set_velocity(self, value):
|
||||
return azlmbr.physics.RigidBodyRequestBus(bus.Event, "SetLinearVelocity", self.id, value)
|
||||
|
||||
def set_gravity_enabled(self, value):
|
||||
azlmbr.physics.RigidBodyRequestBus(bus.Event, "SetGravityEnabled", self.id, value)
|
||||
|
||||
def on_collision_begin(args):
|
||||
other_id = args[0]
|
||||
for box in all_boxes:
|
||||
if box.id.Equal(other_id):
|
||||
box.hit_ramp_position = box.get_position()
|
||||
box.hit_ramp = True
|
||||
|
||||
def reached_max_height(box):
|
||||
current_position = box.get_position()
|
||||
current_height = current_position.z - box.hit_ramp_position.z
|
||||
current_linear_velocity = box.get_velocity()
|
||||
if current_linear_velocity.z > 0.0:
|
||||
box.bounce_height = current_height
|
||||
return False
|
||||
else:
|
||||
Report.info("Box {} reached {:.3f}M high".format(box.name, box.bounce_height))
|
||||
return True
|
||||
|
||||
def is_falling(box):
|
||||
return box.get_velocity().z < 0.0
|
||||
|
||||
helper.init_idle()
|
||||
# 1) Open level
|
||||
helper.open_level("Physics", "Material_Restitution")
|
||||
|
||||
# 2) Enter game mode
|
||||
helper.enter_game_mode(Tests.enter_game_mode)
|
||||
|
||||
# fmt: off
|
||||
# Set up our boxes
|
||||
box_zero = Box(
|
||||
name = "Zero",
|
||||
valid_test = Tests.find_box_zero,
|
||||
fell_test = Tests.box_fell_zero,
|
||||
hit_ramp_test = Tests.box_hit_ramp_zero,
|
||||
peaked_test = Tests.box_peaked_zero
|
||||
)
|
||||
box_low = Box(
|
||||
name = "Low",
|
||||
valid_test = Tests.find_box_low,
|
||||
fell_test = Tests.box_fell_low,
|
||||
hit_ramp_test = Tests.box_hit_ramp_low,
|
||||
peaked_test = Tests.box_peaked_low
|
||||
)
|
||||
box_mid = Box(
|
||||
name = "Mid",
|
||||
valid_test = Tests.find_box_mid,
|
||||
fell_test = Tests.box_fell_mid,
|
||||
hit_ramp_test = Tests.box_hit_ramp_mid,
|
||||
peaked_test = Tests.box_peaked_mid
|
||||
)
|
||||
box_high = Box(
|
||||
name = "High",
|
||||
valid_test = Tests.find_box_high,
|
||||
fell_test = Tests.box_fell_high,
|
||||
hit_ramp_test = Tests.box_hit_ramp_high,
|
||||
peaked_test = Tests.box_peaked_high
|
||||
)
|
||||
all_boxes = (box_zero, box_low, box_mid, box_high)
|
||||
# fmt:on
|
||||
|
||||
# 3) Find the ramp
|
||||
ramp_id = general.find_game_entity("Ramp")
|
||||
Report.critical_result(Tests.find_ramp, ramp_id.IsValid())
|
||||
|
||||
handler = azlmbr.physics.CollisionNotificationBusHandler()
|
||||
handler.connect(ramp_id)
|
||||
handler.add_callback("OnCollisionBegin", on_collision_begin)
|
||||
|
||||
for box in all_boxes:
|
||||
Report.info("********Dropping Box {}********".format(box.name))
|
||||
# 4) Find the box
|
||||
Report.critical_result(box.valid_test, box.id.IsValid())
|
||||
|
||||
# 5) Drop the box
|
||||
box.set_gravity_enabled(True)
|
||||
Report.critical_result(box.fell_test, helper.wait_for_condition(lambda: is_falling(box), FALLING_TIMEOUT))
|
||||
|
||||
# 6) Wait for the box to hit the ramp
|
||||
Report.result(box.hit_ramp_test, helper.wait_for_condition(lambda: box.hit_ramp, TIMEOUT))
|
||||
|
||||
# 7) Measure the bounce height
|
||||
Report.result(box.peaked_test, helper.wait_for_condition(lambda: reached_max_height(box), TIMEOUT))
|
||||
|
||||
# Freeze the box so it does not interfere with the other boxes
|
||||
box.set_velocity(lymath.Vector3(0.0, 0.0, 0.0))
|
||||
box.set_gravity_enabled(False)
|
||||
|
||||
# 8) Special case: Assert the a box with zero restitution did not bounce
|
||||
Report.result(Tests.box_zero_did_not_bounce, box_zero.bounce_height < ZERO_RESTITUTION_BOUNCE_TOLERANCE)
|
||||
|
||||
# 9) Assert that greater restitution coefficients result in higher bounces
|
||||
ordered_bounces = box_high.bounce_height > box_mid.bounce_height > box_low.bounce_height > box_zero.bounce_height
|
||||
Report.result(Tests.bounce_height_ordered, ordered_bounces)
|
||||
|
||||
# 10) Exit game mode
|
||||
helper.exit_game_mode(Tests.exit_game_mode)
|
||||
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(Material_Restitution)
|
||||
+244
@@ -0,0 +1,244 @@
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
# Test case ID : C4044457
|
||||
# Test Case Title : Verify that when two objects with different materials collide, the restitution combine works
|
||||
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests():
|
||||
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
|
||||
find_ramp = ("Ramp entity found", "Ramp entity not found")
|
||||
find_box_minimum = ("Box entity 'minimum' found", "Box entity 'minimum' not found")
|
||||
find_box_multiply = ("Box entity 'multiply' found", "Box entity 'multiply' not found")
|
||||
find_box_average = ("Box entity 'average' found", "Box entity 'average' not found")
|
||||
find_box_maximum = ("Box entity 'maximum' found", "Box entity 'maximum' not found")
|
||||
box_fell_minimum = ("Box 'minimum' fell", "Box 'minimum' did not fall")
|
||||
box_fell_multiply = ("Box 'multiply' fell", "Box 'multiply' did not fall")
|
||||
box_fell_average = ("Box 'average' fell", "Box 'average' did not fall")
|
||||
box_fell_maximum = ("Box 'maximum' fell", "Box 'maximum' did not fall")
|
||||
box_hit_ramp_minimum = ("Box 'minimum' hit the ramp", "Box 'minimum' did not hit the ramp before timeout")
|
||||
box_hit_ramp_multiply = ("Box 'multiply' hit the ramp", "Box 'multiply' did not hit the ramp before timeout")
|
||||
box_hit_ramp_average = ("Box 'average' hit the ramp", "Box 'average' did not hit the ramp before timeout")
|
||||
box_hit_ramp_maximum = ("Box 'maximum' hit the ramp", "Box 'maximum' did not hit the ramp before timeout")
|
||||
box_peaked_minimum = ("Box 'minimum' reached its max height", "Box 'minimum' did not reach its' max height before timeout")
|
||||
box_peaked_multiply = ("Box 'multiply' reached its max height", "Box 'multiply' did not reach its' max height before timeout")
|
||||
box_peaked_average = ("Box 'average' reached its max height", "Box 'average' did not reach its' max height before timeout")
|
||||
box_peaked_maximum = ("Box 'maximum' reached its max height", "Box 'maximum' did not reach its' max height before timeout")
|
||||
minimum_equals_multiply = ("Box 'minimum' and 'multiply' bounced equal heights", "Box 'minimum' and 'multiply' did not bounce equal heights")
|
||||
distance_ordered = ("Boxes with greater restitution values bounced higher", "Boxes with greater restitution values did not bounce higher")
|
||||
exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
|
||||
# fmt: on
|
||||
|
||||
|
||||
def Material_RestitutionCombine():
|
||||
"""
|
||||
Summary:
|
||||
|
||||
Level Description:
|
||||
Four boxes sit above a horizontal 'ramp'. Gravity on each rigidbody component is set to disabled.
|
||||
The boxes are identical, save for their physX material.
|
||||
|
||||
A new material library was created with 4 materials, minimum, multiply, average, and maximum.
|
||||
Each material has its 'restitution combine' mode assigned as named; as well as the following properties:
|
||||
dynamic friction: 0.1
|
||||
static friction: 0.1
|
||||
restitution: 0.1
|
||||
|
||||
An additional material was created for the ramp entity. It has the following properties:
|
||||
dynamic friction: 1.0
|
||||
static friction: 1.0
|
||||
restitution: 1.0
|
||||
friction combine: Average
|
||||
|
||||
Each box is assigned its corresponding material
|
||||
Each box also has a PhysX box collider with default settings
|
||||
|
||||
Expected Behavior:
|
||||
For each box, this script will enable gravity, then wait for the box to collide with the ramp.
|
||||
It then measures the height of the bounce relative to when it first came in contact with the ramp.
|
||||
When the z component of the box's velocity reaches zero (or below zero), the box latches its bounce height.
|
||||
The box is then frozen in place and the steps run for the next box in the list.
|
||||
|
||||
Boxes with greater restitution combine mode retain more energy between collisions, therefore bouncing higher.
|
||||
minimum: 0.1 vs 1 -> 0.1
|
||||
multiply: 0.1 * 1 -> 0.1
|
||||
average: (0.1 + 1) / 2 -> 0.55
|
||||
maximum: 0.1 vs 1 -> 1
|
||||
|
||||
Test Steps:
|
||||
1) Open level
|
||||
2) Enter game mode
|
||||
3) Find the ramp
|
||||
|
||||
For each box:
|
||||
4) Find the box
|
||||
5) Drop the box
|
||||
6) Ensure the box collides with the ramp
|
||||
7) Ensure the box reaches its peak height
|
||||
|
||||
8) Special case: assert that minimum and multiply bounce the same height
|
||||
9) Assert that greater restitution combine modes bounce higher
|
||||
10) Exit game mode
|
||||
11) Close the editor
|
||||
|
||||
Note:
|
||||
- This test file must be called from the Open 3D Engine Editor command terminal
|
||||
- Any passed and failed tests are written to the Editor.log file.
|
||||
Parsing the file or running a log_monitor are required to observe the test results.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
import os
|
||||
import sys
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
|
||||
import azlmbr
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.bus as bus
|
||||
import azlmbr.math as lymath
|
||||
|
||||
DISTANCE_TOLERANCE = 0.005
|
||||
TIMEOUT = 5
|
||||
|
||||
class Box:
|
||||
def __init__(self, name, valid_test, fell_test, hit_ramp_test, peaked_test):
|
||||
self.name = name
|
||||
self.id = general.find_game_entity(name)
|
||||
self.start_position = self.get_position()
|
||||
self.hit_ramp = False
|
||||
self.hit_ramp_position = None
|
||||
self.bounce_height = 0.0
|
||||
self.valid_test = valid_test
|
||||
self.fell_test = fell_test
|
||||
self.hit_ramp_test = hit_ramp_test
|
||||
self.peaked_test = peaked_test
|
||||
self.set_gravity_enabled(False)
|
||||
|
||||
def get_position(self):
|
||||
return azlmbr.components.TransformBus(bus.Event, "GetWorldTranslation", self.id)
|
||||
|
||||
def get_velocity(self):
|
||||
return azlmbr.physics.RigidBodyRequestBus(bus.Event, "GetLinearVelocity", self.id)
|
||||
|
||||
def set_velocity(self, value):
|
||||
return azlmbr.physics.RigidBodyRequestBus(bus.Event, "SetLinearVelocity", self.id, value)
|
||||
|
||||
def set_gravity_enabled(self, value):
|
||||
azlmbr.physics.RigidBodyRequestBus(bus.Event, "SetGravityEnabled", self.id, value)
|
||||
|
||||
def on_collision_begin(args):
|
||||
other_id = args[0]
|
||||
for box in all_boxes:
|
||||
if box.id.Equal(other_id):
|
||||
box.hit_ramp_position = box.get_position()
|
||||
box.hit_ramp = True
|
||||
|
||||
def reached_max_height(box):
|
||||
current_position = box.get_position()
|
||||
current_height = current_position.z - box.hit_ramp_position.z
|
||||
current_linear_velocity = box.get_velocity()
|
||||
if current_linear_velocity.z > 0.0:
|
||||
box.bounce_height = current_height
|
||||
return False
|
||||
else:
|
||||
Report.info("Box {} reached {:.3f}M high".format(box.name, box.bounce_height))
|
||||
return True
|
||||
|
||||
def is_falling(box):
|
||||
return box.get_velocity().z < 0.0
|
||||
|
||||
def float_is_close(value, target, tolerance):
|
||||
return abs(value - target) <= tolerance
|
||||
|
||||
helper.init_idle()
|
||||
# 1) Open level
|
||||
helper.open_level("Physics", "Material_RestitutionCombine")
|
||||
|
||||
# 2) Enter game mode
|
||||
helper.enter_game_mode(Tests.enter_game_mode)
|
||||
|
||||
# fmt: off
|
||||
# Set up our boxes
|
||||
box_minimum = Box(
|
||||
name = "Minimum",
|
||||
valid_test = Tests.find_box_minimum,
|
||||
fell_test = Tests.box_fell_minimum,
|
||||
hit_ramp_test = Tests.box_hit_ramp_minimum,
|
||||
peaked_test = Tests.box_peaked_minimum,
|
||||
)
|
||||
box_multiply = Box(
|
||||
name = "Multiply",
|
||||
valid_test = Tests.find_box_multiply,
|
||||
fell_test = Tests.box_fell_multiply,
|
||||
hit_ramp_test = Tests.box_hit_ramp_multiply,
|
||||
peaked_test = Tests.box_peaked_multiply,
|
||||
)
|
||||
box_average = Box(
|
||||
name = "Average",
|
||||
valid_test = Tests.find_box_average,
|
||||
fell_test = Tests.box_fell_average,
|
||||
hit_ramp_test = Tests.box_hit_ramp_average,
|
||||
peaked_test = Tests.box_peaked_average,
|
||||
)
|
||||
box_maximum = Box(
|
||||
name = "Maximum",
|
||||
valid_test = Tests.find_box_maximum,
|
||||
fell_test = Tests.box_fell_maximum,
|
||||
hit_ramp_test = Tests.box_hit_ramp_maximum,
|
||||
peaked_test = Tests.box_peaked_maximum,
|
||||
)
|
||||
all_boxes = (box_minimum, box_multiply, box_average, box_maximum)
|
||||
# fmt: on
|
||||
|
||||
# 3) Find the ramp
|
||||
ramp_id = general.find_game_entity("Ramp")
|
||||
Report.critical_result(Tests.find_ramp, ramp_id.IsValid())
|
||||
|
||||
handler = azlmbr.physics.CollisionNotificationBusHandler()
|
||||
handler.connect(ramp_id)
|
||||
handler.add_callback("OnCollisionBegin", on_collision_begin)
|
||||
|
||||
for box in all_boxes:
|
||||
Report.info("********Dropping Box {}********".format(box.name))
|
||||
# 4) Find the box
|
||||
Report.critical_result(box.valid_test, box.id.IsValid())
|
||||
|
||||
# 5) Drop the box
|
||||
box.set_gravity_enabled(True)
|
||||
Report.critical_result(box.fell_test, helper.wait_for_condition(lambda: is_falling(box), TIMEOUT))
|
||||
|
||||
# 6) Wait for the box to hit the ground
|
||||
Report.result(box.hit_ramp_test, helper.wait_for_condition(lambda: box.hit_ramp, TIMEOUT))
|
||||
|
||||
# 7) Measure the bounce height
|
||||
Report.result(box.peaked_test, helper.wait_for_condition(lambda: reached_max_height(box), TIMEOUT))
|
||||
|
||||
# Freeze the box so it does not interfere with the other boxes
|
||||
box.set_velocity(lymath.Vector3(0.0, 0.0, 0.0))
|
||||
box.set_gravity_enabled(False)
|
||||
|
||||
# 8) Special case: assert that minimum and multiply bounce the same height
|
||||
boxes_are_close = float_is_close(box_minimum.bounce_height, box_multiply.bounce_height, DISTANCE_TOLERANCE)
|
||||
Report.result(Tests.minimum_equals_multiply, boxes_are_close)
|
||||
|
||||
# 9) Assert that greater coefficients result in higher bounces
|
||||
distance_ordered = (
|
||||
boxes_are_close and box_minimum.bounce_height < box_average.bounce_height < box_maximum.bounce_height
|
||||
)
|
||||
Report.result(Tests.distance_ordered, distance_ordered)
|
||||
|
||||
# 10) Exit game mode
|
||||
helper.exit_game_mode(Tests.exit_game_mode)
|
||||
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(Material_RestitutionCombine)
|
||||
+416
@@ -0,0 +1,416 @@
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
# Test case ID : C18981526
|
||||
# Test Case Title : Verify when two objects with different materials collide, the restitution combine priority works
|
||||
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests():
|
||||
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
|
||||
find_box_average = ("Box entity 'average' found", "Box entity 'average' not found")
|
||||
find_box_minimum = ("Box entity 'minimum' found", "Box entity 'minimum' not found")
|
||||
find_box_multiply = ("Box entity 'multiply' found", "Box entity 'multiply' not found")
|
||||
find_box_maximum = ("Box entity 'maximum' found", "Box entity 'maximum' not found")
|
||||
find_ramp_average = ("Ramp entity 'average' found", "Ramp entity 'average' not found")
|
||||
find_ramp_minimum = ("Ramp entity 'minimum' found", "Ramp entity 'minimum' not found")
|
||||
find_ramp_multiply = ("Ramp entity 'multiply' found", "Ramp entity 'multiply' not found")
|
||||
find_ramp_maximum = ("Ramp entity 'maximum' found", "Ramp entity 'maximum' not found")
|
||||
|
||||
# Test 0, first row of matrix
|
||||
boxes_fell_0 = ("Test 0): All boxes fell", "Test 0): All boxes did not fall")
|
||||
boxes_hit_ramp_0 = ("Test 0): All boxes hit the ramp", "Test 0): All boxes did not hit the ramp")
|
||||
boxes_peaked_0 = ("Test 0): All boxes reached their max height", "Test 0): All boxes did not reach their max height before timeout")
|
||||
|
||||
# Test 1, second row of matrix
|
||||
boxes_fell_1 = ("Test 1): All boxes fell", "Test 1): All boxes did not fall")
|
||||
boxes_hit_ramp_1 = ("Test 1): All boxes hit the ramp", "Test 1): All boxes did not hit the ramp")
|
||||
boxes_peaked_1 = ("Test 1): All boxes reached their max height", "Test 1): All boxes did not reach their max height before timeout")
|
||||
|
||||
# Test 2, third row of matrix
|
||||
boxes_fell_2 = ("Test 2): All boxes fell", "Test 2): All boxes did not fall")
|
||||
boxes_hit_ramp_2 = ("Test 2): All boxes hit the ramp", "Test 2): All boxes did not hit the ramp")
|
||||
boxes_peaked_2 = ("Test 2): All boxes reached their max height", "Test 2): All boxes did not reach their max height before timeout")
|
||||
|
||||
# Test 3, fourth row of matrix
|
||||
boxes_fell_3 = ("Test 3): All boxes fell", "Test 3): All boxes did not fall")
|
||||
boxes_hit_ramp_3 = ("Test 3): All boxes hit the ramp", "Test 3): All boxes did not hit the ramp")
|
||||
boxes_peaked_3 = ("Test 3): All boxes reached their max height", "Test 3): All boxes did not reach their max height before timeout")
|
||||
|
||||
basis_row_unique = ("All distances in Test 0 were unique", "All distances in Test 0 were not unique")
|
||||
basis_row_ordered = ("All distances in Test 0 were correctly ordered", "All distances in Test 0 were not correctly ordered")
|
||||
height_matrix_valid = ("The resulting height matrix was valid", "The resulting height matrix was invalid")
|
||||
|
||||
exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
|
||||
# fmt: on
|
||||
|
||||
|
||||
def Material_RestitutionCombinePriorityOrder():
|
||||
"""
|
||||
Summary:
|
||||
Runs an automated test to ensure that the restitution combine mode is assigned according to the correct priority.
|
||||
|
||||
Level Description:
|
||||
Four boxes sit above one of 4 horizontal ramps.
|
||||
The ramps are identical, as are the boxes, save for their physX material:
|
||||
|
||||
A new material library was created with 8 materials:
|
||||
minimum_box, multiply_box, average_box, maximum_box, minimum_ramp, multiply_ramp, average_ramp, maximum_ramp,
|
||||
Each 'box' material has its 'restitution combine' mode assigned as named; as well as the following properties:
|
||||
dynamic friction: 0.25
|
||||
static friction: 0.25
|
||||
restitution: 0.25
|
||||
The 'ramp' materials are assigned similarly, with the following values:
|
||||
dynamic friction: 0.5
|
||||
static friction: 0.5
|
||||
restitution: 0.5
|
||||
|
||||
The values were specifically chosen to give a well-ordered and distributed result across all 4 combine modes
|
||||
(each progressive tier in priority gives a result 0.125 away from the last)
|
||||
|
||||
Each box and ramp is assigned its corresponding restitution material
|
||||
Each box and ramp also has a PhysX box collider with default settings
|
||||
|
||||
Expected Behavior:
|
||||
When two bodies with different materials are in contact, the physics system chooses which combine mode to use based
|
||||
on which combine mode has the highest priority.
|
||||
|
||||
The priority order is as follows: Average < Minimum < Multiply < Maximum.
|
||||
|
||||
For each ramp, this script drops the four boxes and measures their bounce height
|
||||
|
||||
Upon collecting all data, the script evaluates the bounce height against an expected pattern.
|
||||
This pattern is derived from the priority order, to determine which combine mode should "win" over the others.
|
||||
Boxes with greater restitution combine coefficients should bounce higher.
|
||||
|
||||
[Coefficient Combination Mode Results]
|
||||
average: (0.25 + 0.5) / 2 -> 0.375
|
||||
minimum: 0.25 vs 0.5 -> 0.25
|
||||
multiply: 0.25 * 0.5 -> 0.125
|
||||
maximum: 0.25 vs 0.5 -> 0.5
|
||||
|
||||
[Coefficient Combination Matrix]
|
||||
Boxes
|
||||
avg min mul max
|
||||
avg 0.375 0.25 0.125 0.5 # Test 0
|
||||
Ramps min 0.25 0.25 0.125 0.5 # Test 1
|
||||
mul 0.125 0.125 0.125 0.5 # Test 2
|
||||
max 0.5 0.5 0.5 0.5 # Test 3
|
||||
|
||||
Test Steps:
|
||||
1) Open level
|
||||
2) Enter game mode
|
||||
3) Validate entities
|
||||
|
||||
For each ramp:
|
||||
4) Replace the ramp under the boxes
|
||||
5) Drop the boxes
|
||||
6) Wait for the box to hit the ground
|
||||
7) Measure the bounce height
|
||||
|
||||
8) Validate matrix
|
||||
9) Exit game mode
|
||||
10) Close the editor
|
||||
|
||||
Note:
|
||||
- This test file must be called from the Open 3D Engine Editor command terminal
|
||||
- Any passed and failed tests are written to the Editor.log file.
|
||||
Parsing the file or running a log_monitor are required to observe the test results.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
import os
|
||||
import sys
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
|
||||
import azlmbr
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.bus as bus
|
||||
import azlmbr.math as lymath
|
||||
|
||||
NUMBER_OF_TESTS = 4
|
||||
DISTANCE_TOLERANCE = 0.005
|
||||
TIMEOUT = 5.0
|
||||
STANDBY_OFFSET = lymath.Vector3(0.0, 0.0, 4.0)
|
||||
SET_PHYSICS_WAIT = 10
|
||||
|
||||
# region Entity Classes
|
||||
class Box:
|
||||
def __init__(self, name, valid_test):
|
||||
self.name = name
|
||||
self.id = general.find_game_entity(name)
|
||||
self.start_position = self.get_position()
|
||||
self.hit_ramp_position = None
|
||||
self.valid_test = valid_test
|
||||
self.peaked = False
|
||||
|
||||
def get_position(self):
|
||||
return azlmbr.components.TransformBus(bus.Event, "GetWorldTranslation", self.id)
|
||||
|
||||
def set_position(self, value):
|
||||
return azlmbr.components.TransformBus(bus.Event, "SetWorldTranslation", self.id, value)
|
||||
|
||||
def get_velocity(self):
|
||||
return azlmbr.physics.RigidBodyRequestBus(bus.Event, "GetLinearVelocity", self.id)
|
||||
|
||||
def set_velocity(self, value):
|
||||
return azlmbr.physics.RigidBodyRequestBus(bus.Event, "SetLinearVelocity", self.id, value)
|
||||
|
||||
def set_gravity_enabled(self, value):
|
||||
azlmbr.physics.RigidBodyRequestBus(bus.Event, "SetGravityEnabled", self.id, value)
|
||||
|
||||
def set_physics_enabled(self, value):
|
||||
if value:
|
||||
azlmbr.physics.RigidBodyRequestBus(bus.Event, "EnablePhysics", self.id)
|
||||
else:
|
||||
azlmbr.physics.RigidBodyRequestBus(bus.Event, "DisablePhysics", self.id)
|
||||
|
||||
def force_awake(self):
|
||||
azlmbr.physics.RigidBodyRequestBus(bus.Event, "ForceAwake", self.id)
|
||||
|
||||
class Ramp:
|
||||
def __init__(self, name, valid_test):
|
||||
self.name = name
|
||||
self.id = general.find_game_entity(name)
|
||||
self.start_position = self.get_position()
|
||||
self.valid_test = valid_test
|
||||
self.create_handler()
|
||||
self.collided_with_boxes = set()
|
||||
|
||||
def on_collision_begin(self, args):
|
||||
other_id = args[0]
|
||||
for box in all_boxes:
|
||||
if box.id.Equal(other_id):
|
||||
Report.info("Collided with {}".format(box.name))
|
||||
self.collided_with_boxes.add(box)
|
||||
box.hit_ramp_position = box.get_position()
|
||||
|
||||
def create_handler(self):
|
||||
self.handler = azlmbr.physics.CollisionNotificationBusHandler()
|
||||
self.handler.connect(self.id)
|
||||
self.handler.add_callback("OnCollisionBegin", self.on_collision_begin)
|
||||
|
||||
def get_position(self):
|
||||
return azlmbr.components.TransformBus(bus.Event, "GetWorldTranslation", self.id)
|
||||
|
||||
def set_position(self, value):
|
||||
return azlmbr.components.TransformBus(bus.Event, "SetWorldTranslation", self.id, value)
|
||||
|
||||
def all_boxes_hit(self):
|
||||
return len(self.collided_with_boxes) == 4
|
||||
|
||||
class TestInfo:
|
||||
def __init__(self):
|
||||
self.fell_tests = []
|
||||
self.hit_ramp_tests = []
|
||||
self.peaked_tests = []
|
||||
for i in range(NUMBER_OF_TESTS):
|
||||
self.fell_tests.append(get_test("boxes_fell", i))
|
||||
self.hit_ramp_tests.append(get_test("boxes_hit_ramp", i))
|
||||
self.peaked_tests.append(get_test("boxes_peaked", i))
|
||||
# endregion
|
||||
|
||||
# region Helper Functions
|
||||
def get_test(test_name, test_number):
|
||||
return Tests.__dict__["{}_{}".format(test_name, test_number)]
|
||||
|
||||
def reset_boxes():
|
||||
for box in all_boxes:
|
||||
box.peaked = False
|
||||
box.set_physics_enabled(False)
|
||||
|
||||
# We can't enable the boxes as kinematic and set their position on the same frame
|
||||
general.idle_wait_frames(SET_PHYSICS_WAIT)
|
||||
|
||||
for box in all_boxes:
|
||||
box.set_position(box.start_position)
|
||||
|
||||
general.idle_wait_frames(SET_PHYSICS_WAIT)
|
||||
|
||||
for box in all_boxes:
|
||||
box.set_physics_enabled(True)
|
||||
box.force_awake()
|
||||
# endregion
|
||||
|
||||
# region wait_for_condition() Functions
|
||||
def drop_boxes():
|
||||
for box in all_boxes:
|
||||
box.set_gravity_enabled(True)
|
||||
|
||||
def all_boxes_falling():
|
||||
for box in all_boxes:
|
||||
if box.get_velocity().z >= 0.0:
|
||||
return False
|
||||
return True
|
||||
|
||||
def all_boxes_peaked():
|
||||
peaked_boxes = 0
|
||||
for box in all_boxes:
|
||||
if box.peaked:
|
||||
peaked_boxes += 1
|
||||
else:
|
||||
current_position = box.get_position()
|
||||
current_height = current_position.z - box.hit_ramp_position.z
|
||||
current_linear_velocity = box.get_velocity()
|
||||
if current_linear_velocity.z > 0.0:
|
||||
box.bounce_height = current_height
|
||||
else:
|
||||
Report.info("Box {} reached {:.3f}M high".format(box.name, box.bounce_height))
|
||||
box.set_gravity_enabled(False)
|
||||
box.set_velocity(lymath.Vector3(0.0, 0.0, 0.0))
|
||||
box.peaked = True
|
||||
return peaked_boxes == 4
|
||||
# endregion
|
||||
|
||||
# region Matrix Validation
|
||||
def validate_matrix(matrix):
|
||||
# type: (list[list]) -> bool
|
||||
"""
|
||||
Returns True if the matrix matches the pattern expected based on the friction combine priority.
|
||||
|
||||
:param matrix: the height matrix
|
||||
|
||||
:return: True if the matrix closely matches the expected pattern
|
||||
"""
|
||||
# The first test represents a basis value for what is expected when each of the combine modes "wins" the other.
|
||||
# This is because every mode beats 'average' (the first ramp we test with) We can compare the rest of the matrix
|
||||
# against this basis row to validate the rest of the matrix as long as we also guarantee that the basis is valid
|
||||
#
|
||||
# Resulting matrix should follow the pattern:
|
||||
# A B C D <- Test 0
|
||||
# B B C D <- Test 1
|
||||
# C C C D <- Test 2
|
||||
# D D D D <- Test 3
|
||||
|
||||
basis_row = matrix[0]
|
||||
Report.critical_result(Tests.basis_row_unique, list_is_unique(basis_row))
|
||||
|
||||
average = basis_row[0]
|
||||
minimum = basis_row[1]
|
||||
multiply = basis_row[2]
|
||||
maximum = basis_row[3]
|
||||
# Based on the resulting coefficients, we can expect each bounce height to be ordered in a specific way
|
||||
Report.critical_result(Tests.basis_row_ordered, maximum > average > minimum > multiply)
|
||||
|
||||
def report_failure(test_index, box_index, expected):
|
||||
box_name = all_boxes[box_index].name
|
||||
Report.info(
|
||||
"Matrix validation failure:\n"
|
||||
"Bounce height for box '{}' on test {} was not close to the expected basis value\n"
|
||||
"Bounce height: {:.3f}\n"
|
||||
"Expected: {:.3f}".format(box_name, test_index, matrix[test_index][box_index], expected)
|
||||
)
|
||||
|
||||
valid = True
|
||||
for row_index, row in enumerate(matrix):
|
||||
for column_index, value in enumerate(row):
|
||||
max_index = max(row_index, column_index)
|
||||
|
||||
if not float_is_close(value, basis_row[max_index], DISTANCE_TOLERANCE):
|
||||
report_failure(row_index, column_index, basis_row[max_index])
|
||||
valid = False
|
||||
return valid
|
||||
|
||||
def log_matrix(matrix):
|
||||
matrix_display_string = "\nResulting Height Matrix:\n"
|
||||
for row in matrix:
|
||||
for value in row:
|
||||
matrix_display_string += "{:.3f},".format(value)
|
||||
matrix_display_string += "\n"
|
||||
Report.info(matrix_display_string)
|
||||
|
||||
def list_is_unique(target_list):
|
||||
return len(set(target_list)) == len(target_list)
|
||||
|
||||
def float_is_close(value, target, tolerance):
|
||||
return abs(value - target) <= tolerance
|
||||
# endregion
|
||||
|
||||
helper.init_idle()
|
||||
# 1) Open level
|
||||
helper.open_level("Physics", "Material_RestitutionCombinePriorityOrder")
|
||||
|
||||
# 2) Enter game mode
|
||||
helper.enter_game_mode(Tests.enter_game_mode)
|
||||
|
||||
# Set up our boxes
|
||||
box_average = Box("Average", Tests.find_box_average)
|
||||
box_minimum = Box("Minimum", Tests.find_box_minimum)
|
||||
box_multiply = Box("Multiply", Tests.find_box_multiply)
|
||||
box_maximum = Box("Maximum", Tests.find_box_maximum)
|
||||
all_boxes = (box_average, box_minimum, box_multiply, box_maximum)
|
||||
|
||||
# Set up our ramps
|
||||
ramp_average = Ramp("RampAverage", Tests.find_ramp_average)
|
||||
ramp_minimum = Ramp("RampMinimum", Tests.find_ramp_minimum)
|
||||
ramp_multiply = Ramp("RampMultiply", Tests.find_ramp_multiply)
|
||||
ramp_maximum = Ramp("RampMaximum", Tests.find_ramp_maximum)
|
||||
all_ramps = (ramp_average, ramp_minimum, ramp_multiply, ramp_maximum)
|
||||
|
||||
# Init our tests
|
||||
test_info = TestInfo()
|
||||
|
||||
# 3) Validate entities
|
||||
for box in all_boxes:
|
||||
Report.critical_result(box.valid_test, box.id.IsValid())
|
||||
|
||||
for ramp in all_ramps:
|
||||
Report.critical_result(ramp.valid_test, ramp.id.IsValid())
|
||||
|
||||
# Setup ramp active position. The 'average' ramp is the first ramp, so we init to that.
|
||||
active_position = ramp_average.get_position()
|
||||
|
||||
# fmt: off
|
||||
height_matrix = [[0.0, 0.0, 0.0, 0.0], # Test 0 - Ramp 'Average'
|
||||
[0.0, 0.0, 0.0, 0.0], # Test 1 - Ramp 'Minimum'
|
||||
[0.0, 0.0, 0.0, 0.0], # Test 2 - Ramp 'Multiply'
|
||||
[0.0, 0.0, 0.0, 0.0]] # Test 3 - Ramp 'Maximum'
|
||||
# fmt: on
|
||||
|
||||
for row_index in range(len(height_matrix)):
|
||||
Report.info("********Starting Test {}********".format(row_index))
|
||||
reset_boxes()
|
||||
|
||||
# 4) Replace the ramp under the boxes
|
||||
ramp = all_ramps[row_index]
|
||||
ramp.set_position(active_position)
|
||||
|
||||
# 5) Drop the boxes
|
||||
drop_boxes()
|
||||
|
||||
fell_test = test_info.fell_tests[row_index]
|
||||
Report.critical_result(fell_test, helper.wait_for_condition(all_boxes_falling, TIMEOUT))
|
||||
|
||||
# 6) Wait for the box to hit the ground
|
||||
hit_ramp_test = test_info.hit_ramp_tests[row_index]
|
||||
Report.critical_result(hit_ramp_test, helper.wait_for_condition(ramp.all_boxes_hit, TIMEOUT))
|
||||
|
||||
# 7) Measure the bounce height
|
||||
peaked_test = test_info.peaked_tests[row_index]
|
||||
Report.critical_result(peaked_test, helper.wait_for_condition(all_boxes_peaked, TIMEOUT))
|
||||
|
||||
for column_index in range(len(height_matrix[row_index])):
|
||||
# Register the height the boxes bounced
|
||||
box = all_boxes[column_index]
|
||||
height_matrix[row_index][column_index] = box.bounce_height
|
||||
|
||||
ramp.set_position(ramp.start_position.Subtract(STANDBY_OFFSET))
|
||||
|
||||
# 8) Validate matrix
|
||||
log_matrix(height_matrix)
|
||||
Report.result(Tests.height_matrix_valid, validate_matrix(height_matrix))
|
||||
|
||||
# 9) Exit game mode
|
||||
helper.exit_game_mode(Tests.exit_game_mode)
|
||||
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(Material_RestitutionCombinePriorityOrder)
|
||||
@@ -0,0 +1,187 @@
|
||||
"""
|
||||
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
|
||||
"""
|
||||
|
||||
# Test case ID : C4044460
|
||||
# Test Case Title : Verify the functionality of static friction
|
||||
|
||||
|
||||
|
||||
# fmt: off
|
||||
class Tests():
|
||||
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
|
||||
find_ramp = ("Ramp entity found", "Ramp entity not found")
|
||||
find_box_zero = ("Box entity 'zero' found", "Box entity 'zero' not found")
|
||||
find_box_low = ("Box entity 'low' found", "Box entity 'low' not found")
|
||||
find_box_mid = ("Box entity 'mid' found", "Box entity 'mid' not found")
|
||||
find_box_high = ("Box entity 'high' found", "Box entity 'high' not found")
|
||||
box_at_rest_zero = ("Box 'zero' began test motionless", "Box 'zero' did not begin test motionless")
|
||||
box_at_rest_low = ("Box 'low' began test motionless", "Box 'low' did not begin test motionless")
|
||||
box_at_rest_mid = ("Box 'mid' began test motionless", "Box 'mid' did not begin test motionless")
|
||||
box_at_rest_high = ("Box 'high' began test motionless", "Box 'high' did not begin test motionless")
|
||||
box_was_pushed_zero = ("Box 'zero' moved", "Box 'zero' did not move before timeout")
|
||||
box_was_pushed_low = ("Box 'low' moved", "Box 'low' did not move before timeout")
|
||||
box_was_pushed_mid = ("Box 'mid' moved", "Box 'mid' did not move before timeout")
|
||||
box_was_pushed_high = ("Box 'high' moved", "Box 'high' did not move before timeout")
|
||||
force_impulse_ordered = ("Boxes with greater static friction required greater impulses", "Boxes with greater static friction did not require greater impulses")
|
||||
exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
|
||||
# fmt: on
|
||||
|
||||
|
||||
def Material_StaticFriction():
|
||||
"""
|
||||
Summary:
|
||||
Runs an automated test to ensure that greater static friction coefficient settings on a physX material results in
|
||||
rigidbodys (with that material) requiring a greater force in order to be set into motion
|
||||
|
||||
Level Description:
|
||||
Four boxes sit on a horizontal 'ramp'. The boxes are identical, save for their physX material.
|
||||
|
||||
A new material library was created with 4 materials and their static friction coefficient:
|
||||
zero_static_friction: 0.00
|
||||
low_static_friction: 0.50
|
||||
mid_static_friction: 1.00
|
||||
high_static_friction: 1.50
|
||||
Each material is identical otherwise
|
||||
Each box is assigned its corresponding friction material, the ramp is assigned low_static_friction
|
||||
The COM of the boxes is placed on the plane (0, 0, -0.5), so as to remove any torque moments and resulting rotations
|
||||
|
||||
Expected Behavior:
|
||||
For each box, this script will apply a force impulse in the world X direction (starting at magnitude 0.0).
|
||||
Every frame, it checks if the box moved:
|
||||
If it didn't, we increase the magnitude slightly and try again
|
||||
If it did, the box retains the magnitude required to move it, and we move to the next box.
|
||||
|
||||
Boxes with greater static friction coefficients should require greater forces in order to set them in motion.
|
||||
|
||||
Test Steps:
|
||||
1) Open level
|
||||
2) Enter game mode
|
||||
3) Find the ramp
|
||||
|
||||
For each box:
|
||||
4) Find the box
|
||||
5) Ensure the box is stationary
|
||||
6) Push the box until it moves
|
||||
|
||||
7) Assert that greater coefficients result in greater required force impulses
|
||||
8) Exit game mode
|
||||
9) Close the editor
|
||||
|
||||
Note:
|
||||
- This test file must be called from the Open 3D Engine Editor command terminal
|
||||
- Any passed and failed tests are written to the Editor.log file.
|
||||
Parsing the file or running a log_monitor are required to observe the test results.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
import os
|
||||
import sys
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
|
||||
import azlmbr
|
||||
import azlmbr.legacy.general as general
|
||||
import azlmbr.bus as bus
|
||||
import azlmbr.math as lymath
|
||||
|
||||
FORCE_IMPULSE_INCREMENT = 0.005 # How much we increase the force every frame
|
||||
MIN_MOVE_DISTANCE = 0.02 # Distance magnitude that a box must travel in order to be considered moved
|
||||
STATIONARY_TOLERANCE = 0.0001 # Boxes must have velocities under this magnitude in order to be stationary
|
||||
TIMEOUT = 10
|
||||
|
||||
class Box:
|
||||
def __init__(self, name, valid_test, stationary_test, moved_test):
|
||||
self.name = name
|
||||
self.id = general.find_game_entity(name)
|
||||
self.start_position = self.get_position()
|
||||
self.force_impulse = 0.0
|
||||
self.valid_test = valid_test
|
||||
self.stationary_test = stationary_test
|
||||
self.moved_test = moved_test
|
||||
|
||||
def is_stationary(self):
|
||||
velocity = azlmbr.physics.RigidBodyRequestBus(bus.Event, "GetLinearVelocity", self.id)
|
||||
return vector_close_to_zero(velocity, STATIONARY_TOLERANCE)
|
||||
|
||||
def get_position(self):
|
||||
return azlmbr.components.TransformBus(bus.Event, "GetWorldTranslation", self.id)
|
||||
|
||||
def vector_close_to_zero(vector, tolerance):
|
||||
return abs(vector.x) <= tolerance and abs(vector.y) <= tolerance and abs(vector.z) <= tolerance
|
||||
|
||||
def push(box):
|
||||
delta = box.start_position.Subtract(box.get_position())
|
||||
if vector_close_to_zero(delta, MIN_MOVE_DISTANCE):
|
||||
box.force_impulse += FORCE_IMPULSE_INCREMENT
|
||||
impulse_vector = lymath.Vector3(box.force_impulse, 0.0, 0.0)
|
||||
azlmbr.physics.RigidBodyRequestBus(bus.Event, "ApplyLinearImpulse", box.id, impulse_vector)
|
||||
return False
|
||||
else:
|
||||
Report.info("Box {} required force was {:.3f}".format(box.name, box.force_impulse))
|
||||
return True
|
||||
|
||||
helper.init_idle()
|
||||
# 1) Open level
|
||||
helper.open_level("Physics", "Material_StaticFriction")
|
||||
|
||||
# 2) Enter game mode
|
||||
helper.enter_game_mode(Tests.enter_game_mode)
|
||||
|
||||
# fmt: off
|
||||
# Set up our boxes
|
||||
box_zero = Box(
|
||||
name = "Zero",
|
||||
valid_test = Tests.find_box_zero,
|
||||
stationary_test = Tests.box_at_rest_zero,
|
||||
moved_test = Tests.box_was_pushed_zero
|
||||
)
|
||||
box_low = Box(
|
||||
name = "Low",
|
||||
valid_test = Tests.find_box_low,
|
||||
stationary_test = Tests.box_at_rest_low,
|
||||
moved_test = Tests.box_was_pushed_low
|
||||
)
|
||||
box_mid = Box(
|
||||
name = "Mid",
|
||||
valid_test = Tests.find_box_mid,
|
||||
stationary_test = Tests.box_at_rest_mid,
|
||||
moved_test = Tests.box_was_pushed_mid
|
||||
)
|
||||
box_high = Box(
|
||||
name = "High",
|
||||
valid_test = Tests.find_box_high,
|
||||
stationary_test = Tests.box_at_rest_high,
|
||||
moved_test = Tests.box_was_pushed_high
|
||||
)
|
||||
all_boxes = (box_zero, box_low, box_mid, box_high)
|
||||
# fmt: on
|
||||
|
||||
# 3) Find the ramp
|
||||
ramp_id = general.find_game_entity("Ramp")
|
||||
Report.critical_result(Tests.find_ramp, ramp_id.IsValid())
|
||||
|
||||
for box in all_boxes:
|
||||
Report.info("********Pushing Box {}********".format(box.name))
|
||||
# 4) Find the box
|
||||
Report.critical_result(box.valid_test, box.id.IsValid())
|
||||
# 5) Ensure the box is stationary
|
||||
Report.result(box.stationary_test, box.is_stationary())
|
||||
# 6) Push the box until it moves
|
||||
Report.critical_result(box.moved_test, helper.wait_for_condition(lambda: push(box), TIMEOUT))
|
||||
|
||||
# 7) Assert that greater coefficients result in greater required force impulses
|
||||
ordered_impulses = box_high.force_impulse > box_mid.force_impulse > box_low.force_impulse > box_zero.force_impulse
|
||||
Report.result(Tests.force_impulse_ordered, ordered_impulses)
|
||||
|
||||
# 8) Exit game mode
|
||||
helper.exit_game_mode(Tests.exit_game_mode)
|
||||
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(Material_StaticFriction)
|
||||
@@ -0,0 +1,195 @@
|
||||
"""
|
||||
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 azlmbr.legacy.general as general
|
||||
|
||||
from xml.etree import ElementTree
|
||||
|
||||
class Physmaterial_Editor:
|
||||
"""
|
||||
This class is used to adjust physmaterial files for use with Open 3D Engine.
|
||||
|
||||
NOTEWORTHY:
|
||||
- Must use save_changes() for library modifications to take affect
|
||||
- Once file is overwritten there is a small lag before the editor applies these changes. Tests
|
||||
must be set up to allow time for this lag.
|
||||
- You can use parse() to overwrite the Physmaterial_Editor object with a new file
|
||||
|
||||
Methods:
|
||||
- __init__ (self, document_filename = None): Sets up Physmaterial Instance
|
||||
- document_filename (type: string): the full path of your physmaterial file
|
||||
- parse_file (self): Loads the material library into memory and creates and indexable root object.
|
||||
- save_changes (self): Overwrites the contents of the input file with the modified library. Unless
|
||||
this is called no changes will occur
|
||||
- modify_material (self, material, attribute, value): Modifies a given material. Adjusts values
|
||||
if possible, throws errors if not
|
||||
- material (type: string): The name of the material, must be exact
|
||||
- attribute (type: string): Name of the attribute, must be exact. Restrictions outlined below
|
||||
- value (type: string, int, or float): New value for the given attribute. Restrictions
|
||||
outlined below
|
||||
- delete_material (self, material): Deletes given material from the library.
|
||||
- material (type: string): The name of the material, must be exact
|
||||
|
||||
Properties:
|
||||
- number_of_materials: Number of materials in the material library
|
||||
|
||||
Input Restrictions:
|
||||
- Attribute: Can only be one of the five following values
|
||||
- 'Dynamic Friction'
|
||||
- 'Static Friction'
|
||||
- 'Restitution'
|
||||
- 'Friction Combine'
|
||||
- 'Restitution Combine'
|
||||
- Friction Values: Must be a number either int or float
|
||||
- Restitution Values: Must be a number either int or float between 0 and 1
|
||||
- Combine Values: Can only be one of the four following values
|
||||
- 'Average'
|
||||
- 'Minimum'
|
||||
- 'Maximum'
|
||||
- 'Multiply'
|
||||
|
||||
notes:
|
||||
- Due to the setup of material libraries root has a lot of indices that must be used to get to the
|
||||
actual library portion. There does not seem to be an easy way to remedy this issue as it makes
|
||||
for a difficult rewrite process
|
||||
- parse_file must only be called if the file path is not given during initialization.
|
||||
"""
|
||||
|
||||
def __init__(self, document=None):
|
||||
self.document_filename = document
|
||||
self.project_folder = general.get_game_folder()
|
||||
self._set_path()
|
||||
self.parse_file()
|
||||
|
||||
def parse_file(self):
|
||||
# type: (str) -> None
|
||||
# See if a file exists at the given path
|
||||
if not os.path.exists(self.document_filename):
|
||||
raise ValueError("Given file, {} ,does not exist".format(self.document_filename))
|
||||
# Brings Material Library contents into memory
|
||||
try:
|
||||
self.dom = ElementTree.parse(self.document_filename)
|
||||
except Exception as e:
|
||||
print(e)
|
||||
raise ValueError('{} not valid'.format(self.document_filename))
|
||||
# Turn parsed xml into usable form
|
||||
self.root = self.dom.getroot()
|
||||
# Check if file is a material library
|
||||
asset_typename = self.root[0].get('name')
|
||||
if not asset_typename == "MaterialLibraryAsset":
|
||||
if asset_typename:
|
||||
print("Given file is a {} file".format(self.root[0].get('name')))
|
||||
raise ValueError('File not valid')
|
||||
|
||||
def save_changes(self):
|
||||
# type: (None) -> None
|
||||
# Over writes file with modified material library contents
|
||||
content = ElementTree.tostring(self.root)
|
||||
try:
|
||||
with open(self.document_filename, "wb") as document:
|
||||
document.write(content)
|
||||
except Exception as e:
|
||||
print(e)
|
||||
print("Failed to save changes to script")
|
||||
|
||||
# Temporary fix, will need to use OnAssetReloaded callbacks
|
||||
general.idle_wait(0.5)
|
||||
|
||||
def delete_material(self, material):
|
||||
# type: (str) -> bool
|
||||
# Deletes a material from the library
|
||||
index = self._find_material_index(material)
|
||||
if index != None:
|
||||
self.root[0][1].remove(self.root[0][1][index])
|
||||
return True
|
||||
else:
|
||||
print("{} not found in library. No deletion occurred.".format(material))
|
||||
return False
|
||||
|
||||
def modify_material(self, material, attribute, value):
|
||||
# type: (str, str, float) -> bool
|
||||
# Modifies attributes of a given material in the library
|
||||
index = self._find_material_index(material)
|
||||
attribute_index = Physmaterial_Editor._get_attribute_index(attribute)
|
||||
formated_value = Physmaterial_Editor._value_formater(value, 'Restitution' == attribute, 'Combine' in attribute)
|
||||
if index != None:
|
||||
self.root[0][1][index][0][attribute_index].set('value', formated_value)
|
||||
return True
|
||||
else:
|
||||
print("{} not found in library. No modification of {} occurred.".format(material, attribute))
|
||||
return False
|
||||
|
||||
@property
|
||||
def number_of_materials(self):
|
||||
# type: (str) -> int
|
||||
materials = self.root[0][1].findall(".//Class[@name='MaterialFromAssetConfiguration']")
|
||||
return len(materials)
|
||||
|
||||
def _set_path(self):
|
||||
# type: (str) -> str
|
||||
if self.document_filename == None:
|
||||
self.document_filename = os.path.join(self.project_folder, "assets", "physics", "surfacetypemateriallibrary.physmaterial")
|
||||
else:
|
||||
for (root, directories, root_files) in os.walk(self.project_folder):
|
||||
for root_file in root_files:
|
||||
if root_file == self.document_filename:
|
||||
self.document_filename = os.path.join(root, root_file)
|
||||
break
|
||||
|
||||
def _find_material_index(self, material):
|
||||
# type: (str) -> int
|
||||
found = False
|
||||
material_index = None
|
||||
for index, child in enumerate(self.root[0][1]):
|
||||
if child.findall(".//Class[@value='{}']".format(material)):
|
||||
if not found:
|
||||
found = True
|
||||
material_index = index
|
||||
return material_index
|
||||
|
||||
@staticmethod
|
||||
def _value_formater(value, is_restitution, is_combine):
|
||||
# type: (float/int/str, bool, bool) -> str
|
||||
# Constants
|
||||
MIN_RESTITUTION = 0.0000000
|
||||
MAX_RESTITUTION = 1.0000000
|
||||
|
||||
if is_combine:
|
||||
value = Physmaterial_Editor._get_combine_id(value)
|
||||
else:
|
||||
if isinstance(value, int) or isinstance(value, float):
|
||||
if is_restitution:
|
||||
value = max(min(value, MAX_RESTITUTION), MIN_RESTITUTION)
|
||||
value = "{:.7f}".format(value)
|
||||
else:
|
||||
raise ValueError("Must enter int or float. Entered value was of type {}.".format(type(value)))
|
||||
return value
|
||||
|
||||
@staticmethod
|
||||
def _get_combine_id(combine_name):
|
||||
# type: (str) -> int
|
||||
# Maps the Combine mode to its enumerated value used by the Open 3D Engine Editor
|
||||
combine_dictionary = {"Average": "0", "Minimum": "1", "Maximum": "2", "Multiply": "3"}
|
||||
if combine_name not in combine_dictionary:
|
||||
raise ValueError("Invalid Combine Value given. {} is not in combine map".format(combine_name))
|
||||
return combine_dictionary[combine_name]
|
||||
|
||||
@staticmethod
|
||||
def _get_attribute_index(attribute):
|
||||
# type: (str) -> int
|
||||
# Maps the attribute names to their corresponding index relative to the line defining the material name.
|
||||
attribute_dictionary = {
|
||||
"DynamicFriction": 1,
|
||||
"StaticFriction": 2,
|
||||
"Restitution": 3,
|
||||
"FrictionCombine": 4,
|
||||
"RestitutionCombine": 5,
|
||||
}
|
||||
if attribute not in attribute_dictionary:
|
||||
raise ValueError("Invalid Material Attribute given. {} is not in attribute map".format(attribute))
|
||||
return attribute_dictionary[attribute]
|
||||
+92
@@ -0,0 +1,92 @@
|
||||
"""
|
||||
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
|
||||
|
||||
Test case ID : C17411467
|
||||
Test Case Title : Check that Physx Ragdoll component can be added without errors/warnings
|
||||
|
||||
"""
|
||||
|
||||
# fmt: off
|
||||
class Tests():
|
||||
create_test_entity = ("Entity created successfully", "Failed to create Entity")
|
||||
add_actor_component = ("Actor component added", "Failed to add Actor component")
|
||||
add_animgraph = ("AnimGraph component added", "Failed to add AnimGraph component")
|
||||
add_physx_ragdoll = ("PhysX Ragdoll added", "Failed to add PhysX Ragdoll")
|
||||
no_warnings_errors = ("Tracer found no errors or warnings", "Tracer found errors or warnings")
|
||||
# fmt: on
|
||||
|
||||
|
||||
def Ragdoll_AddPhysxRagdollComponentWorks():
|
||||
"""
|
||||
Summary:
|
||||
Load level with Entity having Actor, AnimGraph and PhysX Ragdoll components.
|
||||
Verify that editor remains stable.
|
||||
|
||||
Expected Behavior:
|
||||
Physx Ragdoll component can be added without any errors.
|
||||
|
||||
Test Steps:
|
||||
1) Load the level
|
||||
2) Create test entity
|
||||
3) Add Actor and AnimGraph components
|
||||
4) Start the Tracer to catch any warnings while adding the PhysX Ragdoll component
|
||||
5) Add PhysX Ragdoll component
|
||||
6) Verify there are no errors/warnings in the entity outliner
|
||||
|
||||
Note:
|
||||
- This test file must be called from the Open 3D Engine Editor command terminal
|
||||
- Any passed and failed tests are written to the Editor.log file.
|
||||
Parsing the file or running a log_monitor are required to observe the test results.
|
||||
|
||||
:return: None
|
||||
"""
|
||||
|
||||
from editor_python_test_tools.utils import Report
|
||||
from editor_python_test_tools.editor_entity_utils import EditorEntity
|
||||
from editor_python_test_tools.utils import TestHelper as helper
|
||||
from editor_python_test_tools.utils import Tracer
|
||||
|
||||
helper.init_idle()
|
||||
# 1) Load the level
|
||||
helper.open_level("Physics", "Base")
|
||||
|
||||
# 2) Create test entity
|
||||
test_entity = EditorEntity.create_editor_entity("TestEntity")
|
||||
Report.result(Tests.create_test_entity, test_entity.id.IsValid())
|
||||
|
||||
# 3) Add Actor and AnimGraph components
|
||||
test_entity.add_component("Actor")
|
||||
Report.result(Tests.add_actor_component, test_entity.has_component("Actor"))
|
||||
|
||||
test_entity.add_component("Anim Graph")
|
||||
Report.result(Tests.add_animgraph, test_entity.has_component("Anim Graph"))
|
||||
|
||||
# 4) Start the Tracer to catch any errors while adding the PhysX Ragdoll component
|
||||
with Tracer() as section_tracer:
|
||||
# 5) Add the PhysX Ragdoll component
|
||||
ragdoll_component = test_entity.add_component("PhysX Ragdoll")
|
||||
success_check = (
|
||||
ragdoll_component.id.get_entity_id() == test_entity.id
|
||||
and ragdoll_component.get_component_name() == "PhysX Ragdoll"
|
||||
)
|
||||
# Using this alternate way to check if PhysX Ragdoll is added to entity since there is an issue with the
|
||||
# usual method in case of this component. Returned False for test_entity.has_component("PhysX Ragdoll")
|
||||
Report.result(Tests.add_physx_ragdoll, success_check)
|
||||
|
||||
# 6) Verify there are no errors in the entity outliner
|
||||
success_condition = not (section_tracer.has_errors or section_tracer.has_warnings)
|
||||
Report.result(Tests.no_warnings_errors, success_condition)
|
||||
if not success_condition:
|
||||
if section_tracer.has_warnings:
|
||||
Report.info(f"Warnings found: {section_tracer.warnings}")
|
||||
if section_tracer.has_errors:
|
||||
Report.info(f"Errors found: {section_tracer.errors}")
|
||||
Report.failure(Tests.no_warnings_found)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
from editor_python_test_tools.utils import Report
|
||||
Report.start_test(Ragdoll_AddPhysxRagdollComponentWorks)
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user