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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 : C15556261
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# Test Case Title : Check that the material assignment works with Character Controller
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# fmt: off
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class Tests:
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# level
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enter_game_mode = ("Entered game mode", "Failed to enter game mode")
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exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
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#balls
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ball_to_hit_rubber_char_controller_found = ("ball_to_hit_rubber_char_controller found", "ball_to_hit_rubber_char_controller NOT FOUND ")
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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 ")
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ball_to_hit_rubber_char_controller_position = ("ball_to_hit_rubber_char_controller valid postion", "ball_to_hit_rubber_char_controller INVALID POSITION ")
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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")
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ball_to_hit_glass_char_controller_found = ("ball_to_hit_glass_char_controller found", "ball_to_hit_glass_char_controller NOT FOUND ")
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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 ")
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ball_to_hit_glass_char_controller_position = ("ball_to_hit_glass_char_controller valid postion", "ball_to_hit_glass_char_controller INVALID POSITION ")
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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")
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ball_to_hit_rock_char_controller_found = ("ball_to_hit_rock_char_controller found", "ball_to_hit_rock_char_controller NOT FOUND ")
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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 ")
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ball_to_hit_rock_char_controller_position = ("ball_to_hit_rock_char_controller valid postion", "ball_to_hit_rock_char_controller INVALID POSITION ")
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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")
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# targets
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char_rubber_found = ("character controller rubber found", "character controller rubber NOT FOUND ")
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char_rock_found = ("character controller rock found", "character controller rock NOT FOUND ")
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char_glass_found = ("character controller glass found", "character controller glass NOT FOUND ")
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# balls velocity
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balls_velocity = ("balls velocity : rubber > glass > rock", "unexpected balls velocity")
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# fmt: on
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def Material_CharacterController():
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"""
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Summary:
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Runs an automated test to verify that character controllers with different surface materials behave accordingly.
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Level Description:
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3 character controllers with capsule shape, surface materials: rubber, rock, glass.
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3 balls with sphere shape on same X and Z coordinates of each character controller, initial linear velocity
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of 5 m/s on Y axis. All 3 balls have rock surface material.
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Expected Behavior:
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The balls should all hit their corresponding character controller.
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The character controller with rubber should make the ball bounce back with almost the same speed.
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The one with glass should make the ball bounce but with reduced speed.
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The ball should not bounce off the character controller with rock material.
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The balls linear velocity is checked at the end of the test. Expected results for linear velocities are:
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rubber > glass > rock
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Test Steps:
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1) Loads the level
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2) Enters game mode
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3) Setup balls
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3.1) Validate ball ID
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3.2) Validate ball gravity
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3.3) Connect ball to target
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3.4) Validate ball position
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4) Wait for balls to collide
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5) Get balls velocity
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6) Validate velocity is as rubber > glass > rock
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7) Exit game mode
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8) Close editor
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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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TIME_OUT = 3.0
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WAIT_TIME_AFTER_COLLISSION = 0.1
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def is_close(value1, value2, tolerance=0.01):
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return abs(value1 - value2) <= tolerance
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def get_test(entity_name, suffix):
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return Tests.__dict__[entity_name + suffix]
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class Entity: # Base class for targets and balls
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def __init__(self, name):
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self.name = name
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self.id = None
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self.position = None
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self.gravity = None
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def validate_ID(self):
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self.id = general.find_game_entity(self.name)
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found_tuple = get_test(self.name, "_found")
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Report.critical_result(found_tuple, self.id.IsValid())
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class CharacterController(Entity):
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def __init__(self, name):
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Entity.__init__(self, name)
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self.material = self.name.rpartition("_")[2]
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class Ball(Entity):
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def __init__(self, name, target_name):
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Entity.__init__(self, name)
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self.target_name = target_name
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self.entered_times = 0
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self.collided_with_target = False
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# 3.1) Validate ball ID
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self.validate_ID()
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# 3.2) Validate gravity is disabled
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self.validate_gravity()
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# 3.3) Setup collision targets
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self.setup_target()
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# 3.4) Validate ball position
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self.validate_position()
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def validate_position(self):
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self.position = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldTranslation", self.id)
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self.target.position = azlmbr.components.TransformBus(
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azlmbr.bus.Event, "GetWorldTranslation", self.target.id
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)
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position_tuple = get_test(self.name, "_position")
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Report.critical_result(
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position_tuple,
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(is_close(self.position.x, self.target.position.x))
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and (is_close(self.position.z, self.target.position.z + 1)),
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)
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def validate_gravity(self):
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gravity_enabled = azlmbr.physics.RigidBodyRequestBus(azlmbr.bus.Event, "IsGravityEnabled", self.id)
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gravity_tuple = get_test(self.name, "_gravity")
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Report.critical_result(gravity_tuple, not gravity_enabled)
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def detect_collision_target(self, args):
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entering_entity_id = args[0]
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if entering_entity_id.Equal(self.target.id):
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Report.info(self.name + " collided with " + self.target.name)
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self.collided_with_target = True
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collision_tuple = get_test(self.name, "_collision")
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Report.critical_result(collision_tuple, self.collided_with_target)
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def setup_target(self):
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self.target = CharacterController(self.target_name)
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self.target.validate_ID()
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self.collision_handler = azlmbr.physics.CollisionNotificationBusHandler()
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self.collision_handler.connect(self.id)
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self.collision_handler.add_callback("OnCollisionBegin", self.detect_collision_target)
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helper.init_idle()
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# 1) Load the level
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helper.open_level("Physics", "Material_CharacterController")
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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) Setup balls
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all_balls = [
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Ball(name="ball_to_hit_rubber_char_controller", target_name="char_rubber"),
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Ball(name="ball_to_hit_glass_char_controller", target_name="char_glass"),
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Ball(name="ball_to_hit_rock_char_controller", target_name="char_rock"),
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]
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# 4) Wait for balls movement
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helper.wait_for_condition(lambda: all(ball.collided_with_target for ball in all_balls), TIME_OUT)
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general.idle_wait(WAIT_TIME_AFTER_COLLISSION)
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# 5) Get each ball's linear velocity after collision
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for ball in all_balls:
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ball.linear_velocity_magnitude = azlmbr.physics.RigidBodyRequestBus(
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azlmbr.bus.Event, "GetLinearVelocity", ball.id
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).GetLength()
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# 6) Check ball's velocity
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Report.result(
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Tests.balls_velocity,
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all_balls[0].linear_velocity_magnitude
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> all_balls[1].linear_velocity_magnitude
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> all_balls[2].linear_velocity_magnitude,
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)
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# 7) 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(Material_CharacterController)
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