Atom Level component test support in editor_entity_utils.py and tests for level components (#6082)
* Level component helper and test cases for Atom Level components which currently crash Signed-off-by: Scott Murray <scottmur@amazon.com> * moved a close paren to end of previous line to match existing style Signed-off-by: Scott Murray <scottmur@amazon.com> * adding a forgotten import Signed-off-by: Scott Murray <scottmur@amazon.com> * minor refactor and prep for adding back the Display Mapper Game component test Signed-off-by: Scott Murray <scottmur@amazon.com> * putting Game compoenent Display Mapper test back with addition of setting property Enabled to true Signed-off-by: Scott Murray <scottmur@amazon.com> * typo in line fixed Test. bocomes Tests. Signed-off-by: Scott Murray <scottmur@amazon.com>
This commit is contained in:
@@ -12,6 +12,7 @@ import pytest
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import ly_test_tools.environment.file_system as file_system
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import editor_python_test_tools.hydra_test_utils as hydra
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from ly_test_tools.o3de.editor_test import EditorSharedTest, EditorTestSuite
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from Atom.atom_utils.atom_constants import LIGHT_TYPES
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logger = logging.getLogger(__name__)
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@@ -159,3 +160,17 @@ class TestMaterialEditorBasicTests(object):
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enable_prefab_system=False,
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)
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@pytest.mark.parametrize("project", ["AutomatedTesting"])
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@pytest.mark.parametrize("launcher_platform", ['windows_editor'])
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class TestAutomation(EditorTestSuite):
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enable_prefab_system = False
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@pytest.mark.test_case_id("C36529666")
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class AtomEditorComponentsLevel_DiffuseGlobalIlluminationAdded(EditorSharedTest):
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from Atom.tests import hydra_AtomEditorComponentsLevel_DiffuseGlobalIlluminationAdded as test_module
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@pytest.mark.test_case_id("C36525660")
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class AtomEditorComponentsLevel_DisplayMapperAdded(EditorSharedTest):
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from Atom.tests import hydra_AtomEditorComponentsLevel_DisplayMapperAdded as test_module
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@@ -18,6 +18,13 @@ LIGHT_TYPES = {
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'simple_spot': 7,
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}
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# Qualiity Level settings for Diffuse Global Illumination level component
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GLOBAL_ILLUMINATION_QUALITY = {
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'Low': 0,
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'Medium': 1,
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'High': 2,
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}
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class AtomComponentProperties:
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"""
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@@ -116,6 +123,21 @@ class AtomComponentProperties:
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}
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return properties[property]
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@staticmethod
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def diffuse_global_illumination(property: str = 'name') -> str:
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"""
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Diffuse Global Illumination level component properties.
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Controls global settings for Diffuse Probe Grid components.
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- 'Quality Level' from atom_constants.py GLOBAL_ILLUMINATION_QUALITY
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:param property: From the last element of the property tree path. Default 'name' for component name string.
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:return: Full property path OR component name if no property specified.
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"""
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properties = {
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'name': 'Diffuse Global Illumination',
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'Quality Level': 'Controller|Configuration|Quality Level'
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}
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return properties[property]
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@staticmethod
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def diffuse_probe_grid(property: str = 'name') -> str:
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"""
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@@ -148,7 +170,8 @@ class AtomComponentProperties:
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@staticmethod
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def display_mapper(property: str = 'name') -> str:
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"""
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Display Mapper component properties.
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Display Mapper level component properties.
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- 'Enable LDR color grading LUT' toggles the use of LDR color grading LUT
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- 'LDR color Grading LUT' is the Low Definition Range (LDR) color grading for Look-up Textures (LUT) which is
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an Asset.id value corresponding to a lighting asset file.
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:param property: From the last element of the property tree path. Default 'name' for component name string.
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@@ -156,6 +179,7 @@ class AtomComponentProperties:
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"""
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properties = {
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'name': 'Display Mapper',
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'Enable LDR color grading LUT': 'Controller|Configuration|Enable LDR color grading LUT',
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'LDR color Grading LUT': 'Controller|Configuration|LDR color Grading LUT',
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}
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return properties[property]
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+109
@@ -0,0 +1,109 @@
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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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class Tests:
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creation_undo = (
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"UNDO Level component addition success",
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"UNDO Level component addition failed")
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creation_redo = (
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"REDO Level component addition success",
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"REDO Level component addition failed")
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diffuse_global_illumination_component = (
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"Level has a Diffuse Global Illumination component",
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"Level failed to find Diffuse Global Illumination component")
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diffuse_global_illumination_quality = (
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"Quality Level set",
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"Quality Level could not be set")
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enter_game_mode = (
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"Entered game mode",
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"Failed to enter game mode")
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exit_game_mode = (
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"Exited game mode",
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"Couldn't exit game mode")
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def AtomEditorComponentsLevel_DiffuseGlobalIllumination_AddedToEntity():
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"""
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Summary:
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Tests the Diffuse Global Illumination level component can be added to the level entity and is stable.
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Test setup:
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- Wait for Editor idle loop.
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- Open the "Base" level.
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Expected Behavior:
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The component can be added, used in game mode, and has accurate required components.
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Creation and deletion undo/redo should also work.
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Test Steps:
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1) Add Diffuse Global Illumination level component to the level entity.
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2) UNDO the level component addition.
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3) REDO the level component addition.
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4) Set Quality Level property to Low
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5) Enter/Exit game mode.
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6) Look for errors and asserts.
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:return: None
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"""
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import azlmbr.legacy.general as general
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from editor_python_test_tools.editor_entity_utils import EditorLevelEntity
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from editor_python_test_tools.utils import Report, Tracer, TestHelper
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from Atom.atom_utils.atom_constants import AtomComponentProperties, GLOBAL_ILLUMINATION_QUALITY
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with Tracer() as error_tracer:
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# Test setup begins.
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# Setup: Wait for Editor idle loop before executing Python hydra scripts then open "Base" level.
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TestHelper.init_idle()
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TestHelper.open_level("", "Base")
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# Test steps begin.
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# 1. Add Diffuse Global Illumination level component to the level entity.
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diffuse_global_illumination_component = EditorLevelEntity.add_component(
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AtomComponentProperties.diffuse_global_illumination())
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Report.critical_result(
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Tests.diffuse_global_illumination_component,
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EditorLevelEntity.has_component(AtomComponentProperties.diffuse_global_illumination()))
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# 2. UNDO the level component addition.
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# -> UNDO component addition.
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general.undo()
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general.idle_wait_frames(1)
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Report.result(Tests.creation_undo,
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not EditorLevelEntity.has_component(AtomComponentProperties.diffuse_global_illumination()))
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# 3. REDO the level component addition.
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# -> REDO component addition.
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general.redo()
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general.idle_wait_frames(1)
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Report.result(Tests.creation_redo,
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EditorLevelEntity.has_component(AtomComponentProperties.diffuse_global_illumination()))
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# 4. Set Quality Level property to Low
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diffuse_global_illumination_component.set_component_property_value(
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AtomComponentProperties.diffuse_global_illumination('Quality Level', GLOBAL_ILLUMINATION_QUALITY['Low']))
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quality = diffuse_global_illumination_component.get_component_property_value(
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AtomComponentProperties.diffuse_global_illumination('Quality Level'))
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Report.result(diffuse_global_illumination_quality, quality == GLOBAL_ILLUMINATION_QUALITY['Low'])
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# 5. Enter/Exit game mode.
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TestHelper.enter_game_mode(Tests.enter_game_mode)
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general.idle_wait_frames(1)
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TestHelper.exit_game_mode(Tests.exit_game_mode)
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# 6. Look for errors and asserts.
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TestHelper.wait_for_condition(lambda: error_tracer.has_errors or error_tracer.has_asserts, 1.0)
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for error_info in error_tracer.errors:
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Report.info(f"Error: {error_info.filename} {error_info.function} | {error_info.message}")
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for assert_info in error_tracer.asserts:
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Report.info(f"Assert: {assert_info.filename} {assert_info.function} | {assert_info.message}")
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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(AtomEditorComponentsLevel_DiffuseGlobalIllumination_AddedToEntity)
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+124
@@ -0,0 +1,124 @@
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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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class Tests:
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creation_undo = (
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"UNDO level component addition success",
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"UNDO level component addition failed")
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creation_redo = (
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"REDO Level component addition success",
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"REDO Level component addition failed")
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display_mapper_component = (
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"Level has a Display Mapper component",
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"Level failed to find Display Mapper component")
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ldr_color_grading_lut = (
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"LDR color Grading LUT asset set",
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"LDR color Grading LUT asset could not be set")
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enable_ldr_color_grading_lut = (
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"Enable LDR color grading LUT set",
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"Enable LDR color grading LUT could not be set")
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enter_game_mode = (
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"Entered game mode",
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"Failed to enter game mode")
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exit_game_mode = (
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"Exited game mode",
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"Couldn't exit game mode")
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def AtomEditorComponentsLevel_DisplayMapper_AddedToEntity():
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"""
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Summary:
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Tests the Display Mapper level component can be added to the level entity and has the expected functionality.
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Test setup:
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- Wait for Editor idle loop.
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- Open the "Base" level.
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Expected Behavior:
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The component can be added, used in game mode, and has accurate required components.
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Creation and deletion undo/redo should also work.
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Test Steps:
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1) Add Display Mapper level component to the level entity.
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2) UNDO the level component addition.
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3) REDO the level component addition.
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4) Set LDR color Grading LUT asset.
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5) Set Enable LDR color grading LUT property True
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6) Enter/Exit game mode.
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7) Look for errors and asserts.
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:return: None
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"""
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import os
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import azlmbr.legacy.general as general
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from editor_python_test_tools.asset_utils import Asset
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from editor_python_test_tools.editor_entity_utils import EditorLevelEntity
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from editor_python_test_tools.utils import Report, Tracer, TestHelper
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from Atom.atom_utils.atom_constants import AtomComponentProperties
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with Tracer() as error_tracer:
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# Test setup begins.
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# Setup: Wait for Editor idle loop before executing Python hydra scripts then open "Base" level.
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TestHelper.init_idle()
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TestHelper.open_level("", "Base")
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# Test steps begin.
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# 1. Add Display Mapper level component to the level entity.
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display_mapper_component = EditorLevelEntity.add_component(AtomComponentProperties.display_mapper())
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Report.critical_result(
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Tests.display_mapper_component,
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EditorLevelEntity.has_component(AtomComponentProperties.display_mapper()))
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# 2. UNDO the level component addition.
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# -> UNDO component addition.
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general.undo()
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general.idle_wait_frames(1)
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Report.result(Tests.creation_undo, not EditorLevelEntity.has_component(AtomComponentProperties.display_mapper()))
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# 3. REDO the level component addition.
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# -> REDO component addition.
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general.redo()
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general.idle_wait_frames(1)
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Report.result(Tests.creation_redo, EditorLevelEntity.has_component(AtomComponentProperties.display_mapper()))
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# 4. Set LDR color Grading LUT asset.
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display_mapper_asset_path = os.path.join("TestData", "test.lightingpreset.azasset")
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display_mapper_asset = Asset.find_asset_by_path(display_mapper_asset_path, False)
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display_mapper_component.set_component_property_value(
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AtomComponentProperties.display_mapper('LDR color Grading LUT'), display_mapper_asset.id)
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Report.result(
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Tests.ldr_color_grading_lut,
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display_mapper_component.get_component_property_value(
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AtomComponentProperties.display_mapper('LDR color Grading LUT')) == display_mapper_asset.id)
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# 5. Set Enable LDR color grading LUT property True
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display_mapper_component.set_component_property_value(
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AtomComponentProperties.display_mapper('Enable LDR color grading LUT'), True)
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Report.result(
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Test.enable_ldr_color_grading_lut,
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display_mapper_component.get_component_property_value(
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AtomComponentProperties.display_mapper('Enable LDR color grading LUT')) is True)
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# 6. Enter/Exit game mode.
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TestHelper.enter_game_mode(Tests.enter_game_mode)
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general.idle_wait_frames(1)
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TestHelper.exit_game_mode(Tests.exit_game_mode)
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# 7. Look for errors and asserts.
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TestHelper.wait_for_condition(lambda: error_tracer.has_errors or error_tracer.has_asserts, 1.0)
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for error_info in error_tracer.errors:
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Report.info(f"Error: {error_info.filename} {error_info.function} | {error_info.message}")
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for assert_info in error_tracer.asserts:
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Report.info(f"Assert: {assert_info.filename} {assert_info.function} | {assert_info.message}")
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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(AtomEditorComponentsLevel_DisplayMapper_AddedToEntity)
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+39
-36
@@ -7,15 +7,6 @@ SPDX-License-Identifier: Apache-2.0 OR MIT
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class Tests:
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camera_creation = (
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"Camera Entity successfully created",
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"Camera Entity failed to be created")
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camera_component_added = (
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"Camera component was added to entity",
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"Camera component failed to be added to entity")
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camera_component_check = (
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"Entity has a Camera component",
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"Entity failed to find Camera component")
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creation_undo = (
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"UNDO Entity creation success",
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"UNDO Entity creation failed")
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@@ -43,6 +34,9 @@ class Tests:
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ldr_color_grading_lut = (
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"LDR color Grading LUT asset set",
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"LDR color Grading LUT asset could not be set")
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enable_ldr_color_grading_lut = (
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"Enable LDR color grading LUT set",
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"Enable LDR color grading LUT could not be set")
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entity_deleted = (
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"Entity deleted",
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"Entity was not deleted")
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@@ -72,14 +66,15 @@ def AtomEditorComponents_DisplayMapper_AddedToEntity():
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2) Add Display Mapper component to Display Mapper entity.
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3) UNDO the entity creation and component addition.
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4) REDO the entity creation and component addition.
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5) Enter/Exit game mode.
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6) Test IsHidden.
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7) Test IsVisible.
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8) Set LDR color Grading LUT asset.
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9) Delete Display Mapper entity.
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10) UNDO deletion.
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11) REDO deletion.
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12) Look for errors and asserts.
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5) Set LDR color Grading LUT asset.
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6) Set Enable LDR color grading LUT property True
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7) Enter/Exit game mode.
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8) Test IsHidden.
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9) Test IsVisible.
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10) Delete Display Mapper entity.
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11) UNDO deletion.
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12) REDO deletion.
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13) Look for errors and asserts.
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:return: None
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"""
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@@ -133,21 +128,7 @@ def AtomEditorComponents_DisplayMapper_AddedToEntity():
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general.idle_wait_frames(1)
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Report.result(Tests.creation_redo, display_mapper_entity.exists())
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# 5. Enter/Exit game mode.
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TestHelper.enter_game_mode(Tests.enter_game_mode)
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general.idle_wait_frames(1)
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TestHelper.exit_game_mode(Tests.exit_game_mode)
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# 6. Test IsHidden.
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display_mapper_entity.set_visibility_state(False)
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Report.result(Tests.is_hidden, display_mapper_entity.is_hidden() is True)
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# 7. Test IsVisible.
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display_mapper_entity.set_visibility_state(True)
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general.idle_wait_frames(1)
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Report.result(Tests.is_visible, display_mapper_entity.is_visible() is True)
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# 8. Set LDR color Grading LUT asset.
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# 5. Set LDR color Grading LUT asset.
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display_mapper_asset_path = os.path.join("TestData", "test.lightingpreset.azasset")
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display_mapper_asset = Asset.find_asset_by_path(display_mapper_asset_path, False)
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display_mapper_component.set_component_property_value(
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@@ -157,19 +138,41 @@ def AtomEditorComponents_DisplayMapper_AddedToEntity():
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display_mapper_component.get_component_property_value(
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AtomComponentProperties.display_mapper("LDR color Grading LUT")) == display_mapper_asset.id)
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# 9. Delete Display Mapper entity.
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# 6. Set Enable LDR color grading LUT property True
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display_mapper_component.set_component_property_value(
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AtomComponentProperties.display_mapper('Enable LDR color grading LUT'), True)
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Report.result(
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Tests.enable_ldr_color_grading_lut,
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display_mapper_component.get_component_property_value(
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AtomComponentProperties.display_mapper('Enable LDR color grading LUT')) is True)
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# 7. Enter/Exit game mode.
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TestHelper.enter_game_mode(Tests.enter_game_mode)
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general.idle_wait_frames(1)
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TestHelper.exit_game_mode(Tests.exit_game_mode)
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# 8. Test IsHidden.
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display_mapper_entity.set_visibility_state(False)
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Report.result(Tests.is_hidden, display_mapper_entity.is_hidden() is True)
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# 9. Test IsVisible.
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display_mapper_entity.set_visibility_state(True)
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general.idle_wait_frames(1)
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Report.result(Tests.is_visible, display_mapper_entity.is_visible() is True)
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# 10. Delete Display Mapper entity.
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display_mapper_entity.delete()
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Report.result(Tests.entity_deleted, not display_mapper_entity.exists())
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# 10. UNDO deletion.
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# 11. UNDO deletion.
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general.undo()
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Report.result(Tests.deletion_undo, display_mapper_entity.exists())
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# 11. REDO deletion.
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# 12. REDO deletion.
|
||||
general.redo()
|
||||
Report.result(Tests.deletion_redo, not display_mapper_entity.exists())
|
||||
|
||||
# 12. Look for errors and asserts.
|
||||
# 13. Look for errors and asserts.
|
||||
TestHelper.wait_for_condition(lambda: error_tracer.has_errors or error_tracer.has_asserts, 1.0)
|
||||
for error_info in error_tracer.errors:
|
||||
Report.info(f"Error: {error_info.filename} {error_info.function} | {error_info.message}")
|
||||
|
||||
+97
-1
@@ -107,7 +107,6 @@ class EditorComponent:
|
||||
return type_ids
|
||||
|
||||
|
||||
|
||||
def convert_to_azvector3(xyz) -> azlmbr.math.Vector3:
|
||||
"""
|
||||
Converts a vector3-like element into a azlmbr.math.Vector3
|
||||
@@ -120,6 +119,7 @@ def convert_to_azvector3(xyz) -> azlmbr.math.Vector3:
|
||||
else:
|
||||
raise ValueError("vector must be a 3 element list/tuple or azlmbr.math.Vector3")
|
||||
|
||||
|
||||
class EditorEntity:
|
||||
"""
|
||||
Entity class is used to create and interact with Editor Entities.
|
||||
@@ -470,3 +470,99 @@ class EditorEntity:
|
||||
assert self.id.isValid(), "A valid entity id is required to focus on its owning prefab."
|
||||
focus_prefab_result = azlmbr.prefab.PrefabFocusPublicRequestBus(bus.Broadcast, "FocusOnOwningPrefab", self.id)
|
||||
assert focus_prefab_result.IsSuccess(), f"Prefab operation 'FocusOnOwningPrefab' failed. Error: {focus_prefab_result.GetError()}"
|
||||
|
||||
|
||||
class EditorLevelEntity:
|
||||
"""
|
||||
EditorLevel class used to add and fetch level components.
|
||||
Level entity is a special entity that you do not create/destroy independently of larger systems of level creation.
|
||||
This collects a number of staticmethods that do not rely on entityId since Level entity is found internally by
|
||||
EditorLevelComponentAPIBus requests.
|
||||
"""
|
||||
|
||||
@staticmethod
|
||||
def get_type_ids(component_names: list) -> list:
|
||||
"""
|
||||
Used to get type ids of given components list for EntityType Level
|
||||
:param: component_names: List of components to get type ids
|
||||
:return: List of type ids of given components.
|
||||
"""
|
||||
type_ids = editor.EditorComponentAPIBus(
|
||||
bus.Broadcast, "FindComponentTypeIdsByEntityType", component_names, azlmbr.entity.EntityType().Level
|
||||
)
|
||||
return type_ids
|
||||
|
||||
@staticmethod
|
||||
def add_component(component_name: str) -> EditorComponent:
|
||||
"""
|
||||
Used to add new component to Level.
|
||||
:param component_name: String of component name to add.
|
||||
:return: Component object of newly added component.
|
||||
"""
|
||||
component = EditorLevelEntity.add_components([component_name])[0]
|
||||
return component
|
||||
|
||||
@staticmethod
|
||||
def add_components(component_names: list) -> List[EditorComponent]:
|
||||
"""
|
||||
Used to add multiple components
|
||||
:param: component_names: List of components to add to level
|
||||
:return: List of newly added components to the level
|
||||
"""
|
||||
components = []
|
||||
type_ids = EditorLevelEntity.get_type_ids(component_names)
|
||||
for type_id in type_ids:
|
||||
new_comp = EditorComponent()
|
||||
new_comp.type_id = type_id
|
||||
add_component_outcome = editor.EditorLevelComponentAPIBus(
|
||||
bus.Broadcast, "AddComponentsOfType", [type_id]
|
||||
)
|
||||
assert (
|
||||
add_component_outcome.IsSuccess()
|
||||
), f"Failure: Could not add component: '{new_comp.get_component_name()}' to level"
|
||||
new_comp.id = add_component_outcome.GetValue()[0]
|
||||
components.append(new_comp)
|
||||
return components
|
||||
|
||||
@staticmethod
|
||||
def get_components_of_type(component_names: list) -> List[EditorComponent]:
|
||||
"""
|
||||
Used to get components of type component_name that already exists on the level
|
||||
:param component_names: List of names of components to check
|
||||
:return: List of Level Component objects of given component name
|
||||
"""
|
||||
component_list = []
|
||||
type_ids = EditorLevelEntity.get_type_ids(component_names)
|
||||
for type_id in type_ids:
|
||||
component = EditorComponent()
|
||||
component.type_id = type_id
|
||||
get_component_of_type_outcome = editor.EditorLevelComponentAPIBus(
|
||||
bus.Broadcast, "GetComponentOfType", type_id
|
||||
)
|
||||
assert (
|
||||
get_component_of_type_outcome.IsSuccess()
|
||||
), f"Failure: Level does not have component:'{component.get_component_name()}'"
|
||||
component.id = get_component_of_type_outcome.GetValue()
|
||||
component_list.append(component)
|
||||
|
||||
return component_list
|
||||
|
||||
@staticmethod
|
||||
def has_component(component_name: str) -> bool:
|
||||
"""
|
||||
Used to verify if the level has the specified component
|
||||
:param component_name: Name of component to check for
|
||||
:return: True, if level has specified component. Else, False
|
||||
"""
|
||||
type_ids = EditorLevelEntity.get_type_ids([component_name])
|
||||
return editor.EditorLevelComponentAPIBus(bus.Broadcast, "HasComponentOfType", type_ids[0])
|
||||
|
||||
@staticmethod
|
||||
def count_components_of_type(component_name: str) -> int:
|
||||
"""
|
||||
Used to get a count of the specified level component attached to the level
|
||||
:param component_name: Name of component to check for
|
||||
:return: integer count of occurences of level component attached to level or zero if none are present
|
||||
"""
|
||||
type_ids = EditorLevelEntity.get_type_ids([component_name])
|
||||
return editor.EditorLevelComponentAPIBus(bus.Broadcast, "CountComponentsOfType", type_ids[0])
|
||||
|
||||
Reference in New Issue
Block a user