Re-structure Atom test folders in AutomatedTesting. (#4206)

* move shader asset builder test into test_Atom_MainSuite_Optimized.py, update CMakeLists.txt, and move all imports inside the test class for hydra_ShaderAssetBuilder_RecompilesShaderAsChainOfDependenciesChanges.py

Signed-off-by: jromnoa <jromnoa@amazon.com>

* re-organize the Atom automated test structure to match the new parallel + batched test structures

Signed-off-by: jromnoa <jromnoa@amazon.com>

* fix CMakeLists.txt registrations for test files

Signed-off-by: jromnoa <jromnoa@amazon.com>
This commit is contained in:
jromnoa
2021-09-21 10:55:48 -07:00
committed by GitHub
parent 612ba040a6
commit fa163f49b9
47 changed files with 31 additions and 33 deletions
@@ -0,0 +1,55 @@
/*
* 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
*
*/
/*
This is a dummy shader used to validate detection of "#included files"
*/
#include <Atom/Features/SrgSemantics.azsli>
#include "Test1Color.azsli"
#include <Test3Color.azsli>
ShaderResourceGroup DummySrg : SRG_PerDraw
{
float4 m_color;
}
struct VSInput
{
float3 m_position : POSITION;
float4 m_color : COLOR0;
};
struct VSOutput
{
float4 m_position : SV_Position;
float4 m_color : COLOR0;
};
VSOutput MainVS(VSInput vsInput)
{
VSOutput OUT;
OUT.m_position = float4(vsInput.m_position, 1.0);
OUT.m_color = vsInput.m_color;
return OUT;
}
struct PSOutput
{
float4 m_color : SV_Target0;
};
PSOutput MainPS(VSOutput vsOutput)
{
PSOutput OUT;
OUT.m_color = GetTest1Color(DummySrg::m_color) + GetTest3Color(DummySrg::m_color);
return OUT;
}
@@ -0,0 +1,26 @@
// This is a dummy shader used to validate detection of "#included files"
{
"Source" : "DependencyValidation.azsl",
"DepthStencilState" : {
"Depth" : { "Enable" : false, "CompareFunc" : "GreaterEqual" }
},
"DrawList" : "forward",
"ProgramSettings":
{
"EntryPoints":
[
{
"name": "MainVS",
"type": "Vertex"
},
{
"name": "MainPS",
"type": "Fragment"
}
]
}
}
@@ -0,0 +1,18 @@
/*
* 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
*
*/
/*
This is a dummy shader used to validate detection of "#included files"
*/
#include "Test2Color.azsli"
float4 GetTest1Color(float4 color)
{
return color + GetTest2Color(color);
}
@@ -0,0 +1,16 @@
/*
* 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
*
*/
/*
This is a dummy shader used to validate detection of "#included files"
*/
float4 GetTest2Color(float4 color)
{
return color * 0.5;
}
@@ -0,0 +1,16 @@
/*
* 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
*
*/
/*
This is a dummy shader used to validate detection of "#included files"
*/
float4 GetTest3Color(float4 color)
{
return color * 0.13;
}
@@ -0,0 +1,6 @@
"""
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
"""
@@ -0,0 +1,238 @@
"""
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 sys
import azlmbr.math as math
import azlmbr.bus as bus
import azlmbr.paths
import azlmbr.asset as asset
import azlmbr.entity as entity
import azlmbr.legacy.general as general
import azlmbr.editor as editor
import azlmbr.render as render
sys.path.append(os.path.join(azlmbr.paths.devroot, "AutomatedTesting", "Gem", "PythonTests"))
import editor_python_test_tools.hydra_editor_utils as hydra
from editor_python_test_tools.utils import TestHelper
def run():
"""
Summary:
The below common tests are done for each of the components.
1) Addition of component to the entity
2) UNDO/REDO of addition of component
3) Enter/Exit game mode
4) Hide/Show entity containing component
5) Deletion of component
6) UNDO/REDO of deletion of component
Some additional tests for specific components include
1) Assigning value to some properties of each component
2) Verifying if the component is activated only when the required components are added
Expected Result:
1) Component can be added to an entity.
2) The addition of component can be undone and redone.
3) Game mode can be entered/exited without issue.
4) Entity with component can be hidden/shown.
5) Component can be deleted.
6) The deletion of component can be undone and redone.
7) Component is activated only when the required components are added
8) Values can be assigned to the properties of the component
:return: None
"""
def create_entity_undo_redo_component_addition(component_name):
new_entity = hydra.Entity(f"{component_name}")
new_entity.create_entity(math.Vector3(512.0, 512.0, 34.0), [component_name])
general.log(f"{component_name}_test: Component added to the entity: "
f"{hydra.has_components(new_entity.id, [component_name])}")
# undo component addition
general.undo()
TestHelper.wait_for_condition(lambda: not hydra.has_components(new_entity.id, [component_name]), 2.0)
general.log(f"{component_name}_test: Component removed after UNDO: "
f"{not hydra.has_components(new_entity.id, [component_name])}")
# redo component addition
general.redo()
TestHelper.wait_for_condition(lambda: hydra.has_components(new_entity.id, [component_name]), 2.0)
general.log(f"{component_name}_test: Component added after REDO: "
f"{hydra.has_components(new_entity.id, [component_name])}")
return new_entity
def verify_enter_exit_game_mode(component_name):
general.enter_game_mode()
TestHelper.wait_for_condition(lambda: general.is_in_game_mode(), 2.0)
general.log(f"{component_name}_test: Entered game mode: {general.is_in_game_mode()}")
general.exit_game_mode()
TestHelper.wait_for_condition(lambda: not general.is_in_game_mode(), 2.0)
general.log(f"{component_name}_test: Exit game mode: {not general.is_in_game_mode()}")
def verify_hide_unhide_entity(component_name, entity_obj):
def is_entity_hidden(entity_id):
return editor.EditorEntityInfoRequestBus(bus.Event, "IsHidden", entity_id)
editor.EditorEntityAPIBus(bus.Event, "SetVisibilityState", entity_obj.id, False)
general.idle_wait_frames(1)
general.log(f"{component_name}_test: Entity is hidden: {is_entity_hidden(entity_obj.id)}")
editor.EditorEntityAPIBus(bus.Event, "SetVisibilityState", entity_obj.id, True)
general.idle_wait_frames(1)
general.log(f"{component_name}_test: Entity is shown: {not is_entity_hidden(entity_obj.id)}")
def verify_deletion_undo_redo(component_name, entity_obj):
editor.ToolsApplicationRequestBus(bus.Broadcast, "DeleteEntityById", entity_obj.id)
TestHelper.wait_for_condition(lambda: not hydra.find_entity_by_name(entity_obj.name), 2.0)
general.log(f"{component_name}_test: Entity deleted: {not hydra.find_entity_by_name(entity_obj.name)}")
general.undo()
TestHelper.wait_for_condition(lambda: hydra.find_entity_by_name(entity_obj.name) is not None, 2.0)
general.log(f"{component_name}_test: UNDO entity deletion works: "
f"{hydra.find_entity_by_name(entity_obj.name) is not None}")
general.redo()
TestHelper.wait_for_condition(lambda: not hydra.find_entity_by_name(entity_obj.name), 2.0)
general.log(f"{component_name}_test: REDO entity deletion works: "
f"{not hydra.find_entity_by_name(entity_obj.name)}")
def verify_required_component_addition(entity_obj, components_to_add, component_name):
def is_component_enabled(entity_componentid_pair):
return editor.EditorComponentAPIBus(bus.Broadcast, "IsComponentEnabled", entity_componentid_pair)
general.log(
f"{component_name}_test: Entity disabled initially: "
f"{not is_component_enabled(entity_obj.components[0])}")
for component in components_to_add:
entity_obj.add_component(component)
TestHelper.wait_for_condition(lambda: is_component_enabled(entity_obj.components[0]), 2.0)
general.log(
f"{component_name}_test: Entity enabled after adding "
f"required components: {is_component_enabled(entity_obj.components[0])}"
)
def verify_set_property(entity_obj, path, value):
entity_obj.get_set_test(0, path, value)
# Verify cubemap generation
def verify_cubemap_generation(component_name, entity_obj):
# Initially Check if the component has Reflection Probe component
if not hydra.has_components(entity_obj.id, ["Reflection Probe"]):
raise ValueError(f"Given entity {entity_obj.name} has no Reflection Probe component")
render.EditorReflectionProbeBus(azlmbr.bus.Event, "BakeReflectionProbe", entity_obj.id)
def get_value():
hydra.get_component_property_value(entity_obj.components[0], "Cubemap|Baked Cubemap Path")
TestHelper.wait_for_condition(lambda: get_value() != "", 20.0)
general.log(f"{component_name}_test: Cubemap is generated: {get_value() != ''}")
# Wait for Editor idle loop before executing Python hydra scripts.
TestHelper.init_idle()
# Delete all existing entities initially
search_filter = azlmbr.entity.SearchFilter()
all_entities = entity.SearchBus(azlmbr.bus.Broadcast, "SearchEntities", search_filter)
editor.ToolsApplicationRequestBus(bus.Broadcast, "DeleteEntities", all_entities)
class ComponentTests:
"""Test launcher for each component."""
def __init__(self, component_name, *additional_tests):
self.component_name = component_name
self.additional_tests = additional_tests
self.run_component_tests()
def run_component_tests(self):
# Run common and additional tests
entity_obj = create_entity_undo_redo_component_addition(self.component_name)
# Enter/Exit game mode test
verify_enter_exit_game_mode(self.component_name)
# Any additional tests are executed here
for test in self.additional_tests:
test(entity_obj)
# Hide/Unhide entity test
verify_hide_unhide_entity(self.component_name, entity_obj)
# Deletion/Undo/Redo test
verify_deletion_undo_redo(self.component_name, entity_obj)
# DepthOfField Component
camera_entity = hydra.Entity("camera_entity")
camera_entity.create_entity(math.Vector3(512.0, 512.0, 34.0), ["Camera"])
depth_of_field = "DepthOfField"
ComponentTests(
depth_of_field,
lambda entity_obj: verify_required_component_addition(entity_obj, ["PostFX Layer"], depth_of_field),
lambda entity_obj: verify_set_property(
entity_obj, "Controller|Configuration|Camera Entity", camera_entity.id))
# Decal Component
material_asset_path = os.path.join("AutomatedTesting", "Materials", "basic_grey.material")
material_asset = asset.AssetCatalogRequestBus(
bus.Broadcast, "GetAssetIdByPath", material_asset_path, math.Uuid(), False)
ComponentTests(
"Decal (Atom)", lambda entity_obj: verify_set_property(
entity_obj, "Controller|Configuration|Material", material_asset))
# Directional Light Component
ComponentTests(
"Directional Light",
lambda entity_obj: verify_set_property(
entity_obj, "Controller|Configuration|Shadow|Camera", camera_entity.id))
# Exposure Control Component
ComponentTests(
"Exposure Control", lambda entity_obj: verify_required_component_addition(
entity_obj, ["PostFX Layer"], "Exposure Control"))
# Global Skylight (IBL) Component
diffuse_image_path = os.path.join("LightingPresets", "greenwich_park_02_4k_iblskyboxcm.exr.streamingimage")
diffuse_image_asset = asset.AssetCatalogRequestBus(
bus.Broadcast, "GetAssetIdByPath", diffuse_image_path, math.Uuid(), False)
specular_image_path = os.path.join("LightingPresets", "greenwich_park_02_4k_iblskyboxcm.exr.streamingimage")
specular_image_asset = asset.AssetCatalogRequestBus(
bus.Broadcast, "GetAssetIdByPath", specular_image_path, math.Uuid(), False)
ComponentTests(
"Global Skylight (IBL)",
lambda entity_obj: verify_set_property(
entity_obj, "Controller|Configuration|Diffuse Image", diffuse_image_asset),
lambda entity_obj: verify_set_property(
entity_obj, "Controller|Configuration|Specular Image", specular_image_asset))
# Physical Sky Component
ComponentTests("Physical Sky")
# PostFX Layer Component
ComponentTests("PostFX Layer")
# PostFX Radius Weight Modifier Component
ComponentTests("PostFX Radius Weight Modifier")
# Light Component
ComponentTests("Light")
# Display Mapper Component
ComponentTests("Display Mapper")
# Reflection Probe Component
reflection_probe = "Reflection Probe"
ComponentTests(
reflection_probe,
lambda entity_obj: verify_required_component_addition(entity_obj, ["Box Shape"], reflection_probe),
lambda entity_obj: verify_cubemap_generation(reflection_probe, entity_obj),)
if __name__ == "__main__":
run()
@@ -0,0 +1,151 @@
"""
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
"""
# fmt: off
class Tests:
camera_creation = ("Camera Entity successfully created", "Camera Entity failed to be created")
camera_component_added = ("Camera component was added to entity", "Camera component failed to be added to entity")
camera_component_check = ("Entity has a Camera component", "Entity failed to find Camera component")
creation_undo = ("UNDO Entity creation success", "UNDO Entity creation failed")
creation_redo = ("REDO Entity creation success", "REDO Entity creation failed")
decal_creation = ("Decal Entity successfully created", "Decal Entity failed to be created")
decal_component = ("Entity has a Decal component", "Entity failed to find Decal component")
material_property_set = ("Material property set on Decal component", "Couldn't set Material property on Decal component")
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
is_visible = ("Entity is visible", "Entity was not visible")
is_hidden = ("Entity is hidden", "Entity was not hidden")
entity_deleted = ("Entity deleted", "Entity was not deleted")
deletion_undo = ("UNDO deletion success", "UNDO deletion failed")
deletion_redo = ("REDO deletion success", "REDO deletion failed")
no_error_occurred = ("No errors detected", "Errors were detected")
# fmt: on
def AtomEditorComponents_Decal_AddedToEntity():
"""
Summary:
Tests the Decal component can be added to an entity and has the expected functionality.
Test setup:
- Wait for Editor idle loop.
- Open the "Base" level.
Expected Behavior:
The component can be added, used in game mode, hidden/shown, deleted, and has accurate required components.
Creation and deletion undo/redo should also work.
Test Steps:
1) Create a Decal entity with no components.
2) Add Decal component to Decal entity.
3) UNDO the entity creation and component addition.
4) REDO the entity creation and component addition.
5) Enter/Exit game mode.
6) Test IsHidden.
7) Test IsVisible.
8) Set Material property on Decal component.
9) Delete Decal entity.
10) UNDO deletion.
11) REDO deletion.
12) Look for errors.
:return: None
"""
import os
import azlmbr.asset as asset
import azlmbr.bus as bus
import azlmbr.legacy.general as general
import azlmbr.math as math
from editor_python_test_tools.editor_entity_utils import EditorEntity
from editor_python_test_tools.utils import Report, Tracer, TestHelper as helper
with Tracer() as error_tracer:
# Test setup begins.
# Setup: Wait for Editor idle loop before executing Python hydra scripts then open "Base" level.
helper.init_idle()
helper.open_level("", "Base")
# Test steps begin.
# 1. Create a Decal entity with no components.
decal_name = "Decal (Atom)"
decal_entity = EditorEntity.create_editor_entity_at(math.Vector3(512.0, 512.0, 34.0), decal_name)
Report.critical_result(Tests.decal_creation, decal_entity.exists())
# 2. Add Decal component to Decal entity.
decal_component = decal_entity.add_component(decal_name)
Report.critical_result(Tests.decal_component, decal_entity.has_component(decal_name))
# 3. UNDO the entity creation and component addition.
# -> UNDO component addition.
general.undo()
# -> UNDO naming entity.
general.undo()
# -> UNDO selecting entity.
general.undo()
# -> UNDO entity creation.
general.undo()
general.idle_wait_frames(1)
Report.result(Tests.creation_undo, not decal_entity.exists())
# 4. REDO the entity creation and component addition.
# -> REDO entity creation.
general.redo()
# -> REDO selecting entity.
general.redo()
# -> REDO naming entity.
general.redo()
# -> REDO component addition.
general.redo()
general.idle_wait_frames(1)
Report.result(Tests.creation_redo, decal_entity.exists())
# 5. Enter/Exit game mode.
helper.enter_game_mode(Tests.enter_game_mode)
general.idle_wait_frames(1)
helper.exit_game_mode(Tests.exit_game_mode)
# 6. Test IsHidden.
decal_entity.set_visibility_state(False)
Report.result(Tests.is_hidden, decal_entity.is_hidden() is True)
# 7. Test IsVisible.
decal_entity.set_visibility_state(True)
general.idle_wait_frames(1)
Report.result(Tests.is_visible, decal_entity.is_visible() is True)
# 8. Set Material property on Decal component.
decal_material_property_path = "Controller|Configuration|Material"
decal_material_asset_path = os.path.join("AutomatedTesting", "Materials", "basic_grey.material")
decal_material_asset = asset.AssetCatalogRequestBus(
bus.Broadcast, "GetAssetIdByPath", decal_material_asset_path, math.Uuid(), False)
decal_component.set_component_property_value(decal_material_property_path, decal_material_asset)
get_material_property = decal_component.get_component_property_value(decal_material_property_path)
Report.result(Tests.material_property_set, get_material_property == decal_material_asset)
# 9. Delete Decal entity.
decal_entity.delete()
Report.result(Tests.entity_deleted, not decal_entity.exists())
# 10. UNDO deletion.
general.undo()
general.idle_wait_frames(1)
Report.result(Tests.deletion_undo, decal_entity.exists())
# 11. REDO deletion.
general.redo()
Report.result(Tests.deletion_redo, not decal_entity.exists())
# 12. Look for errors.
helper.wait_for_condition(lambda: error_tracer.has_errors, 1.0)
Report.result(Tests.no_error_occurred, not error_tracer.has_errors)
if __name__ == "__main__":
from editor_python_test_tools.utils import Report
Report.start_test(AtomEditorComponents_Decal_AddedToEntity)
@@ -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
"""
# fmt: off
class Tests:
camera_creation = ("Camera Entity successfully created", "Camera Entity failed to be created")
camera_component_added = ("Camera component was added to Camera entity", "Camera component failed to be added to entity")
camera_component_check = ("Entity has a Camera component", "Entity failed to find Camera component")
camera_property_set = ("DepthOfField Entity set Camera Entity", "DepthOfField Entity could not set Camera Entity")
creation_undo = ("UNDO Entity creation success", "UNDO Entity creation failed")
creation_redo = ("REDO Entity creation success", "REDO Entity creation failed")
depth_of_field_creation = ("DepthOfField Entity successfully created", "DepthOfField Entity failed to be created")
depth_of_field_component = ("Entity has a DepthOfField component", "Entity failed to find DepthOfField component")
depth_of_field_disabled = ("DepthOfField component disabled", "DepthOfField component was not disabled.")
post_fx_component = ("Entity has a Post FX Layer component", "Entity did not have a Post FX Layer component")
depth_of_field_enabled = ("DepthOfField component enabled", "DepthOfField component was not enabled.")
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
is_visible = ("Entity is visible", "Entity was not visible")
is_hidden = ("Entity is hidden", "Entity was not hidden")
entity_deleted = ("Entity deleted", "Entity was not deleted")
deletion_undo = ("UNDO deletion success", "UNDO deletion failed")
deletion_redo = ("REDO deletion success", "REDO deletion failed")
no_error_occurred = ("No errors detected", "Errors were detected")
# fmt: on
def AtomEditorComponents_DepthOfField_AddedToEntity():
"""
Summary:
Tests the DepthOfField component can be added to an entity and has the expected functionality.
Test setup:
- Wait for Editor idle loop.
- Open the "Base" level.
Expected Behavior:
The component can be added, used in game mode, hidden/shown, deleted, and has accurate required components.
Creation and deletion undo/redo should also work.
Test Steps:
1) Create a DepthOfField entity with no components.
2) Add a DepthOfField component to DepthOfField entity.
3) UNDO the entity creation and component addition.
4) REDO the entity creation and component addition.
5) Verify DepthOfField component not enabled.
6) Add Post FX Layer component since it is required by the DepthOfField component.
7) Verify DepthOfField component is enabled.
8) Enter/Exit game mode.
9) Test IsHidden.
10) Test IsVisible.
11) Add Camera entity.
12) Add Camera component to Camera entity.
13) Set the DepthOfField components's Camera Entity to the newly created Camera entity.
14) Delete DepthOfField entity.
15) UNDO deletion.
16) REDO deletion.
17) Look for errors.
:return: None
"""
import azlmbr.legacy.general as general
import azlmbr.math as math
from editor_python_test_tools.editor_entity_utils import EditorEntity
from editor_python_test_tools.utils import Report, Tracer, TestHelper as helper
with Tracer() as error_tracer:
# Test setup begins.
# Setup: Wait for Editor idle loop before executing Python hydra scripts then open "Base" level.
helper.init_idle()
helper.open_level("", "Base")
# Test steps begin.
# 1. Create a DepthOfField entity with no components.
depth_of_field_name = "DepthOfField"
depth_of_field_entity = EditorEntity.create_editor_entity_at(
math.Vector3(512.0, 512.0, 34.0), depth_of_field_name)
Report.critical_result(Tests.depth_of_field_creation, depth_of_field_entity.exists())
# 2. Add a DepthOfField component to DepthOfField entity.
depth_of_field_component = depth_of_field_entity.add_component(depth_of_field_name)
Report.critical_result(Tests.depth_of_field_component, depth_of_field_entity.has_component(depth_of_field_name))
# 3. UNDO the entity creation and component addition.
# -> UNDO component addition.
general.undo()
# -> UNDO naming entity.
general.undo()
# -> UNDO selecting entity.
general.undo()
# -> UNDO entity creation.
general.undo()
general.idle_wait_frames(1)
Report.result(Tests.creation_undo, not depth_of_field_entity.exists())
# 4. REDO the entity creation and component addition.
# -> REDO entity creation.
general.redo()
# -> REDO selecting entity.
general.redo()
# -> REDO naming entity.
general.redo()
# -> REDO component addition.
general.redo()
general.idle_wait_frames(1)
Report.result(Tests.creation_redo, depth_of_field_entity.exists())
# 5. Verify DepthOfField component not enabled.
Report.result(Tests.depth_of_field_disabled, not depth_of_field_component.is_enabled())
# 6. Add Post FX Layer component since it is required by the DepthOfField component.
post_fx_layer = "PostFX Layer"
depth_of_field_entity.add_component(post_fx_layer)
Report.result(Tests.post_fx_component, depth_of_field_entity.has_component(post_fx_layer))
# 7. Verify DepthOfField component is enabled.
Report.result(Tests.depth_of_field_enabled, depth_of_field_component.is_enabled())
# 8. Enter/Exit game mode.
helper.enter_game_mode(Tests.enter_game_mode)
general.idle_wait_frames(1)
helper.exit_game_mode(Tests.exit_game_mode)
# 9. Test IsHidden.
depth_of_field_entity.set_visibility_state(False)
Report.result(Tests.is_hidden, depth_of_field_entity.is_hidden() is True)
# 10. Test IsVisible.
depth_of_field_entity.set_visibility_state(True)
general.idle_wait_frames(1)
Report.result(Tests.is_visible, depth_of_field_entity.is_visible() is True)
# 11. Add Camera entity.
camera_name = "Camera"
camera_entity = EditorEntity.create_editor_entity_at(math.Vector3(512.0, 512.0, 34.0), camera_name)
Report.result(Tests.camera_creation, camera_entity.exists())
# 12. Add Camera component to Camera entity.
camera_entity.add_component(camera_name)
Report.result(Tests.camera_component_added, camera_entity.has_component(camera_name))
# 13. Set the DepthOfField components's Camera Entity to the newly created Camera entity.
depth_of_field_camera_property_path = "Controller|Configuration|Camera Entity"
depth_of_field_component.set_component_property_value(depth_of_field_camera_property_path, camera_entity.id)
camera_entity_set = depth_of_field_component.get_component_property_value(depth_of_field_camera_property_path)
Report.result(Tests.camera_property_set, camera_entity.id == camera_entity_set)
# 14. Delete DepthOfField entity.
depth_of_field_entity.delete()
Report.result(Tests.entity_deleted, not depth_of_field_entity.exists())
# 15. UNDO deletion.
general.undo()
Report.result(Tests.deletion_undo, depth_of_field_entity.exists())
# 16. REDO deletion.
general.redo()
Report.result(Tests.deletion_redo, not depth_of_field_entity.exists())
# 17. Look for errors.
helper.wait_for_condition(lambda: error_tracer.has_errors, 1.0)
Report.result(Tests.no_error_occurred, not error_tracer.has_errors)
if __name__ == "__main__":
from editor_python_test_tools.utils import Report
Report.start_test(AtomEditorComponents_DepthOfField_AddedToEntity)
@@ -0,0 +1,157 @@
"""
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
"""
# fmt: off
class Tests:
camera_creation = ("Camera Entity successfully created", "Camera Entity failed to be created")
camera_component_added = ("Camera component was added to entity", "Camera component failed to be added to entity")
camera_component_check = ("Entity has a Camera component", "Entity failed to find Camera component")
creation_undo = ("UNDO Entity creation success", "UNDO Entity creation failed")
creation_redo = ("REDO Entity creation success", "REDO Entity creation failed")
directional_light_creation = ("Directional Light Entity successfully created", "Directional Light Entity failed to be created")
directional_light_component = ("Entity has a Directional Light component", "Entity failed to find Directional Light component")
shadow_camera_check = ("Directional Light component Shadow camera set", "Directional Light component Shadow camera was not set")
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
is_visible = ("Entity is visible", "Entity was not visible")
is_hidden = ("Entity is hidden", "Entity was not hidden")
entity_deleted = ("Entity deleted", "Entity was not deleted")
deletion_undo = ("UNDO deletion success", "UNDO deletion failed")
deletion_redo = ("REDO deletion success", "REDO deletion failed")
no_error_occurred = ("No errors detected", "Errors were detected")
# fmt: on
def AtomEditorComponents_DirectionalLight_AddedToEntity():
"""
Summary:
Tests the Directional Light component can be added to an entity and has the expected functionality.
Test setup:
- Wait for Editor idle loop.
- Open the "Base" level.
Expected Behavior:
The component can be added, used in game mode, hidden/shown, deleted, and has accurate required components.
Creation and deletion undo/redo should also work.
Test Steps:
1) Create a Directional Light entity with no components.
2) Add Directional Light component to Directional Light entity.
3) UNDO the entity creation and component addition.
4) REDO the entity creation and component addition.
5) Enter/Exit game mode.
6) Test IsHidden.
7) Test IsVisible.
8) Add Camera entity.
9) Add Camera component to Camera entity
10) Set the Directional Light component property Shadow|Camera to the Camera entity.
11) Delete Directional Light entity.
12) UNDO deletion.
13) REDO deletion.
14) Look for errors.
:return: None
"""
import azlmbr.legacy.general as general
import azlmbr.math as math
from editor_python_test_tools.editor_entity_utils import EditorEntity
from editor_python_test_tools.utils import Report, Tracer, TestHelper as helper
with Tracer() as error_tracer:
# Test setup begins.
# Setup: Wait for Editor idle loop before executing Python hydra scripts then open "Base" level.
helper.init_idle()
helper.open_level("", "Base")
# Test steps begin.
# 1. Create a Directional Light entity with no components.
directional_light_name = "Directional Light"
directional_light_entity = EditorEntity.create_editor_entity_at(
math.Vector3(512.0, 512.0, 34.0), directional_light_name)
Report.critical_result(Tests.directional_light_creation, directional_light_entity.exists())
# 2. Add Directional Light component to Directional Light entity.
directional_light_component = directional_light_entity.add_component(directional_light_name)
Report.critical_result(
Tests.directional_light_component, directional_light_entity.has_component(directional_light_name))
# 3. UNDO the entity creation and component addition.
# -> UNDO component addition.
general.undo()
# -> UNDO naming entity.
general.undo()
# -> UNDO selecting entity.
general.undo()
# -> UNDO entity creation.
general.undo()
general.idle_wait_frames(1)
Report.result(Tests.creation_undo, not directional_light_entity.exists())
# 4. REDO the entity creation and component addition.
# -> REDO entity creation.
general.redo()
# -> REDO selecting entity.
general.redo()
# -> REDO naming entity.
general.redo()
# -> REDO component addition.
general.redo()
general.idle_wait_frames(1)
Report.result(Tests.creation_redo, directional_light_entity.exists())
# 5. Enter/Exit game mode.
helper.enter_game_mode(Tests.enter_game_mode)
general.idle_wait_frames(1)
helper.exit_game_mode(Tests.exit_game_mode)
# 6. Test IsHidden.
directional_light_entity.set_visibility_state(False)
Report.result(Tests.is_hidden, directional_light_entity.is_hidden() is True)
# 7. Test IsVisible.
directional_light_entity.set_visibility_state(True)
general.idle_wait_frames(1)
Report.result(Tests.is_visible, directional_light_entity.is_visible() is True)
# 8. Add Camera entity.
camera_name = "Camera"
camera_entity = EditorEntity.create_editor_entity_at(math.Vector3(512.0, 512.0, 34.0), camera_name)
Report.result(Tests.camera_creation, camera_entity.exists())
# 9. Add Camera component to Camera entity.
camera_entity.add_component(camera_name)
Report.result(Tests.camera_component_added, camera_entity.has_component(camera_name))
# 10. Set the Directional Light component property Shadow|Camera to the Camera entity.
shadow_camera_property_path = "Controller|Configuration|Shadow|Camera"
directional_light_component.set_component_property_value(shadow_camera_property_path, camera_entity.id)
shadow_camera_set = directional_light_component.get_component_property_value(shadow_camera_property_path)
Report.result(Tests.shadow_camera_check, camera_entity.id == shadow_camera_set)
# 11. Delete DirectionalLight entity.
directional_light_entity.delete()
Report.result(Tests.entity_deleted, not directional_light_entity.exists())
# 12. UNDO deletion.
general.undo()
Report.result(Tests.deletion_undo, directional_light_entity.exists())
# 13. REDO deletion.
general.redo()
Report.result(Tests.deletion_redo, not directional_light_entity.exists())
# 14. Look for errors.
helper.wait_for_condition(lambda: error_tracer.has_errors, 1.0)
Report.result(Tests.no_error_occurred, not error_tracer.has_errors)
if __name__ == "__main__":
from editor_python_test_tools.utils import Report
Report.start_test(AtomEditorComponents_DirectionalLight_AddedToEntity)
@@ -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
"""
# fmt: off
class Tests:
camera_creation = ("Camera Entity successfully created", "Camera Entity failed to be created")
camera_component_added = ("Camera component was added to entity", "Camera component failed to be added to entity")
camera_component_check = ("Entity has a Camera component", "Entity failed to find Camera component")
creation_undo = ("UNDO Entity creation success", "UNDO Entity creation failed")
creation_redo = ("REDO Entity creation success", "REDO Entity creation failed")
display_mapper_creation = ("Display Mapper Entity successfully created", "Display Mapper Entity failed to be created")
display_mapper_component = ("Entity has a Display Mapper component", "Entity failed to find Display Mapper component")
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
is_visible = ("Entity is visible", "Entity was not visible")
is_hidden = ("Entity is hidden", "Entity was not hidden")
entity_deleted = ("Entity deleted", "Entity was not deleted")
deletion_undo = ("UNDO deletion success", "UNDO deletion failed")
deletion_redo = ("REDO deletion success", "REDO deletion failed")
no_error_occurred = ("No errors detected", "Errors were detected")
# fmt: on
def AtomEditorComponents_DisplayMapper_AddedToEntity():
"""
Summary:
Tests the Display Mapper component can be added to an entity and has the expected functionality.
Test setup:
- Wait for Editor idle loop.
- Open the "Base" level.
Expected Behavior:
The component can be added, used in game mode, hidden/shown, deleted, and has accurate required components.
Creation and deletion undo/redo should also work.
Test Steps:
1) Create a Display Mapper entity with no components.
2) Add Display Mapper component to Display Mapper entity.
3) UNDO the entity creation and component addition.
4) REDO the entity creation and component addition.
5) Enter/Exit game mode.
6) Test IsHidden.
7) Test IsVisible.
8) Delete Display Mapper entity.
9) UNDO deletion.
10) REDO deletion.
11) Look for errors.
:return: None
"""
import azlmbr.legacy.general as general
import azlmbr.math as math
from editor_python_test_tools.editor_entity_utils import EditorEntity
from editor_python_test_tools.utils import Report, Tracer, TestHelper as helper
with Tracer() as error_tracer:
# Test setup begins.
# Setup: Wait for Editor idle loop before executing Python hydra scripts then open "Base" level.
helper.init_idle()
helper.open_level("", "Base")
# Test steps begin.
# 1. Create a Display Mapper entity with no components.
display_mapper = "Display Mapper"
display_mapper_entity = EditorEntity.create_editor_entity_at(
math.Vector3(512.0, 512.0, 34.0), f"{display_mapper}")
Report.critical_result(Tests.display_mapper_creation, display_mapper_entity.exists())
# 2. Add Display Mapper component to Display Mapper entity.
display_mapper_entity.add_component(display_mapper)
Report.critical_result(Tests.display_mapper_component, display_mapper_entity.has_component(display_mapper))
# 3. UNDO the entity creation and component addition.
# -> UNDO component addition.
general.undo()
# -> UNDO naming entity.
general.undo()
# -> UNDO selecting entity.
general.undo()
# -> UNDO entity creation.
general.undo()
general.idle_wait_frames(1)
Report.result(Tests.creation_undo, not display_mapper_entity.exists())
# 4. REDO the entity creation and component addition.
# -> REDO entity creation.
general.redo()
# -> REDO selecting entity.
general.redo()
# -> REDO naming entity.
general.redo()
# -> REDO component addition.
general.redo()
general.idle_wait_frames(1)
Report.result(Tests.creation_redo, display_mapper_entity.exists())
# 5. Enter/Exit game mode.
helper.enter_game_mode(Tests.enter_game_mode)
general.idle_wait_frames(1)
helper.exit_game_mode(Tests.exit_game_mode)
# 6. Test IsHidden.
display_mapper_entity.set_visibility_state(False)
Report.result(Tests.is_hidden, display_mapper_entity.is_hidden() is True)
# 7. Test IsVisible.
display_mapper_entity.set_visibility_state(True)
general.idle_wait_frames(1)
Report.result(Tests.is_visible, display_mapper_entity.is_visible() is True)
# 8. Delete Display Mapper entity.
display_mapper_entity.delete()
Report.result(Tests.entity_deleted, not display_mapper_entity.exists())
# 9. UNDO deletion.
general.undo()
Report.result(Tests.deletion_undo, display_mapper_entity.exists())
# 10. REDO deletion.
general.redo()
Report.result(Tests.deletion_redo, not display_mapper_entity.exists())
# 11. Look for errors.
helper.wait_for_condition(lambda: error_tracer.has_errors, 1.0)
Report.result(Tests.no_error_occurred, not error_tracer.has_errors)
if __name__ == "__main__":
from editor_python_test_tools.utils import Report
Report.start_test(AtomEditorComponents_DisplayMapper_AddedToEntity)
@@ -0,0 +1,145 @@
"""
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
"""
# fmt: off
class Tests:
camera_creation = ("Camera Entity successfully created", "Camera Entity failed to be created")
camera_component_added = ("Camera component was added to entity", "Camera component failed to be added to entity")
camera_component_check = ("Entity has a Camera component", "Entity failed to find Camera component")
creation_undo = ("UNDO Entity creation success", "UNDO Entity creation failed")
creation_redo = ("REDO Entity creation success", "REDO Entity creation failed")
exposure_control_creation = ("ExposureControl Entity successfully created", "ExposureControl Entity failed to be created")
exposure_control_component = ("Entity has a Exposure Control component", "Entity failed to find Exposure Control component")
post_fx_component = ("Entity has a Post FX Layer component", "Entity did not have a Post FX Layer component")
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
is_visible = ("Entity is visible", "Entity was not visible")
is_hidden = ("Entity is hidden", "Entity was not hidden")
entity_deleted = ("Entity deleted", "Entity was not deleted")
deletion_undo = ("UNDO deletion success", "UNDO deletion failed")
deletion_redo = ("REDO deletion success", "REDO deletion failed")
no_error_occurred = ("No errors detected", "Errors were detected")
# fmt: on
def AtomEditorComponents_ExposureControl_AddedToEntity():
"""
Summary:
Tests the Exposure Control component can be added to an entity and has the expected functionality.
Test setup:
- Wait for Editor idle loop.
- Open the "Base" level.
Expected Behavior:
The component can be added, used in game mode, hidden/shown, deleted, and has accurate required components.
Creation and deletion undo/redo should also work.
Test Steps:
1) Create an Exposure Control entity with no components.
2) Add Exposure Control component to Exposure Control entity.
3) UNDO the entity creation and component addition.
4) REDO the entity creation and component addition.
5) Enter/Exit game mode.
6) Test IsHidden.
7) Test IsVisible.
8) Add Post FX Layer component.
9) Delete Exposure Control entity.
10) UNDO deletion.
11) REDO deletion.
12) Look for errors.
:return: None
"""
import azlmbr.legacy.general as general
import azlmbr.math as math
from editor_python_test_tools.editor_entity_utils import EditorEntity
from editor_python_test_tools.utils import Report, Tracer, TestHelper as helper
with Tracer() as error_tracer:
# Test setup begins.
# Setup: Wait for Editor idle loop before executing Python hydra scripts then open "Base" level.
helper.init_idle()
helper.open_level("", "Base")
# Test steps begin.
# 1. Creation of Exposure Control entity with no components.
exposure_control_name = "Exposure Control"
exposure_control_entity = EditorEntity.create_editor_entity_at(
math.Vector3(512.0, 512.0, 34.0), f"{exposure_control_name}")
Report.critical_result(Tests.exposure_control_creation, exposure_control_entity.exists())
# 2. Add Exposure Control component to Exposure Control entity.
exposure_control_entity.add_component(exposure_control_name)
Report.critical_result(
Tests.exposure_control_component, exposure_control_entity.has_component(exposure_control_name))
# 3. UNDO the entity creation and component addition.
# -> UNDO component addition.
general.undo()
# -> UNDO naming entity.
general.undo()
# -> UNDO selecting entity.
general.undo()
# -> UNDO entity creation.
general.undo()
general.idle_wait_frames(1)
Report.result(Tests.creation_undo, not exposure_control_entity.exists())
# 4. REDO the entity creation and component addition.
# -> REDO entity creation.
general.redo()
# -> REDO selecting entity.
general.redo()
# -> REDO naming entity.
general.redo()
# -> REDO component addition.
general.redo()
general.idle_wait_frames(1)
Report.result(Tests.creation_redo, exposure_control_entity.exists())
# 5. Enter/Exit game mode.
helper.enter_game_mode(Tests.enter_game_mode)
general.idle_wait_frames(1)
helper.exit_game_mode(Tests.exit_game_mode)
# 6. Test IsHidden.
exposure_control_entity.set_visibility_state(False)
Report.result(Tests.is_hidden, exposure_control_entity.is_hidden() is True)
# 7. Test IsVisible.
exposure_control_entity.set_visibility_state(True)
general.idle_wait_frames(1)
Report.result(Tests.is_visible, exposure_control_entity.is_visible() is True)
# 8. Add Post FX Layer component.
post_fx_layer_name = "PostFX Layer"
exposure_control_entity.add_component(post_fx_layer_name)
Report.result(Tests.post_fx_component, exposure_control_entity.has_component(post_fx_layer_name))
# 9. Delete ExposureControl entity.
exposure_control_entity.delete()
Report.result(Tests.entity_deleted, not exposure_control_entity.exists())
# 10. UNDO deletion.
general.undo()
Report.result(Tests.deletion_undo, exposure_control_entity.exists())
# 11. REDO deletion.
general.redo()
Report.result(Tests.deletion_redo, not exposure_control_entity.exists())
# 12. Look for errors.
helper.wait_for_condition(lambda: error_tracer.has_errors, 1.0)
Report.result(Tests.no_error_occurred, not error_tracer.has_errors)
if __name__ == "__main__":
from editor_python_test_tools.utils import Report
Report.start_test(AtomEditorComponents_ExposureControl_AddedToEntity)
@@ -0,0 +1,164 @@
"""
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
"""
# fmt: off
class Tests:
camera_creation = ("Camera Entity successfully created", "Camera Entity failed to be created")
camera_component_added = ("Camera component was added to entity", "Camera component failed to be added to entity")
camera_component_check = ("Entity has a Camera component", "Entity failed to find Camera component")
creation_undo = ("UNDO Entity creation success", "UNDO Entity creation failed")
creation_redo = ("REDO Entity creation success", "REDO Entity creation failed")
global_skylight_creation = ("Global Skylight (IBL) Entity successfully created", "Global Skylight (IBL) Entity failed to be created")
global_skylight_component = ("Entity has a Global Skylight (IBL) component", "Entity failed to find Global Skylight (IBL) component")
diffuse_image_set = ("Entity has the Diffuse Image set", "Entity did not the Diffuse Image set")
specular_image_set = ("Entity has the Specular Image set", "Entity did not the Specular Image set")
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
is_visible = ("Entity is visible", "Entity was not visible")
is_hidden = ("Entity is hidden", "Entity was not hidden")
entity_deleted = ("Entity deleted", "Entity was not deleted")
deletion_undo = ("UNDO deletion success", "UNDO deletion failed")
deletion_redo = ("REDO deletion success", "REDO deletion failed")
no_error_occurred = ("No errors detected", "Errors were detected")
# fmt: on
def AtomEditorComponents_GlobalSkylightIBL_AddedToEntity():
"""
Summary:
Tests the Global Skylight (IBL) component can be added to an entity and has the expected functionality.
Test setup:
- Wait for Editor idle loop.
- Open the "Base" level.
Expected Behavior:
The component can be added, used in game mode, hidden/shown, deleted, and has accurate required components.
Creation and deletion undo/redo should also work.
Test Steps:
1) Create a Global Skylight (IBL) entity with no components.
2) Add Global Skylight (IBL) component to Global Skylight (IBL) entity.
3) UNDO the entity creation and component addition.
4) REDO the entity creation and component addition.
5) Enter/Exit game mode.
6) Test IsHidden.
7) Test IsVisible.
8) Add Post FX Layer component.
9) Add Camera component
10) Delete Global Skylight (IBL) entity.
11) UNDO deletion.
12) REDO deletion.
13) Look for errors.
:return: None
"""
import os
import azlmbr.legacy.general as general
import azlmbr.math as math
from editor_python_test_tools.asset_utils import Asset
from editor_python_test_tools.editor_entity_utils import EditorEntity
from editor_python_test_tools.utils import Report, Tracer, TestHelper as helper
with Tracer() as error_tracer:
# Test setup begins.
# Setup: Wait for Editor idle loop before executing Python hydra scripts then open "Base" level.
helper.init_idle()
helper.open_level("", "Base")
# Test steps begin.
# 1. Create a Global Skylight (IBL) entity with no components.
global_skylight_name = "Global Skylight (IBL)"
global_skylight_entity = EditorEntity.create_editor_entity_at(
math.Vector3(512.0, 512.0, 34.0), global_skylight_name)
Report.critical_result(Tests.global_skylight_creation, global_skylight_entity.exists())
# 2. Add Global Skylight (IBL) component to Global Skylight (IBL) entity.
global_skylight_component = global_skylight_entity.add_component(global_skylight_name)
Report.critical_result(
Tests.global_skylight_component, global_skylight_entity.has_component(global_skylight_name))
# 3. UNDO the entity creation and component addition.
# -> UNDO component addition.
general.undo()
# -> UNDO naming entity.
general.undo()
# -> UNDO selecting entity.
general.undo()
# -> UNDO entity creation.
general.undo()
general.idle_wait_frames(1)
Report.result(Tests.creation_undo, not global_skylight_entity.exists())
# 4. REDO the entity creation and component addition.
# -> REDO entity creation.
general.redo()
# -> REDO selecting entity.
general.redo()
# -> REDO naming entity.
general.redo()
# -> REDO component addition.
general.redo()
general.idle_wait_frames(1)
Report.result(Tests.creation_redo, global_skylight_entity.exists())
# 5. Enter/Exit game mode.
helper.enter_game_mode(Tests.enter_game_mode)
general.idle_wait_frames(1)
helper.exit_game_mode(Tests.exit_game_mode)
# 6. Test IsHidden.
global_skylight_entity.set_visibility_state(False)
Report.result(Tests.is_hidden, global_skylight_entity.is_hidden() is True)
# 7. Test IsVisible.
global_skylight_entity.set_visibility_state(True)
general.idle_wait_frames(1)
Report.result(Tests.is_visible, global_skylight_entity.is_visible() is True)
# 8. Set the Diffuse Image asset on the Global Skylight (IBL) entity.
global_skylight_diffuse_image_property = "Controller|Configuration|Diffuse Image"
diffuse_image_path = os.path.join("LightingPresets", "greenwich_park_02_4k_iblskyboxcm.exr.streamingimage")
diffuse_image_asset = Asset.find_asset_by_path(diffuse_image_path, False)
global_skylight_component.set_component_property_value(
global_skylight_diffuse_image_property, diffuse_image_asset.id)
diffuse_image_set = global_skylight_component.get_component_property_value(
global_skylight_diffuse_image_property)
Report.result(Tests.diffuse_image_set, diffuse_image_set == diffuse_image_asset.id)
# 9. Set the Specular Image asset on the Global Light (IBL) entity.
global_skylight_specular_image_property = "Controller|Configuration|Specular Image"
specular_image_path = os.path.join("LightingPresets", "greenwich_park_02_4k_iblskyboxcm.exr.streamingimage")
specular_image_asset = Asset.find_asset_by_path(specular_image_path, False)
global_skylight_component.set_component_property_value(
global_skylight_specular_image_property, specular_image_asset.id)
specular_image_added = global_skylight_component.get_component_property_value(
global_skylight_specular_image_property)
Report.result(Tests.specular_image_set, specular_image_added == specular_image_asset.id)
# 10. Delete Global Skylight (IBL) entity.
global_skylight_entity.delete()
Report.result(Tests.entity_deleted, not global_skylight_entity.exists())
# 11. UNDO deletion.
general.undo()
Report.result(Tests.deletion_undo, global_skylight_entity.exists())
# 12. REDO deletion.
general.redo()
Report.result(Tests.deletion_redo, not global_skylight_entity.exists())
# 13. Look for errors.
helper.wait_for_condition(lambda: error_tracer.has_errors, 1.0)
Report.result(Tests.no_error_occurred, not error_tracer.has_errors)
if __name__ == "__main__":
from editor_python_test_tools.utils import Report
Report.start_test(AtomEditorComponents_GlobalSkylightIBL_AddedToEntity)
@@ -0,0 +1,136 @@
"""
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
"""
# fmt: off
class Tests:
camera_creation = ("Camera Entity successfully created", "Camera Entity failed to be created")
camera_component_added = ("Camera component was added to entity", "Camera component failed to be added to entity")
camera_component_check = ("Entity has a Camera component", "Entity failed to find Camera component")
creation_undo = ("UNDO Entity creation success", "UNDO Entity creation failed")
creation_redo = ("REDO Entity creation success", "REDO Entity creation failed")
light_creation = ("Light Entity successfully created", "Light Entity failed to be created")
light_component = ("Entity has a Light component", "Entity failed to find Light component")
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
is_visible = ("Entity is visible", "Entity was not visible")
is_hidden = ("Entity is hidden", "Entity was not hidden")
entity_deleted = ("Entity deleted", "Entity was not deleted")
deletion_undo = ("UNDO deletion success", "UNDO deletion failed")
deletion_redo = ("REDO deletion success", "REDO deletion failed")
no_error_occurred = ("No errors detected", "Errors were detected")
# fmt: on
def AtomEditorComponents_Light_AddedToEntity():
"""
Summary:
Tests the Light component can be added to an entity and has the expected functionality.
Test setup:
- Wait for Editor idle loop.
- Open the "Base" level.
Expected Behavior:
The component can be added, used in game mode, hidden/shown, deleted, and has accurate required components.
Creation and deletion undo/redo should also work.
Test Steps:
1) Create a Light entity with no components.
2) Add Light component to the Light entity.
3) UNDO the entity creation and component addition.
4) REDO the entity creation and component addition.
5) Enter/Exit game mode.
6) Test IsHidden.
7) Test IsVisible.
8) Delete Light entity.
9) UNDO deletion.
10) REDO deletion.
11) Look for errors.
:return: None
"""
import azlmbr.legacy.general as general
import azlmbr.math as math
from editor_python_test_tools.editor_entity_utils import EditorEntity
from editor_python_test_tools.utils import Report, Tracer, TestHelper as helper
with Tracer() as error_tracer:
# Test setup begins.
# Setup: Wait for Editor idle loop before executing Python hydra scripts then open "Base" level.
helper.init_idle()
helper.open_level("", "Base")
# Test steps begin.
# 1. Create a Light entity with no components.
light_name = "Light"
light_entity = EditorEntity.create_editor_entity_at(math.Vector3(512.0, 512.0, 34.0), light_name)
Report.critical_result(Tests.light_creation, light_entity.exists())
# 2. Add Light component to the Light entity.
light_entity.add_component(light_name)
Report.critical_result(Tests.light_component, light_entity.has_component(light_name))
# 3. UNDO the entity creation and component addition.
# -> UNDO component addition.
general.undo()
# -> UNDO naming entity.
general.undo()
# -> UNDO selecting entity.
general.undo()
# -> UNDO entity creation.
general.undo()
general.idle_wait_frames(1)
Report.result(Tests.creation_undo, not light_entity.exists())
# 4. REDO the entity creation and component addition.
# -> REDO entity creation.
general.redo()
# -> REDO selecting entity.
general.redo()
# -> REDO naming entity.
general.redo()
# -> REDO component addition.
general.redo()
general.idle_wait_frames(1)
Report.result(Tests.creation_redo, light_entity.exists())
# 5. Enter/Exit game mode.
helper.enter_game_mode(Tests.enter_game_mode)
general.idle_wait_frames(1)
helper.exit_game_mode(Tests.exit_game_mode)
# 6. Test IsHidden.
light_entity.set_visibility_state(False)
Report.result(Tests.is_hidden, light_entity.is_hidden() is True)
# 7. Test IsVisible.
light_entity.set_visibility_state(True)
general.idle_wait_frames(1)
Report.result(Tests.is_visible, light_entity.is_visible() is True)
# 8. Delete Light entity.
light_entity.delete()
Report.result(Tests.entity_deleted, not light_entity.exists())
# 9. UNDO deletion.
general.undo()
Report.result(Tests.deletion_undo, light_entity.exists())
# 10. REDO deletion.
general.redo()
Report.result(Tests.deletion_redo, not light_entity.exists())
# 11. Look for errors.
helper.wait_for_condition(lambda: error_tracer.has_errors, 1.0)
Report.result(Tests.no_error_occurred, not error_tracer.has_errors)
if __name__ == "__main__":
from editor_python_test_tools.utils import Report
Report.start_test(AtomEditorComponents_Light_AddedToEntity)
@@ -0,0 +1,213 @@
"""
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 sys
import azlmbr.bus as bus
import azlmbr.editor as editor
import azlmbr.math as math
import azlmbr.paths
import azlmbr.legacy.general as general
sys.path.append(os.path.join(azlmbr.paths.devassets, "Gem", "PythonTests"))
import editor_python_test_tools.hydra_editor_utils as hydra
from Atom.atom_utils.atom_constants import LIGHT_TYPES
LIGHT_TYPE_PROPERTY = 'Controller|Configuration|Light type'
SPHERE_AND_SPOT_DISK_LIGHT_PROPERTIES = [
("Controller|Configuration|Shadows|Enable shadow", True),
("Controller|Configuration|Shadows|Shadowmap size", 0), # 256
("Controller|Configuration|Shadows|Shadowmap size", 1), # 512
("Controller|Configuration|Shadows|Shadowmap size", 2), # 1024
("Controller|Configuration|Shadows|Shadowmap size", 3), # 2048
("Controller|Configuration|Shadows|Shadow filter method", 1), # PCF
("Controller|Configuration|Shadows|Filtering sample count", 4.0),
("Controller|Configuration|Shadows|Filtering sample count", 64.0),
("Controller|Configuration|Shadows|Shadow filter method", 2), # ECM
("Controller|Configuration|Shadows|ESM exponent", 50),
("Controller|Configuration|Shadows|ESM exponent", 5000),
("Controller|Configuration|Shadows|Shadow filter method", 3), # ESM+PCF
]
QUAD_LIGHT_PROPERTIES = [
("Controller|Configuration|Both directions", True),
("Controller|Configuration|Fast approximation", True),
]
SIMPLE_POINT_LIGHT_PROPERTIES = [
("Controller|Configuration|Attenuation radius|Mode", 0),
("Controller|Configuration|Attenuation radius|Radius", 100.0),
]
SIMPLE_SPOT_LIGHT_PROPERTIES = [
("Controller|Configuration|Shutters|Inner angle", 45.0),
("Controller|Configuration|Shutters|Outer angle", 90.0),
]
def verify_required_component_property_value(entity_name, component, property_path, expected_property_value):
"""
Compares the property value of component against the expected_property_value.
:param entity_name: name of the entity to use (for test verification purposes).
:param component: component to check on a given entity for its current property value.
:param property_path: the path to the property inside the component.
:param expected_property_value: The value expected from the value inside property_path.
:return: None, but prints to general.log() which the test uses to verify against.
"""
property_value = editor.EditorComponentAPIBus(
bus.Broadcast, "GetComponentProperty", component, property_path).GetValue()
general.log(f"{entity_name}_test: Property value is {property_value} "
f"which matches {expected_property_value}")
def run():
"""
Test Case - Light Component
1. Creates a "light_entity" Entity and attaches a "Light" component to it.
2. Updates the Light component to each light type option from the LIGHT_TYPES constant.
3. The test will check the Editor log to ensure each light type was selected.
4. Prints the string "Light component test (non-GPU) completed" after completion.
Tests will fail immediately if any of these log lines are found:
1. Trace::Assert
2. Trace::Error
3. Traceback (most recent call last):
:return: None
"""
# Create a "light_entity" entity with "Light" component.
light_entity_name = "light_entity"
light_component = "Light"
light_entity = hydra.Entity(light_entity_name)
light_entity.create_entity(math.Vector3(-1.0, -2.0, 3.0), [light_component])
general.log(
f"{light_entity_name}_test: Component added to the entity: "
f"{hydra.has_components(light_entity.id, [light_component])}")
# Populate the light_component_id_pair value so that it can be used to select all Light component options.
light_component_id_pair = None
component_type_id_list = azlmbr.editor.EditorComponentAPIBus(
azlmbr.bus.Broadcast, 'FindComponentTypeIdsByEntityType', [light_component], 0)
if len(component_type_id_list) < 1:
general.log(f"ERROR: A component class with name {light_component} doesn't exist")
light_component_id_pair = None
elif len(component_type_id_list) > 1:
general.log(f"ERROR: Found more than one component classes with same name: {light_component}")
light_component_id_pair = None
entity_component_id_pair = azlmbr.editor.EditorComponentAPIBus(
azlmbr.bus.Broadcast, 'GetComponentOfType', light_entity.id, component_type_id_list[0])
if entity_component_id_pair.IsSuccess():
light_component_id_pair = entity_component_id_pair.GetValue()
# Test each Light component option can be selected and it's properties updated.
# Point (sphere) light type checks.
light_type_property_test(
light_type=LIGHT_TYPES['sphere'],
light_properties=SPHERE_AND_SPOT_DISK_LIGHT_PROPERTIES,
light_component_id_pair=light_component_id_pair,
light_entity_name=light_entity_name,
light_entity=light_entity
)
# Spot (disk) light type checks.
light_type_property_test(
light_type=LIGHT_TYPES['spot_disk'],
light_properties=SPHERE_AND_SPOT_DISK_LIGHT_PROPERTIES,
light_component_id_pair=light_component_id_pair,
light_entity_name=light_entity_name,
light_entity=light_entity
)
# Capsule light type checks.
azlmbr.editor.EditorComponentAPIBus(
azlmbr.bus.Broadcast,
'SetComponentProperty',
light_component_id_pair,
LIGHT_TYPE_PROPERTY,
LIGHT_TYPES['capsule']
)
verify_required_component_property_value(
entity_name=light_entity_name,
component=light_entity.components[0],
property_path=LIGHT_TYPE_PROPERTY,
expected_property_value=LIGHT_TYPES['capsule']
)
# Quad light type checks.
light_type_property_test(
light_type=LIGHT_TYPES['quad'],
light_properties=QUAD_LIGHT_PROPERTIES,
light_component_id_pair=light_component_id_pair,
light_entity_name=light_entity_name,
light_entity=light_entity
)
# Polygon light type checks.
azlmbr.editor.EditorComponentAPIBus(
azlmbr.bus.Broadcast,
'SetComponentProperty',
light_component_id_pair,
LIGHT_TYPE_PROPERTY,
LIGHT_TYPES['polygon']
)
verify_required_component_property_value(
entity_name=light_entity_name,
component=light_entity.components[0],
property_path=LIGHT_TYPE_PROPERTY,
expected_property_value=LIGHT_TYPES['polygon']
)
# Point (simple punctual) light type checks.
light_type_property_test(
light_type=LIGHT_TYPES['simple_point'],
light_properties=SIMPLE_POINT_LIGHT_PROPERTIES,
light_component_id_pair=light_component_id_pair,
light_entity_name=light_entity_name,
light_entity=light_entity
)
# Spot (simple punctual) light type checks.
light_type_property_test(
light_type=LIGHT_TYPES['simple_spot'],
light_properties=SIMPLE_SPOT_LIGHT_PROPERTIES,
light_component_id_pair=light_component_id_pair,
light_entity_name=light_entity_name,
light_entity=light_entity
)
general.log("Light component test (non-GPU) completed.")
def light_type_property_test(light_type, light_properties, light_component_id_pair, light_entity_name, light_entity):
"""
Updates the current light type and modifies its properties, then verifies they are accurate to what was set.
:param light_type: The type of light to update, must match a value in LIGHT_TYPES
:param light_properties: List of tuples detailing properties to modify with update values.
:param light_component_id_pair: Entity + component ID pair for updating the light component on a given entity.
:param light_entity_name: the name of the Entity holding the light component.
:param light_entity: the Entity object containing the light component.
:return: None
"""
azlmbr.editor.EditorComponentAPIBus(
azlmbr.bus.Broadcast,
'SetComponentProperty',
light_component_id_pair,
LIGHT_TYPE_PROPERTY,
light_type
)
verify_required_component_property_value(
entity_name=light_entity_name,
component=light_entity.components[0],
property_path=LIGHT_TYPE_PROPERTY,
expected_property_value=light_type
)
for light_property in light_properties:
light_entity.get_set_test(0, light_property[0], light_property[1])
if __name__ == "__main__":
run()
@@ -0,0 +1,136 @@
"""
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
"""
# fmt: off
class Tests:
camera_creation = ("Camera Entity successfully created", "Camera Entity failed to be created")
camera_component_added = ("Camera component was added to entity", "Camera component failed to be added to entity")
camera_component_check = ("Entity has a Camera component", "Entity failed to find Camera component")
creation_undo = ("UNDO Entity creation success", "UNDO Entity creation failed")
creation_redo = ("REDO Entity creation success", "REDO Entity creation failed")
physical_sky_creation = ("Physical Sky Entity successfully created", "Physical Sky Entity failed to be created")
physical_sky_component = ("Entity has a Physical Sky component", "Entity failed to find Physical Sky component")
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
is_visible = ("Entity is visible", "Entity was not visible")
is_hidden = ("Entity is hidden", "Entity was not hidden")
entity_deleted = ("Entity deleted", "Entity was not deleted")
deletion_undo = ("UNDO deletion success", "UNDO deletion failed")
deletion_redo = ("REDO deletion success", "REDO deletion failed")
no_error_occurred = ("No errors detected", "Errors were detected")
# fmt: on
def AtomEditorComponents_PhysicalSky_AddedToEntity():
"""
Summary:
Tests the Physical Sky component can be added to an entity and has the expected functionality.
Test setup:
- Wait for Editor idle loop.
- Open the "Base" level.
Expected Behavior:
The component can be added, used in game mode, hidden/shown, deleted, and has accurate required components.
Creation and deletion undo/redo should also work.
Test Steps:
1) Create a Physical Sky entity with no components.
2) Add Physical Sky component to Physical Sky entity.
3) UNDO the entity creation and component addition.
4) REDO the entity creation and component addition.
5) Enter/Exit game mode.
6) Test IsHidden.
7) Test IsVisible.
8) Delete Physical Sky entity.
9) UNDO deletion.
10) REDO deletion.
11) Look for errors.
:return: None
"""
import azlmbr.legacy.general as general
import azlmbr.math as math
from editor_python_test_tools.editor_entity_utils import EditorEntity
from editor_python_test_tools.utils import Report, Tracer, TestHelper as helper
with Tracer() as error_tracer:
# Test setup begins.
# Setup: Wait for Editor idle loop before executing Python hydra scripts then open "Base" level.
helper.init_idle()
helper.open_level("", "Base")
# Test steps begin.
# 1. Create a Physical Sky entity with no components.
physical_sky_name = "Physical Sky"
physical_sky_entity = EditorEntity.create_editor_entity_at(math.Vector3(512.0, 512.0, 34.0), physical_sky_name)
Report.critical_result(Tests.physical_sky_creation, physical_sky_entity.exists())
# 2. Add Physical Sky component to Physical Sky entity.
physical_sky_entity.add_component(physical_sky_name)
Report.critical_result(Tests.physical_sky_component, physical_sky_entity.has_component(physical_sky_name))
# 3. UNDO the entity creation and component addition.
# -> UNDO component addition.
general.undo()
# -> UNDO naming entity.
general.undo()
# -> UNDO selecting entity.
general.undo()
# -> UNDO entity creation.
general.undo()
general.idle_wait_frames(1)
Report.result(Tests.creation_undo, not physical_sky_entity.exists())
# 4. REDO the entity creation and component addition.
# -> REDO entity creation.
general.redo()
# -> REDO selecting entity.
general.redo()
# -> REDO naming entity.
general.redo()
# -> REDO component addition.
general.redo()
general.idle_wait_frames(1)
Report.result(Tests.creation_redo, physical_sky_entity.exists())
# 5. Enter/Exit game mode.
helper.enter_game_mode(Tests.enter_game_mode)
general.idle_wait_frames(1)
helper.exit_game_mode(Tests.exit_game_mode)
# 6. Test IsHidden.
physical_sky_entity.set_visibility_state(False)
Report.result(Tests.is_hidden, physical_sky_entity.is_hidden() is True)
# 7. Test IsVisible.
physical_sky_entity.set_visibility_state(True)
general.idle_wait_frames(1)
Report.result(Tests.is_visible, physical_sky_entity.is_visible() is True)
# 8. Delete Physical Sky entity.
physical_sky_entity.delete()
Report.result(Tests.entity_deleted, not physical_sky_entity.exists())
# 9. UNDO deletion.
general.undo()
Report.result(Tests.deletion_undo, physical_sky_entity.exists())
# 10. REDO deletion.
general.redo()
Report.result(Tests.deletion_redo, not physical_sky_entity.exists())
# 11. Look for errors.
helper.wait_for_condition(lambda: error_tracer.has_errors, 1.0)
Report.result(Tests.no_error_occurred, not error_tracer.has_errors)
if __name__ == "__main__":
from editor_python_test_tools.utils import Report
Report.start_test(AtomEditorComponents_PhysicalSky_AddedToEntity)
@@ -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
"""
# fmt: off
class Tests:
camera_creation = ("Camera Entity successfully created", "Camera Entity failed to be created")
camera_component_added = ("Camera component was added to entity", "Camera component failed to be added to entity")
camera_component_check = ("Entity has a Camera component", "Entity failed to find Camera component")
creation_undo = ("UNDO Entity creation success", "UNDO Entity creation failed")
creation_redo = ("REDO Entity creation success", "REDO Entity creation failed")
postfx_radius_weight_creation = ("PostFX Radius Weight Modifier Entity successfully created", "PostFX Radius Weight Modifier Entity failed to be created")
postfx_radius_weight_component = ("Entity has a PostFX Radius Weight Modifier component", "Entity failed to find PostFX Radius Weight Modifier component")
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
is_visible = ("Entity is visible", "Entity was not visible")
is_hidden = ("Entity is hidden", "Entity was not hidden")
entity_deleted = ("Entity deleted", "Entity was not deleted")
deletion_undo = ("UNDO deletion success", "UNDO deletion failed")
deletion_redo = ("REDO deletion success", "REDO deletion failed")
no_error_occurred = ("No errors detected", "Errors were detected")
# fmt: on
def AtomEditorComponents_PostFXRadiusWeightModifier_AddedToEntity():
"""
Summary:
Tests the PostFX Radius Weight Modifier component can be added to an entity and has the expected functionality.
Test setup:
- Wait for Editor idle loop.
- Open the "Base" level.
Expected Behavior:
The component can be added, used in game mode, hidden/shown, deleted, and has accurate required components.
Creation and deletion undo/redo should also work.
Test Steps:
1) Create a Post FX Radius Weight Modifier entity with no components.
2) Add Post FX Radius Weight Modifier component to Post FX Radius Weight Modifier entity.
3) UNDO the entity creation and component addition.
4) REDO the entity creation and component addition.
5) Enter/Exit game mode.
6) Test IsHidden.
7) Test IsVisible.
8) Delete PostFX Radius Weight Modifier entity.
9) UNDO deletion.
10) REDO deletion.
11) Look for errors.
:return: None
"""
import azlmbr.legacy.general as general
import azlmbr.math as math
from editor_python_test_tools.editor_entity_utils import EditorEntity
from editor_python_test_tools.utils import Report, Tracer, TestHelper as helper
with Tracer() as error_tracer:
# Test setup begins.
# Setup: Wait for Editor idle loop before executing Python hydra scripts then open "Base" level.
helper.init_idle()
helper.open_level("", "Base")
# Test steps begin.
# 1. Create a Post FX Radius Weight Modifier entity with no components.
postfx_radius_weight_name = "PostFX Radius Weight Modifier"
postfx_radius_weight_entity = EditorEntity.create_editor_entity_at(
math.Vector3(512.0, 512.0, 34.0), postfx_radius_weight_name)
Report.critical_result(Tests.postfx_radius_weight_creation, postfx_radius_weight_entity.exists())
# 2. Add Post FX Radius Weight Modifier component to Post FX Radius Weight Modifier entity.
postfx_radius_weight_entity.add_component(postfx_radius_weight_name)
Report.critical_result(
Tests.postfx_radius_weight_component, postfx_radius_weight_entity.has_component(postfx_radius_weight_name))
# 3. UNDO the entity creation and component addition.
# -> UNDO component addition.
general.undo()
# -> UNDO naming entity.
general.undo()
# -> UNDO selecting entity.
general.undo()
# -> UNDO entity creation.
general.undo()
general.idle_wait_frames(1)
Report.result(Tests.creation_undo, not postfx_radius_weight_entity.exists())
# 4. REDO the entity creation and component addition.
# -> REDO entity creation.
general.redo()
# -> REDO selecting entity.
general.redo()
# -> REDO naming entity.
general.redo()
# -> REDO component addition.
general.redo()
general.idle_wait_frames(1)
Report.result(Tests.creation_redo, postfx_radius_weight_entity.exists())
# 5. Enter/Exit game mode.
helper.enter_game_mode(Tests.enter_game_mode)
general.idle_wait_frames(1)
helper.exit_game_mode(Tests.exit_game_mode)
# 6. Test IsHidden.
postfx_radius_weight_entity.set_visibility_state(False)
Report.result(Tests.is_hidden, postfx_radius_weight_entity.is_hidden() is True)
# 7. Test IsVisible.
postfx_radius_weight_entity.set_visibility_state(True)
general.idle_wait_frames(1)
Report.result(Tests.is_visible, postfx_radius_weight_entity.is_visible() is True)
# 8. Delete PostFX Radius Weight Modifier entity.
postfx_radius_weight_entity.delete()
Report.result(Tests.entity_deleted, not postfx_radius_weight_entity.exists())
# 9. UNDO deletion.
general.undo()
Report.result(Tests.deletion_undo, postfx_radius_weight_entity.exists())
# 10. REDO deletion.
general.redo()
Report.result(Tests.deletion_redo, not postfx_radius_weight_entity.exists())
# 11. Look for errors.
helper.wait_for_condition(lambda: error_tracer.has_errors, 1.0)
Report.result(Tests.no_error_occurred, not error_tracer.has_errors)
if __name__ == "__main__":
from editor_python_test_tools.utils import Report
Report.start_test(AtomEditorComponents_PostFXRadiusWeightModifier_AddedToEntity)
@@ -0,0 +1,192 @@
"""
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.materialeditor will fail with a ModuleNotFound error when using this script with Editor.exe
# This is because azlmbr.materialeditor only binds to MaterialEditor.exe and not Editor.exe
# You need to launch this script with MaterialEditor.exe in order for azlmbr.materialeditor to appear.
import os
import sys
import time
import azlmbr.math as math
import azlmbr.paths
sys.path.append(os.path.join(azlmbr.paths.devassets, "Gem", "PythonTests"))
import Atom.atom_utils.material_editor_utils as material_editor
NEW_MATERIAL = "test_material.material"
NEW_MATERIAL_1 = "test_material_1.material"
NEW_MATERIAL_2 = "test_material_2.material"
TEST_MATERIAL_1 = "001_DefaultWhite.material"
TEST_MATERIAL_2 = "002_BaseColorLerp.material"
TEST_MATERIAL_3 = "003_MetalMatte.material"
TEST_DATA_PATH = os.path.join(
azlmbr.paths.devroot, "Gems", "Atom", "TestData", "TestData", "Materials", "StandardPbrTestCases"
)
MATERIAL_TYPE_PATH = os.path.join(
azlmbr.paths.devroot, "Gems", "Atom", "Feature", "Common", "Assets",
"Materials", "Types", "StandardPBR.materialtype",
)
CACHE_FILE_EXTENSION = ".azmaterial"
def run():
"""
Summary:
Material Editor basic tests including the below
1. Opening an Existing Asset
2. Creating a New Asset
3. Closing Selected Material
4. Closing All Materials
5. Closing all but Selected Material
6. Saving Material
7. Saving as a New Material
8. Saving as a Child Material
9. Saving all Open Materials
Expected Result:
All the above functions work as expected in Material Editor.
:return: None
"""
# 1) Test Case: Opening an Existing Asset
document_id = material_editor.open_material(MATERIAL_TYPE_PATH)
print(f"Material opened: {material_editor.is_open(document_id)}")
# Verify if the test material exists initially
target_path = os.path.join(azlmbr.paths.devroot, "AutomatedTesting", "Materials", NEW_MATERIAL)
print(f"Test asset doesn't exist initially: {not os.path.exists(target_path)}")
# 2) Test Case: Creating a New Material Using Existing One
material_editor.save_document_as_child(document_id, target_path)
material_editor.wait_for_condition(lambda: os.path.exists(target_path), 2.0)
print(f"New asset created: {os.path.exists(target_path)}")
time.sleep(2.0)
# Verify if the newly created document is open
new_document_id = material_editor.open_material(target_path)
material_editor.wait_for_condition(lambda: material_editor.is_open(new_document_id))
print(f"New Material opened: {material_editor.is_open(new_document_id)}")
# 3) Test Case: Closing Selected Material
print(f"Material closed: {material_editor.close_document(new_document_id)}")
# Open materials initially
document1_id, document2_id, document3_id = (
material_editor.open_material(os.path.join(TEST_DATA_PATH, material))
for material in [TEST_MATERIAL_1, TEST_MATERIAL_2, TEST_MATERIAL_3]
)
# 4) Test Case: Closing All Materials
print(f"All documents closed: {material_editor.close_all_documents()}")
# 5) Test Case: Closing all but Selected Material
document1_id, document2_id, document3_id = (
material_editor.open_material(os.path.join(TEST_DATA_PATH, material))
for material in [TEST_MATERIAL_1, TEST_MATERIAL_2, TEST_MATERIAL_3]
)
result = material_editor.close_all_except_selected(document1_id)
print(f"Close All Except Selected worked as expected: {result and material_editor.is_open(document1_id)}")
# 6) Test Case: Saving Material
document_id = material_editor.open_material(os.path.join(TEST_DATA_PATH, TEST_MATERIAL_1))
property_name = azlmbr.name.Name("baseColor.color")
initial_color = material_editor.get_property(document_id, property_name)
# Assign new color to the material file and save the actual material
expected_color = math.Color(0.25, 0.25, 0.25, 1.0)
material_editor.set_property(document_id, property_name, expected_color)
material_editor.save_document(document_id)
time.sleep(2.0)
# 7) Test Case: Saving as a New Material
# Assign new color to the material file and save the document as copy
expected_color_1 = math.Color(0.5, 0.5, 0.5, 1.0)
material_editor.set_property(document_id, property_name, expected_color_1)
target_path_1 = os.path.join(azlmbr.paths.devroot, "AutomatedTesting", "Materials", NEW_MATERIAL_1)
cache_file_name_1 = os.path.splitext(NEW_MATERIAL_1) # Example output: ('test_material_1', '.material')
cache_file_1 = f"{cache_file_name_1[0]}{CACHE_FILE_EXTENSION}"
target_path_1_cache = os.path.join(azlmbr.paths.devassets, "Cache", "pc", "materials", cache_file_1)
material_editor.save_document_as_copy(document_id, target_path_1)
material_editor.wait_for_condition(lambda: os.path.exists(target_path_1_cache), 4.0)
# 8) Test Case: Saving as a Child Material
# Assign new color to the material file save the document as child
expected_color_2 = math.Color(0.75, 0.75, 0.75, 1.0)
material_editor.set_property(document_id, property_name, expected_color_2)
target_path_2 = os.path.join(azlmbr.paths.devroot, "AutomatedTesting", "Materials", NEW_MATERIAL_2)
cache_file_name_2 = os.path.splitext(NEW_MATERIAL_1) # Example output: ('test_material_2', '.material')
cache_file_2 = f"{cache_file_name_2[0]}{CACHE_FILE_EXTENSION}"
target_path_2_cache = os.path.join(azlmbr.paths.devassets, "Cache", "pc", "materials", cache_file_2)
material_editor.save_document_as_child(document_id, target_path_2)
material_editor.wait_for_condition(lambda: os.path.exists(target_path_2_cache), 4.0)
# Close/Reopen documents
material_editor.close_all_documents()
document_id = material_editor.open_material(os.path.join(TEST_DATA_PATH, TEST_MATERIAL_1))
document1_id = material_editor.open_material(target_path_1)
document2_id = material_editor.open_material(target_path_2)
# Verify if the changes are saved in the actual document
actual_color = material_editor.get_property(document_id, property_name)
print(f"Actual Document saved with changes: {material_editor.compare_colors(actual_color, expected_color)}")
# Verify if the changes are saved in the document saved as copy
actual_color = material_editor.get_property(document1_id, property_name)
result_copy = material_editor.compare_colors(actual_color, expected_color_1)
print(f"Document saved as copy is saved with changes: {result_copy}")
# Verify if the changes are saved in the document saved as child
actual_color = material_editor.get_property(document2_id, property_name)
result_child = material_editor.compare_colors(actual_color, expected_color_2)
print(f"Document saved as child is saved with changes: {result_child}")
# Revert back the changes in the actual document
material_editor.set_property(document_id, property_name, initial_color)
material_editor.save_document(document_id)
material_editor.close_all_documents()
# 9) Test Case: Saving all Open Materials
# Open first material and make change to the values
document1_id = material_editor.open_material(os.path.join(TEST_DATA_PATH, TEST_MATERIAL_1))
property1_name = azlmbr.name.Name("metallic.factor")
initial_metallic_factor = material_editor.get_property(document1_id, property1_name)
expected_metallic_factor = 0.444
material_editor.set_property(document1_id, property1_name, expected_metallic_factor)
# Open second material and make change to the values
document2_id = material_editor.open_material(os.path.join(TEST_DATA_PATH, TEST_MATERIAL_2))
property2_name = azlmbr.name.Name("baseColor.color")
initial_color = material_editor.get_property(document2_id, property2_name)
expected_color = math.Color(0.4156, 0.0196, 0.6862, 1.0)
material_editor.set_property(document2_id, property2_name, expected_color)
# Save all and close all documents
material_editor.save_all()
material_editor.close_all_documents()
# Reopen materials and verify values
document1_id = material_editor.open_material(os.path.join(TEST_DATA_PATH, TEST_MATERIAL_1))
result = material_editor.is_close(
material_editor.get_property(document1_id, property1_name), expected_metallic_factor, 0.00001
)
document2_id = material_editor.open_material(os.path.join(TEST_DATA_PATH, TEST_MATERIAL_2))
result = result and material_editor.compare_colors(
expected_color, material_editor.get_property(document2_id, property2_name))
print(f"Save All worked as expected: {result}")
# Revert the changes made
material_editor.set_property(document1_id, property1_name, initial_metallic_factor)
material_editor.set_property(document2_id, property2_name, initial_color)
material_editor.save_all()
material_editor.close_all_documents()
if __name__ == "__main__":
run()
@@ -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
"""
import os
import sys
import azlmbr.legacy.general as general
sys.path.append(os.path.join(azlmbr.paths.devroot, "AutomatedTesting", "Gem", "PythonTests"))
import editor_python_test_tools.hydra_editor_utils as hydra
from editor_python_test_tools.editor_test_helper import EditorTestHelper
from Atom.atom_utils.benchmark_utils import BenchmarkHelper
SCREEN_WIDTH = 1280
SCREEN_HEIGHT = 720
DEGREE_RADIAN_FACTOR = 0.0174533
helper = EditorTestHelper(log_prefix="Test_Atom_BasicLevelSetup")
def run():
"""
1. View -> Layouts -> Restore Default Layout, sets the viewport to ratio 16:9 @ 1280 x 720
2. Runs console command r_DisplayInfo = 0
3. Opens AtomFeatureIntegrationBenchmark level
4. Initializes benchmark helper with benchmark name to capture benchmark metadata.
5. Idles for 100 frames, then collects pass timings for 100 frames.
:return: None
"""
def initial_viewport_setup(screen_width, screen_height):
general.set_viewport_size(screen_width, screen_height)
general.update_viewport()
helper.wait_for_condition(
function=lambda: helper.isclose(a=general.get_viewport_size().x, b=SCREEN_WIDTH, rel_tol=0.1)
and helper.isclose(a=general.get_viewport_size().y, b=SCREEN_HEIGHT, rel_tol=0.1),
timeout_in_seconds=4.0
)
result = helper.isclose(a=general.get_viewport_size().x, b=SCREEN_WIDTH, rel_tol=0.1) and helper.isclose(
a=general.get_viewport_size().y, b=SCREEN_HEIGHT, rel_tol=0.1)
general.log(general.get_viewport_size().x)
general.log(general.get_viewport_size().y)
general.log(general.get_viewport_size().z)
general.log(f"Viewport is set to the expected size: {result}")
general.run_console("r_DisplayInfo = 0")
def after_level_load():
"""Function to call after creating/opening a level to ensure it loads."""
# Give everything a second to initialize.
general.idle_enable(True)
general.idle_wait(1.0)
general.update_viewport()
general.idle_wait(0.5) # half a second is more than enough for updating the viewport.
# Close out problematic windows, FPS meters, and anti-aliasing.
if general.is_helpers_shown(): # Turn off the helper gizmos if visible
general.toggle_helpers()
general.idle_wait(1.0)
if general.is_pane_visible("Error Report"): # Close Error Report windows that block focus.
general.close_pane("Error Report")
if general.is_pane_visible("Error Log"): # Close Error Log windows that block focus.
general.close_pane("Error Log")
general.idle_wait(1.0)
general.run_console("r_displayInfo=0")
general.run_console("r_antialiasingmode=0")
general.idle_wait(1.0)
return True
# Wait for Editor idle loop before executing Python hydra scripts.
general.idle_enable(True)
general.open_level_no_prompt("AtomFeatureIntegrationBenchmark")
# Basic setup after opening level.
after_level_load()
initial_viewport_setup(SCREEN_WIDTH, SCREEN_HEIGHT)
general.enter_game_mode()
general.idle_wait(1.0)
helper.wait_for_condition(function=lambda: general.is_in_game_mode(), timeout_in_seconds=2.0)
benchmarker = BenchmarkHelper("AtomFeatureIntegrationBenchmark")
benchmarker.capture_benchmark_metadata()
general.idle_wait_frames(100)
for i in range(1, 101):
benchmarker.capture_pass_timestamp(i)
benchmarker.capture_cpu_frame_time(i)
general.exit_game_mode()
helper.wait_for_condition(function=lambda: not general.is_in_game_mode(), timeout_in_seconds=2.0)
general.log("Capturing complete.")
if __name__ == "__main__":
run()
@@ -0,0 +1,223 @@
"""
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 sys
import azlmbr.asset as asset
import azlmbr.bus as bus
import azlmbr.camera
import azlmbr.entity as entity
import azlmbr.legacy.general as general
import azlmbr.math as math
import azlmbr.paths
import azlmbr.editor as editor
sys.path.append(os.path.join(azlmbr.paths.devroot, "AutomatedTesting", "Gem", "PythonTests"))
import editor_python_test_tools.hydra_editor_utils as hydra
from editor_python_test_tools.editor_test_helper import EditorTestHelper
from Atom.atom_utils.screenshot_utils import ScreenshotHelper
SCREEN_WIDTH = 1280
SCREEN_HEIGHT = 720
DEGREE_RADIAN_FACTOR = 0.0174533
helper = EditorTestHelper(log_prefix="Test_Atom_BasicLevelSetup")
def run():
"""
1. View -> Layouts -> Restore Default Layout, sets the viewport to ratio 16:9 @ 1280 x 720
2. Runs console command r_DisplayInfo = 0
3. Deletes all entities currently present in the level.
4. Creates a "default_level" entity to hold all other entities, setting the translate values to x:0, y:0, z:0
5. Adds a Grid component to the "default_level" & updates its Grid Spacing to 1.0m
6. Adds a "global_skylight" entity to "default_level", attaching an HDRi Skybox w/ a Cubemap Texture.
7. Adds a Global Skylight (IBL) component w/ diffuse image and specular image to "global_skylight" entity.
8. Adds a "ground_plane" entity to "default_level", attaching a Mesh component & Material component.
9. Adds a "directional_light" entity to "default_level" & adds a Directional Light component.
10. Adds a "sphere" entity to "default_level" & adds a Mesh component with a Material component to it.
11. Adds a "camera" entity to "default_level" & adds a Camera component with 80 degree FOV and Transform values:
Translate - x:5.5m, y:-12.0m, z:9.0m
Rotate - x:-27.0, y:-12.0, z:25.0
12. Finally enters game mode, takes a screenshot, exits game mode, & saves the level.
:return: None
"""
def initial_viewport_setup(screen_width, screen_height):
general.set_viewport_size(screen_width, screen_height)
general.update_viewport()
helper.wait_for_condition(
function=lambda: helper.isclose(a=general.get_viewport_size().x, b=SCREEN_WIDTH, rel_tol=0.1)
and helper.isclose(a=general.get_viewport_size().y, b=SCREEN_HEIGHT, rel_tol=0.1),
timeout_in_seconds=4.0
)
result = helper.isclose(a=general.get_viewport_size().x, b=SCREEN_WIDTH, rel_tol=0.1) and helper.isclose(
a=general.get_viewport_size().y, b=SCREEN_HEIGHT, rel_tol=0.1)
general.log(general.get_viewport_size().x)
general.log(general.get_viewport_size().y)
general.log(general.get_viewport_size().z)
general.log(f"Viewport is set to the expected size: {result}")
general.run_console("r_DisplayInfo = 0")
def after_level_load():
"""Function to call after creating/opening a level to ensure it loads."""
# Give everything a second to initialize.
general.idle_enable(True)
general.idle_wait(1.0)
general.update_viewport()
general.idle_wait(0.5) # half a second is more than enough for updating the viewport.
# Close out problematic windows, FPS meters, and anti-aliasing.
if general.is_helpers_shown(): # Turn off the helper gizmos if visible
general.toggle_helpers()
general.idle_wait(1.0)
if general.is_pane_visible("Error Report"): # Close Error Report windows that block focus.
general.close_pane("Error Report")
if general.is_pane_visible("Error Log"): # Close Error Log windows that block focus.
general.close_pane("Error Log")
general.idle_wait(1.0)
general.run_console("r_displayInfo=0")
general.run_console("r_antialiasingmode=0")
general.idle_wait(1.0)
return True
# Wait for Editor idle loop before executing Python hydra scripts.
general.idle_enable(True)
# Open the auto_test level.
new_level_name = "auto_test" # Specified in class TestAllComponentsIndepthTests()
heightmap_resolution = 512
heightmap_meters_per_pixel = 1
terrain_texture_resolution = 412
use_terrain = False
# Return codes are ECreateLevelResult defined in CryEdit.h
return_code = general.create_level_no_prompt(
new_level_name, heightmap_resolution, heightmap_meters_per_pixel, terrain_texture_resolution, use_terrain)
if return_code == 1:
general.log(f"{new_level_name} level already exists")
elif return_code == 2:
general.log("Failed to create directory")
elif return_code == 3:
general.log("Directory length is too long")
elif return_code != 0:
general.log("Unknown error, failed to create level")
else:
general.log(f"{new_level_name} level created successfully")
# Basic setup for newly created level.
after_level_load()
initial_viewport_setup(SCREEN_WIDTH, SCREEN_HEIGHT)
# Create default_level entity
search_filter = azlmbr.entity.SearchFilter()
all_entities = entity.SearchBus(azlmbr.bus.Broadcast, "SearchEntities", search_filter)
editor.ToolsApplicationRequestBus(bus.Broadcast, "DeleteEntities", all_entities)
default_level = hydra.Entity("default_level")
position = math.Vector3(0.0, 0.0, 0.0)
default_level.create_entity(position, ["Grid"])
default_level.get_set_test(0, "Controller|Configuration|Secondary Grid Spacing", 1.0)
# Create global_skylight entity and set the properties
global_skylight = hydra.Entity("global_skylight")
global_skylight.create_entity(
entity_position=math.Vector3(0.0, 0.0, 0.0),
components=["HDRi Skybox", "Global Skylight (IBL)"],
parent_id=default_level.id
)
global_skylight_image_asset_path = os.path.join(
"LightingPresets", "greenwich_park_02_4k_iblskyboxcm_iblspecular.exr.streamingimage")
global_skylight_image_asset = asset.AssetCatalogRequestBus(
bus.Broadcast, "GetAssetIdByPath", global_skylight_image_asset_path, math.Uuid(), False)
global_skylight.get_set_test(0, "Controller|Configuration|Cubemap Texture", global_skylight_image_asset)
hydra.get_set_test(global_skylight, 1, "Controller|Configuration|Diffuse Image", global_skylight_image_asset)
hydra.get_set_test(global_skylight, 1, "Controller|Configuration|Specular Image", global_skylight_image_asset)
# Create ground_plane entity and set the properties
ground_plane = hydra.Entity("ground_plane")
ground_plane.create_entity(
entity_position=math.Vector3(0.0, 0.0, 0.0),
components=["Material"],
parent_id=default_level.id
)
azlmbr.components.TransformBus(azlmbr.bus.Event, "SetLocalUniformScale", ground_plane.id, 32.0)
ground_plane_material_asset_path = os.path.join("Materials", "Presets", "PBR", "metal_chrome.azmaterial")
ground_plane_material_asset = asset.AssetCatalogRequestBus(
bus.Broadcast, "GetAssetIdByPath", ground_plane_material_asset_path, math.Uuid(), False)
ground_plane.get_set_test(0, "Default Material|Material Asset", ground_plane_material_asset)
# Work around to add the correct Atom Mesh component
mesh_type_id = azlmbr.globals.property.EditorMeshComponentTypeId
ground_plane.components.append(
editor.EditorComponentAPIBus(
bus.Broadcast, "AddComponentsOfType", ground_plane.id, [mesh_type_id]
).GetValue()[0]
)
ground_plane_mesh_asset_path = os.path.join("Objects", "plane.azmodel")
ground_plane_mesh_asset = asset.AssetCatalogRequestBus(
bus.Broadcast, "GetAssetIdByPath", ground_plane_mesh_asset_path, math.Uuid(), False)
hydra.get_set_test(ground_plane, 1, "Controller|Configuration|Mesh Asset", ground_plane_mesh_asset)
# Create directional_light entity and set the properties
directional_light = hydra.Entity("directional_light")
directional_light.create_entity(
entity_position=math.Vector3(0.0, 0.0, 10.0),
components=["Directional Light"],
parent_id=default_level.id
)
rotation = math.Vector3(DEGREE_RADIAN_FACTOR * -90.0, 0.0, 0.0)
azlmbr.components.TransformBus(azlmbr.bus.Event, "SetLocalRotation", directional_light.id, rotation)
# Create sphere entity and set the properties
sphere = hydra.Entity("sphere")
sphere.create_entity(
entity_position=math.Vector3(0.0, 0.0, 1.0),
components=["Material"],
parent_id=default_level.id
)
sphere_material_asset_path = os.path.join("Materials", "Presets", "PBR", "metal_brass_polished.azmaterial")
sphere_material_asset = asset.AssetCatalogRequestBus(
bus.Broadcast, "GetAssetIdByPath", sphere_material_asset_path, math.Uuid(), False)
sphere.get_set_test(0, "Default Material|Material Asset", sphere_material_asset)
# Work around to add the correct Atom Mesh component
sphere.components.append(
editor.EditorComponentAPIBus(
bus.Broadcast, "AddComponentsOfType", sphere.id, [mesh_type_id]
).GetValue()[0]
)
sphere_mesh_asset_path = os.path.join("Models", "sphere.azmodel")
sphere_mesh_asset = asset.AssetCatalogRequestBus(
bus.Broadcast, "GetAssetIdByPath", sphere_mesh_asset_path, math.Uuid(), False)
hydra.get_set_test(sphere, 1, "Controller|Configuration|Mesh Asset", sphere_mesh_asset)
# Create camera component and set the properties
camera_entity = hydra.Entity("camera")
position = math.Vector3(5.5, -12.0, 9.0)
camera_entity.create_entity(components=["Camera"], entity_position=position, parent_id=default_level.id)
rotation = math.Vector3(
DEGREE_RADIAN_FACTOR * -27.0, DEGREE_RADIAN_FACTOR * -12.0, DEGREE_RADIAN_FACTOR * 25.0
)
azlmbr.components.TransformBus(azlmbr.bus.Event, "SetLocalRotation", camera_entity.id, rotation)
camera_entity.get_set_test(0, "Controller|Configuration|Field of view", 60.0)
azlmbr.camera.EditorCameraViewRequestBus(azlmbr.bus.Event, "ToggleCameraAsActiveView", camera_entity.id)
# Save level, enter game mode, take screenshot, & exit game mode.
general.save_level()
general.idle_wait(0.5)
general.enter_game_mode()
general.idle_wait(1.0)
helper.wait_for_condition(function=lambda: general.is_in_game_mode(), timeout_in_seconds=2.0)
ScreenshotHelper(general.idle_wait_frames).capture_screenshot_blocking(f"{'AtomBasicLevelSetup'}.ppm")
general.exit_game_mode()
helper.wait_for_condition(function=lambda: not general.is_in_game_mode(), timeout_in_seconds=2.0)
general.log("Basic level created")
if __name__ == "__main__":
run()
@@ -0,0 +1,261 @@
"""
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 sys
import azlmbr.asset as asset
import azlmbr.bus as bus
import azlmbr.editor as editor
import azlmbr.math as math
import azlmbr.paths
import azlmbr.legacy.general as general
sys.path.append(os.path.join(azlmbr.paths.devroot, "AutomatedTesting", "Gem", "PythonTests"))
import editor_python_test_tools.hydra_editor_utils as hydra
from Atom.atom_utils import atom_component_helper, atom_constants, screenshot_utils
from editor_python_test_tools.editor_test_helper import EditorTestHelper
helper = EditorTestHelper(log_prefix="Atom_EditorTestHelper")
LEVEL_NAME = "auto_test"
LIGHT_COMPONENT = "Light"
LIGHT_TYPE_PROPERTY = 'Controller|Configuration|Light type'
DEGREE_RADIAN_FACTOR = 0.0174533
def run():
"""
Sets up the tests by making sure the required level is created & setup correctly.
It then executes 2 test cases - see each associated test function's docstring for more info.
Finally prints the string "Light component tests completed" after completion
Tests will fail immediately if any of these log lines are found:
1. Trace::Assert
2. Trace::Error
3. Traceback (most recent call last):
:return: None
"""
atom_component_helper.create_basic_atom_level(level_name=LEVEL_NAME)
# Run tests.
area_light_test()
spot_light_test()
general.log("Light component tests completed.")
def area_light_test():
"""
Basic test for the "Light" component attached to an "area_light" entity.
Test Case - Light Component: Capsule, Spot (disk), and Point (sphere):
1. Creates "area_light" entity w/ a Light component that has a Capsule Light type w/ the color set to 255, 0, 0
2. Enters game mode to take a screenshot for comparison, then exits game mode.
3. Sets the Light component Intensity Mode to Lumens (default).
4. Ensures the Light component Mode is Automatic (default).
5. Sets the Intensity value of the Light component to 0.0
6. Enters game mode again, takes another screenshot for comparison, then exits game mode.
7. Updates the Intensity value of the Light component to 1000.0
8. Enters game mode again, takes another screenshot for comparison, then exits game mode.
9. Swaps the Capsule light type option to Spot (disk) light type on the Light component
10. Updates "area_light" entity Transform rotate value to x: 90.0, y:0.0, z:0.0
11. Enters game mode again, takes another screenshot for comparison, then exits game mode.
12. Swaps the Spot (disk) light type for the Point (sphere) light type in the Light component.
13. Enters game mode again, takes another screenshot for comparison, then exits game mode.
14. Deletes the Light component from the "area_light" entity and verifies its successful.
"""
# Create an "area_light" entity with "Light" component using Light type of "Capsule"
area_light_entity_name = "area_light"
area_light = hydra.Entity(area_light_entity_name)
area_light.create_entity(math.Vector3(-1.0, -2.0, 3.0), [LIGHT_COMPONENT])
general.log(
f"{area_light_entity_name}_test: Component added to the entity: "
f"{hydra.has_components(area_light.id, [LIGHT_COMPONENT])}")
light_component_id_pair = hydra.attach_component_to_entity(area_light.id, LIGHT_COMPONENT)
# Select the "Capsule" light type option.
azlmbr.editor.EditorComponentAPIBus(
azlmbr.bus.Broadcast,
'SetComponentProperty',
light_component_id_pair,
LIGHT_TYPE_PROPERTY,
atom_constants.LIGHT_TYPES['capsule']
)
# Update color and take screenshot in game mode
color = math.Color(255.0, 0.0, 0.0, 0.0)
area_light.get_set_test(0, "Controller|Configuration|Color", color)
general.idle_wait(1.0)
screenshot_utils.take_screenshot_game_mode("AreaLight_1", area_light_entity_name)
# Update intensity value to 0.0 and take screenshot in game mode
area_light.get_set_test(0, "Controller|Configuration|Attenuation Radius|Mode", 1)
area_light.get_set_test(0, "Controller|Configuration|Intensity", 0.0)
general.idle_wait(1.0)
screenshot_utils.take_screenshot_game_mode("AreaLight_2", area_light_entity_name)
# Update intensity value to 1000.0 and take screenshot in game mode
area_light.get_set_test(0, "Controller|Configuration|Intensity", 1000.0)
general.idle_wait(1.0)
screenshot_utils.take_screenshot_game_mode("AreaLight_3", area_light_entity_name)
# Swap the "Capsule" light type option to "Spot (disk)" light type
azlmbr.editor.EditorComponentAPIBus(
azlmbr.bus.Broadcast,
'SetComponentProperty',
light_component_id_pair,
LIGHT_TYPE_PROPERTY,
atom_constants.LIGHT_TYPES['spot_disk']
)
area_light_rotation = math.Vector3(DEGREE_RADIAN_FACTOR * 90.0, 0.0, 0.0)
azlmbr.components.TransformBus(azlmbr.bus.Event, "SetLocalRotation", area_light.id, area_light_rotation)
general.idle_wait(1.0)
screenshot_utils.take_screenshot_game_mode("AreaLight_4", area_light_entity_name)
# Swap the "Spot (disk)" light type to the "Point (sphere)" light type and take screenshot.
azlmbr.editor.EditorComponentAPIBus(
azlmbr.bus.Broadcast,
'SetComponentProperty',
light_component_id_pair,
LIGHT_TYPE_PROPERTY,
atom_constants.LIGHT_TYPES['sphere']
)
general.idle_wait(1.0)
screenshot_utils.take_screenshot_game_mode("AreaLight_5", area_light_entity_name)
editor.ToolsApplicationRequestBus(bus.Broadcast, "DeleteEntityById", area_light.id)
def spot_light_test():
"""
Basic test for the Light component attached to a "spot_light" entity.
Test Case - Light Component: Spot (disk) with shadows & colors:
1. Creates "spot_light" entity w/ a Light component attached to it.
2. Selects the "directional_light" entity already present in the level and disables it.
3. Selects the "global_skylight" entity already present in the level and disables the HDRi Skybox component,
as well as the Global Skylight (IBL) component.
4. Enters game mode to take a screenshot for comparison, then exits game mode.
5. Selects the "ground_plane" entity and changes updates the material to a new material.
6. Enters game mode to take a screenshot for comparison, then exits game mode.
7. Selects the "spot_light" entity and increases the Light component Intensity to 800 lm
8. Enters game mode to take a screenshot for comparison, then exits game mode.
9. Selects the "spot_light" entity and sets the Light component Color to 47, 75, 37
10. Enters game mode to take a screenshot for comparison, then exits game mode.
11. Selects the "spot_light" entity and modifies the Shutter controls to the following values:
- Enable shutters: True
- Inner Angle: 60.0
- Outer Angle: 75.0
12. Enters game mode to take a screenshot for comparison, then exits game mode.
13. Selects the "spot_light" entity and modifies the Shadow controls to the following values:
- Enable Shadow: True
- ShadowmapSize: 256
14. Modifies the world translate position of the "spot_light" entity to 0.7, -2.0, 1.9 (for casting shadows better)
15. Enters game mode to take a screenshot for comparison, then exits game mode.
"""
# Disable "Directional Light" component for the "directional_light" entity
# "directional_light" entity is created by the create_basic_atom_level() function by default.
directional_light_entity_id = hydra.find_entity_by_name("directional_light")
directional_light = hydra.Entity(name='directional_light', id=directional_light_entity_id)
directional_light_component_type = azlmbr.editor.EditorComponentAPIBus(
azlmbr.bus.Broadcast, 'FindComponentTypeIdsByEntityType', ["Directional Light"], 0)[0]
directional_light_component = azlmbr.editor.EditorComponentAPIBus(
azlmbr.bus.Broadcast, 'GetComponentOfType', directional_light.id, directional_light_component_type
).GetValue()
editor.EditorComponentAPIBus(bus.Broadcast, "DisableComponents", [directional_light_component])
general.idle_wait(0.5)
# Disable "Global Skylight (IBL)" and "HDRi Skybox" components for the "global_skylight" entity
global_skylight_entity_id = hydra.find_entity_by_name("global_skylight")
global_skylight = hydra.Entity(name='global_skylight', id=global_skylight_entity_id)
global_skylight_component_type = azlmbr.editor.EditorComponentAPIBus(
azlmbr.bus.Broadcast, 'FindComponentTypeIdsByEntityType', ["Global Skylight (IBL)"], 0)[0]
global_skylight_component = azlmbr.editor.EditorComponentAPIBus(
azlmbr.bus.Broadcast, 'GetComponentOfType', global_skylight.id, global_skylight_component_type
).GetValue()
editor.EditorComponentAPIBus(bus.Broadcast, "DisableComponents", [global_skylight_component])
hdri_skybox_component_type = azlmbr.editor.EditorComponentAPIBus(
azlmbr.bus.Broadcast, 'FindComponentTypeIdsByEntityType', ["HDRi Skybox"], 0)[0]
hdri_skybox_component = azlmbr.editor.EditorComponentAPIBus(
azlmbr.bus.Broadcast, 'GetComponentOfType', global_skylight.id, hdri_skybox_component_type
).GetValue()
editor.EditorComponentAPIBus(bus.Broadcast, "DisableComponents", [hdri_skybox_component])
general.idle_wait(0.5)
# Create a "spot_light" entity with "Light" component using Light Type of "Spot (disk)"
spot_light_entity_name = "spot_light"
spot_light = hydra.Entity(spot_light_entity_name)
spot_light.create_entity(math.Vector3(0.7, -2.0, 1.0), [LIGHT_COMPONENT])
general.log(
f"{spot_light_entity_name}_test: Component added to the entity: "
f"{hydra.has_components(spot_light.id, [LIGHT_COMPONENT])}")
rotation = math.Vector3(DEGREE_RADIAN_FACTOR * 300.0, 0.0, 0.0)
azlmbr.components.TransformBus(azlmbr.bus.Event, "SetLocalRotation", spot_light.id, rotation)
light_component_type = hydra.attach_component_to_entity(spot_light.id, LIGHT_COMPONENT)
editor.EditorComponentAPIBus(
azlmbr.bus.Broadcast,
'SetComponentProperty',
light_component_type,
LIGHT_TYPE_PROPERTY,
atom_constants.LIGHT_TYPES['spot_disk']
)
general.idle_wait(1.0)
screenshot_utils.take_screenshot_game_mode("SpotLight_1", spot_light_entity_name)
# Change default material of ground plane entity and take screenshot
ground_plane_entity_id = hydra.find_entity_by_name("ground_plane")
ground_plane = hydra.Entity(name='ground_plane', id=ground_plane_entity_id)
ground_plane_asset_path = os.path.join("Materials", "Presets", "MacBeth", "22_neutral_5-0_0-70d.azmaterial")
ground_plane_asset_value = asset.AssetCatalogRequestBus(
bus.Broadcast, "GetAssetIdByPath", ground_plane_asset_path, math.Uuid(), False)
material_property_path = "Default Material|Material Asset"
material_component_type = azlmbr.editor.EditorComponentAPIBus(
azlmbr.bus.Broadcast, 'FindComponentTypeIdsByEntityType', ["Material"], 0)[0]
material_component = azlmbr.editor.EditorComponentAPIBus(
azlmbr.bus.Broadcast, 'GetComponentOfType', ground_plane.id, material_component_type).GetValue()
editor.EditorComponentAPIBus(
azlmbr.bus.Broadcast,
'SetComponentProperty',
material_component,
material_property_path,
ground_plane_asset_value
)
general.idle_wait(1.0)
screenshot_utils.take_screenshot_game_mode("SpotLight_2", spot_light_entity_name)
# Increase intensity value of the Spot light and take screenshot in game mode
spot_light.get_set_test(0, "Controller|Configuration|Intensity", 800.0)
general.idle_wait(1.0)
screenshot_utils.take_screenshot_game_mode("SpotLight_3", spot_light_entity_name)
# Update the Spot light color and take screenshot in game mode
color_value = math.Color(47.0 / 255.0, 75.0 / 255.0, 37.0 / 255.0, 255.0 / 255.0)
spot_light.get_set_test(0, "Controller|Configuration|Color", color_value)
general.idle_wait(1.0)
screenshot_utils.take_screenshot_game_mode("SpotLight_4", spot_light_entity_name)
# Update the Shutter controls of the Light component and take screenshot
spot_light.get_set_test(0, "Controller|Configuration|Shutters|Enable shutters", True)
spot_light.get_set_test(0, "Controller|Configuration|Shutters|Inner angle", 60.0)
spot_light.get_set_test(0, "Controller|Configuration|Shutters|Outer angle", 75.0)
general.idle_wait(1.0)
screenshot_utils.take_screenshot_game_mode("SpotLight_5", spot_light_entity_name)
# Update the Shadow controls, move the spot_light entity world translate position and take screenshot
spot_light.get_set_test(0, "Controller|Configuration|Shadows|Enable shadow", True)
spot_light.get_set_test(0, "Controller|Configuration|Shadows|Shadowmap size", 256.0)
azlmbr.components.TransformBus(
azlmbr.bus.Event, "SetWorldTranslation", spot_light.id, math.Vector3(0.7, -2.0, 1.9))
general.idle_wait(1.0)
screenshot_utils.take_screenshot_game_mode("SpotLight_6", spot_light_entity_name)
if __name__ == "__main__":
run()
@@ -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
"""
# fmt: off
class Tests():
azshader_was_removed = ("azshader was removed", "Failed to remove azshader")
azshader_was_compiled = ("azshader was compiled", "Failed to compile azshader")
no_error_occurred = ("No errors detected", "Errors were detected")
# fmt: on
def ShaderAssetBuilder_RecompilesShaderAsChainOfDependenciesChanges():
"""
This test validates: "Shader Builders May Fail When Multiple New Files Are Added"
It creates source assets to compile a particular shader.
1- The first phase generates the source assets out of order and slowly. The AP should
wakeup each time one of the source dependencies appears but will fail each time. Only when the
last dependency appears then the shader should build successfully.
2- The second phase is similar as above, except that all source assets will be created
at once and We also expect that in the end the shader is built successfully.
"""
import os
import shutil
import azlmbr.asset as azasset
import azlmbr.bus as azbus
import azlmbr.legacy.general as general
import azlmbr.math as azmath
from editor_python_test_tools.utils import TestHelper as helper
from editor_python_test_tools.utils import Tracer
import ly_test_tools.environment.file_system as fs
def _copy_file(src_file, src_path, target_file, target_path):
# type: (str, str, str, str) -> None
"""
Copies the [src_file] located in [src_path] to the [target_file] located at [target_path].
Leaves the [target_file] unlocked for reading and writing privileges
:param src_file: The source file to copy (file name)
:param src_path: The source file's path
:param target_file: The target file to copy into (file name)
:param target_path: The target file's path
:return: None
"""
target_file_path = os.path.join(target_path, target_file)
src_file_path = os.path.join(src_path, src_file)
if os.path.exists(target_file_path):
fs.unlock_file(target_file_path)
shutil.copyfile(src_file_path, target_file_path)
def _copy_tmp_files_in_order(src_directory, file_list, dst_directory, wait_time_in_between=0.0):
# type: (str, list, str, float) -> None
"""
This function assumes that for each file name listed in @file_list
there's file named "@filename.txt" which the original source file
but they will be copied with just the @filename (.txt removed).
"""
for filename in file_list:
src_name = f"{filename}.txt"
_copy_file(src_name, src_directory, filename, dst_directory)
if wait_time_in_between > 0.0:
print(f"Created {filename} in {dst_directory}")
general.idle_wait(wait_time_in_between)
def _remove_file(src_file, src_path):
# type: (str, str) -> None
"""
Removes the [src_file] located in [src_path].
:param src_file: The source file to copy (file name)
:param src_path: The source file's path
:return: None
"""
src_file_path = os.path.join(src_path, src_file)
if os.path.exists(src_file_path):
fs.unlock_file(src_file_path)
os.remove(src_file_path)
def _remove_files(directory, file_list):
for filename in file_list:
_remove_file(filename, directory)
def _asset_exists(cache_relative_path):
asset_id = azasset.AssetCatalogRequestBus(azbus.Broadcast, "GetAssetIdByPath", cache_relative_path,
azmath.Uuid(), False)
return asset_id.is_valid()
# Required for automated tests
helper.init_idle()
game_root_path = os.path.normpath(general.get_game_folder())
game_asset_path = os.path.join(game_root_path, "Assets")
base_dir = os.path.dirname(__file__)
src_assets_subdir = os.path.join(base_dir, "TestAssets", "ShaderAssetBuilder")
with Tracer() as error_tracer:
# The script drives the execution of the test, to return the flow back to the editor,
# we will tick it one time
general.idle_wait_frames(1)
# This is the order in which the source assets should be deployed
# to avoid source dependency issues with the old MCPP-based CreateJobs.
file_list = [
"Test2Color.azsli",
"Test3Color.azsli",
"Test1Color.azsli",
"DependencyValidation.azsl",
"DependencyValidation.shader"
]
reverse_file_list = file_list[::-1]
# Remove files in reverse order
_remove_files(game_asset_path, reverse_file_list)
# Wait here until the azshader doesn't exist anymore.
azshader_name = "assets/dependencyvalidation.azshader"
helper.wait_for_condition(lambda: not _asset_exists(azshader_name), 5.0)
Report.critical_result(Tests.azshader_was_removed, not _asset_exists(azshader_name))
_copy_tmp_files_in_order(src_assets_subdir, file_list, game_asset_path, 1.0)
# Give enough time to AP to compile the shader
helper.wait_for_condition(lambda: _asset_exists(azshader_name), 60.0)
Report.critical_result(Tests.azshader_was_compiled, _asset_exists(azshader_name))
# The first part was about compiling the shader under normal conditions.
# Let's remove the files from the previous phase and will proceed
# to make the source files visible to the AP in reverse order. The
# ShaderAssetBuilder will only succeed when the last file becomes visible.
_remove_files(game_asset_path, reverse_file_list)
helper.wait_for_condition(lambda: not _asset_exists(azshader_name), 5.0)
Report.critical_result(Tests.azshader_was_removed, not _asset_exists(azshader_name))
# Remark, if you are running this test manually from the Editor with "pyRunFile",
# You'll notice how the AP issues notifications that it fails to compile the shader
# as the source files are being copied to the "Assets" subfolder.
# Those errors are OK and also expected because We need the AP to wake up as each
# reported source dependency exists. Once the last file is copied then all source
# dependencies are fully satisfied and the shader should compile successfully.
# And this summarizes the importance of this Test: The previous version
# of ShaderAssetBuilder::CreateJobs was incapable of compiling the shader under the conditions
# presented in this test, but with the new version of ShaderAssetBuilder::CreateJobs, which
# doesn't use MCPP for #include files discovery, it should eventually compile the shader
# once all the source files are in place.
_copy_tmp_files_in_order(src_assets_subdir, reverse_file_list, game_asset_path, 3.0)
# Give enough time to AP to compile the shader
helper.wait_for_condition(lambda: _asset_exists(azshader_name), 60.0)
Report.critical_result(Tests.azshader_was_compiled, _asset_exists(azshader_name))
# The last phase of the test puts stress on potential race conditions
# when all required files appear as soon as possible.
# First Clean up.
# Remove left over files.
_remove_files(game_asset_path, reverse_file_list)
helper.wait_for_condition(lambda: not _asset_exists(azshader_name), 5.0)
Report.critical_result(Tests.azshader_was_removed, not _asset_exists(azshader_name))
# Now let's copy all the source files to the "Assets" folder as fast as possible.
_copy_tmp_files_in_order(src_assets_subdir, reverse_file_list, game_asset_path)
# Give enough time to AP to compile the shader
helper.wait_for_condition(lambda: _asset_exists(azshader_name), 60.0)
Report.critical_result(Tests.azshader_was_compiled, _asset_exists(azshader_name))
# All good, let's cleanup leftover files before closing the test.
_remove_files(game_asset_path, reverse_file_list)
helper.wait_for_condition(lambda: not _asset_exists(azshader_name), 5.0)
# Look for errors to raise.
helper.wait_for_condition(lambda: error_tracer.has_errors, 1.0)
Report.result(Tests.no_error_occurred, not error_tracer.has_errors)
if __name__ == "__main__":
from editor_python_test_tools.utils import Report
Report.start_test(ShaderAssetBuilder_RecompilesShaderAsChainOfDependenciesChanges)