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>
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"""
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Copyright (c) Contributors to the Open 3D Engine Project.
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For complete copyright and license terms please see the LICENSE at the root of this distribution.
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SPDX-License-Identifier: Apache-2.0 OR MIT
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"""
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# fmt: off
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class Tests:
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camera_creation = ("Camera Entity successfully created", "Camera Entity failed to be created")
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camera_component_added = ("Camera component was added to Camera entity", "Camera component failed to be added to entity")
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camera_component_check = ("Entity has a Camera component", "Entity failed to find Camera component")
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camera_property_set = ("DepthOfField Entity set Camera Entity", "DepthOfField Entity could not set Camera Entity")
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creation_undo = ("UNDO Entity creation success", "UNDO Entity creation failed")
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creation_redo = ("REDO Entity creation success", "REDO Entity creation failed")
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depth_of_field_creation = ("DepthOfField Entity successfully created", "DepthOfField Entity failed to be created")
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depth_of_field_component = ("Entity has a DepthOfField component", "Entity failed to find DepthOfField component")
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depth_of_field_disabled = ("DepthOfField component disabled", "DepthOfField component was not disabled.")
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post_fx_component = ("Entity has a Post FX Layer component", "Entity did not have a Post FX Layer component")
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depth_of_field_enabled = ("DepthOfField component enabled", "DepthOfField component was not enabled.")
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enter_game_mode = ("Entered game mode", "Failed to enter game mode")
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exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
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is_visible = ("Entity is visible", "Entity was not visible")
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is_hidden = ("Entity is hidden", "Entity was not hidden")
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entity_deleted = ("Entity deleted", "Entity was not deleted")
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deletion_undo = ("UNDO deletion success", "UNDO deletion failed")
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deletion_redo = ("REDO deletion success", "REDO deletion failed")
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no_error_occurred = ("No errors detected", "Errors were detected")
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# fmt: on
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def AtomEditorComponents_DepthOfField_AddedToEntity():
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"""
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Summary:
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Tests the DepthOfField component can be added to an entity and has the expected functionality.
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Test setup:
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- Wait for Editor idle loop.
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- Open the "Base" level.
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Expected Behavior:
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The component can be added, used in game mode, hidden/shown, deleted, and has accurate required components.
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Creation and deletion undo/redo should also work.
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Test Steps:
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1) Create a DepthOfField entity with no components.
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2) Add a DepthOfField component to DepthOfField entity.
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3) UNDO the entity creation and component addition.
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4) REDO the entity creation and component addition.
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5) Verify DepthOfField component not enabled.
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6) Add Post FX Layer component since it is required by the DepthOfField component.
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7) Verify DepthOfField component is enabled.
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8) Enter/Exit game mode.
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9) Test IsHidden.
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10) Test IsVisible.
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11) Add Camera entity.
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12) Add Camera component to Camera entity.
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13) Set the DepthOfField components's Camera Entity to the newly created Camera entity.
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14) Delete DepthOfField entity.
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15) UNDO deletion.
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16) REDO deletion.
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17) Look for errors.
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:return: None
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"""
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import azlmbr.legacy.general as general
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import azlmbr.math as math
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from editor_python_test_tools.editor_entity_utils import EditorEntity
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from editor_python_test_tools.utils import Report, Tracer, TestHelper as helper
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with Tracer() as error_tracer:
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# Test setup begins.
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# Setup: Wait for Editor idle loop before executing Python hydra scripts then open "Base" level.
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helper.init_idle()
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helper.open_level("", "Base")
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# Test steps begin.
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# 1. Create a DepthOfField entity with no components.
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depth_of_field_name = "DepthOfField"
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depth_of_field_entity = EditorEntity.create_editor_entity_at(
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math.Vector3(512.0, 512.0, 34.0), depth_of_field_name)
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Report.critical_result(Tests.depth_of_field_creation, depth_of_field_entity.exists())
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# 2. Add a DepthOfField component to DepthOfField entity.
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depth_of_field_component = depth_of_field_entity.add_component(depth_of_field_name)
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Report.critical_result(Tests.depth_of_field_component, depth_of_field_entity.has_component(depth_of_field_name))
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# 3. UNDO the entity creation and component addition.
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# -> UNDO component addition.
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general.undo()
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# -> UNDO naming entity.
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general.undo()
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# -> UNDO selecting entity.
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general.undo()
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# -> UNDO entity creation.
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general.undo()
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general.idle_wait_frames(1)
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Report.result(Tests.creation_undo, not depth_of_field_entity.exists())
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# 4. REDO the entity creation and component addition.
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# -> REDO entity creation.
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general.redo()
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# -> REDO selecting entity.
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general.redo()
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# -> REDO naming entity.
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general.redo()
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# -> REDO component addition.
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general.redo()
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general.idle_wait_frames(1)
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Report.result(Tests.creation_redo, depth_of_field_entity.exists())
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# 5. Verify DepthOfField component not enabled.
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Report.result(Tests.depth_of_field_disabled, not depth_of_field_component.is_enabled())
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# 6. Add Post FX Layer component since it is required by the DepthOfField component.
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post_fx_layer = "PostFX Layer"
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depth_of_field_entity.add_component(post_fx_layer)
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Report.result(Tests.post_fx_component, depth_of_field_entity.has_component(post_fx_layer))
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# 7. Verify DepthOfField component is enabled.
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Report.result(Tests.depth_of_field_enabled, depth_of_field_component.is_enabled())
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# 8. Enter/Exit game mode.
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helper.enter_game_mode(Tests.enter_game_mode)
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general.idle_wait_frames(1)
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helper.exit_game_mode(Tests.exit_game_mode)
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# 9. Test IsHidden.
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depth_of_field_entity.set_visibility_state(False)
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Report.result(Tests.is_hidden, depth_of_field_entity.is_hidden() is True)
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# 10. Test IsVisible.
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depth_of_field_entity.set_visibility_state(True)
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general.idle_wait_frames(1)
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Report.result(Tests.is_visible, depth_of_field_entity.is_visible() is True)
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# 11. Add Camera entity.
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camera_name = "Camera"
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camera_entity = EditorEntity.create_editor_entity_at(math.Vector3(512.0, 512.0, 34.0), camera_name)
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Report.result(Tests.camera_creation, camera_entity.exists())
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# 12. Add Camera component to Camera entity.
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camera_entity.add_component(camera_name)
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Report.result(Tests.camera_component_added, camera_entity.has_component(camera_name))
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# 13. Set the DepthOfField components's Camera Entity to the newly created Camera entity.
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depth_of_field_camera_property_path = "Controller|Configuration|Camera Entity"
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depth_of_field_component.set_component_property_value(depth_of_field_camera_property_path, camera_entity.id)
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camera_entity_set = depth_of_field_component.get_component_property_value(depth_of_field_camera_property_path)
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Report.result(Tests.camera_property_set, camera_entity.id == camera_entity_set)
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# 14. Delete DepthOfField entity.
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depth_of_field_entity.delete()
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Report.result(Tests.entity_deleted, not depth_of_field_entity.exists())
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# 15. UNDO deletion.
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general.undo()
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Report.result(Tests.deletion_undo, depth_of_field_entity.exists())
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# 16. REDO deletion.
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general.redo()
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Report.result(Tests.deletion_redo, not depth_of_field_entity.exists())
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# 17. Look for errors.
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helper.wait_for_condition(lambda: error_tracer.has_errors, 1.0)
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Report.result(Tests.no_error_occurred, not error_tracer.has_errors)
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if __name__ == "__main__":
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from editor_python_test_tools.utils import Report
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Report.start_test(AtomEditorComponents_DepthOfField_AddedToEntity)
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