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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import os
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import sys
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import azlmbr.asset as asset
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import azlmbr.bus as bus
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import azlmbr.camera
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import azlmbr.entity as entity
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import azlmbr.legacy.general as general
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import azlmbr.math as math
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import azlmbr.paths
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import azlmbr.editor as editor
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sys.path.append(os.path.join(azlmbr.paths.devroot, "AutomatedTesting", "Gem", "PythonTests"))
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import editor_python_test_tools.hydra_editor_utils as hydra
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from editor_python_test_tools.editor_test_helper import EditorTestHelper
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from Atom.atom_utils.screenshot_utils import ScreenshotHelper
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SCREEN_WIDTH = 1280
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SCREEN_HEIGHT = 720
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DEGREE_RADIAN_FACTOR = 0.0174533
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helper = EditorTestHelper(log_prefix="Test_Atom_BasicLevelSetup")
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def run():
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"""
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1. View -> Layouts -> Restore Default Layout, sets the viewport to ratio 16:9 @ 1280 x 720
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2. Runs console command r_DisplayInfo = 0
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3. Deletes all entities currently present in the level.
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4. Creates a "default_level" entity to hold all other entities, setting the translate values to x:0, y:0, z:0
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5. Adds a Grid component to the "default_level" & updates its Grid Spacing to 1.0m
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6. Adds a "global_skylight" entity to "default_level", attaching an HDRi Skybox w/ a Cubemap Texture.
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7. Adds a Global Skylight (IBL) component w/ diffuse image and specular image to "global_skylight" entity.
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8. Adds a "ground_plane" entity to "default_level", attaching a Mesh component & Material component.
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9. Adds a "directional_light" entity to "default_level" & adds a Directional Light component.
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10. Adds a "sphere" entity to "default_level" & adds a Mesh component with a Material component to it.
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11. Adds a "camera" entity to "default_level" & adds a Camera component with 80 degree FOV and Transform values:
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Translate - x:5.5m, y:-12.0m, z:9.0m
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Rotate - x:-27.0, y:-12.0, z:25.0
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12. Finally enters game mode, takes a screenshot, exits game mode, & saves the level.
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:return: None
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"""
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def initial_viewport_setup(screen_width, screen_height):
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general.set_viewport_size(screen_width, screen_height)
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general.update_viewport()
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helper.wait_for_condition(
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function=lambda: helper.isclose(a=general.get_viewport_size().x, b=SCREEN_WIDTH, rel_tol=0.1)
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and helper.isclose(a=general.get_viewport_size().y, b=SCREEN_HEIGHT, rel_tol=0.1),
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timeout_in_seconds=4.0
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)
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result = helper.isclose(a=general.get_viewport_size().x, b=SCREEN_WIDTH, rel_tol=0.1) and helper.isclose(
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a=general.get_viewport_size().y, b=SCREEN_HEIGHT, rel_tol=0.1)
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general.log(general.get_viewport_size().x)
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general.log(general.get_viewport_size().y)
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general.log(general.get_viewport_size().z)
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general.log(f"Viewport is set to the expected size: {result}")
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general.run_console("r_DisplayInfo = 0")
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def after_level_load():
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"""Function to call after creating/opening a level to ensure it loads."""
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# Give everything a second to initialize.
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general.idle_enable(True)
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general.idle_wait(1.0)
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general.update_viewport()
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general.idle_wait(0.5) # half a second is more than enough for updating the viewport.
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# Close out problematic windows, FPS meters, and anti-aliasing.
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if general.is_helpers_shown(): # Turn off the helper gizmos if visible
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general.toggle_helpers()
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general.idle_wait(1.0)
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if general.is_pane_visible("Error Report"): # Close Error Report windows that block focus.
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general.close_pane("Error Report")
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if general.is_pane_visible("Error Log"): # Close Error Log windows that block focus.
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general.close_pane("Error Log")
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general.idle_wait(1.0)
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general.run_console("r_displayInfo=0")
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general.run_console("r_antialiasingmode=0")
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general.idle_wait(1.0)
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return True
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# Wait for Editor idle loop before executing Python hydra scripts.
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general.idle_enable(True)
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# Open the auto_test level.
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new_level_name = "auto_test" # Specified in class TestAllComponentsIndepthTests()
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heightmap_resolution = 512
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heightmap_meters_per_pixel = 1
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terrain_texture_resolution = 412
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use_terrain = False
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# Return codes are ECreateLevelResult defined in CryEdit.h
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return_code = general.create_level_no_prompt(
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new_level_name, heightmap_resolution, heightmap_meters_per_pixel, terrain_texture_resolution, use_terrain)
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if return_code == 1:
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general.log(f"{new_level_name} level already exists")
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elif return_code == 2:
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general.log("Failed to create directory")
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elif return_code == 3:
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general.log("Directory length is too long")
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elif return_code != 0:
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general.log("Unknown error, failed to create level")
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else:
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general.log(f"{new_level_name} level created successfully")
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# Basic setup for newly created level.
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after_level_load()
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initial_viewport_setup(SCREEN_WIDTH, SCREEN_HEIGHT)
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# Create default_level entity
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search_filter = azlmbr.entity.SearchFilter()
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all_entities = entity.SearchBus(azlmbr.bus.Broadcast, "SearchEntities", search_filter)
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editor.ToolsApplicationRequestBus(bus.Broadcast, "DeleteEntities", all_entities)
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default_level = hydra.Entity("default_level")
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position = math.Vector3(0.0, 0.0, 0.0)
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default_level.create_entity(position, ["Grid"])
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default_level.get_set_test(0, "Controller|Configuration|Secondary Grid Spacing", 1.0)
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# Create global_skylight entity and set the properties
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global_skylight = hydra.Entity("global_skylight")
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global_skylight.create_entity(
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entity_position=math.Vector3(0.0, 0.0, 0.0),
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components=["HDRi Skybox", "Global Skylight (IBL)"],
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parent_id=default_level.id
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)
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global_skylight_image_asset_path = os.path.join(
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"LightingPresets", "greenwich_park_02_4k_iblskyboxcm_iblspecular.exr.streamingimage")
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global_skylight_image_asset = asset.AssetCatalogRequestBus(
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bus.Broadcast, "GetAssetIdByPath", global_skylight_image_asset_path, math.Uuid(), False)
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global_skylight.get_set_test(0, "Controller|Configuration|Cubemap Texture", global_skylight_image_asset)
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hydra.get_set_test(global_skylight, 1, "Controller|Configuration|Diffuse Image", global_skylight_image_asset)
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hydra.get_set_test(global_skylight, 1, "Controller|Configuration|Specular Image", global_skylight_image_asset)
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# Create ground_plane entity and set the properties
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ground_plane = hydra.Entity("ground_plane")
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ground_plane.create_entity(
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entity_position=math.Vector3(0.0, 0.0, 0.0),
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components=["Material"],
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parent_id=default_level.id
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)
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azlmbr.components.TransformBus(azlmbr.bus.Event, "SetLocalUniformScale", ground_plane.id, 32.0)
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ground_plane_material_asset_path = os.path.join("Materials", "Presets", "PBR", "metal_chrome.azmaterial")
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ground_plane_material_asset = asset.AssetCatalogRequestBus(
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bus.Broadcast, "GetAssetIdByPath", ground_plane_material_asset_path, math.Uuid(), False)
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ground_plane.get_set_test(0, "Default Material|Material Asset", ground_plane_material_asset)
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# Work around to add the correct Atom Mesh component
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mesh_type_id = azlmbr.globals.property.EditorMeshComponentTypeId
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ground_plane.components.append(
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editor.EditorComponentAPIBus(
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bus.Broadcast, "AddComponentsOfType", ground_plane.id, [mesh_type_id]
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).GetValue()[0]
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)
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ground_plane_mesh_asset_path = os.path.join("Objects", "plane.azmodel")
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ground_plane_mesh_asset = asset.AssetCatalogRequestBus(
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bus.Broadcast, "GetAssetIdByPath", ground_plane_mesh_asset_path, math.Uuid(), False)
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hydra.get_set_test(ground_plane, 1, "Controller|Configuration|Mesh Asset", ground_plane_mesh_asset)
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# Create directional_light entity and set the properties
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directional_light = hydra.Entity("directional_light")
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directional_light.create_entity(
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entity_position=math.Vector3(0.0, 0.0, 10.0),
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components=["Directional Light"],
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parent_id=default_level.id
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)
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rotation = math.Vector3(DEGREE_RADIAN_FACTOR * -90.0, 0.0, 0.0)
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azlmbr.components.TransformBus(azlmbr.bus.Event, "SetLocalRotation", directional_light.id, rotation)
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# Create sphere entity and set the properties
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sphere = hydra.Entity("sphere")
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sphere.create_entity(
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entity_position=math.Vector3(0.0, 0.0, 1.0),
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components=["Material"],
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parent_id=default_level.id
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)
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sphere_material_asset_path = os.path.join("Materials", "Presets", "PBR", "metal_brass_polished.azmaterial")
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sphere_material_asset = asset.AssetCatalogRequestBus(
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bus.Broadcast, "GetAssetIdByPath", sphere_material_asset_path, math.Uuid(), False)
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sphere.get_set_test(0, "Default Material|Material Asset", sphere_material_asset)
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# Work around to add the correct Atom Mesh component
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sphere.components.append(
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editor.EditorComponentAPIBus(
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bus.Broadcast, "AddComponentsOfType", sphere.id, [mesh_type_id]
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).GetValue()[0]
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)
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sphere_mesh_asset_path = os.path.join("Models", "sphere.azmodel")
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sphere_mesh_asset = asset.AssetCatalogRequestBus(
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bus.Broadcast, "GetAssetIdByPath", sphere_mesh_asset_path, math.Uuid(), False)
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hydra.get_set_test(sphere, 1, "Controller|Configuration|Mesh Asset", sphere_mesh_asset)
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# Create camera component and set the properties
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camera_entity = hydra.Entity("camera")
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position = math.Vector3(5.5, -12.0, 9.0)
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camera_entity.create_entity(components=["Camera"], entity_position=position, parent_id=default_level.id)
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rotation = math.Vector3(
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DEGREE_RADIAN_FACTOR * -27.0, DEGREE_RADIAN_FACTOR * -12.0, DEGREE_RADIAN_FACTOR * 25.0
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)
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azlmbr.components.TransformBus(azlmbr.bus.Event, "SetLocalRotation", camera_entity.id, rotation)
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camera_entity.get_set_test(0, "Controller|Configuration|Field of view", 60.0)
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azlmbr.camera.EditorCameraViewRequestBus(azlmbr.bus.Event, "ToggleCameraAsActiveView", camera_entity.id)
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# Save level, enter game mode, take screenshot, & exit game mode.
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general.save_level()
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general.idle_wait(0.5)
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general.enter_game_mode()
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general.idle_wait(1.0)
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helper.wait_for_condition(function=lambda: general.is_in_game_mode(), timeout_in_seconds=2.0)
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ScreenshotHelper(general.idle_wait_frames).capture_screenshot_blocking(f"{'AtomBasicLevelSetup'}.ppm")
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general.exit_game_mode()
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helper.wait_for_condition(function=lambda: not general.is_in_game_mode(), timeout_in_seconds=2.0)
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general.log("Basic level created")
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if __name__ == "__main__":
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run()
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