""" 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 """ # Test case ID : C4976218 # Test Case Title: Verify that when compute inertia is checked, the physX engine does compute the inertia of the objects # fmt: off class Tests(): enter_game_mode = ("Entered game mode", "Failed to enter game mode") find_upper_boxes = ("Upper Boxes found", "Upper Boxes not found") find_lower_boxes = ("Lower Boxes found", "Lower Boxes not found") boxes_collided = ("All Boxes Collided", "Not all Boxes Collided") upper_box_x_did_topple = ("Upper Box X did topple", "Upper Box X did not toppled") upper_box_y_did_topple = ("Upper Box Y did topple", "Upper Box Y did not toppled") upper_box_z_did_topple = ("Upper Box Z did topple", "Upper Box Z did not toppled") exit_game_mode = ("Exited game mode", "Failed to exit game mode") # fmt: on def C4976218_RigidBodies_InertiaObjectsNotComputed(): """ Summary: Level Description: A box (entity: Upper Box) set above and askew to another box (entity: Lower Box) Lower box and Upper box has computed inertia. Test Steps: --> Open level --> Enter game mode --> Retrieve entities --> Check for collision between the top box and lower box for the 3 pairs (6 boxes total) --> Check that the upper box's x, y, or z angular velocity decreases past -1.0 --> Exit game mode --> Close editor :return: None """ # Setup path import os import sys import ImportPathHelper as imports imports.init() import azlmbr.legacy.general as general import azlmbr.bus as bus import azlmbr.components import azlmbr.physics from editor_python_test_tools.utils import Report from editor_python_test_tools.utils import TestHelper as helper class UpperBox: def __init__(self, name): self.name = name self.id = general.find_game_entity(name) self.collided_with_lower_box = False self.handler = None self.lower_box_list = None def on_boxes_collision_begin(self, args): other_id = args[0] for boxes in self.lower_box_list: if other_id.Equal(boxes.id): Report.info("{} hit lower box".format(self.name)) self.collided_with_lower_box = True def create_handler(self): self.handler = bus.NotificationHandler("CollisionNotificationBus") self.handler.connect(self.id) self.handler.add_callback("OnCollisionBegin", self.on_boxes_collision_begin) @property def angular_velocity(self): return azlmbr.physics.RigidBodyRequestBus(bus.Event, "GetAngularVelocity", self.id) class LowerBox: def __init__(self, name): self.id = general.find_game_entity(name) # Amount of time before test times out TIME_OUT = 3.0 MINIMUM_ANGUlAR_VELOCITY = -1.0 helper.init_idle() # 1) Open level helper.open_level("Physics", "C4976218_RigidBodies_InertiaObjectNotComputed") # 2) Enter game mode helper.enter_game_mode(Tests.enter_game_mode) # 3) Retrieve entities upper_box_x = UpperBox("Upper Box X") upper_box_y = UpperBox("Upper Box Y") upper_box_z = UpperBox("Upper Box Z") lower_box_x = LowerBox("Lower Box X") lower_box_y = LowerBox("Lower Box Y") lower_box_z = LowerBox("Lower Box Z") # Store boxes in two lists upper_box_list = [upper_box_x, upper_box_y, upper_box_z] lower_box_list = [lower_box_x, lower_box_y, lower_box_z] upper_boxes_found = True lower_boxes_found = True for upper_boxes in upper_box_list: upper_boxes.lower_box_list = lower_box_list if upper_boxes.id is None: upper_boxes_found = False for lower_boxes in lower_box_list: if lower_boxes.id is None: lower_boxes_found = False Report.critical_result(Tests.find_upper_boxes, upper_boxes_found) Report.critical_result(Tests.find_lower_boxes, lower_boxes_found) for box in upper_box_list: box.create_handler() def all_boxes_collided(): for boxes in upper_box_list: if not boxes.collided_with_lower_box: return False return True # 4) Wait for the boxes to collide boxes_collided = helper.wait_for_condition(all_boxes_collided, TIME_OUT) Report.result(Tests.boxes_collided, boxes_collided) # 5) Check that the upper box's corresponding angular velocity is lower than minimum (higher negative number) def validate_angular_velocities(): velocities_set = True if upper_box_x.angular_velocity.x > MINIMUM_ANGUlAR_VELOCITY: velocities_set = False if upper_box_y.angular_velocity.y > MINIMUM_ANGUlAR_VELOCITY: velocities_set = False if upper_box_z.angular_velocity.z > MINIMUM_ANGUlAR_VELOCITY: velocities_set = False return velocities_set helper.wait_for_condition(validate_angular_velocities, TIME_OUT) # Checking to see if the X angular has a greater negative number (higher negative value) than MINIMUM Report.info("Angular Velocity for X Box = {}".format(upper_box_x.angular_velocity.x)) Report.info("Angular Velocity for Y Box = {}".format(upper_box_y.angular_velocity.y)) Report.info("Angular Velocity for Z Box = {}".format(upper_box_z.angular_velocity.z)) Report.result(Tests.upper_box_x_did_topple, upper_box_x.angular_velocity.x < MINIMUM_ANGUlAR_VELOCITY) Report.result(Tests.upper_box_y_did_topple, upper_box_y.angular_velocity.y < MINIMUM_ANGUlAR_VELOCITY) Report.result(Tests.upper_box_z_did_topple, upper_box_z.angular_velocity.z < MINIMUM_ANGUlAR_VELOCITY) # 7) Exit game mode helper.exit_game_mode(Tests.exit_game_mode) if __name__ == "__main__": import ImportPathHelper as imports imports.init() from editor_python_test_tools.utils import Report Report.start_test(C4976218_RigidBodies_InertiaObjectsNotComputed)