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o3de/AutomatedTesting/Gem/PythonTests/physics/collider/C14861501_PhysXCollider_Ren...

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Python

"""
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 : C14861501
Test Case Title : Verify PxMesh is auto-assigned when Collider component is added after Rendering Mesh component
"""
# fmt: off
class Tests():
create_entity = ("Created test entity", "Failed to create test entity")
mesh_added = ("Added Mesh component", "Failed to add Mesh component")
physx_collider_added = ("Added PhysX Collider component", "Failed to add PhysX Collider component")
assign_mesh_asset = ("Assigned Mesh asset to Mesh component", "Failed to assign mesh asset to Mesh component")
automatic_shape_change = ("Shape was changed automatically", "Shape failed to change automatically")
# fmt: on
def C14861501_PhysXCollider_RenderMeshAutoAssigned():
"""
Summary:
Create entity with Mesh component and assign a render mesh to the Mesh component. Add Physics Collider component
and Verify that the physics mesh asset is auto-assigned.
Expected Behavior:
The physics asset in PhysX Collider component is auto-assigned
Test Steps:
1) Load the empty level
2) Create an entity
3) Add Mesh component
4) Assign a render mesh asset to Mesh component (the fbx mesh having both Static mesh and PhysX collision Mesh)
5) Add PhysX Collider component
6) The physics asset in PhysX Collider component is auto-assigned.
Note:
- This test file must be called from the Open 3D Engine Editor command terminal
- Any passed and failed tests are written to the Editor.log file.
Parsing the file or running a log_monitor are required to observe the test results.
:return: None
"""
# Builtins
import os
# Helper Files
from editor_python_test_tools.editor_entity_utils import EditorEntity as Entity
from editor_python_test_tools.utils import Report
from editor_python_test_tools.utils import TestHelper as helper
from editor_python_test_tools.asset_utils import Asset
# Asset paths
STATIC_MESH = os.path.join("assets", "c14861501_physxcollider_rendermeshautoassigned", "spherebot", "r0-b_body.azmodel")
PHYSX_MESH = os.path.join(
"assets", "c14861501_physxcollider_rendermeshautoassigned", "spherebot", "r0-b_body.pxmesh"
)
helper.init_idle()
# 1) Load the empty level
helper.open_level("Physics", "Base")
# 2) Create an entity
test_entity = Entity.create_editor_entity("test_entity")
Report.result(Tests.create_entity, test_entity.id.IsValid())
# 3) Add Mesh component
mesh_component = test_entity.add_component("Mesh")
Report.result(Tests.mesh_added, test_entity.has_component("Mesh"))
# 4) Assign a render mesh asset to Mesh component (the fbx mesh having both Static mesh and PhysX collision Mesh)
mesh_asset = Asset.find_asset_by_path(STATIC_MESH)
mesh_component.set_component_property_value("Controller|Configuration|Mesh Asset", mesh_asset.id)
mesh_asset.id = mesh_component.get_component_property_value("Controller|Configuration|Mesh Asset")
Report.result(Tests.assign_mesh_asset, mesh_asset.get_path() == STATIC_MESH.replace(os.sep, "/"))
# 5) Add PhysX Collider component
test_component = test_entity.add_component("PhysX Collider")
Report.result(Tests.physx_collider_added, test_entity.has_component("PhysX Collider"))
# 6) The physics asset in PhysX Collider component is auto-assigned.
asset_id = test_component.get_component_property_value("Shape Configuration|Asset|PhysX Mesh")
test_asset = Asset(asset_id)
Report.result(Tests.automatic_shape_change, test_asset.get_path() == PHYSX_MESH.replace(os.sep, "/"))
if __name__ == "__main__":
from editor_python_test_tools.utils import Report
Report.start_test(C14861501_PhysXCollider_RenderMeshAutoAssigned)