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188 lines
8.0 KiB
Python
188 lines
8.0 KiB
Python
"""
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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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# Test case ID : C4976242
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# Test Case Title : Assign same collision layer and same collision group to two entities and
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# verify that they collide or not
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# fmt: off
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class Tests():
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enter_game_mode = ("Entered game mode", "Failed to enter game mode")
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find_moving = ("Moving entity found", "Moving entity not found")
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find_stationary = ("Stationary entity found", "Stationary entity not found")
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find_terrain = ("Terrain entity found", "Terrain entity not found")
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stationary_above_terrain = ("Stationary is above terrain", "Stationary is not above terrain")
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moving_above_stationary = ("Moving is above stationary", "Moving is not above stationary")
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gravity_works = ("Moving Sphere fell down", "Moving Sphere did not fall")
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collisions = ("Collision occurred in between entities", "Collision did not occur between entities")
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falls_below_terrain_height = ("Moving is below terrain", "Moving did not fall below terrain before timeout")
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exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
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# fmt: on
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def C4976242_Collision_SameCollisionlayerSameCollisiongroup():
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"""
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Summary:
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Open a Project that already has two entities with same collision layer and same collision group and verify collision
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Level Description:
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Moving and Stationary entities are created in level with same collision layer and same collision group.
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Moving entity is placed above the Stationary entity.Terrain is placed below the Stationary entity.
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So Moving and Stationary entities collide with each other and they go through terrain after collision.
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Expected Behavior:
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The Moving and Stationary entities should collide with each other.After Collision,they go through terrain.
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Test Steps:
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1) Open level and Enter game mode
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2) Retrieve and validate Entities
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3) Get the starting z position of the Moving entity,Stationary entity and Terrain
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4) Check and report that the entities are at the correct heights before collision
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5) Check that the gravity works and the Moving entity falls down
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6) Check Spheres collide only with each other, but not with terrain
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7) Check Moving Entity should be below terrain after collision
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8) Exit game mode
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9) Close the editor
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Note:
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- This test file must be called from the Open 3D Engine Editor command terminal
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- Any passed and failed tests are written to the Editor.log file.
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Parsing the file or running a log_monitor are required to observe the test results.
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:return: None
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"""
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import os
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import sys
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from editor_python_test_tools.utils import Report
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from editor_python_test_tools.utils import TestHelper as helper
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import azlmbr.legacy.general as general
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import azlmbr.bus
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# Constants
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TIMEOUT = 2.0
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TERRAIN_HEIGHT = 32.0 # Default height of the terrain
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MIN_BELOW_TERRAIN = 0.5 # Minimum height below terrain the sphere must be in order to be 'under' it
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CLOSE_ENOUGH_THRESHOLD = 0.0001
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helper.init_idle()
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# 1) Open level and Enter game mode
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helper.open_level("Physics", "C4976242_Collision_SameCollisionlayerSameCollisiongroup")
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helper.enter_game_mode(Tests.enter_game_mode)
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# 2) Retrieve and validate Entities
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moving_id = general.find_game_entity("Sphere_Moving")
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Report.critical_result(Tests.find_moving, moving_id.IsValid())
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stationary_id = general.find_game_entity("Sphere_Stationary")
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Report.critical_result(Tests.find_stationary, stationary_id.IsValid())
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terrain_id = general.find_game_entity("Terrain")
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Report.critical_result(Tests.find_terrain, terrain_id.IsValid())
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# 3) Get the starting z position of the Moving entity,Stationary entity and Terrain
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class Sphere:
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"""
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Class to hold values for test checks.
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Attributes:
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start_position_z: The initial z position of the sphere
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position_z : The z position of the sphere
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fell : When the sphere falls any distance below its original position, the value should be set True
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below_terrain : When the box falls below the specified terrain height, the value should be set True
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"""
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start_position_z = None
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position_z = None
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fell = False
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below_terrain = False
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Sphere.start_position_z = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldZ", moving_id)
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stationary_start_z = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldZ", stationary_id)
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# 4)Check and report that the entities are at the correct heights before collision
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Report.info(
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"Terrain Height: {} \n Stationary Sphere height: {} \n Moving Sphere height: {}".format(
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TERRAIN_HEIGHT, stationary_start_z, Sphere.start_position_z
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)
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)
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Report.result(Tests.stationary_above_terrain, TERRAIN_HEIGHT < (stationary_start_z - CLOSE_ENOUGH_THRESHOLD))
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Report.result(
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Tests.moving_above_stationary, stationary_start_z < (Sphere.start_position_z - CLOSE_ENOUGH_THRESHOLD)
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)
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# 5)Check that the gravity works and the Moving entity falls down
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def sphere_fell():
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if not Sphere.fell:
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Sphere.position_z = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldZ", moving_id)
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if Sphere.position_z < (Sphere.start_position_z - CLOSE_ENOUGH_THRESHOLD):
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Report.info("Sphere position is now lower than the starting position")
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Sphere.fell = True
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return Sphere.fell
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helper.wait_for_condition(sphere_fell, TIMEOUT)
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Report.result(Tests.gravity_works, Sphere.fell)
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# 6) Check Spheres collide only with each other, but not with terrain
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class Collision:
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entity_collision = False
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terrain_collision = False
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class CollisionHandler:
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def __init__(self, id, func):
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self.id = id
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self.func = func
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self.create_collision_handler()
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def on_collision_begin(self, args):
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self.func(args[0])
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def create_collision_handler(self):
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self.handler = azlmbr.physics.CollisionNotificationBusHandler()
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self.handler.connect(self.id)
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self.handler.add_callback("OnCollisionBegin", self.on_collision_begin)
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def on_collision_terrain(other_id):
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Collision.terrain_collision = True
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Report.info("Collision occured in between Moving or Stationary entity with Terrain")
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def on_moving_entity_collision(other_id):
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if other_id.Equal(stationary_id):
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Collision.entity_collision = True
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# collision handler for entities
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CollisionHandler(terrain_id, on_collision_terrain)
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CollisionHandler(moving_id, on_moving_entity_collision)
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# wait till timeout to check for any collisions happening in the level
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helper.wait_for_condition(lambda: Collision.entity_collision, TIMEOUT)
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Report.result(Tests.collisions, Collision.entity_collision and not Collision.terrain_collision)
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# 7)Check Moving Entity should be below terrain after collision
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def sphere_below_terrain():
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if not Sphere.below_terrain:
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Sphere.position_z = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldZ", moving_id)
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if Sphere.position_z < (TERRAIN_HEIGHT - MIN_BELOW_TERRAIN):
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Sphere.below_terrain = True
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return Sphere.below_terrain
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sphere_under_terrain = helper.wait_for_condition(sphere_below_terrain, TIMEOUT)
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Report.result(Tests.falls_below_terrain_height, sphere_under_terrain)
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# 8) Exit game mode
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helper.exit_game_mode(Tests.exit_game_mode)
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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(C4976242_Collision_SameCollisionlayerSameCollisiongroup)
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