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127 lines
5.1 KiB
Python
127 lines
5.1 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 : C4976243
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# Test Case Title : Assign different collision layers and same collision group
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# (such that this group has both these collision layers enabled) to two entities and verify that they collide
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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_terrain = ("Terrain found", "Terrain not found")
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find_entity1 = ("Entity1 found", "Entity1 not found")
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find_entity2 = ("Entity2 found", "Entity2 not found")
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gravity_enabled = ("Gravity is enabled", "Gravity is disabled")
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gravity_disabled = ("Gravity is disabled", "Gravity is enabled")
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collision_occurance = ("Entity1 and Entity2 collided", "Entity1 and Entity2 did not collide")
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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 C4976243_Collision_SameCollisionGroupDiffCollisionLayers():
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"""
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Summary:
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Assign different collision layers and same collision group (such that this group has both these
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collision layers enabled) to two entities and verify that they collide
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Level Description:
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Entity1 (entity) - Entity with components PhysX Rigid Body, PhysX Collider, Terrain and Rendering Mesh
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"Collision Layer" as "A" and "Collides with" as "B" with gravity enabled.
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Entity1 is placed exactly above Terrain and Entity2 along z axis
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Entity2 (entity) - Entity with components PhysX Rigid Body, PhysX Collider, Terrain and Rendering Mesh
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"Collision Layer" as "Default" and "Collides with" as "B" with gravity disabled
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Entity2 is placed exactly in between the Terrain and Entity1 along z axis
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Terrain (entity) - Entity with Terrain component.
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"Collision Layer" as "Default" and "Collides with" as "All"
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Expected Behavior:
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Created entities should collide with each other.
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We are checking created entities collided (Entity1 and Entity2)
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Test Steps:
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1) Open level
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2) Enter game mode
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3) Retrieve and validate entities
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4) Check if gravity is enabled for entity1 and disabled for entity2
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5) Create collision event handlers
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6) Check for collisions between entities
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7) Exit game mode
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8) 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 # waits for 2 secs to verify if the collision occured
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helper.init_idle()
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# 1) Open level
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helper.open_level("Physics", "C4976243_Collision_SameCollisionGroupDiffCollisionLayers")
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# 2) Enter game mode
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helper.enter_game_mode(Tests.enter_game_mode)
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# 3) Retrieve and validate entities
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terrain_id = general.find_game_entity("Terrain")
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Report.info(dir(terrain_id))
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entity1_id = general.find_game_entity("Entity1")
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entity2_id = general.find_game_entity("Entity2")
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Report.critical_result(Tests.find_terrain, terrain_id.IsValid())
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Report.critical_result(Tests.find_entity1, entity1_id.IsValid())
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Report.critical_result(Tests.find_entity2, entity2_id.IsValid())
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# 4) Check if gravity is enabled for entity1 and disabled for entity2
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is_gravity_enabled = azlmbr.physics.RigidBodyRequestBus(azlmbr.bus.Event, "IsGravityEnabled", entity1_id)
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Report.info("Gravity check for entity1")
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Report.result(Tests.gravity_enabled, is_gravity_enabled)
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is_gravity_enabled = azlmbr.physics.RigidBodyRequestBus(azlmbr.bus.Event, "IsGravityEnabled", entity2_id)
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Report.info("Gravity check for entity2")
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Report.result(Tests.gravity_disabled, not is_gravity_enabled)
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class Collision:
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entity_collision = False
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# 5) Create collision event handler
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def on_collision_begin(args):
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if args[0].Equal(entity1_id):
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Report.info("Collision occurred")
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Collision.entity_collision = True
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handler = azlmbr.physics.CollisionNotificationBusHandler()
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handler.connect(entity2_id)
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handler.add_callback("OnCollisionBegin", on_collision_begin)
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# 6) Check for collisions between entities
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helper.wait_for_condition(lambda: Collision.entity_collision, TIMEOUT)
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Report.critical_result(Tests.collision_occurance, Collision.entity_collision)
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# 7) 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(C4976243_Collision_SameCollisionGroupDiffCollisionLayers)
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