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305 lines
14 KiB
Python
305 lines
14 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 : C4925577
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# Test Case Title : Verify that material can be assigned to PhysX terrain in Terrain Texture Layers
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# fmt: off
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class Tests:
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game_mode_enter = ("Game mode was successfully entered", "Game mode could not be entered")
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find_terrain = ("Terrain was found", "Terrain was not found")
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find_ball_default = ("Ball_Default was found", "Ball_Default was not found")
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find_ball_rubber = ("Ball_Rubber was found", "Ball_Rubber was not found")
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find_ball_concrete = ("Ball_Concrete was found", "Ball_Concrete was not found")
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all_gravity_disabled = ("All the balls started with gravity disabled", "Not all the balls started with gravity disabled")
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same_starting_height = ("The 3 balls started at the same height", "The 3 balls were not the same height at start")
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balls_are_aligned = ("The balls are initially lined up properly", "The balls are not initially lined up properly")
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terrain_collide_default = ("Ball_Default has collided with terrain", "Ball_Default timed out before colliding with terrain")
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terrain_collide_rubber = ("Ball_Rubber has collided with terrain", "Ball_Rubber timed out before colliding with terrain")
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terrain_collide_concrete = ("Ball_Concrete has collided with terrain", "Ball_Concrete timed out before colliding with terrain")
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peak_reached_default = ("Ball_Default has reached peak height", "Ball_Default timed out before reaching peak")
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peak_reached_rubber = ("Ball_Rubber has reached peak height", "Ball_Rubber timed out before reaching peak")
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peak_reached_concrete = ("Ball_Concrete has reached peak height", "Ball_Concrete timed out before reaching peak")
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bounce_height_order_correct = ("The ball bounce heights are correctly ordered", "The ball bounce heights are not correctly ordered")
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game_mode_exit = ("Game mode was successfully exited", "Game mode could not exit properly")
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# fmt: on
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def C4925577_Materials_MaterialAssignedToTerrain():
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"""
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Summary:
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Three spheres are suspended above the terrain. Beneath two of the balls,
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there is a different material painted on the terrain.
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They should all bounce at different heights per their respective terrains
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Terrain entity: PhysX Terrain component: default settings
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Ball Entities: Sphere shaped Mesh component
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Sphere shaped PhysX Collider component: default settings
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PhysX Rigid Body component: Gravity disabled, default settings
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Concrete Material: Restitution: 0.0; Restitution Combine: Average
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Rubber Material: Restitution: 1.0; Restitution Combine: Average
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Expected Behavior:
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The three balls start off at the same height. When game mode is entered they will fall towards the terrain.
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After the ball collides with the terrain, they will bounce back at different heights respective to their
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terrain material collisions. Ball_Default is the control and is dropped on default terrain material.
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Ball_Rubber bounces off the rubber terrain material and should bounce higher than the default.
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Ball_Concrete strikes the concrete terrain material and should not bounce as high as the default material.
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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) Find entities
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4) Check that gravity is disabled for all the balls initially
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5) Check that the balls are aligned and all falling from the same height
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Steps 6-9 run for each ball
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6) Assign the tests and enable handlers to their respective spheres
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7) Enable gravity on ball entities
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8) Check that the balls collide with the PhysX Terrain
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9) Wait for the ball to reach its peak height; record height and freeze it
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10) Compare the bounce heights of the balls
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11) Exit game mode and 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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import azlmbr.physics as phys
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import azlmbr.math as mathazon
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# fmt: off
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ZERO_VECTOR = mathazon.Vector3(0.0, 0.0, 0.0)
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X_POSITION_RUBBER = 60.0 # Point on X axis material was painted rubber during level setup
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X_POSITION_DEFAULT = 70.0 # Area in between other materials where Default material exists
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X_POSITION_CONCRETE = 80.0 # Point on X axis material was painted concrete during level setup
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Y_POSITION_VALUE = 42.0 # Point on Y axis materials were painted during level setup
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POSITION_BUFFER = 4.0 # Material paint radius is 4.0 m
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TIMEOUT_IN_SECONDS = 3.0
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NUM_WAIT_FRAMES_ENTITY_LOAD = 2 # Frames to wait to allow entities to load in level
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# fmt: on
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class Terrain:
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id = None
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name = None
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handler = None
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class Sphere:
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def __init__(self, name):
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self.name = name
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self.id = general.find_game_entity(self.name)
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self.gravity_enabled = phys.RigidBodyRequestBus(azlmbr.bus.Event, "IsGravityEnabled", self.id)
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self.world_location_start = self.get_location()
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self.handler = None
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self.hit_ground = False
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self.bounced = False
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self.peak_reached = False
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self.ground_height = 0.0
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self.peak_height = 0.0
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def assign_tests(self):
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if self.name == "Ball_Default":
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self.test_find_ball = Tests.find_ball_default
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self.test_terrain_collide = Tests.terrain_collide_default
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self.test_peak_reached = Tests.peak_reached_default
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elif self.name == "Ball_Rubber":
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self.test_find_ball = Tests.find_ball_rubber
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self.test_terrain_collide = Tests.terrain_collide_rubber
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self.test_peak_reached = Tests.peak_reached_rubber
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elif self.name == "Ball_Concrete":
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self.test_find_ball = Tests.find_ball_concrete
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self.test_terrain_collide = Tests.terrain_collide_concrete
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self.test_peak_reached = Tests.peak_reached_concrete
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def get_location(self):
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# () -> Vector3
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return azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldTranslation", self.id)
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def get_linear_velocity(self):
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# () -> Vector3
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return phys.RigidBodyRequestBus(azlmbr.bus.Event, "GetLinearVelocity", self.id)
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def set_linear_velocity(self, vector):
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# (Vector3) -> None
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phys.RigidBodyRequestBus(azlmbr.bus.Event, "SetLinearVelocity", self.id, vector)
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def freeze_self(self):
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# () -> None
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self.set_linear_velocity(ZERO_VECTOR)
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self.enable_gravity(False)
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def check_gravity(self):
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# () -> bool
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return phys.RigidBodyRequestBus(azlmbr.bus.Event, "IsGravityEnabled", self.id)
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def enable_gravity(self, bool_to_set=True):
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# (bool) -> None
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phys.RigidBodyRequestBus(azlmbr.bus.Event, "SetGravityEnabled", self.id, bool_to_set)
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def peak_height_reached(self):
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"""
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Used for conditional waiting;
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If peak is reached: sets the value for self.peak_reached to True, saves peak world height,
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freezes self to keep it from continuing to bounce and possibly interfering with another ball instance
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"""
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current_location = self.get_location()
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if current_location.z < self.peak_height:
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self.peak_reached = True
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Report.info("{} has peaked at {:.6} in the world.".format(self.name, self.peak_height))
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self.freeze_self()
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return True
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self.peak_height = current_location.z
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return False
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def on_collision_begin(self, args):
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# Ball collides with the ground
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other_id = args[0]
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other_name = azlmbr.entity.GameEntityContextRequestBus(azlmbr.bus.Broadcast, "GetEntityName", other_id)
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if other_name == Terrain.name:
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self.hit_ground = True
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Report.info("{} has collided with the terrain.".format(self.name))
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location = self.get_location()
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self.ground_height = location.z
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def on_collision_end(self, args):
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# Ball bounces off the ground
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other_id = args[0]
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other_name = azlmbr.entity.GameEntityContextRequestBus(azlmbr.bus.Broadcast, "GetEntityName", other_id)
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if other_name == Terrain.name:
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self.bounced = True
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Report.info("{} has bounced off the terrain.".format(self.name))
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def enable_handler(self):
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self.handler = phys.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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self.handler.add_callback("OnCollisionEnd", self.on_collision_end)
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def is_close(actual, expected, buffer):
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return abs(actual - expected) < buffer
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def balls_are_aligned(balls_list):
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aligned = True
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for ball in balls_list:
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# check x axis per level setup
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if ball.name == "Ball_Default":
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if not is_close(ball.world_location_start.x, X_POSITION_DEFAULT, POSITION_BUFFER):
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Report.info("Ball_Default is not close enough to expected X position")
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aligned = False
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elif ball.name == "Ball_Rubber":
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if not is_close(ball.world_location_start.x, X_POSITION_RUBBER, POSITION_BUFFER):
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Report.info("Ball_Rubber is not close enough to expected X position")
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aligned = False
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elif ball.name == "Ball_Concrete":
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if not is_close(ball.world_location_start.x, X_POSITION_CONCRETE, POSITION_BUFFER):
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Report.info("Ball_Concrete is not close enough to expected X position")
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aligned = False
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# check y axis per level setup
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if not is_close(ball.world_location_start.y, Y_POSITION_VALUE, POSITION_BUFFER):
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aligned = False
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Report.info("One or more balls are not close enough to expected Y position")
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return aligned
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def ball_heights_match(balls_list):
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heights_match = True
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for ball in balls_list:
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# check ball heights match each other (z axis)
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if ball.world_location_start.z != balls[0].world_location_start.z:
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heights_match = False
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Report.info("The balls are not falling from the same height.")
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Report.failure(Tests.same_starting_height)
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return heights_match
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helper.init_idle()
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# 1) Open level
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helper.open_level("Physics", "C4925577_PhysXMaterials_MaterialAssignedToTerrain")
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# 2) Enter game mode
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helper.enter_game_mode(Tests.game_mode_enter)
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general.idle_wait_frames(NUM_WAIT_FRAMES_ENTITY_LOAD)
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# 3) Find entities
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Terrain.id = general.find_game_entity("Terrain")
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Terrain.name = azlmbr.entity.GameEntityContextRequestBus(azlmbr.bus.Broadcast, "GetEntityName", Terrain.id)
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ball_default = Sphere("Ball_Default")
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ball_rubber = Sphere("Ball_Rubber")
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ball_concrete = Sphere("Ball_Concrete")
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balls = (ball_rubber, ball_default, ball_concrete)
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Report.critical_result(Tests.find_terrain, Terrain.id.IsValid())
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Report.critical_result(Tests.find_ball_default, ball_default.id.IsValid())
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Report.critical_result(Tests.find_ball_rubber, ball_rubber.id.IsValid())
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Report.critical_result(Tests.find_ball_concrete, ball_concrete.id.IsValid())
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# 4) Check that gravity is disabled for all the balls initially
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gravity_disabled_for_all = True
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for ball in balls:
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if ball.gravity_enabled is True:
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gravity_disabled_for_all = False
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Report.result(Tests.all_gravity_disabled, gravity_disabled_for_all)
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# 5) Check that the balls are aligned and all falling from the same height
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balls_are_aligned = balls_are_aligned(balls)
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Report.critical_result(Tests.balls_are_aligned, balls_are_aligned)
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same_starting_height = ball_heights_match(balls)
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Report.critical_result(Tests.same_starting_height, same_starting_height)
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# Steps 6-9 run for each ball
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for ball in balls:
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# 6) Assign the tests and enable handlers to their respective spheres
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ball.assign_tests()
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ball.enable_handler()
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# 7) Enable gravity on ball entities
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ball.enable_gravity()
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# 8) Check that the balls collide with the PhysX Terrain
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helper.wait_for_condition(lambda: ball.bounced, TIMEOUT_IN_SECONDS)
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Report.result(ball.test_terrain_collide, ball.hit_ground)
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# 9) Wait for the ball to reach its peak height; record height and freeze it
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helper.wait_for_condition(ball.peak_height_reached, TIMEOUT_IN_SECONDS)
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Report.result(ball.test_peak_reached, ball.peak_reached)
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# 10) Compare the bounce heights of the balls
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# The restitution of rubber is greater than the default; the restitution of concrete is less than the default
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height_order_correct = ball_rubber.peak_height > ball_default.peak_height > ball_concrete.peak_height
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Report.result(Tests.bounce_height_order_correct, height_order_correct)
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# 11) Exit game mode and close the editor
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helper.exit_game_mode(Tests.game_mode_exit)
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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(C4925577_Materials_MaterialAssignedToTerrain)
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