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168 lines
6.8 KiB
Python
168 lines
6.8 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 : C3510642
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# Test Case Title : Check that when no physX terrain component is added, collision of a PhysX object
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# with terrain does not work. Consequently, PhysX material assignment to terrain cannot be tested.
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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_box = ("Box entity found", "Box entity not found")
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find_bumper = ("Bumper box found", "Bumper box not found")
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box_above_terrain = ("The tester box is above terrain", "The test box is not higher than the terrain")
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bumper_below_terrain = ("The bumper is below terrain", "The bumper is not lower than the terrain")
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gravity_works = ("Box fell", "Box did not fall")
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falls_below_terrain_height = ("Box is below terrain", "Box did not fall below terrain before timeout")
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collision_underground = ("Box collided underground", "Box did not collide underground 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 C3510642_Terrain_NotCollideWithTerrain():
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"""
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Summary:
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Runs an automated test to ensure that when no PhysX Terrain component is added,
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PhysX objects will not collide with terrain.
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Level Description:
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Box (entity) - suspended over the terrain with gravity enabled; contains a box mesh,
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PhysX Collider (Box shape), and PhysX RigidBody
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Bumper (entity) - suspended under the terrain with gravity disabled; contains box mesh,
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PhysX Collider (Box shape), and PhysX RigidBody
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Expected Behavior:
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When game mode is entered, the Box entity will experience gravity and fall toward the terrain.
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Since there is no PhysX Terrain component in the level, it should fall through the terrain.
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Once it passes through the terrain, it will collide with the Bumper entity in order to prove that
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it has passed the terrain.
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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 the entities
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4) Get the starting z position of the boxes
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5) Check and report that the entities are at the correct heights
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6) Check that the gravity works and the box falls
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7) Check that the box hits the trigger and is below the terrain
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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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import azlmbr.legacy.general as general
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import azlmbr.bus
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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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# 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 box must be in order to be 'under' it
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helper.init_idle()
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# 1) Open level
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helper.open_level("Physics", "C3510642_Terrain_NotCollideWithTerrain")
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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) Find the entities
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box_id = general.find_game_entity("Box")
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Report.critical_result(Tests.find_box, box_id.IsValid())
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bumper_id = general.find_game_entity("Bumper")
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Report.critical_result(Tests.find_bumper, bumper_id.IsValid())
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# 4) Get the starting z position of the boxes
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class Box:
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"""
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Class to hold boolean values for test checks.
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Attributes:
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start_position_z: The initial z position of the box
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position_z : The z position of the box
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fell : When the box 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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Box.start_position_z = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldZ", box_id)
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bumper_start_z = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldZ", bumper_id)
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# 5) Check that the test box is above the terrain and the bumper box is below terrain
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Report.info("Terrain Height: {}".format(TERRAIN_HEIGHT))
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Report.info("Box start height: {}".format(Box.start_position_z))
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Report.result(Tests.box_above_terrain, Box.start_position_z > TERRAIN_HEIGHT)
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Report.info("Bumper start height: {}".format(bumper_start_z))
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Report.result(Tests.bumper_below_terrain, bumper_start_z < TERRAIN_HEIGHT)
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# 6) Check that the gravity works and the box falls
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def box_fell():
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if not Box.fell:
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Box.position_z = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldZ", box_id)
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if Box.position_z < Box.start_position_z:
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Report.info("Box position is now lower than the starting position")
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Box.fell = True
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return Box.fell
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helper.wait_for_condition(box_fell, TIMEOUT)
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Report.result(Tests.gravity_works, Box.fell)
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# 7) Check that the box hits the trigger and is below the terrain
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# Setup for collision check
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class BumperTriggerEntered:
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value = False
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def on_collision_begin(args):
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other_id = args[0]
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if other_id.Equal(bumper_id):
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BumperTriggerEntered.value = True
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handler = azlmbr.physics.CollisionNotificationBusHandler()
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handler.connect(box_id)
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handler.add_callback("OnCollisionBegin", on_collision_begin)
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def box_below_terrain():
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if not Box.below_terrain:
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Box.position_z = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldZ", box_id)
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if Box.position_z < (TERRAIN_HEIGHT - MIN_BELOW_TERRAIN):
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Report.info("Box position is now below the terrain")
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Box.below_terrain = True
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return Box.below_terrain
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def box_below_and_trigger_entered():
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return box_below_terrain() and BumperTriggerEntered.value
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helper.wait_for_condition(box_below_and_trigger_entered, TIMEOUT)
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Report.result(Tests.collision_underground, BumperTriggerEntered.value)
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Report.result(Tests.falls_below_terrain_height, Box.below_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(C3510642_Terrain_NotCollideWithTerrain)
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