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o3de/AutomatedTesting/Gem/PythonTests/physics/C14861502_PhysXCollider_Ass...

100 lines
3.9 KiB
Python

"""
Copyright (c) Contributors to the Open 3D Engine Project
SPDX-License-Identifier: Apache-2.0 OR MIT
Test case ID : C14861502
Test Case Title : Verify PxMesh is auto-assigned in collider when Mesh is assigned in 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")
shape_default_at_start = ("Shape was correct initially", "Default shape was not correct")
automatic_shape_change = ("Shape was changed automatically", "Shape failed to change automatically")
# fmt: on
def C14861502_PhysXCollider_AssetAutoAssigned():
"""
Summary:
Create entity with Mesh and PhysX Collider components, then assign a render mesh to the Mesh component
Expected Behavior:
The physics asset in PhysX Collider component is auto-assigned after adding the render mesh
Test Steps:
1) Load the empty level
2) Create an entity
3) Add Mesh and PhysX Collider component
4) Verify no physics asset is auto-assigned.
5) Assign a render mesh asset to Mesh component (the fbx mesh having both Static mesh and PhysX collision Mesh)
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
import ImportPathHelper as imports
imports.init()
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 asset_utils import Asset
# Open 3D Engine Imports
import azlmbr.legacy.general as general
MESH_ASSET_PATH = os.path.join("Objects", "SphereBot", "r0-b_body.azmodel")
MESH_PROPERTY_PATH = "Controller|Configuration|Mesh Asset"
TESTED_PROPERTY_PATH = "Shape Configuration|Asset|PhysX Mesh"
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 and PhysX Collider component
mesh_component = test_entity.add_component("Mesh")
Report.result(Tests.mesh_added, test_entity.has_component("Mesh"))
test_component = test_entity.add_component("PhysX Collider")
Report.result(Tests.physx_collider_added, test_entity.has_component("PhysX Collider"))
# 4) Verify no physics asset is auto-assigned
value_to_test = test_component.get_component_property_value(TESTED_PROPERTY_PATH)
Report.result(Tests.shape_default_at_start, value_to_test == azlmbr.asset.AssetId())
# 5) Assign a render mesh asset to Mesh component (the fbx mesh having both Static mesh and PhysX collision Mesh)
asset_value = Asset.find_asset_by_path(MESH_ASSET_PATH)
mesh_component.set_component_property_value(MESH_PROPERTY_PATH, asset_value.id)
# 6) The physics asset in PhysX Collider component is auto-assigned.
general.idle_wait(1.0) # Gives the script a moment for the value to update before grabbing it
value_to_test = test_component.get_component_property_value(TESTED_PROPERTY_PATH)
asset = Asset(value_to_test)
Report.result(Tests.automatic_shape_change, "r0-b_body" in asset.get_path())
if __name__ == "__main__":
import ImportPathHelper as imports
imports.init()
from editor_python_test_tools.utils import Report
Report.start_test(C14861502_PhysXCollider_AssetAutoAssigned)