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330 lines
18 KiB
Python
330 lines
18 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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# fmt: off
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class Tests:
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camera_component_added = (
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"Camera component was added",
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"Camera component wasn't added")
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camera_fov_set = (
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"Camera component FOV property set",
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"Camera component FOV property wasn't set")
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directional_light_component_added = (
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"Directional Light component added",
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"Directional Light component wasn't added")
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enter_game_mode = (
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"Entered game mode",
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"Failed to enter game mode")
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exit_game_mode = (
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"Exited game mode",
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"Couldn't exit game mode")
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global_skylight_component_added = (
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"Global Skylight (IBL) component added",
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"Global Skylight (IBL) component wasn't added")
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global_skylight_diffuse_image_set = (
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"Global Skylight Diffuse Image property set",
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"Global Skylight Diffuse Image property wasn't set")
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global_skylight_specular_image_set = (
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"Global Skylight Specular Image property set",
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"Global Skylight Specular Image property wasn't set")
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ground_plane_material_asset_set = (
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"Ground Plane Material Asset was set",
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"Ground Plane Material Asset wasn't set")
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ground_plane_material_component_added = (
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"Ground Plane Material component added",
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"Ground Plane Material component wasn't added")
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ground_plane_mesh_asset_set = (
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"Ground Plane Mesh Asset property was set",
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"Ground Plane Mesh Asset property wasn't set")
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hdri_skybox_component_added = (
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"HDRi Skybox component added",
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"HDRi Skybox component wasn't added")
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hdri_skybox_cubemap_texture_set = (
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"HDRi Skybox Cubemap Texture property set",
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"HDRi Skybox Cubemap Texture property wasn't set")
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mesh_component_added = (
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"Mesh component added",
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"Mesh component wasn't added")
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no_assert_occurred = (
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"No asserts detected",
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"Asserts were detected")
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no_error_occurred = (
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"No errors detected",
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"Errors were detected")
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secondary_grid_spacing = (
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"Secondary Grid Spacing set",
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"Secondary Grid Spacing not set")
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sphere_material_component_added = (
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"Sphere Material component added",
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"Sphere Material component wasn't added")
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sphere_material_set = (
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"Sphere Material Asset was set",
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"Sphere Material Asset wasn't set")
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sphere_mesh_asset_set = (
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"Sphere Mesh Asset was set",
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"Sphere Mesh Asset wasn't set")
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viewport_set = (
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"Viewport set to correct size",
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"Viewport not set to correct size")
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# fmt: on
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def AtomGPU_BasicLevelSetup_SetsUpLevel():
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"""
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Summary:
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Sets up a level to match the AtomBasicLevelSetup.ppm golden image then takes a screenshot to verify the setup.
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Test setup:
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- Wait for Editor idle loop.
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- Open the "Base" level.
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Expected Behavior:
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The scene can be setup for a basic level.
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The test screenshot matches the appearance of the AtomBasicLevelSetup.ppm golden image.
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Test Steps:
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1. Close error windows and display helpers then update the viewport size.
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2. Create Default Level Entity.
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3. Create Grid Entity as a child entity of the Default Level Entity.
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4. Add Grid component to Grid Entity and set Secondary Grid Spacing.
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5. Create Global Skylight (IBL) Entity as a child entity of the Default Level Entity.
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6. Add HDRi Skybox component to the Global Skylight (IBL) Entity.
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7. Add Global Skylight (IBL) component to the Global Skylight (IBL) Entity.
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8. Set the Cubemap Texture property of the HDRi Skybox component.
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9. Set the Diffuse Image property of the Global Skylight (IBL) component.
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10. Set the Specular Image property of the Global Skylight (IBL) component.
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11. Create a Ground Plane Entity with a Material component that is a child entity of the Default Level Entity.
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12. Set the Material Asset property of the Material component for the Ground Plane Entity.
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13. Add the Mesh component to the Ground Plane Entity and set the Mesh component Mesh Asset property.
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14. Create a Directional Light Entity as a child entity of the Default Level Entity.
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15. Add Directional Light component to Directional Light Entity and set entity rotation.
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16. Create a Sphere Entity as a child entity of the Default Level Entity then add a Material component.
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17. Set the Material Asset property of the Material component for the Sphere Entity.
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18. Add Mesh component to Sphere Entity and set the Mesh Asset property for the Mesh component.
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19. Create a Camera Entity as a child entity of the Default Level Entity then add a Camera component.
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20. Set the Camera Entity rotation value and set the Camera component Field of View value.
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21. Enter game mode.
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22. Take screenshot.
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23. Exit game mode.
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24. Look for errors.
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:return: None
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"""
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import os
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from math import isclose
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import azlmbr.legacy.general as general
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import azlmbr.math as math
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import azlmbr.paths
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from editor_python_test_tools.asset_utils import Asset
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from editor_python_test_tools.editor_entity_utils import EditorEntity
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from editor_python_test_tools.utils import Report, Tracer, TestHelper as helper
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from Atom.atom_utils.atom_constants import AtomComponentProperties
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from Atom.atom_utils.screenshot_utils import ScreenshotHelper
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SCREENSHOT_NAME = "AtomBasicLevelSetup"
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SCREEN_WIDTH = 1280
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SCREEN_HEIGHT = 720
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DEGREE_RADIAN_FACTOR = 0.0174533
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def initial_viewport_setup(screen_width, screen_height):
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general.set_viewport_size(screen_width, screen_height)
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general.update_viewport()
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helper.wait_for_condition(
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function=lambda: isclose(a=general.get_viewport_size().x, b=SCREEN_WIDTH, rel_tol=0.1)
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and isclose(a=general.get_viewport_size().y, b=SCREEN_HEIGHT, rel_tol=0.1),
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timeout_in_seconds=4.0
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)
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with Tracer() as error_tracer:
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# Test setup begins.
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# Setup: Wait for Editor idle loop before executing Python hydra scripts then open "Base" level.
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helper.init_idle()
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helper.open_level("", "Base")
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# Test steps begin.
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# 1. Close error windows and display helpers then update the viewport size.
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helper.close_error_windows()
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helper.close_display_helpers()
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initial_viewport_setup(SCREEN_WIDTH, SCREEN_HEIGHT)
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general.update_viewport()
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# 2. Create Default Level Entity.
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default_level_entity_name = "Default Level"
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default_level_entity = EditorEntity.create_editor_entity_at(
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math.Vector3(0.0, 0.0, 0.0), default_level_entity_name)
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# 3. Create Grid Entity as a child entity of the Default Level Entity.
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grid_entity = EditorEntity.create_editor_entity(AtomComponentProperties.grid(), default_level_entity.id)
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# 4. Add Grid component to Grid Entity and set Secondary Grid Spacing.
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grid_component = grid_entity.add_component(AtomComponentProperties.grid())
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secondary_grid_spacing_property = AtomComponentProperties.grid('Secondary Grid Spacing')
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secondary_grid_spacing_value = 1.0
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grid_component.set_component_property_value(secondary_grid_spacing_property, secondary_grid_spacing_value)
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secondary_grid_spacing_set = grid_component.get_component_property_value(
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secondary_grid_spacing_property) == secondary_grid_spacing_value
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Report.result(Tests.secondary_grid_spacing, secondary_grid_spacing_set)
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# 5. Create Global Skylight (IBL) Entity as a child entity of the Default Level Entity.
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global_skylight_entity = EditorEntity.create_editor_entity(
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AtomComponentProperties.global_skylight(), default_level_entity.id)
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# 6. Add HDRi Skybox component to the Global Skylight (IBL) Entity.
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hdri_skybox_component = global_skylight_entity.add_component(AtomComponentProperties.hdri_skybox())
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Report.result(Tests.hdri_skybox_component_added, global_skylight_entity.has_component(
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AtomComponentProperties.hdri_skybox()))
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# 7. Add Global Skylight (IBL) component to the Global Skylight (IBL) Entity.
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global_skylight_component = global_skylight_entity.add_component(AtomComponentProperties.global_skylight())
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Report.result(Tests.global_skylight_component_added, global_skylight_entity.has_component(
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AtomComponentProperties.global_skylight()))
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# 8. Set the Cubemap Texture property of the HDRi Skybox component.
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global_skylight_image_asset_path = os.path.join("LightingPresets", "default_iblskyboxcm.exr.streamingimage")
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global_skylight_image_asset = Asset.find_asset_by_path(global_skylight_image_asset_path, False)
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hdri_skybox_component.set_component_property_value(
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AtomComponentProperties.hdri_skybox('Cubemap Texture'), global_skylight_image_asset.id)
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Report.result(
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Tests.hdri_skybox_cubemap_texture_set,
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hdri_skybox_component.get_component_property_value(
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AtomComponentProperties.hdri_skybox('Cubemap Texture')) == global_skylight_image_asset.id)
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# 9. Set the Diffuse Image property of the Global Skylight (IBL) component.
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# Re-use the same image that was used in the previous test step.
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global_skylight_diffuse_image_asset_path = os.path.join(
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"LightingPresets", "default_iblskyboxcm_ibldiffuse.exr.streamingimage")
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global_skylight_diffuse_image_asset = Asset.find_asset_by_path(global_skylight_diffuse_image_asset_path, False)
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global_skylight_component.set_component_property_value(
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AtomComponentProperties.global_skylight('Diffuse Image'), global_skylight_diffuse_image_asset.id)
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Report.result(
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Tests.global_skylight_diffuse_image_set,
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global_skylight_component.get_component_property_value(
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AtomComponentProperties.global_skylight('Diffuse Image')) == global_skylight_diffuse_image_asset.id)
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# 10. Set the Specular Image property of the Global Skylight (IBL) component.
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# Re-use the same image that was used in the previous test step.
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global_skylight_specular_image_asset_path = os.path.join(
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"LightingPresets", "default_iblskyboxcm_iblspecular.exr.streamingimage")
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global_skylight_specular_image_asset = Asset.find_asset_by_path(
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global_skylight_specular_image_asset_path, False)
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global_skylight_component.set_component_property_value(
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AtomComponentProperties.global_skylight('Specular Image'), global_skylight_specular_image_asset.id)
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global_skylight_specular_image_set = global_skylight_component.get_component_property_value(
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AtomComponentProperties.global_skylight('Specular Image'))
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Report.result(
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Tests.global_skylight_specular_image_set,
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global_skylight_specular_image_set == global_skylight_specular_image_asset.id)
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# 11. Create a Ground Plane Entity with a Material component that is a child entity of the Default Level Entity.
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ground_plane_name = "Ground Plane"
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ground_plane_entity = EditorEntity.create_editor_entity(ground_plane_name, default_level_entity.id)
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ground_plane_material_component = ground_plane_entity.add_component(AtomComponentProperties.material())
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Report.result(
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Tests.ground_plane_material_component_added,
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ground_plane_entity.has_component(AtomComponentProperties.material()))
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# 12. Set the Material Asset property of the Material component for the Ground Plane Entity.
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ground_plane_entity.set_local_uniform_scale(32.0)
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ground_plane_material_asset_path = os.path.join("Materials", "Presets", "PBR", "metal_chrome.azmaterial")
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ground_plane_material_asset = Asset.find_asset_by_path(ground_plane_material_asset_path, False)
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ground_plane_material_component.set_component_property_value(
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AtomComponentProperties.material('Material Asset'), ground_plane_material_asset.id)
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Report.result(
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Tests.ground_plane_material_asset_set,
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ground_plane_material_component.get_component_property_value(
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AtomComponentProperties.material('Material Asset')) == ground_plane_material_asset.id)
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# 13. Add the Mesh component to the Ground Plane Entity and set the Mesh component Mesh Asset property.
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ground_plane_mesh_component = ground_plane_entity.add_component(AtomComponentProperties.mesh())
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Report.result(Tests.mesh_component_added, ground_plane_entity.has_component(AtomComponentProperties.mesh()))
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ground_plane_mesh_asset_path = os.path.join("TestData", "Objects", "plane.azmodel")
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ground_plane_mesh_asset = Asset.find_asset_by_path(ground_plane_mesh_asset_path, False)
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ground_plane_mesh_component.set_component_property_value(
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AtomComponentProperties.mesh('Mesh Asset'), ground_plane_mesh_asset.id)
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Report.result(
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Tests.ground_plane_mesh_asset_set,
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ground_plane_mesh_component.get_component_property_value(
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AtomComponentProperties.mesh('Mesh Asset')) == ground_plane_mesh_asset.id)
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# 14. Create a Directional Light Entity as a child entity of the Default Level Entity.
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directional_light_entity = EditorEntity.create_editor_entity_at(
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math.Vector3(0.0, 0.0, 10.0), AtomComponentProperties.directional_light(), default_level_entity.id)
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# 15. Add Directional Light component to Directional Light Entity and set entity rotation.
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directional_light_entity.add_component(AtomComponentProperties.directional_light())
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directional_light_entity_rotation = math.Vector3(DEGREE_RADIAN_FACTOR * -90.0, 0.0, 0.0)
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directional_light_entity.set_local_rotation(directional_light_entity_rotation)
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Report.result(
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Tests.directional_light_component_added, directional_light_entity.has_component(
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AtomComponentProperties.directional_light()))
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# 16. Create a Sphere Entity as a child entity of the Default Level Entity then add a Material component.
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sphere_entity = EditorEntity.create_editor_entity_at(
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math.Vector3(0.0, 0.0, 1.0), "Sphere", default_level_entity.id)
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sphere_material_component = sphere_entity.add_component(AtomComponentProperties.material())
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Report.result(Tests.sphere_material_component_added, sphere_entity.has_component(
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AtomComponentProperties.material()))
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# 17. Set the Material Asset property of the Material component for the Sphere Entity.
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sphere_material_asset_path = os.path.join("Materials", "Presets", "PBR", "metal_brass_polished.azmaterial")
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sphere_material_asset = Asset.find_asset_by_path(sphere_material_asset_path, False)
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sphere_material_component.set_component_property_value(
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AtomComponentProperties.material('Material Asset'), sphere_material_asset.id)
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Report.result(Tests.sphere_material_set, sphere_material_component.get_component_property_value(
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AtomComponentProperties.material('Material Asset')) == sphere_material_asset.id)
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# 18. Add Mesh component to Sphere Entity and set the Mesh Asset property for the Mesh component.
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sphere_mesh_component = sphere_entity.add_component(AtomComponentProperties.mesh())
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sphere_mesh_asset_path = os.path.join("Models", "sphere.azmodel")
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sphere_mesh_asset = Asset.find_asset_by_path(sphere_mesh_asset_path, False)
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sphere_mesh_component.set_component_property_value(
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AtomComponentProperties.mesh('Mesh Asset'), sphere_mesh_asset.id)
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Report.result(Tests.sphere_mesh_asset_set, sphere_mesh_component.get_component_property_value(
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AtomComponentProperties.mesh('Mesh Asset')) == sphere_mesh_asset.id)
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# 19. Create a Camera Entity as a child entity of the Default Level Entity then add a Camera component.
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camera_entity = EditorEntity.create_editor_entity_at(
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math.Vector3(5.5, -12.0, 9.0), AtomComponentProperties.camera(), default_level_entity.id)
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camera_component = camera_entity.add_component(AtomComponentProperties.camera())
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Report.result(Tests.camera_component_added, camera_entity.has_component(AtomComponentProperties.camera()))
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# 20. Set the Camera Entity rotation value and set the Camera component Field of View value.
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camera_entity_rotation = math.Vector3(
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DEGREE_RADIAN_FACTOR * -27.0, DEGREE_RADIAN_FACTOR * -12.0, DEGREE_RADIAN_FACTOR * 25.0)
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camera_entity.set_local_rotation(camera_entity_rotation)
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camera_fov_value = 60.0
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camera_component.set_component_property_value(AtomComponentProperties.camera('Field of view'), camera_fov_value)
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azlmbr.camera.EditorCameraViewRequestBus(azlmbr.bus.Event, "ToggleCameraAsActiveView", camera_entity.id)
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Report.result(Tests.camera_fov_set, camera_component.get_component_property_value(
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AtomComponentProperties.camera('Field of view')) == camera_fov_value)
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# 21. Enter game mode.
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helper.enter_game_mode(Tests.enter_game_mode)
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helper.wait_for_condition(function=lambda: general.is_in_game_mode(), timeout_in_seconds=4.0)
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# 22. Take screenshot.
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ScreenshotHelper(general.idle_wait_frames).capture_screenshot_blocking(f"{SCREENSHOT_NAME}.ppm")
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# 23. Exit game mode.
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helper.exit_game_mode(Tests.exit_game_mode)
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helper.wait_for_condition(function=lambda: not general.is_in_game_mode(), timeout_in_seconds=4.0)
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# 24. Look for errors.
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helper.wait_for_condition(lambda: error_tracer.has_errors or error_tracer.has_asserts, 1.0)
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Report.result(Tests.no_assert_occurred, not error_tracer.has_asserts)
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Report.result(Tests.no_error_occurred, not error_tracer.has_errors)
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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(AtomGPU_BasicLevelSetup_SetsUpLevel)
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