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185 lines
7.7 KiB
Python
185 lines
7.7 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 : C4976197
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# Test Case Title : Verify that when you assign an Initial Angular Velocity to an object,
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# it moves with that Angular velocity when we switch to game mode
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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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gravity_disabled = ("Gravity is disabled", "Gravity is not disabled")
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cube_found = ("Cube was found", "Cube was not found")
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trigger_found = ("Trigger was found", "Trigger was not found")
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cube_pos = ("Cube position is valid", "Cube position is not valid")
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trigger_pos = ("Trigger position is valid", "Trigger position is not valid")
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cube_init_rotation = ("Cube rotation is valid", "Cube rotation is not valid")
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cube_touched_trigger = ("Cube touched Trigger", "Cube did not touch Trigger")
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cube_rotated_on_x = ("Cube rotated on X axis", "Cube did not rotate on X axis")
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cube_not_rotated_on_y = ("Cube did not rotate on Y axis", "Cube rotated on Y axis")
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cube_not_rotated_on_z = ("Cube did not rotate on Z axis", "Cube rotated on Z axis")
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cube_velocity = ("The velocity is close to expected", "The velocity is not close to expected")
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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 C4976197_RigidBodies_InitialAngularVelocity():
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# type: () -> None
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"""
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Summary:
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Runs an automated test to ensure initial angular velocity of 5.0 rad/sec on X axis is exerted on a rigid body object
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Level Description:
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A cube positioned above terrain, with PhysX Shape Collider component with Box shape (dimensions: x=1, y=1, z=3),
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and with PhysX Rigid Body component, gravity disabled, initial angular velocity: (x=5, y=0, z=0) rad/s and
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angular damping set to 0.0
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A trigger with PhysX Shape Collider component with Box shape (dimensions: x=1, y=1, z=1), trigger enabled,
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positioned above terrain close to the Cube but not touching.
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Expected Behavior:
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When game mode is entered, the cube should rotate on x axis with 5 radian per second speed.
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The cube is supposed to touch the trigger as it rotates.
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Test Steps:
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1) Loads the level
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2) Enters game mode
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3) Retrieves test entities (Cube and Trigger)
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4) Checks if gravity is disabled
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5) Checks the Cube and Trigger locations
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6) Checks the Cube initial rotation
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7) Captures the angular velocity of cube
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8) Sets up Trigger
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9) Waits for the Cube to rotate and touch the Trigger
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10) Captures the Cube new rotation and reports results
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11) Exits game mode
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12) Closes 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 math
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import ImportPathHelper as imports
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imports.init()
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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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class Cube:
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id = None
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position = None
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init_rotation = None
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rotation = None
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angular_velocity = None
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touched_trigger = False
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# We found no bus to retrieve physics rigid body initial angular velocity
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# So we are hardcoding 5 as its initial angular velocity
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INITIAL_ANGULAR_VELOCITY = 5 # radian per second on X axis
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class Trigger:
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id = None
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position = None
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# Constants
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INITIAL_ANGULAR_VELOCITY_TOLERANCE = 0.05
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TIME_OUT = 2.0
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ROTATION_TOLERANCE = 0.001
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def is_angle_close(x, y):
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r = (math.sin(x) - math.sin(y)) * (math.sin(x) - math.sin(y)) + (math.cos(x) - math.cos(y)) * (
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math.cos(x) - math.cos(y)
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)
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diff = math.acos((2.0 - r) / 2.0)
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return abs(diff) <= ROTATION_TOLERANCE
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helper.init_idle()
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# 1) Load the level
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helper.open_level("Physics", "C4976197_RigidBodies_InitialAngularVelocity")
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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 entities
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Cube.id = general.find_game_entity("Cube")
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Trigger.id = general.find_game_entity("Trigger")
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Report.critical_result(Tests.cube_found, Cube.id.IsValid())
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Report.critical_result(Tests.trigger_found, Trigger.id.IsValid())
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# 4) Check gravity is disabled
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gravity_enabled = azlmbr.physics.RigidBodyRequestBus(azlmbr.bus.Event, "IsGravityEnabled", Cube.id)
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Report.result(Tests.gravity_disabled, not gravity_enabled)
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# 5) Log Cube and Trigger positions
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Cube.position = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldTranslation", Cube.id)
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valid_cube_pos = (Cube.position is not None) and (not Cube.position.IsZero())
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Report.info_vector3(Cube.position, "Cube initial position:")
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Report.critical_result(Tests.cube_pos, valid_cube_pos)
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Trigger.position = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldTranslation", Trigger.id)
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valid_trigger_pos = (Trigger.position is not None) and (not Trigger.position.IsZero())
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Report.info_vector3(Trigger.position, "Trigger initial position:")
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Report.critical_result(Tests.trigger_pos, valid_trigger_pos)
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# 6) Log Cube initial rotation
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Cube.init_rotation = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldRotation", Cube.id)
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Report.info_vector3(Cube.init_rotation, "Cube initial rotation:")
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Report.critical_result(Tests.cube_init_rotation, (Cube.init_rotation is not None))
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# 7) Log Cube angular velocity
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Cube.angular_velocity = azlmbr.physics.RigidBodyRequestBus(azlmbr.bus.Event, "GetAngularVelocity", Cube.id)
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Report.info_vector3(Cube.angular_velocity, "Cube angular velocity:")
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valid_velocity = abs(Cube.angular_velocity.x - Cube.INITIAL_ANGULAR_VELOCITY) < INITIAL_ANGULAR_VELOCITY_TOLERANCE
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Report.result(Tests.cube_velocity, valid_velocity)
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# 8) Set up Trigger
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def set_touched_value(args):
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entering_entity_id = args[0]
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if entering_entity_id.Equal(Cube.id):
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Report.info("Cube touched the Trigger")
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Cube.touched_trigger = True
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handler = azlmbr.physics.TriggerNotificationBusHandler()
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handler.connect(Trigger.id)
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handler.add_callback("OnTriggerEnter", set_touched_value)
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# 9) Wait a maximum of 2 seconds for the sphere to touch the trigger
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helper.wait_for_condition(lambda: Cube.touched_trigger, TIME_OUT)
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Report.result(Tests.cube_touched_trigger, Cube.touched_trigger)
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# 10) Log Cube's new rotation and validates it
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Cube.rotation = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldRotation", Cube.id)
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Report.info_vector3(Cube.rotation, "Cube new rotation:")
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Report.result(Tests.cube_rotated_on_x, not is_angle_close(Cube.rotation.x, Cube.init_rotation.x))
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Report.result(Tests.cube_not_rotated_on_y, is_angle_close(Cube.rotation.y, Cube.init_rotation.y))
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Report.result(Tests.cube_not_rotated_on_z, is_angle_close(Cube.rotation.z, Cube.init_rotation.z))
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# 11) 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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import ImportPathHelper as imports
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imports.init()
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from editor_python_test_tools.utils import Report
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Report.start_test(C4976197_RigidBodies_InitialAngularVelocity)
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