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169 lines
6.1 KiB
Python
169 lines
6.1 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 : C4976218
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# Test Case Title: Verify that when compute inertia is checked, the physX engine does compute the inertia of the objects
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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_upper_boxes = ("Upper Boxes found", "Upper Boxes not found")
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find_lower_boxes = ("Lower Boxes found", "Lower Boxes not found")
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boxes_collided = ("All Boxes Collided", "Not all Boxes Collided")
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upper_box_x_did_topple = ("Upper Box X did topple", "Upper Box X did not toppled")
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upper_box_y_did_topple = ("Upper Box Y did topple", "Upper Box Y did not toppled")
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upper_box_z_did_topple = ("Upper Box Z did topple", "Upper Box Z did not toppled")
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exit_game_mode = ("Exited game mode", "Failed to exit game mode")
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# fmt: on
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def C4976218_RigidBodies_InertiaObjectsNotComputed():
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"""
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Summary:
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Level Description:
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A box (entity: Upper Box) set above and askew to another box (entity: Lower Box)
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Lower box and Upper box has computed inertia.
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Test Steps:
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--> Open level
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--> Enter game mode
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--> Retrieve entities
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--> Check for collision between the top box and lower box for the 3 pairs (6 boxes total)
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--> Check that the upper box's x, y, or z angular velocity decreases past -1.0
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--> Exit game mode
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--> Close editor
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:return: None
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"""
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# Setup path
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import os
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import sys
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import ImportPathHelper as imports
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imports.init()
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import azlmbr.legacy.general as general
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import azlmbr.bus as bus
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import azlmbr.components
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import azlmbr.physics
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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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class UpperBox:
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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(name)
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self.collided_with_lower_box = False
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self.handler = None
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self.lower_box_list = None
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def on_boxes_collision_begin(self, args):
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other_id = args[0]
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for boxes in self.lower_box_list:
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if other_id.Equal(boxes.id):
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Report.info("{} hit lower box".format(self.name))
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self.collided_with_lower_box = True
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def create_handler(self):
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self.handler = bus.NotificationHandler("CollisionNotificationBus")
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self.handler.connect(self.id)
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self.handler.add_callback("OnCollisionBegin", self.on_boxes_collision_begin)
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@property
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def angular_velocity(self):
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return azlmbr.physics.RigidBodyRequestBus(bus.Event, "GetAngularVelocity", self.id)
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class LowerBox:
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def __init__(self, name):
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self.id = general.find_game_entity(name)
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# Amount of time before test times out
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TIME_OUT = 3.0
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MINIMUM_ANGUlAR_VELOCITY = -1.0
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helper.init_idle()
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# 1) Open level
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helper.open_level("Physics", "C4976218_RigidBodies_InertiaObjectNotComputed")
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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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upper_box_x = UpperBox("Upper Box X")
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upper_box_y = UpperBox("Upper Box Y")
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upper_box_z = UpperBox("Upper Box Z")
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lower_box_x = LowerBox("Lower Box X")
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lower_box_y = LowerBox("Lower Box Y")
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lower_box_z = LowerBox("Lower Box Z")
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# Store boxes in two lists
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upper_box_list = [upper_box_x, upper_box_y, upper_box_z]
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lower_box_list = [lower_box_x, lower_box_y, lower_box_z]
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upper_boxes_found = True
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lower_boxes_found = True
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for upper_boxes in upper_box_list:
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upper_boxes.lower_box_list = lower_box_list
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if upper_boxes.id is None:
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upper_boxes_found = False
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for lower_boxes in lower_box_list:
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if lower_boxes.id is None:
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lower_boxes_found = False
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Report.critical_result(Tests.find_upper_boxes, upper_boxes_found)
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Report.critical_result(Tests.find_lower_boxes, lower_boxes_found)
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for box in upper_box_list:
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box.create_handler()
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def all_boxes_collided():
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for boxes in upper_box_list:
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if not boxes.collided_with_lower_box:
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return False
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return True
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# 4) Wait for the boxes to collide
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boxes_collided = helper.wait_for_condition(all_boxes_collided, TIME_OUT)
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Report.result(Tests.boxes_collided, boxes_collided)
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# 5) Check that the upper box's corresponding angular velocity is lower than minimum (higher negative number)
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def validate_angular_velocities():
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velocities_set = True
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if upper_box_x.angular_velocity.x > MINIMUM_ANGUlAR_VELOCITY:
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velocities_set = False
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if upper_box_y.angular_velocity.y > MINIMUM_ANGUlAR_VELOCITY:
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velocities_set = False
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if upper_box_z.angular_velocity.z > MINIMUM_ANGUlAR_VELOCITY:
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velocities_set = False
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return velocities_set
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helper.wait_for_condition(validate_angular_velocities, TIME_OUT)
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# Checking to see if the X angular has a greater negative number (higher negative value) than MINIMUM
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Report.info("Angular Velocity for X Box = {}".format(upper_box_x.angular_velocity.x))
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Report.info("Angular Velocity for Y Box = {}".format(upper_box_y.angular_velocity.y))
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Report.info("Angular Velocity for Z Box = {}".format(upper_box_z.angular_velocity.z))
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Report.result(Tests.upper_box_x_did_topple, upper_box_x.angular_velocity.x < MINIMUM_ANGUlAR_VELOCITY)
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Report.result(Tests.upper_box_y_did_topple, upper_box_y.angular_velocity.y < MINIMUM_ANGUlAR_VELOCITY)
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Report.result(Tests.upper_box_z_did_topple, upper_box_z.angular_velocity.z < MINIMUM_ANGUlAR_VELOCITY)
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# 7) 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(C4976218_RigidBodies_InertiaObjectsNotComputed)
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