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177 lines
7.2 KiB
Python
177 lines
7.2 KiB
Python
# coding=utf-8
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"""
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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 : C5959765
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# Test Case Title : Check that rigid body (asset) gets impulse from force region
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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_asset = ("Entity asset found", "Asset not found")
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find_force_region = ("Force Region found", "Force Region not found")
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asset_gained_height = ("Asset went up", "Asset didn't go up")
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force_region_success = ("Force Region impulsed asset", "Force Region didn't impulse asset")
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exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
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tests_completed = ("Tests completed", "Tests did not complete")
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# fmt: on
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def C5959765_ForceRegion_AssetGetsImpulsed():
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"""
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# This run() function will open a a level and validate that a asset gets impulsed by a force region.
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# It does this by:
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# 1) Open level
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# 2) Enters Game mode
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# 3) Finds the entities in the scene
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# 4) Set values for Asset and force region
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# 5) Listens for asset to enter the force region
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# 6) Gets the vector and magnitude when asset is in force region
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# 7) Lets the asset travel up
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# 8) Validate if Asset gained height and entered force region
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# 9) Checks if test completed
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# 10) Exits game mode and editor
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# Level setup: Sedan asset above force region
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# First Asset: Name = "Sedan" This entity should drop vertically, collide with force region, and be shot up
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# First force region: Name = "Force Region" Should shoot Sedan entity up upon entry
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"""
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# Setup path
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import os, sys
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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 Asset:
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id = None
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gained_height = False # Did the Asset gain height
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z_end_position = 0
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z_start_position = 0
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# Listen for Force Region events
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class RegionData:
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def __init__(self, ID):
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self.force_region_id = ID
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self.force_region_entered = False
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self.force_vector = None
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self.force_magnitude_on_asset = 0 # Magnitude applied on Asset
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self.force_region_magnitude = 0 # Magnitude value for the force region set in the editor
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self.force_region_magnitude_range = (
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0.01
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) # Delta value allowed between magnitude force_magnitude_on_asset and force_region_magnitude
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def force_region_in_range(self):
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return abs(self.force_magnitude_on_asset - self.force_region_magnitude) < 0.01 # 0.01 for buffer room
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def ifVectorAxisClose(vec1, vec2):
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return abs(vec1 - vec2) < 0.01 # 0.01 For buffer room for dif in the two vectors.
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helper.init_idle()
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# *****Variables*****
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TIME_OUT = 4.0 # Seconds
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UPWARD_Z_VECTOR = 1.0
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# 1) Open level
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helper.open_level("Physics", "C5959765_ForceRegion_AssetGetsImpulsed")
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# 2) Enters Game mode
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helper.enter_game_mode(Tests.enter_game_mode)
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# 3) Finds the entities in the scene
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Asset.id = general.find_game_entity("Sedan")
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Report.critical_result(Tests.find_asset, Asset.id.IsValid())
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RegionObject = RegionData(general.find_game_entity("Force Region"))
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Report.critical_result(Tests.find_force_region, RegionObject.force_region_id.IsValid())
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# 4) Set values for Asset and force region
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Asset.z_start_position = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldZ", Asset.id)
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RegionObject.force_region_magnitude = azlmbr.physics.ForcePointRequestBus(
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azlmbr.bus.Event, "GetMagnitude", RegionObject.force_region_id
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)
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Report.info("Asset start z position = {}".format(Asset.z_start_position))
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# 5) Listens for asset to enter the force region
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def on_calculate_net_force(args):
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"""
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Called when there is a collision in the level
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Args:
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args[0] - force region entity
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args[1] - entity entering
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args[2] - vector
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args[3] - magnitude
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"""
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# 6) Gets the vector and magnitude when asset is in force region
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vect = args[2]
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mag = args[3]
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if RegionObject.force_region_id.Equal(args[0]) and not RegionObject.force_region_entered:
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RegionObject.force_region_entered = True
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RegionObject.force_vector = vect
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RegionObject.force_magnitude_on_asset = mag
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Report.info("Force Region entered")
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# Assign the handler
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handler = azlmbr.physics.ForceRegionNotificationBusHandler()
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handler.connect(None)
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handler.add_callback("OnCalculateNetForce", on_calculate_net_force)
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def test_completed():
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# test_completed() will return a bool saying if all the Necessary actions in the test have been completed.
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# Necessary Actions: 1) Asset entered Force Region 2) Asset end_height > start_height
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Asset.z_end_position = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldZ", Asset.id)
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Asset.gained_height = Asset.z_end_position > (Asset.z_start_position + 0.5) # 0.5 for buffer
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# 8) Validate if Asset gained height and entered force region
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if Asset.gained_height and RegionObject.force_region_entered:
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Report.success(Tests.asset_gained_height)
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return True
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return False
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# 7) Lets the asset travel up
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test_is_completed = helper.wait_for_condition(test_completed, TIME_OUT)
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# 9) Checks if test completed
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if not test_is_completed:
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Report.info("The test timed out, check log for possible solutions or adjust the time out time")
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Report.failure(Tests.tests_completed)
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else:
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# Did Force Region succeed. True if vector z is close to 1 and force region magnitude is close to magnitude applied on Asset
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force_region_result = (
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ifVectorAxisClose(RegionObject.force_vector.z, UPWARD_Z_VECTOR) and RegionObject.force_region_in_range()
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)
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Report.result(Tests.force_region_success, force_region_result)
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Report.success(Tests.tests_completed)
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# Report test info to log
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Report.info("******* FINAL ENTITY INFORMATION *********")
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Report.info("Asset Entered force region = {}".format(RegionObject.force_region_entered))
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Report.info("Start Z Position = {} End Z Position = {}".format(Asset.z_start_position, Asset.z_end_position))
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Report.info("Asset Gained height = {}".format(Asset.gained_height))
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Report.info("Vector = {} Magnitude = {}".format(RegionObject.force_vector.z, RegionObject.force_magnitude_on_asset))
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# 10) Exit game mode and close the editor
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Report.result(Tests.tests_completed, test_is_completed)
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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(C5959765_ForceRegion_AssetGetsImpulsed)
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