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o3de/AutomatedTesting/Gem/PythonTests/physics/C5959765_ForceRegion_AssetG...

177 lines
7.2 KiB
Python

# coding=utf-8
"""
Copyright (c) Contributors to the Open 3D Engine Project.
For complete copyright and license terms please see the LICENSE at the root of this distribution.
SPDX-License-Identifier: Apache-2.0 OR MIT
"""
# Test case ID : C5959765
# Test Case Title : Check that rigid body (asset) gets impulse from force region
# fmt: off
class Tests:
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
find_asset = ("Entity asset found", "Asset not found")
find_force_region = ("Force Region found", "Force Region not found")
asset_gained_height = ("Asset went up", "Asset didn't go up")
force_region_success = ("Force Region impulsed asset", "Force Region didn't impulse asset")
exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
tests_completed = ("Tests completed", "Tests did not complete")
# fmt: on
def C5959765_ForceRegion_AssetGetsImpulsed():
"""
# This run() function will open a a level and validate that a asset gets impulsed by a force region.
# It does this by:
# 1) Open level
# 2) Enters Game mode
# 3) Finds the entities in the scene
# 4) Set values for Asset and force region
# 5) Listens for asset to enter the force region
# 6) Gets the vector and magnitude when asset is in force region
# 7) Lets the asset travel up
# 8) Validate if Asset gained height and entered force region
# 9) Checks if test completed
# 10) Exits game mode and editor
# Level setup: Sedan asset above force region
# First Asset: Name = "Sedan" This entity should drop vertically, collide with force region, and be shot up
# First force region: Name = "Force Region" Should shoot Sedan entity up upon entry
"""
# Setup path
import os, sys
import ImportPathHelper as imports
imports.init()
from editor_python_test_tools.utils import Report
from editor_python_test_tools.utils import TestHelper as helper
import azlmbr.legacy.general as general
import azlmbr.bus
class Asset:
id = None
gained_height = False # Did the Asset gain height
z_end_position = 0
z_start_position = 0
# Listen for Force Region events
class RegionData:
def __init__(self, ID):
self.force_region_id = ID
self.force_region_entered = False
self.force_vector = None
self.force_magnitude_on_asset = 0 # Magnitude applied on Asset
self.force_region_magnitude = 0 # Magnitude value for the force region set in the editor
self.force_region_magnitude_range = (
0.01
) # Delta value allowed between magnitude force_magnitude_on_asset and force_region_magnitude
def force_region_in_range(self):
return abs(self.force_magnitude_on_asset - self.force_region_magnitude) < 0.01 # 0.01 for buffer room
def ifVectorAxisClose(vec1, vec2):
return abs(vec1 - vec2) < 0.01 # 0.01 For buffer room for dif in the two vectors.
helper.init_idle()
# *****Variables*****
TIME_OUT = 4.0 # Seconds
UPWARD_Z_VECTOR = 1.0
# 1) Open level
helper.open_level("Physics", "C5959765_ForceRegion_AssetGetsImpulsed")
# 2) Enters Game mode
helper.enter_game_mode(Tests.enter_game_mode)
# 3) Finds the entities in the scene
Asset.id = general.find_game_entity("Sedan")
Report.critical_result(Tests.find_asset, Asset.id.IsValid())
RegionObject = RegionData(general.find_game_entity("Force Region"))
Report.critical_result(Tests.find_force_region, RegionObject.force_region_id.IsValid())
# 4) Set values for Asset and force region
Asset.z_start_position = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldZ", Asset.id)
RegionObject.force_region_magnitude = azlmbr.physics.ForcePointRequestBus(
azlmbr.bus.Event, "GetMagnitude", RegionObject.force_region_id
)
Report.info("Asset start z position = {}".format(Asset.z_start_position))
# 5) Listens for asset to enter the force region
def on_calculate_net_force(args):
"""
Called when there is a collision in the level
Args:
args[0] - force region entity
args[1] - entity entering
args[2] - vector
args[3] - magnitude
"""
# 6) Gets the vector and magnitude when asset is in force region
vect = args[2]
mag = args[3]
if RegionObject.force_region_id.Equal(args[0]) and not RegionObject.force_region_entered:
RegionObject.force_region_entered = True
RegionObject.force_vector = vect
RegionObject.force_magnitude_on_asset = mag
Report.info("Force Region entered")
# Assign the handler
handler = azlmbr.physics.ForceRegionNotificationBusHandler()
handler.connect(None)
handler.add_callback("OnCalculateNetForce", on_calculate_net_force)
def test_completed():
# test_completed() will return a bool saying if all the Necessary actions in the test have been completed.
# Necessary Actions: 1) Asset entered Force Region 2) Asset end_height > start_height
Asset.z_end_position = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldZ", Asset.id)
Asset.gained_height = Asset.z_end_position > (Asset.z_start_position + 0.5) # 0.5 for buffer
# 8) Validate if Asset gained height and entered force region
if Asset.gained_height and RegionObject.force_region_entered:
Report.success(Tests.asset_gained_height)
return True
return False
# 7) Lets the asset travel up
test_is_completed = helper.wait_for_condition(test_completed, TIME_OUT)
# 9) Checks if test completed
if not test_is_completed:
Report.info("The test timed out, check log for possible solutions or adjust the time out time")
Report.failure(Tests.tests_completed)
else:
# Did Force Region succeed. True if vector z is close to 1 and force region magnitude is close to magnitude applied on Asset
force_region_result = (
ifVectorAxisClose(RegionObject.force_vector.z, UPWARD_Z_VECTOR) and RegionObject.force_region_in_range()
)
Report.result(Tests.force_region_success, force_region_result)
Report.success(Tests.tests_completed)
# Report test info to log
Report.info("******* FINAL ENTITY INFORMATION *********")
Report.info("Asset Entered force region = {}".format(RegionObject.force_region_entered))
Report.info("Start Z Position = {} End Z Position = {}".format(Asset.z_start_position, Asset.z_end_position))
Report.info("Asset Gained height = {}".format(Asset.gained_height))
Report.info("Vector = {} Magnitude = {}".format(RegionObject.force_vector.z, RegionObject.force_magnitude_on_asset))
# 10) Exit game mode and close the editor
Report.result(Tests.tests_completed, test_is_completed)
helper.exit_game_mode(Tests.exit_game_mode)
if __name__ == "__main__":
import ImportPathHelper as imports
imports.init()
from editor_python_test_tools.utils import Report
Report.start_test(C5959765_ForceRegion_AssetGetsImpulsed)