""" 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 : C14861504 Test Case Title : Verify if Rendering Mesh does not have a PhysX Collision Mesh fbx, then PxMesh is not auto-assigned """ # fmt: off class Tests(): create_entity = ("Created test entity", "Failed to create test entity") mesh_added = ("Added Mesh component", "Failed to add Mesh component") physx_collider_added = ("Added PhysX Mesh Collider component", "Failed to add PhysX Mesh Collider component") assign_model_asset = ("Assigned Model asset to Mesh component", "Failed to assign model asset to Mesh component") shape_not_assigned = ("Shape is not auto assigned", "Shape auto assigned unexpectedly") enter_game_mode = ("Entered game mode", "Failed to enter game mode") warnings_found = ("Warnings found in logs", "No warnings found in logs") # fmt: on def Collider_PxMeshNotAutoAssignedWhenNoPhysicsFbx(): """ Summary: Create entity with Mesh component and assign a render mesh that has no physics asset to the Mesh component. Add Physics Mesh Collider component and Verify that the physics mesh asset is not auto-assigned. Expected Behavior: Following warning is logged in Game mode: "(PhysX) - EditorMeshColliderComponent::BuildGameEntity. No asset assigned to Collider Component. Entity: " Test Steps: 1) Load the empty level 2) Create an entity 3) Add Mesh component 4) Assign a render model asset to Mesh component (the fbx mesh having only Static mesh and no PxMesh) 5) Add PhysX Mesh Collider component 6) The physics asset in PhysX Mesh Collider component is not auto-assigned. 7) Enter GameMode and check for warnings Note: - This test file must be called from the Open 3D Engine Editor command terminal - Any passed and failed tests are written to the Editor.log file. Parsing the file or running a log_monitor are required to observe the test results. :return: None """ # Builtins import os # Helper Files from editor_python_test_tools.editor_entity_utils import EditorEntity as Entity from editor_python_test_tools.utils import Report from editor_python_test_tools.utils import TestHelper as helper from editor_python_test_tools.utils import Tracer from editor_python_test_tools.asset_utils import Asset from consts.physics import PHYSX_MESH_COLLIDER import editor_python_test_tools.hydra_editor_utils as hydra # Open 3D Engine Imports import azlmbr.asset as azasset # Asset paths STATIC_MESH = os.path.join("assets", "Physics", "Collider_PxMeshNotAutoAssignedWhenNoPhysicsFbx", "test_asset.fbx.azmodel") # 1) Load the empty level hydra.open_base_level() # 2) Create an entity test_entity = Entity.create_editor_entity("test_entity") test_entity.add_component("PhysX Static Rigid Body") Report.result(Tests.create_entity, test_entity.id.IsValid()) # 3) Add Mesh component mesh_component = test_entity.add_component("Mesh") Report.result(Tests.mesh_added, test_entity.has_component("Mesh")) # 4) Assign a render model asset to Mesh component (the fbx mesh having both Static mesh and PhysX collision Mesh) model_asset = Asset.find_asset_by_path(STATIC_MESH) mesh_component.set_component_property_value("Controller|Configuration|Model Asset", model_asset.id) model_asset.id = mesh_component.get_component_property_value("Controller|Configuration|Model Asset") Report.result(Tests.assign_model_asset, model_asset.get_path().lower() == STATIC_MESH.replace(os.sep, "/").lower()) # 5) Add PhysX Mesh Collider component test_component = test_entity.add_component(PHYSX_MESH_COLLIDER) Report.result(Tests.physx_collider_added, test_entity.has_component(PHYSX_MESH_COLLIDER)) # 6) The physics asset in PhysX Mesh Collider component is not auto-assigned. asset_id = test_component.get_component_property_value("Shape Configuration|Asset|PhysX Mesh") # Comparing asset_id with Null/Invalid asset azlmbr.asset.AssetId() to check that asset is not auto assigned Report.result(Tests.shape_not_assigned, asset_id == azasset.AssetId()) # 7) Enter GameMode and check for warnings with Tracer() as section_tracer: helper.enter_game_mode(Tests.enter_game_mode) # Checking if warning exist and the exact warning is caught in the expected lines in Test file Report.result(Tests.warnings_found, section_tracer.has_warnings) if __name__ == "__main__": from editor_python_test_tools.utils import Report Report.start_test(Collider_PxMeshNotAutoAssignedWhenNoPhysicsFbx)