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- """
- 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 : C15308221
- # Test Case Title : Verify that material library and slots are always in sync and work consistently through the different places of usage
- # fmt: off
- class Tests:
- enter_game_mode_0 = ("Test 0) Entered game mode", "Test 0) Failed to enter game mode")
- find_terrain_0 = ("Test 0) The Terrain was found", "Test 0) The Terrain was not found")
- find_terrain_box_0 = ("Test 0) Terrain test box was found", "Test 0) Terrain test box was not found")
- find_collider_0 = ("Test 0) Box collider was found", "Test 0) Box collider was not found")
- find_ragdoll_0 = ("Test 0) Ragdoll was found", "Test 0) Ragdoll was not found")
- find_character_controller_0 = ("Test 0) Character controller was found", "Test 0) Character controller was not found")
- find_controller_box_0 = ("Test 0) Character controller test box was found", "Test 0) Character controller test box was not found")
- terrain_box_bounced_0 = ("Test 0) Terrain test box bounced", "Test 0) Terrain test box did not bounce")
- collider_bounced_0 = ("Test 0) Box collider bounced", "Test 0) Box collider did not bounce")
- ragdoll_bounced_0 = ("Test 0) Modified ragdoll bounced", "Test 0) Modified ragdoll did not bounce")
- controller_box_bounced_0 = ("Test 0) Character controller test box bounced", "Test 0) Character controller test box did not bounce")
- exit_game_mode_0 = ("Test 0) Exited game mode", "Test 0) Failed to exit game mode")
- all_bounced_equal_0 = ("Test 0) All entities bounced the same height", "Test 0) All entities did not bounce the same height")
- enter_game_mode_1 = ("Test 1) Entered game mode", "Test 1) Failed to enter game mode")
- find_terrain_1 = ("Test 1) The Terrain was found", "Test 1) The Terrain was not found")
- find_terrain_box_1 = ("Test 1) Terrain test box was found", "Test 1) Terrain test box was not found")
- find_collider_1 = ("Test 1) Box collider was found", "Test 1) Box collider was not found")
- find_ragdoll_1 = ("Test 1) Ragdoll was found", "Test 1) Ragdoll was not found")
- find_character_controller_1 = ("Test 1) Character controller was found", "Test 1) Character controller was not found")
- find_controller_box_1 = ("Test 1) Character controller test box was found", "Test 1) Character controller test box was not found")
- terrain_box_bounced_1 = ("Test 1) Terrain test box bounced", "Test 1) Terrain test box did not bounce")
- collider_bounced_1 = ("Test 1) Box collider bounced", "Test 1) Box collider did not bounce")
- ragdoll_bounced_1 = ("Test 1) Modified ragdoll bounced", "Test 1) Modified ragdoll did not bounce")
- controller_box_bounced_1 = ("Test 1) Character controller test box bounced", "Test 1) Character controller test box did not bounce")
- exit_game_mode_1 = ("Test 1) Exited game mode", "Test 1) Failed to exit game mode")
- all_bounced_equal_1 = ("Test 1) All entities bounced the same height", "Test 1) All entities did not bounce the same height")
- all_bounced_greater = ("All entities bounced higher on the second test", "All entities did not bounce higher on the second test")
- # fmt: on
- def Material_ComponentsInSyncWithLibrary():
- """
- Summary:
- Runs an automated test to verify that the material library is always in sync between the different PhysX components
- Level Description:
- A new material library was created with 1 material, called "Modified":
- dynamic friction: 0.5
- static friction: 0.5
- restitution: 0.25
- There are 4 types of components we want to test for:
- PhysX Ragdoll:
- A ragdoll ("ragdoll") with the "Modified" material applied to all of its colliders. Positioned above the
- terrain.
- PhysX collider:
- A PhysX box collider ("collider") with a the "Modified" material applied. Positioned above the terrain.
- PhysX terrain:
- A PhysX terrain ("terrain"), and a PhysX box collider ("terrain_box"). "terrain_box" is positioned above
- "terrain". A new layer was created with the "Modified" material and painted onto the terrain under
- "terrain_box". "terrain_box" has the default material applied.
- PhysX character controller:
- A character controller ("character_controller"), and a PhysX box collider ("controller_box").
- "controller_box" is positioned above "character_controller" and is assigned the default material.
- "character_controller" is assigned "Modified"
- Expected behavior:
- For every iteration this test measures the bounce height of each entity. The entities save their traveled distances
- each iteration, to verify different behavior between each setup.
- First the test verifies the entities all behave identically, without changing anything. All entities should bounce
- the same height.
- Next, the test modifies the restitution value for 'Modified' (from 0.25 to 0.75). All entities should again bounce
- the same height. Additionally, all entities should bounce higher with the new restitution than they did previously.
- Test Steps:
- 1) Open level
- 2) Collect basis values without modifying anything
- 2.1) Enter game mode
- 2.2) Find entities
- 2.3) Wait for entities to bounce
- 2.4) Exit game mode
- 3) Verify all entities behave the same as a baseline
- 4) Modify the restitution value of 'modified'
- 4.1 - 4.4) <same as 2.1 - 2.4>
- 5) Verify the entities all still behave the same
- 6) Verify that the material change was propagated correctly
- 7) Close editor
- 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
- """
- import os
- import sys
- import azlmbr.legacy.general as general
- import azlmbr.bus as bus
- import azlmbr.components
- import azlmbr.physics
- import azlmbr.math as lymath
- from Physmaterial_Editor import Physmaterial_Editor
- from editor_python_test_tools.utils import Report
- from editor_python_test_tools.utils import TestHelper as helper
- TIMEOUT = 3.0
- BOUNCE_TOLERANCE = 0.1
- class Entity:
- def __init__(self, name, bounce_off_of_name):
- self.name = name
- self.bounce_off_of_name = bounce_off_of_name
- self.bounces = []
- def find_and_reset(self):
- self.hit_position = None
- self.hit_terrain = False
- self.max_bounce = 0.0
- self.reached_max_bounce = False
- self.id = general.find_game_entity(self.name)
- self.setup_handler()
- return self.id.IsValid()
- def on_collision_enter(self, args):
- entering = args[0]
- if entering.Equal(self.id):
- if not self.hit_terrain:
- self.hit_terrain_position = self.position
- self.hit_terrain = True
- def setup_handler(self):
- self.bounce_off_of_id = general.find_game_entity(self.bounce_off_of_name)
- self.handler = azlmbr.physics.CollisionNotificationBusHandler()
- self.handler.connect(self.bounce_off_of_id)
- self.handler.add_callback("OnCollisionBegin", self.on_collision_enter)
- @property
- def position(self):
- return azlmbr.components.TransformBus(bus.Event, "GetWorldTranslation", self.id)
- def get_test(test_name):
- return Tests.__dict__[test_name]
- def run_test(test_number):
- # x.1) Enter game mode
- helper.enter_game_mode(get_test("enter_game_mode_{}".format(test_number)))
- # x.2) Find entities
- controller_valid = general.find_game_entity("character_controller").IsValid()
- terrain_valid = general.find_game_entity("terrain").IsValid()
- Report.critical_result(get_test("find_character_controller_{}".format(test_number)), controller_valid)
- Report.critical_result(get_test("find_terrain_{}".format(test_number)), terrain_valid)
- collider_valid = collider.find_and_reset()
- controller_box_valid = controller_box.find_and_reset()
- ragdoll_valid = ragdoll.find_and_reset()
- terrain_box_valid = terrain_box.find_and_reset()
- Report.critical_result(get_test("find_collider_{}".format(test_number)), collider_valid)
- Report.critical_result(get_test("find_controller_box_{}".format(test_number)), controller_box_valid)
- Report.critical_result(get_test("find_ragdoll_{}".format(test_number)), ragdoll_valid)
- Report.critical_result(get_test("find_terrain_box_{}".format(test_number)), terrain_box_valid)
- def wait_for_bounce():
- for entity in all_entities:
- if entity.hit_terrain:
- current_bounce_height = entity.position.z - entity.hit_terrain_position.z
- if current_bounce_height >= entity.max_bounce:
- entity.max_bounce = current_bounce_height
- elif entity.max_bounce > 0.0:
- entity.reached_max_bounce = True
- return all([entity.reached_max_bounce for entity in all_entities])
- # x.3) Wait for entities to bounce
- helper.wait_for_condition(wait_for_bounce, TIMEOUT)
- Report.result(get_test("collider_bounced_{}".format(test_number)), collider.reached_max_bounce)
- Report.result(get_test("controller_box_bounced_{}".format(test_number)), controller_box.reached_max_bounce)
- Report.result(get_test("ragdoll_bounced_{}".format(test_number)), ragdoll.reached_max_bounce)
- Report.result(get_test("terrain_box_bounced_{}".format(test_number)), terrain_box.reached_max_bounce)
- for entity in all_entities:
- entity.bounces.append(entity.max_bounce)
- # x.4) Exit game mode
- helper.exit_game_mode(get_test("exit_game_mode_{}".format(test_number)))
- # 1) Open level and enter game mode
- helper.init_idle()
- helper.open_level("Physics", "Material_ComponentsInSyncWithLibrary")
- # Setup persisting entities
- collider = Entity("collider", "terrain")
- controller_box = Entity("controller_box", "character_controller")
- ragdoll = Entity("ragdoll", "terrain")
- terrain_box = Entity("terrain_box", "terrain")
- all_entities = [collider, controller_box, ragdoll, terrain_box]
- # 2) Collect basis values without modifying anything
- run_test(0)
- # 3) Verify all entities behave the same as a baseline
- test_0_max_bounce = max([entity.bounces[0] for entity in all_entities])
- test_0_min_bounce = min([entity.bounces[0] for entity in all_entities])
- Report.result(
- Tests.all_bounced_equal_0, lymath.Math_IsClose(test_0_max_bounce, test_0_min_bounce, BOUNCE_TOLERANCE)
- )
- # 4) Modify the restitution value of 'modified'
- material_editor = Physmaterial_Editor("c15308221_material_componentsinsyncwithlibrary.physmaterial")
- material_editor.modify_material("Modified", "Restitution", 0.75)
- material_editor.save_changes()
- run_test(1)
- # 5) Verify the entities all still behave the same
- test_1_max_bounce = max([entity.bounces[1] for entity in all_entities])
- test_1_min_bounce = min([entity.bounces[1] for entity in all_entities])
- Report.result(
- Tests.all_bounced_equal_1, lymath.Math_IsClose(test_1_max_bounce, test_1_min_bounce, BOUNCE_TOLERANCE)
- )
- # 6) Verify that the material change was propagated correctly
- all_bounced_greater = all([entity.bounces[0] < entity.bounces[1] for entity in all_entities])
- Report.result(Tests.all_bounced_greater, all_bounced_greater)
- if __name__ == "__main__":
- from editor_python_test_tools.utils import Report
- Report.start_test(Material_ComponentsInSyncWithLibrary)
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