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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 : C14195074
- # Test Case Title : Verify Postsimulate Events
- # fmt: off
- class Tests:
- enter_game_mode = ("Entered game mode", "Failed to enter game mode")
- exit_game_mode = ("Exited game mode", "Failed to exit game mode")
- lead_sphere_found = ("Lead_Sphere is valid", "Lead_Sphere is not valid")
- follow_sphere_found = ("Follow_Sphere is valid", "Follow_Sphere is not valid")
- no_movement = ("Spheres start with no movement", "Spheres not stationary")
- initial_position = ("Initial position is valid", "Initial position is not valid")
- lead_sphere_velocity = ("Lead_Sphere has valid velocity", "Lead_Sphere velocity not valid")
- spheres_moving = ("Spheres have both moved", "Both sphere have not moved before timeout")
- follow_condition_true = ("Follow_Sphere is correctly trailing", "Follow_Sphere follow distance not valid")
- # fmt: on
- def ScriptCanvas_PostUpdateEvent():
- """
- Summary: Verifies that Postsimulate Event node in Script Canvas works as expected.
- Level Description:
- Lead_Sphere - Directly next to Follow_sphere on the +x axis; has rigid body(gravity disabled), sphere shape
- collider, sphere shape
- Follow_Sphere - Directly next to Lead_Sphere on the -x axis; has rigid body (gravity disabled, kinematic
- enabled), sphere shape collider, sphere shape, script canvas
- Script Canvas - After every PhysX frame is calculated Follow_Sphere is moved to directly next to the
- Lead_sphere before being presented in the viewer
- PhysX Configuration - The PhysX configuration file was modified to lower the frame rate to 20 Hz for visual debug
- Expected Behavior: Follow_Sphere follows Lead_spheres position, staying within direct contact no matter the speed
- Test Steps:
- 1) Open Level
- 2) Enter Game Mode
- 3) Create and Validate entities
- 4) Validate spheres are not moving
- 5) Check Position of Spheres
- 6) Start moving sphere and check that it acts correctly
- 7) Wait until Lead_Sphere has moved a set distance
- 8) Verify Follow_Sphere follow distance
- 9) Log results
- 10) Exit Game Mode
- 11) 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
- from editor_python_test_tools.utils import Report
- from editor_python_test_tools.utils import TestHelper as helper
- import azlmbr
- import azlmbr.legacy.general as general
- import azlmbr.bus
- import azlmbr.math as math
- # Constants
- FLOAT_THRESHOLD = sys.float_info.epsilon
- TIMEOUT = 5
- INITIAL_OFFSET = 1
- REQUIRED_MOVEMENT = 2
- LEAD_SPHERE_VELOCITY = 10.0
- FINAL_OFFSET = INITIAL_OFFSET
- # Helper Functions
- class Entity:
- def __init__(self, name):
- self.id = general.find_game_entity(name)
- self.name = name
- self.initial_position = self.position
- self.final_position = None
- # Validate Entities
- found = Tests.__dict__[self.name.lower() + "_found"]
- Report.critical_result(found, self.id.isValid())
- @property
- def position(self):
- return azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldTranslation", self.id)
-
- @property
- def velocity(self):
- return azlmbr.physics.RigidBodyRequestBus(azlmbr.bus.Event, "GetLinearVelocity", self.id)
- def set_velocity(self, x_velocity, y_velocity, z_velocity):
- velocity = math.Vector3(x_velocity, y_velocity, z_velocity)
- azlmbr.physics.RigidBodyRequestBus(azlmbr.bus.Event, "SetLinearVelocity", self.id, velocity)
- def moved_enough(self):
- current_position = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldTranslation", self.id)
- return abs(self.initial_position.x - current_position.x) >= REQUIRED_MOVEMENT
- def report_values(self):
- Report.info_vector3(self.initial_position, "{} initial position: ".format(self.name))
- Report.info_vector3(self.final_position, "{} final position: ".format(self.name))
- def check_relative_position(lead_sphere_position, follow_sphere_position, offset):
- return (
- abs((lead_sphere_position.x - follow_sphere_position.x) - offset) < FLOAT_THRESHOLD
- and abs(lead_sphere_position.y - follow_sphere_position.y) < FLOAT_THRESHOLD
- and abs(lead_sphere_position.z - follow_sphere_position.z) < FLOAT_THRESHOLD
- )
- def velocity_zero(sphere_velocity):
- return (
- abs(sphere_velocity.x) < FLOAT_THRESHOLD
- and abs(sphere_velocity.y) < FLOAT_THRESHOLD
- and abs(sphere_velocity.z) < FLOAT_THRESHOLD
- )
- def velocity_valid(lead_sphere_velocity):
- return (
- lead_sphere_velocity.x == LEAD_SPHERE_VELOCITY
- and abs(lead_sphere_velocity.y) < FLOAT_THRESHOLD
- and abs(lead_sphere_velocity.z) < FLOAT_THRESHOLD
- )
- # Main Script
- helper.init_idle()
- # 1) Open Level
- helper.open_level("Physics", "ScriptCanvas_PostUpdateEvent")
- # 2) Enter Game Mode
- helper.enter_game_mode(Tests.enter_game_mode)
- # 3) Create and validate entities
- lead_sphere = Entity("Lead_Sphere")
- follow_sphere = Entity("Follow_Sphere")
- # 4) Validate Spheres are not moving
- Report.critical_result(
- Tests.no_movement, velocity_zero(lead_sphere.velocity) and velocity_zero(follow_sphere.velocity)
- )
- # 5) Check Position of Spheres
- Report.result(
- Tests.initial_position,
- check_relative_position(lead_sphere.initial_position, follow_sphere.initial_position, INITIAL_OFFSET),
- )
- # 6) Start moving sphere and check that it acts correctly
- lead_sphere.set_velocity(LEAD_SPHERE_VELOCITY, 0.0, 0.0)
- Report.result(Tests.lead_sphere_velocity, velocity_valid(lead_sphere.velocity))
- # 7) Wait until Lead_Sphere has moved a set distance
- Report.result(Tests.spheres_moving, helper.wait_for_condition(lead_sphere.moved_enough, TIMEOUT))
- # 8) Verify Follow_Sphere follow distance
- lead_sphere.final_position = lead_sphere.position
- follow_sphere.final_position = follow_sphere.position
- Report.result(
- Tests.follow_condition_true, check_relative_position(lead_sphere.final_position, follow_sphere.final_position, FINAL_OFFSET)
- )
- # 9) Log results
- lead_sphere.report_values()
- follow_sphere.report_values()
- # 10) Exit Game Mode
- helper.exit_game_mode(Tests.exit_game_mode)
- if __name__ == "__main__":
- from editor_python_test_tools.utils import Report
- Report.start_test(ScriptCanvas_PostUpdateEvent)
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