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Merge pull request #55 from greerdv/shape-offset
add testing document for shapes
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# Shapes LKG Workflow Tests
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## Background
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### Shape Components
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These [Shape Components](https://www.o3de.org/docs/user-guide/components/reference/shape/) are supported.
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### Dependent Components
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A lot of other components depend on shape components to define geometry, for example:
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- PhysX Shape Collider
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- Recast Navigation PhysX Provider
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- Terrain Height Gradient List
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- Terrain Layer Spawner
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- Terrain Macro Material
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- Terrain Physics Heightfield Collider
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- Terrain Surface Materials List
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- Vegetation Altitude Filter
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- Vegetation Layer Spawner
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- Vegetation Layer Blocker
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- Vegetation Shape Intersection Filter
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- Diffuse Probe Grid
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- Light
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- Reflection Probe
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### PhysX Shape Collider Component
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The following shape components are supported by the PhysX Shape Collider component:
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- Box
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- Capsule
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- Sphere
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- Cylinder
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- Polygon Prism
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- Quad
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Polygon Prism is special because it might not be convex, and is automatically split into convex parts for use with the PhysX Shape Collider component. Note that the PhysX Shape Collider component does not currently support modifying shapes at runtime.
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### Translation Offsets
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The following shapes support translation offsets (currently behind a feature flag - set "EnableShapeComponentTranslationOffset": true under "Amazon" -> "Preferences"):
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- Axis Aligned Bounding Box
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- Box
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- Capsule
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- Sphere
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### Component Modes
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The following shapes have component modes:
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- Axis Aligned Bounding Box
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- Box
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- Capsule
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- Sphere
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- Polygon Prism
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- Spline
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- Tube Shape
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- White Box
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### Non-uniform Scale
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The following shapes support non-uniform scale:
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- Box
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- Quad
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- Polygon Prism
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## Workflows
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### Area: Editing shapes
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**Docs:**
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- [Shape Components](https://www.o3de.org/docs/user-guide/components/reference/shape/)
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- [PhysX Shape Collider](https://www.o3de.org/docs/user-guide/components/reference/physx/shape-collider/)
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- [Non-uniform Scale Component](https://www.o3de.org/docs/user-guide/components/reference/non-uniform-scale/non-uniform-scale/)
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| Workflow | Requests | Things to Watch For |
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| --- | --- | --- |
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| [Shape Components](https://www.o3de.org/docs/user-guide/components/reference/shape/) can be edited and affect downstream components. | <ul><li> Test editing the dimensions and shape [translation offsets](#translation-offsets) (where applicable) for a variety of shapes. </li><li> Try editing shape properties both via the entity inspector and using [component modes](#component-modes) / manipulators. </li><li> Test with various combinations of entity scale, position, rotation and [non-uniform scale](#non-uniform-scale) (where applicable). </li><li> Test some [components](#dependent-components) which depend on shapes and verify that their behavior is consistent with the placement and dimensions of the shapes. </li><li> Test that some script canvas functions (e.g. "Is Point Inside", "Distance From Point") give sensible results. </li></ul> | <ul><li> Shapes at runtime should be consistent with their editor definitions. </li><li> Debug drawing for the shapes should appear correct. </li><li> Visibility bounds should completely contain their shapes (bounds can be visualized in the editor using the ed_visibility_showAggregateEntityWorldBounds variable in the **O3DE Editor Console**). </li><li> Manipulators should always appear in the correct location relative to the shape and should update their positions correctly during editing. </li><li> Capsule shapes should always have height greater than or equal to twice their radius. </li></ul> |
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