smoke_test: minor updates to test_vehicle_physics
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@ -278,8 +278,7 @@ class TestVehicleFriction(SyncSmokeTest):
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# workaround: give time to UE4 to clean memory after loading (old assets)
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time.sleep(5)
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bp_vehicles = self.world.get_blueprint_library().filter("vehicle.*")
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bp_vehicles = [x for x in bp_vehicles if int(x.get_attribute('number_of_wheels')) == 4]
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bp_vehicles = self.world.get_blueprint_library().filter("*charger_2020")
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value_vol_friction = 5.0
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friction_bp = self.world.get_blueprint_library().find('static.trigger.friction')
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@ -397,10 +396,8 @@ class TestVehicleFriction(SyncSmokeTest):
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for bp_veh in bp_vehicles:
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veh_transf = carla.Transform(carla.Location(36, -200, 0.3), carla.Rotation(yaw=90))
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veh_transf_00 = carla.Transform(carla.Location(36, -200, 0.2), carla.Rotation(yaw=90))
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veh_transf_01 = carla.Transform(carla.Location(28, -200, 0.7), carla.Rotation(yaw=90))
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veh_transf_00 = carla.Transform(carla.Location(35, -200, 0.2), carla.Rotation(yaw=90))
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veh_transf_01 = carla.Transform(carla.Location(29, -200, 0.7), carla.Rotation(yaw=90))
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batch = [
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SpawnActor(bp_veh, veh_transf_00)
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@ -432,13 +429,13 @@ class TestVehicleFriction(SyncSmokeTest):
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ApplyTargetVelocity(veh_refs[0], carla.Vector3D(0, vel_ref, 0)),
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ApplyTargetVelocity(veh_refs[1], carla.Vector3D(0, vel_ref, 0))
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])
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self.wait(50)
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self.wait(20)
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vel_veh_00 = veh_refs[0].get_velocity().y
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loc_veh_00 = veh_refs[0].get_location().y
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loc_veh_01 = veh_refs[1].get_location().y
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for _i in range(0, 150):
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for _i in range(0, 50):
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self.world.tick()
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self.client.apply_batch_sync([
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ApplyVehicleControl(veh_refs[0], carla.VehicleControl(brake=1.0)),
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@ -448,7 +445,7 @@ class TestVehicleFriction(SyncSmokeTest):
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dist_veh_00 = veh_refs[0].get_location().y - loc_veh_00
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dist_veh_01 = veh_refs[1].get_location().y - loc_veh_01
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err_veh_01 = dist_veh_01 > 0.90 * dist_veh_00
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err_veh_01 = dist_veh_01 > dist_veh_00
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if err_veh_01:
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self.fail("%s: Friction test failed: ErrVeh01: %r -> (%f, %f)"
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