187 lines
5.7 KiB
C++
187 lines
5.7 KiB
C++
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/*
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* Copyright (C) 2015 Open Source Robotics Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*
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*/
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#include "gazebo/common/MouseEvent.hh"
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#include "gazebo/gui/MainWindow.hh"
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#include "gazebo/gui/GuiIface.hh"
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#include "gazebo/gui/GuiEvents.hh"
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#include "gazebo/gui/LightMaker.hh"
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#include "gazebo/gui/LightMaker_TEST.hh"
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/////////////////////////////////////////////////
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void LightMaker_TEST::PointLight()
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{
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this->resMaxPercentChange = 5.0;
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this->shareMaxPercentChange = 2.0;
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this->Load("worlds/empty.world", false, false, false);
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// Create the main window.
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gazebo::gui::MainWindow *mainWindow = new gazebo::gui::MainWindow();
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QVERIFY(mainWindow != NULL);
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mainWindow->Load();
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mainWindow->Init();
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mainWindow->show();
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this->ProcessEventsAndDraw(mainWindow);
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// Get scene
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gazebo::rendering::ScenePtr scene = gazebo::rendering::get_scene();
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QVERIFY(scene != NULL);
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// Check there's no light in the scene yet
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gazebo::rendering::LightPtr light = scene->GetLight("__default__");
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QVERIFY(light == NULL);
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light = scene->GetLight("user_point_light_0");
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QVERIFY(light == NULL);
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// Create a pointLight maker
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gazebo::gui::PointLightMaker *pointLightMaker =
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new gazebo::gui::PointLightMaker();
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QVERIFY(pointLightMaker != NULL);
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// Start the maker to make a light
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pointLightMaker->Start();
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// Check there's a light in the scene -- this is the preview
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light = scene->GetLight("__default__");
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QVERIFY(light != NULL);
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// Check that the light appeared in the center of the screen
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ignition::math::Vector3d startPos = pointLightMaker->EntityPosition();
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QVERIFY(startPos == ignition::math::Vector3d::UnitZ);
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QVERIFY(light->Position() == startPos);
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// Mouse move
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gazebo::common::MouseEvent mouseEvent;
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mouseEvent.SetType(gazebo::common::MouseEvent::MOVE);
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pointLightMaker->OnMouseMove(mouseEvent);
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// Check that entity moved
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ignition::math::Vector3d pos = pointLightMaker->EntityPosition();
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QVERIFY(pos != startPos);
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QVERIFY(light->Position() == pos);
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// Mouse release
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mouseEvent.SetType(gazebo::common::MouseEvent::RELEASE);
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mouseEvent.SetButton(gazebo::common::MouseEvent::LEFT);
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mouseEvent.SetDragging(false);
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mouseEvent.SetPressPos(0, 0);
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mouseEvent.SetPos(0, 0);
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pointLightMaker->OnMouseRelease(mouseEvent);
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// Check there's no light in the scene -- the preview is gone
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light = scene->GetLight("__default__");
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QVERIFY(light == NULL);
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light = scene->GetLight("user_point_light");
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QVERIFY(light == NULL);
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this->ProcessEventsAndDraw(mainWindow);
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// Check there's a light in the scene -- this is the final pointLight
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light = scene->GetLight("user_point_light_0");
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QVERIFY(light != NULL);
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// Terminate
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mainWindow->close();
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delete mainWindow;
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}
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/////////////////////////////////////////////////
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void LightMaker_TEST::CopyLight()
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{
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this->resMaxPercentChange = 5.0;
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this->shareMaxPercentChange = 2.0;
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this->Load("worlds/spotlight.world", false, false, false);
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// Create the main window.
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gazebo::gui::MainWindow *mainWindow = new gazebo::gui::MainWindow();
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QVERIFY(mainWindow != NULL);
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mainWindow->Load();
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mainWindow->Init();
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mainWindow->show();
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this->ProcessEventsAndDraw(mainWindow);
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// Get scene
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gazebo::rendering::ScenePtr scene = gazebo::rendering::get_scene();
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QVERIFY(scene != NULL);
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// Check there's a light but no clone in the scene yet
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gazebo::rendering::LightPtr light = scene->GetLight("spotlight");
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QVERIFY(light != NULL);
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light = scene->GetLight("spotlight_clone_tmp");
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QVERIFY(light == NULL);
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light = scene->GetLight("spotlight_clone");
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QVERIFY(light == NULL);
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// Create a generic light maker
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gazebo::gui::LightMaker *lightMaker = new gazebo::gui::LightMaker();
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QVERIFY(lightMaker != NULL);
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// Start the maker to copy the light
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lightMaker->InitFromLight("spotlight");
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lightMaker->Start();
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// Check there's a light in the scene -- this is the preview
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light = scene->GetLight("spotlight_clone_tmp");
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QVERIFY(light != NULL);
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// Check that the light appeared in the center of the screen
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ignition::math::Vector3d startPos = lightMaker->EntityPosition();
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QVERIFY(startPos == ignition::math::Vector3d::UnitZ);
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QVERIFY(light->Position() == startPos);
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// Mouse move
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gazebo::common::MouseEvent mouseEvent;
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mouseEvent.SetType(gazebo::common::MouseEvent::MOVE);
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lightMaker->OnMouseMove(mouseEvent);
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// Check that entity moved
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ignition::math::Vector3d pos = lightMaker->EntityPosition();
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QVERIFY(pos != startPos);
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QVERIFY(light->Position() == pos);
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// Mouse release
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mouseEvent.SetType(gazebo::common::MouseEvent::RELEASE);
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mouseEvent.SetButton(gazebo::common::MouseEvent::LEFT);
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mouseEvent.SetDragging(false);
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mouseEvent.SetPressPos(0, 0);
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mouseEvent.SetPos(0, 0);
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lightMaker->OnMouseRelease(mouseEvent);
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// Check there's no light in the scene -- the preview is gone
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light = scene->GetLight("spotlight_clone_tmp");
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QVERIFY(light == NULL);
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this->ProcessEventsAndDraw(mainWindow);
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// Check there's a light in the scene -- this is the final light
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light = scene->GetLight("spotlight_clone");
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QVERIFY(light != NULL);
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// Terminate
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mainWindow->close();
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delete mainWindow;
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}
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// Generate a main function for the test
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QTEST_MAIN(LightMaker_TEST)
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