pxmlw6n2f/Gazebo_Distributed_TCP/gazebo/gui/ModelMaker_TEST.cc

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2019-03-28 10:57:49 +08:00
/*
* Copyright (C) 2015 Open Source Robotics Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
*/
#include "gazebo/common/MouseEvent.hh"
#include "gazebo/msgs/msgs.hh"
#include "gazebo/gui/MainWindow.hh"
#include "gazebo/gui/GuiIface.hh"
#include "gazebo/gui/GuiEvents.hh"
#include "gazebo/gui/ModelMaker.hh"
#include "gazebo/gui/ModelMaker_TEST.hh"
/////////////////////////////////////////////////
void ModelMaker_TEST::SimpleShape()
{
this->resMaxPercentChange = 5.0;
this->shareMaxPercentChange = 2.0;
this->Load("worlds/empty.world");
// Create the main window.
gazebo::gui::MainWindow *mainWindow = new gazebo::gui::MainWindow();
QVERIFY(mainWindow != NULL);
mainWindow->Load();
mainWindow->Init();
mainWindow->show();
this->ProcessEventsAndDraw(mainWindow);
// Check there's no box in the left panel yet
bool hasBox = mainWindow->HasEntityName("unit_box");
QVERIFY(!hasBox);
// Get scene
gazebo::rendering::ScenePtr scene = gazebo::rendering::get_scene();
QVERIFY(scene != NULL);
// Check there's no box in the scene yet
gazebo::rendering::VisualPtr vis = scene->GetVisual("unit_box");
QVERIFY(vis == NULL);
// Create a model maker
gazebo::gui::ModelMaker *modelMaker = new gazebo::gui::ModelMaker();
QVERIFY(modelMaker != NULL);
// Start the maker to make a box
modelMaker->InitSimpleShape(gazebo::gui::ModelMaker::SimpleShapes::BOX);
modelMaker->Start();
// Check there's still no box in the left panel
hasBox = mainWindow->HasEntityName("unit_box");
QVERIFY(!hasBox);
// Check there's a box in the scene -- this is the preview
vis = scene->GetVisual("unit_box");
QVERIFY(vis != NULL);
// Check that the box appeared in the center of the screen
ignition::math::Vector3d startPos = modelMaker->EntityPosition();
QVERIFY(startPos == ignition::math::Vector3d(0, 0, 0.5));
QVERIFY(vis->GetWorldPose().pos == startPos);
// Mouse move
gazebo::common::MouseEvent mouseEvent;
mouseEvent.SetType(gazebo::common::MouseEvent::MOVE);
modelMaker->OnMouseMove(mouseEvent);
// Check that entity moved
ignition::math::Vector3d pos = modelMaker->EntityPosition();
QVERIFY(pos != startPos);
QVERIFY(vis->GetWorldPose().pos == pos);
// Mouse release
mouseEvent.SetType(gazebo::common::MouseEvent::RELEASE);
mouseEvent.SetButton(gazebo::common::MouseEvent::LEFT);
mouseEvent.SetDragging(false);
mouseEvent.SetPressPos(0, 0);
mouseEvent.SetPos(0, 0);
modelMaker->OnMouseRelease(mouseEvent);
// Check there's no box in the scene -- the preview is gone
vis = scene->GetVisual("unit_box");
QVERIFY(vis == NULL);
this->ProcessEventsAndDraw(mainWindow);
// Check there's a box in the scene -- this is the final model
vis = scene->GetVisual("unit_box");
QVERIFY(vis != NULL);
// Check the box is in the left panel
hasBox = mainWindow->HasEntityName("unit_box");
QVERIFY(hasBox);
delete modelMaker;
// Terminate
mainWindow->close();
delete mainWindow;
}
/////////////////////////////////////////////////
void ModelMaker_TEST::FromFile()
{
this->resMaxPercentChange = 5.0;
this->shareMaxPercentChange = 2.0;
this->Load("worlds/empty.world");
// Create the main window.
gazebo::gui::MainWindow *mainWindow = new gazebo::gui::MainWindow();
QVERIFY(mainWindow != NULL);
mainWindow->Load();
mainWindow->Init();
mainWindow->show();
this->ProcessEventsAndDraw(mainWindow);
// Check there's no box in the left panel yet
bool hasBox = mainWindow->HasEntityName("box");
QVERIFY(!hasBox);
// Get scene
gazebo::rendering::ScenePtr scene = gazebo::rendering::get_scene();
QVERIFY(scene != NULL);
// Check there's no box in the scene yet
gazebo::rendering::VisualPtr vis = scene->GetVisual("box");
QVERIFY(vis == NULL);
// Create a model maker
gazebo::gui::ModelMaker *modelMaker = new gazebo::gui::ModelMaker();
QVERIFY(modelMaker != NULL);
// Model data
boost::filesystem::path path;
path = path / TEST_PATH / "models" / "box.sdf";
// Start the maker to make a box
modelMaker->InitFromFile(path.string());
modelMaker->Start();
// Check there's still no box in the left panel
hasBox = mainWindow->HasEntityName("box");
QVERIFY(!hasBox);
// Check there's a box in the scene -- this is the preview
vis = scene->GetVisual("box");
QVERIFY(vis != NULL);
// Check that the box appeared in the center of the screen
ignition::math::Vector3d startPos = modelMaker->EntityPosition();
QVERIFY(startPos == ignition::math::Vector3d(0, 0, 0.5));
QVERIFY(vis->GetWorldPose().pos == startPos);
// Mouse move
gazebo::common::MouseEvent mouseEvent;
mouseEvent.SetType(gazebo::common::MouseEvent::MOVE);
modelMaker->OnMouseMove(mouseEvent);
// Check that entity moved
ignition::math::Vector3d pos = modelMaker->EntityPosition();
QVERIFY(pos != startPos);
QVERIFY(vis->GetWorldPose().pos == pos);
// Mouse release
mouseEvent.SetType(gazebo::common::MouseEvent::RELEASE);
mouseEvent.SetButton(gazebo::common::MouseEvent::LEFT);
mouseEvent.SetDragging(false);
mouseEvent.SetPressPos(0, 0);
mouseEvent.SetPos(0, 0);
modelMaker->OnMouseRelease(mouseEvent);
// Check there's no box in the scene -- the preview is gone
vis = scene->GetVisual("box");
QVERIFY(vis == NULL);
this->ProcessEventsAndDraw(mainWindow);
// Check there's a box in the scene -- this is the final model
vis = scene->GetVisual("box");
QVERIFY(vis != NULL);
// Check the box is in the left panel
hasBox = mainWindow->HasEntityName("box");
QVERIFY(hasBox);
delete modelMaker;
// Terminate
mainWindow->close();
delete mainWindow;
}
/////////////////////////////////////////////////
void ModelMaker_TEST::FromNestedModelFile()
{
this->resMaxPercentChange = 5.0;
this->shareMaxPercentChange = 2.0;
this->Load("worlds/empty.world");
// Create the main window.
gazebo::gui::MainWindow *mainWindow = new gazebo::gui::MainWindow();
QVERIFY(mainWindow != NULL);
mainWindow->Load();
mainWindow->Init();
mainWindow->show();
this->ProcessEventsAndDraw(mainWindow);
// Check there's no model in the left panel yet
bool hasModel = mainWindow->HasEntityName("model_00");
QVERIFY(!hasModel);
// Get scene
gazebo::rendering::ScenePtr scene = gazebo::rendering::get_scene();
QVERIFY(scene != NULL);
// Check there's no model in the scene yet
gazebo::rendering::VisualPtr vis = scene->GetVisual("model_00");
QVERIFY(vis == NULL);
// Create a model maker
gazebo::gui::ModelMaker *modelMaker = new gazebo::gui::ModelMaker();
QVERIFY(modelMaker != NULL);
// Model data
boost::filesystem::path path;
path = path / TEST_PATH / "models" / "deeply_nested_model.sdf";
// Start the maker to make a model
modelMaker->InitFromFile(path.string());
modelMaker->Start();
// Check there's still no model in the left panel
hasModel = mainWindow->HasEntityName("model_00");
QVERIFY(!hasModel);
// Check there's a model in the scene -- this is the preview
vis = scene->GetVisual("model_00");
QVERIFY(vis != NULL);
// check all preview visuals are loaded
vis = scene->GetVisual("model_00::model_01");
QVERIFY(vis != NULL);
vis = scene->GetVisual("model_00::model_01::model_02");
QVERIFY(vis != NULL);
vis = scene->GetVisual("model_00::model_01::model_02::model_03");
QVERIFY(vis != NULL);
// Check that the model appeared in the center of the screen
ignition::math::Vector3d startPos = modelMaker->EntityPosition();
QVERIFY(startPos == ignition::math::Vector3d(0, 0, 0.5));
vis = scene->GetVisual("model_00");
QVERIFY(vis->GetWorldPose().pos == startPos);
// Mouse move
gazebo::common::MouseEvent mouseEvent;
mouseEvent.SetType(gazebo::common::MouseEvent::MOVE);
modelMaker->OnMouseMove(mouseEvent);
// Check that entity moved
ignition::math::Vector3d pos = modelMaker->EntityPosition();
QVERIFY(pos != startPos);
QVERIFY(vis->GetWorldPose().pos == pos);
// Mouse release
mouseEvent.SetType(gazebo::common::MouseEvent::RELEASE);
mouseEvent.SetButton(gazebo::common::MouseEvent::LEFT);
mouseEvent.SetDragging(false);
mouseEvent.SetPressPos(0, 0);
mouseEvent.SetPos(0, 0);
modelMaker->OnMouseRelease(mouseEvent);
// Check there's no model in the scene -- the preview is gone
vis = scene->GetVisual("model_00");
QVERIFY(vis == NULL);
vis = scene->GetVisual("model_00::model_01");
QVERIFY(vis == NULL);
vis = scene->GetVisual("model_00::model_01::model_02");
QVERIFY(vis == NULL);
vis = scene->GetVisual("model_00::model_01::model_02::model_03");
QVERIFY(vis == NULL);
this->ProcessEventsAndDraw(mainWindow);
// Check there's a model in the scene -- this is the final model
vis = scene->GetVisual("model_00");
QVERIFY(vis != NULL);
vis = scene->GetVisual("model_00::model_01");
QVERIFY(vis != NULL);
vis = scene->GetVisual("model_00::model_01::model_02");
QVERIFY(vis != NULL);
vis = scene->GetVisual("model_00::model_01::model_02::model_03");
QVERIFY(vis != NULL);
// Check the model is in the left panel
hasModel = mainWindow->HasEntityName("model_00");
QVERIFY(hasModel);
delete modelMaker;
// Terminate
mainWindow->close();
delete mainWindow;
}
/////////////////////////////////////////////////
void ModelMaker_TEST::FromModel()
{
this->resMaxPercentChange = 5.0;
this->shareMaxPercentChange = 2.0;
this->Load("worlds/box.world");
// Create the main window.
gazebo::gui::MainWindow *mainWindow = new gazebo::gui::MainWindow();
QVERIFY(mainWindow != NULL);
mainWindow->Load();
mainWindow->Init();
mainWindow->show();
this->ProcessEventsAndDraw(mainWindow);
// Check there's a model but not its copy
bool hasModel = mainWindow->HasEntityName("box");
QVERIFY(hasModel);
hasModel = mainWindow->HasEntityName("box_clone");
QVERIFY(!hasModel);
// Get scene
gazebo::rendering::ScenePtr scene = gazebo::rendering::get_scene();
QVERIFY(scene != NULL);
// Check there's a model but no clone in the scene yet
gazebo::rendering::VisualPtr vis = scene->GetVisual("box");
QVERIFY(vis != NULL);
vis = scene->GetVisual("box_clone_tmp");
QVERIFY(vis == NULL);
vis = scene->GetVisual("box_clone");
QVERIFY(vis == NULL);
// Create a model maker
gazebo::gui::ModelMaker *modelMaker = new gazebo::gui::ModelMaker();
QVERIFY(modelMaker != NULL);
// Start the maker to copy the model
modelMaker->InitFromModel("box");
modelMaker->Start();
// Check there's still no clone in the left panel
hasModel = mainWindow->HasEntityName("box_clone_tmp");
QVERIFY(!hasModel);
hasModel = mainWindow->HasEntityName("box_clone");
QVERIFY(!hasModel);
// Check there's a clone in the scene -- this is the preview
vis = scene->GetVisual("box_clone");
QVERIFY(vis == NULL);
vis = scene->GetVisual("box_clone_tmp");
QVERIFY(vis != NULL);
// Check that the clone appeared in the center of the screen
ignition::math::Vector3d startPos = modelMaker->EntityPosition();
QVERIFY(startPos == ignition::math::Vector3d(0, 0, 0.5));
QVERIFY(vis->GetWorldPose().pos == startPos);
// Mouse move
gazebo::common::MouseEvent mouseEvent;
mouseEvent.SetType(gazebo::common::MouseEvent::MOVE);
modelMaker->OnMouseMove(mouseEvent);
// Check that entity moved
ignition::math::Vector3d pos = modelMaker->EntityPosition();
QVERIFY(pos != startPos);
QVERIFY(vis->GetWorldPose().pos == pos);
// Mouse release
mouseEvent.SetType(gazebo::common::MouseEvent::RELEASE);
mouseEvent.SetButton(gazebo::common::MouseEvent::LEFT);
mouseEvent.SetDragging(false);
mouseEvent.SetPressPos(0, 0);
mouseEvent.SetPos(0, 0);
modelMaker->OnMouseRelease(mouseEvent);
// Check there's no clone in the scene -- the preview is gone
vis = scene->GetVisual("box_clone_tmp");
QVERIFY(vis == NULL);
this->ProcessEventsAndDraw(mainWindow);
// Check there's a clone in the scene -- this is the final model
vis = scene->GetVisual("box_clone");
QVERIFY(vis != NULL);
// Check the clone is in the left panel
hasModel = mainWindow->HasEntityName("box_clone");
QVERIFY(hasModel);
delete modelMaker;
// Terminate
mainWindow->close();
delete mainWindow;
}
/////////////////////////////////////////////////
void ModelMaker_TEST::FromNestedModel()
{
this->resMaxPercentChange = 5.0;
this->shareMaxPercentChange = 2.0;
this->Load("test/worlds/deeply_nested_models.world");
// Create the main window.
gazebo::gui::MainWindow *mainWindow = new gazebo::gui::MainWindow();
QVERIFY(mainWindow != NULL);
mainWindow->Load();
mainWindow->Init();
mainWindow->show();
this->ProcessEventsAndDraw(mainWindow);
// Check there's a model but not its copy
bool hasModel = mainWindow->HasEntityName("model_00");
QVERIFY(hasModel);
hasModel = mainWindow->HasEntityName("model_00_clone");
QVERIFY(!hasModel);
// Get scene
gazebo::rendering::ScenePtr scene = gazebo::rendering::get_scene();
QVERIFY(scene != NULL);
// Check there's a model but no clone in the scene yet
gazebo::rendering::VisualPtr vis = scene->GetVisual("model_00");
QVERIFY(vis != NULL);
vis = scene->GetVisual("model_00_clone_tmp");
QVERIFY(vis == NULL);
vis = scene->GetVisual("model_00_clone");
QVERIFY(vis == NULL);
// check all nested model visuals are there
vis = scene->GetVisual("model_00::model_01");
QVERIFY(vis != NULL);
vis = scene->GetVisual("model_00::model_01::model_02");
QVERIFY(vis != NULL);
vis = scene->GetVisual("model_00::model_01::model_02::model_03");
QVERIFY(vis != NULL);
// Create a model maker
gazebo::gui::ModelMaker *modelMaker = new gazebo::gui::ModelMaker();
QVERIFY(modelMaker != NULL);
// Start the maker to copy the model
modelMaker->InitFromModel("model_00");
modelMaker->Start();
// Check there's still no clone in the left panel
hasModel = mainWindow->HasEntityName("model_00_clone_tmp");
QVERIFY(!hasModel);
hasModel = mainWindow->HasEntityName("model_00_clone");
QVERIFY(!hasModel);
// Check there's a clone in the scene -- this is the preview
vis = scene->GetVisual("model_00_clone");
QVERIFY(vis == NULL);
vis = scene->GetVisual("model_00_clone_tmp");
QVERIFY(vis != NULL);
vis = scene->GetVisual("model_00_clone_tmp::model_01");
QVERIFY(vis != NULL);
vis = scene->GetVisual("model_00_clone_tmp::model_01::model_02");
QVERIFY(vis != NULL);
vis = scene->GetVisual("model_00_clone_tmp::model_01::model_02::model_03");
QVERIFY(vis != NULL);
// Check that the clone appeared in the center of the screen
ignition::math::Vector3d startPos = modelMaker->EntityPosition();
QVERIFY(startPos == ignition::math::Vector3d(0, 0, 0.5));
vis = scene->GetVisual("model_00_clone_tmp");
QVERIFY(vis->GetWorldPose().pos == startPos);
// Mouse move
gazebo::common::MouseEvent mouseEvent;
mouseEvent.SetType(gazebo::common::MouseEvent::MOVE);
modelMaker->OnMouseMove(mouseEvent);
// Check that entity moved
ignition::math::Vector3d pos = modelMaker->EntityPosition();
QVERIFY(pos != startPos);
QVERIFY(vis->GetWorldPose().pos == pos);
// Mouse release
mouseEvent.SetType(gazebo::common::MouseEvent::RELEASE);
mouseEvent.SetButton(gazebo::common::MouseEvent::LEFT);
mouseEvent.SetDragging(false);
mouseEvent.SetPressPos(0, 0);
mouseEvent.SetPos(0, 0);
modelMaker->OnMouseRelease(mouseEvent);
// Check there's no clone in the scene -- the preview is gone
// FIXME visuals don't get removed
// vis = scene->GetVisual("model_00_clone_tmp");
// QVERIFY(vis == NULL);
// vis = scene->GetVisual("model_00_clone_tmp::model_01");
// QVERIFY(vis == NULL);
// vis = scene->GetVisual("model_00_clone_tmp::model_01::model_02");
// QVERIFY(vis == NULL);
// vis = scene->GetVisual("model_00_clone_tmp::model_01::model_02::model_03");
// QVERIFY(vis == NULL);
this->ProcessEventsAndDraw(mainWindow);
// Check there's a clone in the scene -- this is the final model
vis = scene->GetVisual("model_00_clone");
QVERIFY(vis != NULL);
vis = scene->GetVisual("model_00_clone::model_01");
QVERIFY(vis != NULL);
vis = scene->GetVisual("model_00_clone::model_01::model_02");
QVERIFY(vis != NULL);
vis = scene->GetVisual("model_00_clone::model_01::model_02::model_03");
QVERIFY(vis != NULL);
// Check the clone is in the left panel
hasModel = mainWindow->HasEntityName("model_00_clone");
QVERIFY(hasModel);
delete modelMaker;
// Terminate
mainWindow->close();
delete mainWindow;
}
// Generate a main function for the test
QTEST_MAIN(ModelMaker_TEST)