pxmlw6n2f/Gazebo_Distributed_TCP/test/integration/wideanglecamera_sensor.cc

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2019-03-28 10:57:49 +08:00
/*
* Copyright (C) 2016 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 <mutex>
#include <functional>
#include "gazebo/sensors/sensors.hh"
#include "gazebo/common/Time.hh"
#include "gazebo/rendering/Camera.hh"
#include "gazebo/test/ServerFixture.hh"
using namespace gazebo;
class WideAngleCameraSensor : public ServerFixture
{
};
std::mutex mutex;
unsigned char *img = nullptr;
int imageCount = 0;
std::string pixelFormat = "";
/////////////////////////////////////////////////
void OnNewCameraFrame(int *_imageCounter, unsigned char *_imageDest,
const unsigned char *_image,
unsigned int _width, unsigned int _height,
unsigned int _depth,
const std::string &_format)
{
std::lock_guard<std::mutex> lock(mutex);
pixelFormat = _format;
memcpy(_imageDest, _image, _width * _height * _depth);
*_imageCounter += 1;
}
/////////////////////////////////////////////////
TEST_F(WideAngleCameraSensor, Background)
{
#if not defined(__APPLE__)
Load("worlds/usercamera_test.world");
// Make sure the render engine is available.
if (rendering::RenderEngine::Instance()->GetRenderPathType() ==
rendering::RenderEngine::NONE)
{
gzerr << "No rendering engine, unable to run wide angle camera test\n";
return;
}
// Spawn a wide angle camera
std::string modelName = "camera_model";
std::string cameraName = "camera_sensor";
unsigned int width = 320;
unsigned int height = 240;
double updateRate = 10;
ignition::math::Pose3d setPose = ignition::math::Pose3d::Zero;
SpawnWideAngleCamera(modelName, cameraName, setPose.Pos(),
setPose.Rot().Euler(), width, height, updateRate, 6.0);
sensors::SensorPtr sensor = sensors::get_sensor(cameraName);
sensors::WideAngleCameraSensorPtr camSensor =
std::dynamic_pointer_cast<sensors::WideAngleCameraSensor>(sensor);
imageCount = 0;
img = new unsigned char[width * height * 3];
event::ConnectionPtr c =
camSensor->Camera()->ConnectNewImageFrame(
std::bind(&::OnNewCameraFrame, &imageCount, img,
std::placeholders::_1, std::placeholders::_2, std::placeholders::_3,
std::placeholders::_4, std::placeholders::_5));
// Get some images
int sleep = 0;
int maxSleep = 30;
while (imageCount < 10 && sleep < maxSleep)
{
common::Time::MSleep(50);
sleep++;
}
// check image bg color. It should be black instead of the default grey
unsigned int rSum = 0;
unsigned int gSum = 0;
unsigned int bSum = 0;
for (unsigned int i = 0; i < height*width*3; i+=3)
{
unsigned int r = img[i];
unsigned int g = img[i+1];
unsigned int b = img[i+2];
rSum += r;
gSum += g;
bSum += b;
}
EXPECT_DOUBLE_EQ(rSum, 0.0);
EXPECT_DOUBLE_EQ(gSum, 0.0);
EXPECT_DOUBLE_EQ(bSum, 0.0);
delete [] img;
#endif
}
/////////////////////////////////////////////////
TEST_F(WideAngleCameraSensor, Projection)
{
#if not defined(__APPLE__)
Load("worlds/usercamera_test.world");
// Make sure the render engine is available.
if (rendering::RenderEngine::Instance()->GetRenderPathType() ==
rendering::RenderEngine::NONE)
{
gzerr << "No rendering engine, unable to run wide angle camera test\n";
return;
}
// Spawn a wide angle camera
std::string modelName = "camera_model";
std::string cameraName = "camera_sensor";
unsigned int width = 320;
unsigned int height = 240;
double updateRate = 10;
ignition::math::Pose3d setPose = ignition::math::Pose3d::Zero;
SpawnWideAngleCamera(modelName, cameraName, setPose.Pos(),
setPose.Rot().Euler(), width, height, updateRate, 6.0);
sensors::SensorPtr sensor = sensors::get_sensor(cameraName);
sensors::WideAngleCameraSensorPtr camSensor =
std::dynamic_pointer_cast<sensors::WideAngleCameraSensor>(sensor);
rendering::WideAngleCameraPtr camera =
boost::dynamic_pointer_cast<rendering::WideAngleCamera>(
camSensor->Camera());
ASSERT_NE(camera, nullptr);
// point directly in front of camera
auto worldPoint = ignition::math::Vector3d::UnitX;
auto screenPt = camera->Project3d(worldPoint);
EXPECT_FLOAT_EQ(camera->ViewportWidth() * 0.5, screenPt.X());
EXPECT_FLOAT_EQ(camera->ViewportHeight() * 0.5, screenPt.Y());
EXPECT_GT(screenPt.Z(), 0.0);
EXPECT_LT(screenPt.Z(), 1.0);
// point behind camera
worldPoint = -ignition::math::Vector3d::UnitX;
screenPt = camera->Project3d(worldPoint);
// z is distance of point from image center
// in this case it'll be outside of image so greater than 1.0
EXPECT_GT(screenPt.Z(), 1.0);
// point at right side of camera image
worldPoint = ignition::math::Vector3d(1, -0.5, 0.0);
screenPt = camera->Project3d(worldPoint);
EXPECT_GT(screenPt.X(), camera->ViewportWidth() * 0.5);
EXPECT_FLOAT_EQ(camera->ViewportHeight() * 0.5, screenPt.Y());
EXPECT_GT(screenPt.Z(), 0.0);
EXPECT_LT(screenPt.Z(), 1.0);
// point at left side of camera image
worldPoint = ignition::math::Vector3d(1, 0.5, 0.0);
screenPt = camera->Project3d(worldPoint);
EXPECT_LT(screenPt.X(), camera->ViewportWidth() * 0.5);
EXPECT_FLOAT_EQ(camera->ViewportHeight() * 0.5, screenPt.Y());
EXPECT_GT(screenPt.Z(), 0.0);
EXPECT_LT(screenPt.Z(), 1.0);
// point at top half of camera image
worldPoint = ignition::math::Vector3d(1, 0.0, 0.5);
screenPt = camera->Project3d(worldPoint);
EXPECT_FLOAT_EQ(camera->ViewportWidth() * 0.5, screenPt.X());
EXPECT_LT(screenPt.Y(), camera->ViewportHeight() * 0.5);
EXPECT_GT(screenPt.Z(), 0.0);
EXPECT_LT(screenPt.Z(), 1.0);
// point at bottom half of camera image
worldPoint = ignition::math::Vector3d(1, 0.0, -0.5);
screenPt = camera->Project3d(worldPoint);
EXPECT_FLOAT_EQ(camera->ViewportWidth() * 0.5, screenPt.X());
EXPECT_GT(screenPt.Y(), camera->ViewportHeight() * 0.5);
EXPECT_GT(screenPt.Z(), 0.0);
EXPECT_LT(screenPt.Z(), 1.0);
// point at top left quadrant of camera image
worldPoint = ignition::math::Vector3d(1, 0.5, 0.5);
screenPt = camera->Project3d(worldPoint);
EXPECT_LT(screenPt.X(), camera->ViewportWidth() * 0.5);
EXPECT_LT(screenPt.Y(), camera->ViewportHeight() * 0.5);
EXPECT_GT(screenPt.Z(), 0.0);
EXPECT_LT(screenPt.Z(), 1.0);
// point at top right quadrant of camera image
worldPoint = ignition::math::Vector3d(1, -0.5, 0.5);
screenPt = camera->Project3d(worldPoint);
EXPECT_GT(screenPt.X(), camera->ViewportWidth() * 0.5);
EXPECT_LT(screenPt.Y(), camera->ViewportHeight() * 0.5);
EXPECT_GT(screenPt.Z(), 0.0);
EXPECT_LT(screenPt.Z(), 1.0);
// point at bottom left quadrant of camera image
worldPoint = ignition::math::Vector3d(1, 0.5, -0.5);
screenPt = camera->Project3d(worldPoint);
EXPECT_LT(screenPt.X(), camera->ViewportWidth() * 0.5);
EXPECT_GT(screenPt.Y(), camera->ViewportHeight() * 0.5);
EXPECT_GT(screenPt.Z(), 0.0);
EXPECT_LT(screenPt.Z(), 1.0);
// point at bottom right quadrant of camera image
worldPoint = ignition::math::Vector3d(1, -0.5, -0.5);
screenPt = camera->Project3d(worldPoint);
EXPECT_GT(screenPt.X(), camera->ViewportWidth() * 0.5);
EXPECT_GT(screenPt.Y(), camera->ViewportHeight() * 0.5);
EXPECT_GT(screenPt.Z(), 0.0);
EXPECT_LT(screenPt.Z(), 1.0);
#endif
}