pxmlw6n2f/Gazebo_Distributed_TCP/gazebo/rendering/Scene_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 <gtest/gtest.h>
#include "gazebo/rendering/Scene.hh"
#include "gazebo/test/ServerFixture.hh"
using namespace gazebo;
class Scene_TEST : public RenderingFixture
{
};
/////////////////////////////////////////////////
TEST_F(Scene_TEST, AddRemoveCameras)
{
Load("worlds/empty.world");
// Get the scene
gazebo::rendering::ScenePtr scene = gazebo::rendering::get_scene();
ASSERT_TRUE(scene != nullptr);
// verify no cameras are currently in the scene
EXPECT_EQ(scene->CameraCount(), 0u);
// create a camera and verify count
rendering::CameraPtr camera = scene->CreateCamera("test_camera", false);
EXPECT_EQ(scene->CameraCount(), 1u);
EXPECT_TRUE(scene->GetCamera("test_camera") == camera);
// create another camera and verify count
rendering::CameraPtr camera2 = scene->CreateCamera("test_camera2", false);
EXPECT_EQ(scene->CameraCount(), 2u);
EXPECT_TRUE(scene->GetCamera("test_camera2") == camera2);
// Remove a camera and check that it has been removed
scene->RemoveCamera(camera->Name());
EXPECT_EQ(scene->CameraCount(), 1u);
EXPECT_TRUE(scene->GetCamera("test_camera") == nullptr);
EXPECT_TRUE(scene->GetCamera("test_camera2") != nullptr);
// remove non-existent camera
scene->RemoveCamera("no_such_camera");
EXPECT_EQ(scene->CameraCount(), 1u);
EXPECT_TRUE(scene->GetCamera("test_camera") == nullptr);
EXPECT_TRUE(scene->GetCamera("test_camera2") != nullptr);
// Remove the remaining camera and check that it has been removed
scene->RemoveCamera(camera2->Name());
EXPECT_EQ(scene->CameraCount(), 0u);
EXPECT_TRUE(scene->GetCamera("test_camera") == nullptr);
EXPECT_TRUE(scene->GetCamera("test_camera2") == nullptr);
}
/////////////////////////////////////////////////
TEST_F(Scene_TEST, AddRemoveVisuals)
{
Load("worlds/empty.world");
// Get the scene
gazebo::rendering::ScenePtr scene = gazebo::rendering::get_scene();
ASSERT_TRUE(scene != nullptr);
// Check that it has two visuals, the world and origin visuals
EXPECT_EQ(scene->VisualCount(), 2u);
EXPECT_TRUE(scene->GetVisual("__world_node__") != nullptr);
// Add a visual and check that it has been added
rendering::VisualPtr visual1;
visual1.reset(new rendering::Visual("visual1", scene));
scene->AddVisual(visual1);
EXPECT_EQ(scene->VisualCount(), 3u);
EXPECT_TRUE(scene->GetVisual("visual1") != nullptr);
// Add a visual and check that it has been added
rendering::VisualPtr visual2;
visual2.reset(new rendering::Visual("visual2", scene));
scene->AddVisual(visual2);
EXPECT_EQ(scene->VisualCount(), 4u);
EXPECT_TRUE(scene->GetVisual("visual2") != nullptr);
// Remove a visual and check that it has been removed
scene->RemoveVisual(visual1);
EXPECT_EQ(scene->VisualCount(), 3u);
EXPECT_FALSE(scene->GetVisual("visual1"));
}
/////////////////////////////////////////////////
TEST_F(Scene_TEST, RemoveModelVisual)
{
// Load a world containing 3 simple shapes
Load("worlds/shapes.world");
// Get the scene
gazebo::rendering::ScenePtr scene = gazebo::rendering::get_scene();
ASSERT_TRUE(scene != nullptr);
// Wait until all models are inserted
int sleep = 0;
int maxSleep = 10;
rendering::VisualPtr box, sphere, cylinder;
while ((!box || !sphere || !cylinder) && sleep < maxSleep)
{
event::Events::preRender();
event::Events::render();
event::Events::postRender();
box = scene->GetVisual("box");
cylinder = scene->GetVisual("cylinder");
sphere = scene->GetVisual("sphere");
common::Time::MSleep(1000);
sleep++;
}
// Check that the model visuals were properly added
ASSERT_TRUE(box != nullptr);
ASSERT_TRUE(sphere != nullptr);
ASSERT_TRUE(cylinder != nullptr);
const std::vector<std::string> models = {
"box",
"cylinder",
"sphere"};
// Turn on visualizations
for (auto const &modelName : models)
{
scene->GetVisual(modelName)->ShowInertia(true);
scene->GetVisual(modelName)->ShowCOM(true);
scene->GetVisual(modelName)->ShowLinkFrame(true);
scene->GetVisual(modelName)->ShowCollision(true);
}
const std::vector<std::string> suffixes = {
"",
"::link",
"::link::visual",
"::link::collision__COLLISION_VISUAL__",
"::link_INERTIA_VISUAL__",
"::link_COM_VISUAL__",
"::link_LINK_FRAME_VISUAL__",
"::link_LINK_FRAME_VISUAL___X_AXIS",
"::link_LINK_FRAME_VISUAL___X_AXIS__SHAFT__",
"::link_LINK_FRAME_VISUAL___X_AXIS__HEAD__",
"::link_LINK_FRAME_VISUAL___X_AXIS__ROTATION__",
"::link_LINK_FRAME_VISUAL___Y_AXIS",
"::link_LINK_FRAME_VISUAL___Y_AXIS__SHAFT__",
"::link_LINK_FRAME_VISUAL___Y_AXIS__HEAD__",
"::link_LINK_FRAME_VISUAL___Y_AXIS__ROTATION__",
"::link_LINK_FRAME_VISUAL___Z_AXIS",
"::link_LINK_FRAME_VISUAL___Z_AXIS__SHAFT__",
"::link_LINK_FRAME_VISUAL___Z_AXIS__HEAD__",
"::link_LINK_FRAME_VISUAL___Z_AXIS__ROTATION__"};
for (auto const &modelName : models)
{
for (auto const &suffix : suffixes)
{
EXPECT_TRUE(scene->GetVisual(modelName + suffix) != nullptr)
<< "check visual exists: " << modelName + suffix;
}
}
// Send request to delete the box model
transport::NodePtr node = transport::NodePtr(new transport::Node());
node->Init();
transport::requestNoReply(node, "entity_delete", "box");
sleep = 0;
while (box && sleep < maxSleep)
{
event::Events::preRender();
event::Events::render();
event::Events::postRender();
box = scene->GetVisual("box");
common::Time::MSleep(1000);
sleep++;
}
ASSERT_TRUE(box == nullptr);
for (auto const &suffix : suffixes)
{
EXPECT_TRUE(scene->GetVisual("box" + suffix) == nullptr)
<< "check visual does not exist: " << "box" + suffix;
}
}
/////////////////////////////////////////////////
TEST_F(Scene_TEST, VisualType)
{
// Load a world containing 3 simple shapes
Load("worlds/shapes.world");
// Get the scene
gazebo::rendering::ScenePtr scene = gazebo::rendering::get_scene();
ASSERT_TRUE(scene != nullptr);
// Spawn another box. The model loading process is slightly different so
// check that its visuals also have the correct visual type.
SpawnBox("new_box", math::Vector3(1, 1, 1), math::Vector3(10, 10, 1),
math::Vector3(0, 0, 0));
// Wait until all models are inserted
int sleep = 0;
int maxSleep = 10;
rendering::VisualPtr box, sphere, cylinder, newBox;
while ((!box || !sphere || !cylinder || !newBox) && sleep < maxSleep)
{
event::Events::preRender();
event::Events::render();
event::Events::postRender();
box = scene->GetVisual("box");
cylinder = scene->GetVisual("cylinder");
sphere = scene->GetVisual("sphere");
newBox = scene->GetVisual("new_box");
common::Time::MSleep(1000);
sleep++;
}
// Check that the model visuals were properly added
ASSERT_TRUE(box != nullptr);
ASSERT_TRUE(sphere != nullptr);
ASSERT_TRUE(cylinder != nullptr);
ASSERT_TRUE(newBox != nullptr);
const std::vector<std::string> models = {
"box",
"cylinder",
"sphere",
"new_box",
};
for (auto const &modelName : models)
{
gzmsg << "Checking model [" << modelName << "]" << std::endl;
auto vis = scene->GetVisual(modelName);
ASSERT_TRUE(vis != nullptr);
// Turn on visualizations
vis->ShowCollision(true);
vis->ShowInertia(true);
vis->ShowLinkFrame(true);
vis->ShowCOM(true);
// Verify type is VT_MODEL
EXPECT_TRUE(vis->GetType() == rendering::Visual::VT_MODEL);
// Check that the link visuals were properly added
rendering::VisualPtr v;
if (modelName != "new_box")
v = scene->GetVisual(modelName + "::link");
else
v = scene->GetVisual(modelName + "::body");
ASSERT_TRUE(v != nullptr);
// Verify type is VT_LINK
EXPECT_TRUE(v->GetType() == rendering::Visual::VT_LINK);
// Check that the visual visuals were properly added
if (modelName != "new_box")
v = scene->GetVisual(modelName + "::link::visual");
else
v = scene->GetVisual(modelName + "::body::visual");
ASSERT_TRUE(v != nullptr);
// Verify type is VT_VISUAL
EXPECT_TRUE(v->GetType() == rendering::Visual::VT_VISUAL);
// Check that the collision visuals were properly added
if (modelName != "new_box")
v = scene->GetVisual(modelName + "::link::collision__COLLISION_VISUAL__");
else
v = scene->GetVisual(modelName + "::body::geom__COLLISION_VISUAL__");
ASSERT_TRUE(v != nullptr);
// Verify type is VT_COLLISION
EXPECT_TRUE(v->GetType() == rendering::Visual::VT_COLLISION);
// Check that the inertia visuals were properly added
if (modelName != "new_box")
v = scene->GetVisual(modelName + "::link_INERTIA_VISUAL__");
else
v = scene->GetVisual(modelName + "::body_INERTIA_VISUAL__");
ASSERT_TRUE(v != nullptr);
// Verify type is VT_PHYSICS
EXPECT_TRUE(v->GetType() == rendering::Visual::VT_PHYSICS);
// Check that the COM visuals were properly added
if (modelName != "new_box")
v = scene->GetVisual(modelName + "::link_COM_VISUAL__");
else
v = scene->GetVisual(modelName + "::body_COM_VISUAL__");
ASSERT_TRUE(v != nullptr);
// Verify type is VT_PHYSICS
EXPECT_TRUE(v->GetType() == rendering::Visual::VT_PHYSICS);
// Check that the link frame visuals were properly added
if (modelName != "new_box")
v = scene->GetVisual(modelName + "::link_LINK_FRAME_VISUAL__");
else
v = scene->GetVisual(modelName + "::body_LINK_FRAME_VISUAL__");
ASSERT_TRUE(v != nullptr);
// Verify type is VT_PHYSICS
EXPECT_TRUE(v->GetType() == rendering::Visual::VT_PHYSICS);
}
}
/////////////////////////////////////////////////
TEST_F(Scene_TEST, Shadows)
{
Load("worlds/shapes.world");
// Get the scene
gazebo::rendering::ScenePtr scene = gazebo::rendering::get_scene();
ASSERT_TRUE(scene != nullptr);
// Test API for enabling and disabling shadows
EXPECT_TRUE(scene->ShadowsEnabled());
scene->SetShadowsEnabled(false);
EXPECT_FALSE(scene->ShadowsEnabled());
scene->SetShadowsEnabled(true);
EXPECT_TRUE(scene->ShadowsEnabled());
// Test API for updating shadow texture size
EXPECT_GT(scene->ShadowTextureSize(), 0u);
EXPECT_TRUE(scene->SetShadowTextureSize(256u));
EXPECT_EQ(256u, scene->ShadowTextureSize());
EXPECT_TRUE(scene->ShadowsEnabled());
// setting a shadow texture size of 0 should not work
EXPECT_FALSE(scene->SetShadowTextureSize(0u));
EXPECT_EQ(256u, scene->ShadowTextureSize());
EXPECT_TRUE(scene->ShadowsEnabled());
}
/////////////////////////////////////////////////
int main(int argc, char **argv)
{
::testing::InitGoogleTest(&argc, argv);
return RUN_ALL_TESTS();
}