318 lines
9.4 KiB
C++
318 lines
9.4 KiB
C++
/*
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* Copyright (C) 2014 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/test/ServerFixture.hh"
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using namespace gazebo;
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class CameraTest : public ServerFixture
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{
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};
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/////////////////////////////////////////////////
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// \brief Test that camera follow (gz camera -f <model> -c <camera>) moves
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// the camera
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TEST_F(CameraTest, Follow)
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{
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Load("worlds/empty.world");
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// Get a pointer to the world
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physics::WorldPtr world = physics::get_world("default");
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ASSERT_TRUE(world != NULL);
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// Spawn a box to follow.
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SpawnBox("box", math::Vector3(1, 1, 1), math::Vector3(10, 10, 1),
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math::Vector3(0, 0, 0));
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ignition::math::Pose3d cameraStartPose(0, 0, 0, 0, 0, 0);
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// Spawn a camera that will do the following
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SpawnCamera("test_camera_model", "test_camera",
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cameraStartPose.Pos(), cameraStartPose.Rot().Euler());
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sensors::SensorPtr sensor = sensors::get_sensor("test_camera");
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EXPECT_TRUE(sensor != NULL);
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sensors::CameraSensorPtr camSensor =
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std::dynamic_pointer_cast<sensors::CameraSensor>(sensor);
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EXPECT_TRUE(camSensor != NULL);
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rendering::CameraPtr camera = camSensor->Camera();
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ASSERT_TRUE(camera != NULL);
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// Make sure the sensor is at the correct initial pose
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EXPECT_EQ(camera->WorldPose(), cameraStartPose);
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SetPause(true);
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// Tell the camera to follow the box. The camera should move toward the
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// box.
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msgs::CameraCmd msg;
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msg.set_follow_model("box");
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transport::NodePtr node(new transport::Node());
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node->Init("default");
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transport::PublisherPtr pub = node->Advertise<msgs::CameraCmd>(
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"~/test_camera_model/body/test_camera/cmd");
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pub->WaitForConnection();
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pub->Publish(msg, true);
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world->Step(1000);
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// Make sure the sensor is at the correct initial pose
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EXPECT_TRUE(camera->WorldPose() != cameraStartPose);
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EXPECT_NEAR(camera->WorldPose().Pos().X(), 4.3, 0.1);
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EXPECT_NEAR(camera->WorldPose().Pos().Y(), 4.3, 0.1);
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}
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/////////////////////////////////////////////////
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// \brief Test the camera IsVisible function
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TEST_F(CameraTest, Visible)
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{
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Load("worlds/empty.world", true);
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// Get a pointer to the world
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physics::WorldPtr world = physics::get_world("default");
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ASSERT_TRUE(world != NULL);
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// Spawn a box.
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SpawnBox("box", math::Vector3(1, 1, 1), math::Vector3(1, 0, 0.5),
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math::Vector3(0, 0, 0));
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ignition::math::Pose3d cameraStartPose(0, 0, 0, 0, 0, 0);
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std::string cameraName = "test_camera";
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// Spawn a camera facing the box
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SpawnCamera("test_camera_model", cameraName,
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cameraStartPose.Pos(), cameraStartPose.Rot().Euler());
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sensors::SensorPtr sensor = sensors::get_sensor(cameraName);
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ASSERT_TRUE(sensor != NULL);
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sensors::CameraSensorPtr camSensor =
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std::dynamic_pointer_cast<sensors::CameraSensor>(sensor);
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EXPECT_TRUE(camSensor != NULL);
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rendering::CameraPtr camera = camSensor->Camera();
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ASSERT_TRUE(camera != NULL);
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// this makes sure a world step will trigger the camera render update
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sensor->SetUpdateRate(1000);
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rendering::ScenePtr scene = rendering::get_scene();
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ASSERT_TRUE(scene != NULL);
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// Make sure the camera is at the correct initial pose
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EXPECT_EQ(camera->WorldPose(), cameraStartPose);
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int sleep = 0;
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int maxSleep = 5;
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rendering::VisualPtr visual;
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while (!visual && sleep < maxSleep)
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{
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visual = scene->GetVisual("box::body");
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common::Time::MSleep(100);
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sleep++;
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}
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ASSERT_TRUE(visual != NULL);
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// box should be visible to the camera.
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EXPECT_TRUE(camera->IsVisible(visual));
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physics::ModelPtr box = world->GetModel("box");
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ASSERT_TRUE(box != NULL);
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// move the box behind the camera and it should not be visible to the camera
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math::Pose pose = math::Pose(-1, 0, 0.5, 0, 0, 0);
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box->SetWorldPose(pose);
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world->Step(1);
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sleep = 0;
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maxSleep = 10;
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while (visual->GetWorldPose() != pose && sleep < maxSleep)
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{
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common::Time::MSleep(100);
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sleep++;
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}
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EXPECT_TRUE(visual->GetWorldPose() == pose);
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world->Step(1);
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EXPECT_TRUE(!camera->IsVisible(visual));
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EXPECT_TRUE(!camera->IsVisible(visual->GetName()));
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// move the box to the left of the camera and it should not be visible
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pose = math::Pose(0, -1, 0.5, 0, 0, 0);
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box->SetWorldPose(pose);
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world->Step(1);
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sleep = 0;
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maxSleep = 10;
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while (visual->GetWorldPose() != pose && sleep < maxSleep)
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{
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common::Time::MSleep(100);
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sleep++;
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}
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EXPECT_TRUE(visual->GetWorldPose() == pose);
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world->Step(1);
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EXPECT_TRUE(!camera->IsVisible(visual));
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EXPECT_TRUE(!camera->IsVisible(visual->GetName()));
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// move the box to the right of the camera with some rotations,
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// it should still not be visible.
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pose = math::Pose(0, 1, 0.5, 0, 0, 1.57);
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box->SetWorldPose(pose);
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world->Step(1);
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sleep = 0;
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maxSleep = 10;
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while (visual->GetWorldPose() != pose && sleep < maxSleep)
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{
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common::Time::MSleep(100);
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sleep++;
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}
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EXPECT_TRUE(visual->GetWorldPose() == pose);
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world->Step(1);
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EXPECT_TRUE(!camera->IsVisible(visual));
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EXPECT_TRUE(!camera->IsVisible(visual->GetName()));
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// rotate the camera counter-clockwise to see the box
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camera->Yaw(ignition::math::Angle(1.57));
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EXPECT_TRUE(camera->IsVisible(visual));
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EXPECT_TRUE(camera->IsVisible(visual->GetName()));
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// move the box up and let it drop. The camera should not see the box
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// initially but the box should eventually move into the camera view
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// as it falls
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pose = math::Pose(0, 1, 5.5, 0, 0, 1.57);
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box->SetWorldPose(pose);
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world->Step(1);
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sleep = 0;
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maxSleep = 10;
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while (visual->GetWorldPose() != pose && sleep < maxSleep)
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{
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common::Time::MSleep(100);
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sleep++;
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}
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EXPECT_TRUE(visual->GetWorldPose() == pose);
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world->Step(1);
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EXPECT_TRUE(!camera->IsVisible(visual));
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EXPECT_TRUE(!camera->IsVisible(visual->GetName()));
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sleep = 0;
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maxSleep = 100;
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while (!camera->IsVisible(visual) && sleep < maxSleep)
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{
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world->Step(10);
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sleep++;
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}
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EXPECT_TRUE(camera->IsVisible(visual));
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EXPECT_TRUE(camera->IsVisible(visual->GetName()));
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}
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/////////////////////////////////////////////////
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// Spawn a mesh in front of camera and test ray triangle intersection
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TEST_F(CameraTest, RayTriangleIntersection)
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{
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Load("worlds/empty.world");
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// Get a pointer to the world
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physics::WorldPtr world = physics::get_world("default");
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ASSERT_TRUE(world != nullptr);
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ignition::math::Pose3d cameraStartPose(-1, 0, 0.02, 0, 0, 0);
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// Spawn a camera for ray intersection test
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SpawnCamera("test_camera_model", "test_camera",
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cameraStartPose.Pos(), cameraStartPose.Rot().Euler());
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// Spawn a cordless drill
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SpawnModel("model://cordless_drill");
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WaitUntilEntitySpawn("drill", 100, 50);
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// verify ray triangle intersection in rendering thread
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bool verified = false;
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auto testRayIntersection = [&]()
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{
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// get scene
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rendering::ScenePtr scene = rendering::get_scene();
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ASSERT_TRUE(scene != nullptr);
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// wait until the camera is created in scene
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rendering::CameraPtr camera = scene->GetCamera(
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"test_camera_model::body::test_camera");
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if (!camera)
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return;
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// wait until the drill is created in scene
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rendering::VisualPtr drillVis = scene->GetVisual("drill");
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if (!drillVis)
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return;
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// wait until the camera is in place
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if (camera->WorldPose() != cameraStartPose)
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return;
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// sanity check
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if (!camera->IsVisible(drillVis))
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return;
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// test ray intersection with a mesh
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ignition::math::Vector2i drillImgPos =
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camera->Project(drillVis->GetWorldPose().Ign().Pos() +
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ignition::math::Vector3d(0, 0, 0.05));
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ignition::math::Vector3d intersectPos;
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bool intersect = scene->FirstContact(camera, drillImgPos, intersectPos);
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// camera ray should intersect with a triangle on mesh
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EXPECT_TRUE(intersect);
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EXPECT_GT(intersectPos.X(), -1);
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EXPECT_LT(intersectPos.X(), 0);
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EXPECT_TRUE(ignition::math::equal(intersectPos.Y(), 0.0, 1e-4));
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EXPECT_GT(intersectPos.Z(), 0);
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EXPECT_LT(intersectPos.Z(), 0.05);
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// cast a ray so that it's within the bounding box of the mesh but doesn't
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// intersect with any triangles
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ignition::math::Vector2i emptyImgPos =
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camera->Project(drillVis->GetWorldPose().Ign().Pos() +
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ignition::math::Vector3d(0, 0, 0.1));
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// ray should not intersect with any triangles on mesh
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intersect = scene->FirstContact(camera, emptyImgPos, intersectPos);
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EXPECT_FALSE(intersect);
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EXPECT_EQ(ignition::math::Vector3d::Zero, intersectPos);
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verified = true;
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};
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auto connection =
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event::Events::ConnectPreRender(std::bind(testRayIntersection));
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// wait until the verification has been done in the rendering thread
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int sleep = 0;
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int maxSleep = 50;
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while (sleep++ < maxSleep)
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{
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common::Time::MSleep(100);
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if (verified)
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break;
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}
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EXPECT_TRUE(verified);
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connection.reset();
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}
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/////////////////////////////////////////////////
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int main(int argc, char **argv)
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{
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::testing::InitGoogleTest(&argc, argv);
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return RUN_ALL_TESTS();
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}
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