pxmlw6n2f/Gazebo_Distributed_TCP/test/integration/camera.cc

318 lines
9.4 KiB
C++

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