pxmlw6n2f/Gazebo_Distributed_TCP/test/integration/world.cc

498 lines
16 KiB
C++

/*
* Copyright (C) 2012 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"
#include "gazebo/physics/Light.hh"
#include "gazebo/physics/physics.hh"
#include "gazebo/test/helper_physics_generator.hh"
using namespace gazebo;
class WorldTest : public ServerFixture,
public testing::WithParamInterface<const char*>
{
/// \brief Test clearing an empty (blank) world.
/// \param[in] _physicsEngine Name of physics engine.
public: void ClearEmptyWorld(const std::string &_physicsEngine);
};
/// \brief Pose after physics update
ignition::math::Pose3d g_poseAfterUpdate;
/// \brief Pose before physics update
ignition::math::Pose3d g_poseBeforeUpdate;
/// \brief Has the WorldUpdateBegin event been called
bool g_updateBeginCalled = false;
/// \brief Has the BeforePhysicsUpdate event been called
bool g_beforePhysicsUpdateCalled = false;
/// \brief Has the WorldUpdateEnd event been called
bool g_updateEndCalled = false;
/// \brief Callback for WorldUpdateBegin event, just records it's been called.
/// \param[in] _updateInfo Information about the event time and world.
void onWorldUpdateBegin(const common::UpdateInfo & /*_updateInfo*/)
{
g_updateBeginCalled = true;
}
/// \brief Callback for BeforePhysicsUpdate event.
/// Record that it has been called, and also record the reported ball
/// position.
/// \param[in] updateInfo Information about the event time and world.
void beforePhysicsUpdate(const common::UpdateInfo &_updateInfo)
{
g_beforePhysicsUpdateCalled = true;
physics::WorldPtr world = physics::get_world(_updateInfo.worldName);
ASSERT_TRUE(world != NULL);
physics::ModelPtr sphereModel = world->GetModel("sphere");
ASSERT_TRUE(sphereModel != NULL);
physics::LinkPtr link = sphereModel->GetLink("link");
ASSERT_TRUE(link != NULL);
g_poseBeforeUpdate = link->GetWorldPose().Ign();
}
/// \brief Callback for WorldUpdateEnd event, just records it's been called.
void onWorldUpdateEnd()
{
g_updateEndCalled = true;
}
/////////////////////////////////////////////////
void WorldTest::ClearEmptyWorld(const std::string &_physicsEngine)
{
this->Load("worlds/blank.world", false, _physicsEngine);
physics::WorldPtr world = physics::get_world("default");
ASSERT_TRUE(world != NULL);
// Verify physics engine type
physics::PhysicsEnginePtr physics = world->GetPhysicsEngine();
ASSERT_TRUE(physics != NULL);
EXPECT_EQ(physics->GetType(), _physicsEngine);
EXPECT_EQ(world->GetModelCount(), 0u);
world->Clear();
// Wait some bit of time since World::Clear is not immediate.
for (unsigned int i = 0; i < 20; ++i)
common::Time::MSleep(500);
EXPECT_EQ(world->GetModelCount(), 0u);
// Now spawn something, and the model count should increase
SpawnSphere("sphere", math::Vector3(0, 0, 1), math::Vector3(0, 0, 0));
EXPECT_EQ(world->GetModelCount(), 1u);
}
/////////////////////////////////////////////////
TEST_P(WorldTest, ClearEmptyWorld)
{
ClearEmptyWorld(GetParam());
}
/////////////////////////////////////////////////
TEST_F(WorldTest, Clear)
{
Load("worlds/pioneer2dx.world");
physics::WorldPtr world = physics::get_world("default");
ASSERT_TRUE(world != NULL);
EXPECT_EQ(world->GetModelCount(), 2u);
world->Clear();
while (world->GetModelCount() > 0u)
common::Time::MSleep(1000);
EXPECT_EQ(world->GetModelCount(), 0u);
SpawnSphere("sphere", math::Vector3(0, 0, 1), math::Vector3(0, 0, 0));
EXPECT_EQ(world->GetModelCount(), 1u);
}
/////////////////////////////////////////////////
TEST_F(WorldTest, ModifyLight)
{
Load("worlds/empty.world");
physics::WorldPtr world = physics::get_world("default");
ASSERT_TRUE(world != NULL);
world->SetPaused(true);
// Make sure there is only one light, and it is named "sun"
{
// Check light objects
physics::Light_V lights = world->Lights();
EXPECT_EQ(lights.size(), 1u);
EXPECT_STREQ(lights[0]->GetName().c_str(), "sun");
// Check scene message
msgs::Scene sceneMsg = world->GetSceneMsg();
EXPECT_EQ(sceneMsg.light_size(), 1);
EXPECT_STREQ(sceneMsg.light(0).name().c_str(), "sun");
}
transport::PublisherPtr lightModifyPub = this->node->Advertise<msgs::Light>(
"~/light/modify");
// Set the light to be green
{
msgs::Light lightMsg;
lightMsg.set_name("sun");
msgs::Set(lightMsg.mutable_diffuse(), common::Color(0, 1, 0));
lightModifyPub->Publish(lightMsg);
}
// Allow the world time to process the messages
// Must be big enough to pass `processMsgsPeriod`
world->Step(1000);
// Get the new scene, and make sure the color of the "sun" light is
// correct.
{
// Check light objects
physics::Light_V lights = world->Lights();
EXPECT_EQ(lights.size(), 1u);
EXPECT_STREQ(lights[0]->GetName().c_str(), "sun");
msgs::Light lightMsg;
lights[0]->FillMsg(lightMsg);
EXPECT_EQ(lightMsg.diffuse().r(), 0);
EXPECT_EQ(lightMsg.diffuse().g(), 1);
EXPECT_EQ(lightMsg.diffuse().b(), 0);
// Check scene message
msgs::Scene sceneMsg = world->GetSceneMsg();
EXPECT_EQ(sceneMsg.light_size(), 1);
EXPECT_STREQ(sceneMsg.light(0).name().c_str(), "sun");
EXPECT_EQ(sceneMsg.light(0).diffuse().r(), 0);
EXPECT_EQ(sceneMsg.light(0).diffuse().g(), 1);
EXPECT_EQ(sceneMsg.light(0).diffuse().b(), 0);
}
transport::PublisherPtr lightFactoryPub = this->node->Advertise<msgs::Light>(
"~/factory/light");
// Add a new light
{
msgs::Light lightMsg;
lightMsg.set_name("test_light");
msgs::Set(lightMsg.mutable_diffuse(), common::Color(1, 0, 1));
lightMsg.set_type(msgs::Light::POINT);
lightFactoryPub->Publish(lightMsg);
}
// Allow the world time to process the messages
world->Step(1000);
{
// Check light objects
physics::Light_V lights = world->Lights();
EXPECT_EQ(lights.size(), 2u);
EXPECT_STREQ(lights[1]->GetName().c_str(), "test_light");
msgs::Light lightMsg;
lights[1]->FillMsg(lightMsg);
EXPECT_EQ(lightMsg.diffuse().r(), 1);
EXPECT_EQ(lightMsg.diffuse().g(), 0);
EXPECT_EQ(lightMsg.diffuse().b(), 1);
EXPECT_EQ(lightMsg.type(), msgs::Light::POINT);
// Check scene message
msgs::Scene sceneMsg = world->GetSceneMsg();
EXPECT_EQ(sceneMsg.light_size(), 2);
EXPECT_STREQ(sceneMsg.light(1).name().c_str(), "test_light");
EXPECT_EQ(sceneMsg.light(1).diffuse().r(), 1);
EXPECT_EQ(sceneMsg.light(1).diffuse().g(), 0);
EXPECT_EQ(sceneMsg.light(1).diffuse().b(), 1);
EXPECT_EQ(sceneMsg.light(1).type(), msgs::Light::POINT);
}
// Delete the test_light
ServerFixture::RemoveModel("test_light");
// Allow the world time to process the messages
world->Step(1000);
// Verify that the test_light is gone and that the sun remains
{
// Check light objects
physics::Light_V lights = world->Lights();
EXPECT_EQ(lights.size(), 1u);
EXPECT_STREQ(lights[0]->GetName().c_str(), "sun");
// Check scene message
msgs::Scene sceneMsg = world->GetSceneMsg();
EXPECT_EQ(sceneMsg.light_size(), 1);
EXPECT_STREQ(sceneMsg.light(0).name().c_str(), "sun");
}
// Add a new spot light
{
msgs::Light lightMsg;
lightMsg.set_name("test_spot_light");
msgs::Set(lightMsg.mutable_diffuse(), common::Color(1, 1, 0));
lightMsg.set_type(msgs::Light::SPOT);
lightFactoryPub->Publish(lightMsg);
}
// Allow the world time to process the messages
world->Step(1000);
{
// Check light objects
physics::Light_V lights = world->Lights();
EXPECT_EQ(lights.size(), 2u);
EXPECT_STREQ(lights[1]->GetName().c_str(), "test_spot_light");
msgs::Light lightMsg;
lights[1]->FillMsg(lightMsg);
EXPECT_EQ(lightMsg.diffuse().r(), 1);
EXPECT_EQ(lightMsg.diffuse().g(), 1);
EXPECT_EQ(lightMsg.diffuse().b(), 0);
EXPECT_EQ(lightMsg.type(), msgs::Light::SPOT);
// Check scene message
msgs::Scene sceneMsg = world->GetSceneMsg();
EXPECT_EQ(sceneMsg.light_size(), 2);
EXPECT_STREQ(sceneMsg.light(1).name().c_str(), "test_spot_light");
EXPECT_EQ(sceneMsg.light(1).diffuse().r(), 1);
EXPECT_EQ(sceneMsg.light(1).diffuse().g(), 1);
EXPECT_EQ(sceneMsg.light(1).diffuse().b(), 0);
EXPECT_EQ(sceneMsg.light(1).type(), msgs::Light::SPOT);
}
// Modify spot light pose
{
msgs::Light lightMsg;
lightMsg.set_name("test_spot_light");
msgs::Set(lightMsg.mutable_pose(),
ignition::math::Pose3d(
ignition::math::Vector3d(3, 2, 1),
ignition::math::Quaterniond(0, 1, 0, 0)));
lightModifyPub->Publish(lightMsg);
}
// Allow the world time to process the messages
world->Step(1000);
// Verify the light gets the new pose and retains values of other properties
{
// Check light objects
physics::Light_V lights = world->Lights();
EXPECT_EQ(lights.size(), 2u);
EXPECT_STREQ(lights[1]->GetName().c_str(), "test_spot_light");
msgs::Light lightMsg;
lights[1]->FillMsg(lightMsg);
EXPECT_EQ(lightMsg.diffuse().r(), 1);
EXPECT_EQ(lightMsg.diffuse().g(), 1);
EXPECT_EQ(lightMsg.diffuse().b(), 0);
EXPECT_EQ(lightMsg.pose().position().x(), 3);
EXPECT_EQ(lightMsg.pose().position().y(), 2);
EXPECT_EQ(lightMsg.pose().position().z(), 1);
EXPECT_EQ(lightMsg.pose().orientation().w(), 0);
EXPECT_EQ(lightMsg.pose().orientation().x(), 1);
EXPECT_EQ(lightMsg.pose().orientation().y(), 0);
EXPECT_EQ(lightMsg.pose().orientation().z(), 0);
EXPECT_EQ(lightMsg.type(), msgs::Light::SPOT);
// Check scene message
msgs::Scene sceneMsg = world->GetSceneMsg();
EXPECT_EQ(sceneMsg.light_size(), 2);
EXPECT_STREQ(sceneMsg.light(1).name().c_str(), "test_spot_light");
EXPECT_EQ(sceneMsg.light(1).diffuse().r(), 1);
EXPECT_EQ(sceneMsg.light(1).diffuse().g(), 1);
EXPECT_EQ(sceneMsg.light(1).diffuse().b(), 0);
EXPECT_EQ(sceneMsg.light(1).pose().position().x(), 3);
EXPECT_EQ(sceneMsg.light(1).pose().position().y(), 2);
EXPECT_EQ(sceneMsg.light(1).pose().position().z(), 1);
EXPECT_EQ(sceneMsg.light(1).pose().orientation().w(), 0);
EXPECT_EQ(sceneMsg.light(1).pose().orientation().x(), 1);
EXPECT_EQ(sceneMsg.light(1).pose().orientation().y(), 0);
EXPECT_EQ(sceneMsg.light(1).pose().orientation().z(), 0);
EXPECT_EQ(sceneMsg.light(1).type(), msgs::Light::SPOT);
}
// Add a new light with the name of a light that has been deleted
{
msgs::Light lightMsg;
lightMsg.set_name("test_light");
msgs::Set(lightMsg.mutable_diffuse(), common::Color(0, 0, 1));
lightMsg.set_type(msgs::Light::DIRECTIONAL);
lightFactoryPub->Publish(lightMsg);
}
// Allow the world time to process the messages
world->Step(1000);
{
// Check light objects
physics::Light_V lights = world->Lights();
EXPECT_EQ(lights.size(), 3u);
EXPECT_STREQ(lights[2]->GetName().c_str(), "test_light");
msgs::Light lightMsg;
lights[2]->FillMsg(lightMsg);
EXPECT_DOUBLE_EQ(lightMsg.diffuse().r(), 0);
EXPECT_EQ(lightMsg.diffuse().g(), 0);
EXPECT_EQ(lightMsg.diffuse().b(), 1);
EXPECT_EQ(lightMsg.type(), msgs::Light::DIRECTIONAL);
// Check scene message
msgs::Scene sceneMsg = world->GetSceneMsg();
EXPECT_EQ(sceneMsg.light_size(), 3);
EXPECT_STREQ(sceneMsg.light(2).name().c_str(), "test_light");
EXPECT_EQ(sceneMsg.light(2).diffuse().r(), 0);
EXPECT_EQ(sceneMsg.light(2).diffuse().g(), 0);
EXPECT_EQ(sceneMsg.light(2).diffuse().b(), 1);
EXPECT_EQ(sceneMsg.light(2).type(), msgs::Light::DIRECTIONAL);
}
}
/////////////////////////////////////////////////
TEST_F(WorldTest, RemoveModelPaused)
{
Load("worlds/shapes.world", true);
physics::WorldPtr world = physics::get_world("default");
ASSERT_TRUE(world != NULL);
physics::ModelPtr sphereModel = world->GetModel("sphere");
physics::ModelPtr boxModel = world->GetModel("box");
EXPECT_TRUE(sphereModel != NULL);
EXPECT_TRUE(boxModel != NULL);
world->RemoveModel(sphereModel);
world->RemoveModel("box");
sphereModel = world->GetModel("sphere");
boxModel = world->GetModel("box");
EXPECT_FALSE(sphereModel != NULL);
EXPECT_FALSE(boxModel != NULL);
}
/////////////////////////////////////////////////
TEST_F(WorldTest, RemoveModelUnPaused)
{
Load("worlds/shapes.world");
physics::WorldPtr world = physics::get_world("default");
ASSERT_TRUE(world != NULL);
physics::ModelPtr sphereModel = world->GetModel("sphere");
physics::ModelPtr boxModel = world->GetModel("box");
EXPECT_TRUE(sphereModel != NULL);
EXPECT_TRUE(boxModel != NULL);
world->Step(1);
world->RemoveModel(sphereModel);
world->RemoveModel("box");
sphereModel = world->GetModel("sphere");
boxModel = world->GetModel("box");
EXPECT_FALSE(sphereModel != NULL);
EXPECT_FALSE(boxModel != NULL);
}
/////////////////////////////////////////////////
/// \brief Check if WorldUpdateBegin, BeforePhysicsUpdate and WorldUpdateEnd
/// events are called, and if the BeforePhysicsUpdate event is really called
/// before the physics engine update happens
TEST_F(WorldTest, CheckWorldEventsWork)
{
Load("worlds/shapes.world");
physics::WorldPtr world = physics::get_world("default");
ASSERT_TRUE(world != NULL);
physics::ModelPtr sphereModel = world->GetModel("sphere");
ASSERT_TRUE(sphereModel != NULL);
physics::LinkPtr link = sphereModel->GetLink("link");
ASSERT_TRUE(link != NULL);
// run the world for a while just to stabilize
world->Step(10);
// initial pose of the link
ignition::math::Pose3d initialPose = link->GetWorldPose().Ign();
// connect to the world events
event::ConnectionPtr worldUpdateBeginEventConnection =
event::Events::ConnectWorldUpdateBegin(&onWorldUpdateBegin);
event::ConnectionPtr beforePhysicsUpdateConnection =
event::Events::ConnectBeforePhysicsUpdate(&beforePhysicsUpdate);
event::ConnectionPtr worldUpdateEndEventConnection =
event::Events::ConnectWorldUpdateEnd(&onWorldUpdateEnd);
// iterate for a while pushing to the ball and check the events get called
// and that the pose changes only after BeforePhysicUpdate is called.
for (size_t i = 0; i < 100; ++i)
{
ASSERT_FALSE(g_updateBeginCalled);
ASSERT_FALSE(g_beforePhysicsUpdateCalled);
ASSERT_FALSE(g_updateEndCalled);
// push to the ball
link->AddForce(ignition::math::Vector3d(1000, 0, 0));
world->Step(1);
// pose after the physics update
ignition::math::Pose3d poseAfterUpdate = link->GetWorldPose().Ign();
// initial pose and pose before physics update should be the same
EXPECT_EQ(initialPose.Pos(), g_poseBeforeUpdate.Pos());
// pose before physics update and after it should be different
EXPECT_GT((g_poseAfterUpdate - g_poseBeforeUpdate).Pos().Abs().Sum(), 1e-9);
// the events should get called
EXPECT_TRUE(g_updateBeginCalled);
EXPECT_TRUE(g_beforePhysicsUpdateCalled);
EXPECT_TRUE(g_updateEndCalled);
g_updateBeginCalled = false;
g_beforePhysicsUpdateCalled = false;
g_updateEndCalled = false;
// remember the current pose to compare it in the next iteration
initialPose = poseAfterUpdate;
}
// disconnect from world events
event::Events::DisconnectWorldUpdateBegin(worldUpdateBeginEventConnection);
event::Events::DisconnectBeforePhysicsUpdate(beforePhysicsUpdateConnection);
event::Events::DisconnectWorldUpdateEnd(worldUpdateEndEventConnection);
}
INSTANTIATE_TEST_CASE_P(PhysicsEngines, WorldTest, PHYSICS_ENGINE_VALUES);
/////////////////////////////////////////////////
int main(int argc, char **argv)
{
::testing::InitGoogleTest(&argc, argv);
return RUN_ALL_TESTS();
}