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