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/*
* Copyright (c) 2011-2022, The DART development contributors
* All rights reserved.
*
* The list of contributors can be found at:
* https://github.com/dartsim/dart/blob/master/LICENSE
*
* This file is provided under the following "BSD-style" License:
* Redistribution and use in source and binary forms, with or
* without modification, are permitted provided that the following
* conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above
* copyright notice, this list of conditions and the following
* disclaimer in the documentation and/or other materials provided
* with the distribution.
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND
* CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES,
* INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF
* USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED
* AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
* ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*/
#include <iostream>
#include <gtest/gtest.h>
#include "dart/collision/collision.hpp"
#include "dart/collision/fcl/fcl.hpp"
#include "dart/common/common.hpp"
#include "dart/config.hpp"
#include "dart/dynamics/dynamics.hpp"
#include "dart/math/math.hpp"
#if HAVE_ODE
#include "dart/collision/ode/ode.hpp"
#endif
#if HAVE_BULLET
#include "dart/collision/bullet/bullet.hpp"
#endif
#include "dart/simulation/simulation.hpp"
#include "dart/utils/utils.hpp"
#include "TestHelpers.hpp"
using namespace dart;
using namespace common;
using namespace math;
using namespace collision;
using namespace dynamics;
using namespace simulation;
using namespace utils;
class Collision : public testing::Test
{
public:
void unrotatedTest(
dart::collision::fcl::CollisionGeometry* _coll1,
dart::collision::fcl::CollisionGeometry* _coll2,
double expectedContactPoint,
int _idxAxis);
void dropWithRotation(
dart::collision::fcl::CollisionGeometry* _object,
double EulerZ,
double EulerY,
double EulerX);
void printResult(const dart::collision::fcl::CollisionResult& _result);
};
void Collision::unrotatedTest(
dart::collision::fcl::CollisionGeometry* _coll1,
dart::collision::fcl::CollisionGeometry* _coll2,
double expectedContactPoint,
int _idxAxis)
{
dart::collision::fcl::CollisionResult result;
dart::collision::fcl::CollisionRequest request;
request.enable_contact = true;
request.num_max_contacts = 100;
dart::collision::fcl::Vector3 position(0, 0, 0);
dart::collision::fcl::Transform3 coll1_transform;
dart::collision::fcl::Transform3 coll2_transform;
//==========================================================================
// Approaching test
//==========================================================================
result.clear();
double dpos = -0.001;
double pos = 10.0;
coll1_transform.setIdentity();
dart::collision::fcl::setTranslation(
coll1_transform, dart::collision::fcl::Vector3(0, 0, 0));
coll2_transform.setIdentity();
// Let's drop box2 until it collide with box1
do
{
position[_idxAxis] = pos;
dart::collision::fcl::setTranslation(coll2_transform, position);
::fcl::collide(
_coll1, coll1_transform, _coll2, coll2_transform, request, result);
pos += dpos;
} while (result.numContacts() == 0);
//
if (_idxAxis == 0)
std::cout << "The object is collided when its x-axis position is: "
<< (pos - dpos) << std::endl;
if (_idxAxis == 1)
std::cout << "The object is collided when its y-axis position is: "
<< (pos - dpos) << std::endl;
if (_idxAxis == 2)
std::cout << "The object is collided when its z-axis position is: "
<< (pos - dpos) << std::endl;
// printResult(result);
for (std::size_t i = 0; i < result.numContacts(); ++i)
{
EXPECT_GE(result.getContact(i).penetration_depth, 0.0);
// EXPECT_NEAR(result.getContact(i).normal[_idxAxis], -1.0);
EXPECT_EQ(dart::collision::fcl::length(result.getContact(i).normal), 1.0);
EXPECT_NEAR(
result.getContact(i).pos[_idxAxis], expectedContactPoint, -dpos * 2.0);
}
}
void Collision::dropWithRotation(
dart::collision::fcl::CollisionGeometry* _object,
double EulerZ,
double EulerY,
double EulerX)
{
// Collision test setting
dart::collision::fcl::CollisionResult result;
dart::collision::fcl::CollisionRequest request;
request.enable_contact = true;
request.num_max_contacts = 100;
// Ground like box setting
dart::collision::fcl::Box groundObject(100, 100, 0.1);
dart::collision::fcl::Transform3 groundTransf;
groundTransf.setIdentity();
dart::collision::fcl::Vector3 ground_position(0, 0, 0);
dart::collision::fcl::setTranslation(groundTransf, ground_position);
// Dropping object setting
dart::collision::fcl::Transform3 objectTransf;
dart::collision::fcl::Matrix3 rot;
dart::collision::fcl::setEulerZYX(rot, EulerZ, EulerY, EulerX);
dart::collision::fcl::setRotation(objectTransf, rot);
dart::collision::fcl::Vector3 dropping_position(0, 0, 0);
dart::collision::fcl::setTranslation(objectTransf, dropping_position);
//==========================================================================
// Dropping test in x, y, z aixs each.
//==========================================================================
for (int _idxAxis = 0; _idxAxis < 3; ++_idxAxis)
{
result.clear();
groundObject.side = dart::collision::fcl::Vector3(100, 100, 100);
groundObject.side[_idxAxis] = 0.1;
ground_position = dart::collision::fcl::Vector3(0, 0, 0);
ground_position[_idxAxis] = -0.05;
dart::collision::fcl::setTranslation(groundTransf, ground_position);
// Let's drop the object until it collide with ground
double posDelta = -0.0001;
double initPos = 10.0;
dropping_position = dart::collision::fcl::Vector3(0, 0, 0);
do
{
dropping_position[_idxAxis] = initPos;
dart::collision::fcl::setTranslation(objectTransf, dropping_position);
::fcl::collide(
_object, objectTransf, &groundObject, groundTransf, request, result);
initPos += posDelta;
} while (result.numContacts() == 0);
std::cout << "Current position of the object: "
<< dart::collision::fcl::getTranslation(objectTransf) << std::endl
<< "Number of contacts: " << result.numContacts() << std::endl;
dart::collision::fcl::Transform3 objectTransfInv = objectTransf;
objectTransfInv.inverse();
for (std::size_t i = 0; i < result.numContacts(); ++i)
{
dart::collision::fcl::Vector3 posWorld = dart::collision::fcl::transform(
objectTransfInv, result.getContact(i).pos);
std::cout << "----- CONTACT " << i << " --------" << std::endl;
std::cout << "contact_points: " << result.getContact(i).pos << std::endl;
std::cout << "contact_points(w): " << posWorld << std::endl;
std::cout << "norm: "
<< dart::collision::fcl::length(result.getContact(i).pos)
<< std::endl;
std::cout << "penetration_depth: "
<< result.getContact(i).penetration_depth << std::endl;
std::cout << "normal: " << result.getContact(i).normal << std::endl;
}
std::cout << std::endl;
}
}
void Collision::printResult(
const dart::collision::fcl::CollisionResult& _result)
{
std::cout << "====== [ RESULT ] ======" << std::endl;
std::cout << "The number of contacts: " << _result.numContacts() << std::endl;
for (std::size_t i = 0; i < _result.numContacts(); ++i)
{
std::cout << "----- CONTACT " << i << " --------" << std::endl;
std::cout << "contact_points: " << _result.getContact(i).pos << std::endl;
std::cout << "penetration_depth: "
<< _result.getContact(i).penetration_depth << std::endl;
std::cout << "normal: " << _result.getContact(i).normal << std::endl;
// std::cout << std::endl;
}
std::cout << std::endl;
}
TEST_F(Collision, DROP)
{
dtdbg << "Unrotated box\n";
dart::collision::fcl::Box box1(0.5, 0.5, 0.5);
dropWithRotation(&box1, 0, 0, 0);
dtdbg << "Rotated box\n";
dart::collision::fcl::Box box2(0.5, 0.5, 0.5);
dropWithRotation(
&box2,
dart::math::Random::uniform(-3.14, 3.14),
dart::math::Random::uniform(-3.14, 3.14),
dart::math::Random::uniform(-3.14, 3.14));
dropWithRotation(&box2, 0.0, 0.1, 0.0);
}
TEST_F(Collision, FCL_BOX_BOX)
{
double EulerZ = 1;
double EulerY = 2;
double EulerX = 3;
// Collision test setting
dart::collision::fcl::CollisionResult result;
dart::collision::fcl::CollisionRequest request;
request.enable_contact = true;
request.num_max_contacts = 100;
// Ground like box setting
dart::collision::fcl::Box groundObject(100, 100, 0.1);
dart::collision::fcl::Transform3 groundTransf;
groundTransf.setIdentity();
dart::collision::fcl::Vector3 ground_position(0.0, 0.0, -0.05);
dart::collision::fcl::setTranslation(groundTransf, ground_position);
// Dropping box object setting
dart::collision::fcl::Box box(0.5, 0.5, 0.5);
dart::collision::fcl::Transform3 objectTransf;
dart::collision::fcl::Matrix3 rot;
dart::collision::fcl::setEulerZYX(rot, EulerZ, EulerY, EulerX);
dart::collision::fcl::setRotation(objectTransf, rot);
dart::collision::fcl::Vector3 dropping_position(0.0, 0.0, 5.0);
dart::collision::fcl::setTranslation(objectTransf, dropping_position);
// Let's drop the object until it collide with ground
do
{
dart::collision::fcl::setTranslation(objectTransf, dropping_position);
::fcl::collide(
&box, objectTransf, &groundObject, groundTransf, request, result);
dropping_position[2] -= 0.00001;
} while (result.numContacts() == 0);
std::cout << "Current position of the object: "
<< dart::collision::fcl::getTranslation(objectTransf) << std::endl
<< "Number of contacts: " << result.numContacts() << std::endl;
for (std::size_t i = 0; i < result.numContacts(); ++i)
{
std::cout << "----- CONTACT " << i << " --------" << std::endl;
std::cout << "contact_points: " << result.getContact(i).pos << std::endl;
std::cout << "penetration_depth: " << result.getContact(i).penetration_depth
<< std::endl;
std::cout << "normal: " << result.getContact(i).normal << std::endl;
}
}
//==============================================================================
void testSimpleFrames(const std::shared_ptr<CollisionDetector>& cd)
{
auto simpleFrame1 = SimpleFrame::createShared(Frame::World());
auto simpleFrame2 = SimpleFrame::createShared(Frame::World());
auto simpleFrame3 = SimpleFrame::createShared(Frame::World());
ShapePtr shape1(new BoxShape(Eigen::Vector3d(1.0, 1.0, 1.0)));
ShapePtr shape2(new BoxShape(Eigen::Vector3d(1.0, 1.0, 1.0)));
ShapePtr shape3(new BoxShape(Eigen::Vector3d(1.0, 1.0, 1.0)));
simpleFrame1->setShape(shape1);
simpleFrame2->setShape(shape2);
simpleFrame3->setShape(shape3);
auto group1 = cd->createCollisionGroup(simpleFrame1.get());
auto group2 = cd->createCollisionGroup(simpleFrame2.get());
auto group3 = cd->createCollisionGroup(simpleFrame3.get());
auto groupAll
= cd->createCollisionGroup(group1.get(), group2.get(), group3.get());
EXPECT_EQ(group1->getNumShapeFrames(), 1u);
EXPECT_EQ(group2->getNumShapeFrames(), 1u);
EXPECT_EQ(group3->getNumShapeFrames(), 1u);
EXPECT_EQ(
groupAll->getNumShapeFrames(),
group1->getNumShapeFrames() + group2->getNumShapeFrames()
+ group3->getNumShapeFrames());
for (std::size_t i = 0; i < group1->getNumShapeFrames(); ++i)
EXPECT_EQ(groupAll->getShapeFrame(i), group1->getShapeFrame(i));
std::size_t start = group1->getNumShapeFrames();
std::size_t end = start + group2->getNumShapeFrames();
for (std::size_t i = start; i < end; ++i)
EXPECT_EQ(groupAll->getShapeFrame(i), group2->getShapeFrame(i - start));
start = start + group2->getNumShapeFrames();
end = start + group3->getNumShapeFrames();
for (std::size_t i = start; i < end; ++i)
EXPECT_EQ(groupAll->getShapeFrame(i), group3->getShapeFrame(i - start));
collision::CollisionOption option;
collision::CollisionResult result;
simpleFrame1->setTranslation(Eigen::Vector3d::Zero());
simpleFrame2->setTranslation(Eigen::Vector3d(1.1, 0.0, 0.0));
simpleFrame3->setTranslation(Eigen::Vector3d(2.2, 0.0, 0.0));
EXPECT_FALSE(group1->collide(option, &result));
EXPECT_FALSE(group2->collide(option, &result));
EXPECT_FALSE(group3->collide(option, &result));
EXPECT_FALSE(groupAll->collide(option, &result));
simpleFrame1->setTranslation(Eigen::Vector3d::Zero());
simpleFrame2->setTranslation(Eigen::Vector3d(0.5, 0.0, 0.0));
simpleFrame3->setTranslation(Eigen::Vector3d(1.0, 0.0, 0.0));
EXPECT_TRUE(group1->collide(group2.get(), option, &result));
EXPECT_TRUE(group1->collide(group2.get(), option, &result));
EXPECT_TRUE(group2->collide(group3.get(), option, &result));
EXPECT_TRUE(groupAll->collide(option, &result));
auto group23
= cd->createCollisionGroup(simpleFrame2.get(), simpleFrame3.get());
simpleFrame1->setTranslation(Eigen::Vector3d::Zero());
simpleFrame2->setTranslation(Eigen::Vector3d(1.1, 0.0, 0.0));
simpleFrame3->setTranslation(Eigen::Vector3d(1.6, 0.0, 0.0));
EXPECT_FALSE(group1->collide(group2.get()));
EXPECT_FALSE(group1->collide(group3.get()));
EXPECT_TRUE(group2->collide(group3.get()));
EXPECT_TRUE(group23->collide());
EXPECT_FALSE(group1->collide(group23.get()));
}
//==============================================================================
TEST_F(Collision, SimpleFrames)
{
auto fcl_mesh_dart = FCLCollisionDetector::create();
fcl_mesh_dart->setPrimitiveShapeType(FCLCollisionDetector::MESH);
fcl_mesh_dart->setContactPointComputationMethod(FCLCollisionDetector::DART);
testSimpleFrames(fcl_mesh_dart);
// auto fcl_prim_fcl = FCLCollisionDetector::create();
// fcl_prim_fcl->setPrimitiveShapeType(FCLCollisionDetector::MESH);
// fcl_prim_fcl->setContactPointComputationMethod(FCLCollisionDetector::FCL);
// testSimpleFrames(fcl_prim_fcl);
// auto fcl_mesh_fcl = FCLCollisionDetector::create();
// fcl_mesh_fcl->setPrimitiveShapeType(FCLCollisionDetector::PRIMITIVE);
// fcl_mesh_fcl->setContactPointComputationMethod(FCLCollisionDetector::DART);
// testSimpleFrames(fcl_mesh_fcl);
// auto fcl_mesh_fcl = FCLCollisionDetector::create();
// fcl_mesh_fcl->setPrimitiveShapeType(FCLCollisionDetector::PRIMITIVE);
// fcl_mesh_fcl->setContactPointComputationMethod(FCLCollisionDetector::FCL);
// testSimpleFrames(fcl_mesh_fcl);
#if HAVE_BULLET
auto bullet = BulletCollisionDetector::create();
testSimpleFrames(bullet);
#endif
auto dart = DARTCollisionDetector::create();
testSimpleFrames(dart);
}
//==============================================================================
void testSphereSphere(
const std::shared_ptr<CollisionDetector>& cd, double tol = 1e-12)
{
auto simpleFrame1 = SimpleFrame::createShared(Frame::World());
auto simpleFrame2 = SimpleFrame::createShared(Frame::World());
ShapePtr shape1(new SphereShape(1.0));
ShapePtr shape2(new SphereShape(0.5));
simpleFrame1->setShape(shape1);
simpleFrame2->setShape(shape2);
auto group = cd->createCollisionGroup(simpleFrame1.get(), simpleFrame2.get());
EXPECT_EQ(group->getNumShapeFrames(), 2u);
collision::CollisionOption option;
option.enableContact = true;
collision::CollisionResult result;
simpleFrame1->setTranslation(Eigen::Vector3d::Zero());
simpleFrame2->setTranslation(Eigen::Vector3d(2.0, 0.0, 0.0));
//----------------------------------------------------------------------------
// Test 1: No contact
//----------------------------------------------------------------------------
result.clear();
EXPECT_FALSE(group->collide(option, &result));
EXPECT_TRUE(result.getNumContacts() == 0u);
simpleFrame1->setTranslation(Eigen::Vector3d::Zero());
simpleFrame2->setTranslation(Eigen::Vector3d(1.5, 0.0, 0.0));
//----------------------------------------------------------------------------
// Test 2: Point contact
//----------------------------------------------------------------------------
result.clear();
EXPECT_TRUE(group->collide(option, &result));
EXPECT_TRUE(result.getNumContacts() == 1u);
const auto& contact = result.getContact(0);
// Test contact location
EXPECT_TRUE(contact.point.isApprox(Eigen::Vector3d::UnitX(), tol));
// Test normal
Eigen::Vector3d expectedNormal;
if (result.getContact(0).collisionObject1->getShapeFrame()
== simpleFrame1.get())
expectedNormal << -1, 0, 0;
else
expectedNormal << 1, 0, 0;
double tol2 = tol;
if (cd->getType() == FCLCollisionDetector::getStaticType()
&& static_cast<FCLCollisionDetector*>(cd.get())->getPrimitiveShapeType()
== FCLCollisionDetector::MESH)
{
tol2 *= 1e+12;
// FCL returns less accurate contact normals for sphere-sphere since we're
// using sphere-like rough meshes instead of analytical sphere shapes.
}
EXPECT_TRUE(contact.normal.isApprox(expectedNormal, tol2));
//----------------------------------------------------------------------------
// Test 3: Corner case of that the bigger sphere completely encloses the
// smaller sphere
//----------------------------------------------------------------------------
simpleFrame1->setTranslation(Eigen::Vector3d::Zero());
simpleFrame2->setTranslation(Eigen::Vector3d::Zero());
result.clear();
if (cd->getType() == FCLCollisionDetector::getStaticType())
{
EXPECT_FALSE(group->collide(option, &result));
// FCL is not able to detect collisions when an object completely (strictly)
// contanins the other object (no collisions between the hulls)
}
else
{
EXPECT_TRUE(group->collide(option, &result));
// TODO(JS): BulletCollsionDetector includes a bug related to this.
// (see #876)
#if HAVE_BULLET
if (cd->getType() != BulletCollisionDetector::getStaticType())
#endif
{
EXPECT_EQ(result.getNumContacts(), 1u);
}
for (auto i = 0u; i < result.getNumContacts(); ++i)
{
std::cout << "point: " << result.getContact(i).point.transpose()
<< std::endl;
}
}
// The positions of contact point are different depending on the collision
// detector. More integration tests need to be added.
}
//==============================================================================
TEST_F(Collision, SphereSphere)
{
auto fcl_mesh_dart = FCLCollisionDetector::create();
fcl_mesh_dart->setPrimitiveShapeType(FCLCollisionDetector::MESH);
fcl_mesh_dart->setContactPointComputationMethod(FCLCollisionDetector::DART);
testSphereSphere(fcl_mesh_dart);
// auto fcl_prim_fcl = FCLCollisionDetector::create();
// fcl_prim_fcl->setPrimitiveShapeType(FCLCollisionDetector::MESH);
// fcl_prim_fcl->setContactPointComputationMethod(FCLCollisionDetector::FCL);
// testSphereSphere(fcl_prim_fcl);
// auto fcl_mesh_fcl = FCLCollisionDetector::create();
// fcl_mesh_fcl->setPrimitiveShapeType(FCLCollisionDetector::PRIMITIVE);
// fcl_mesh_fcl->setContactPointComputationMethod(FCLCollisionDetector::DART);
// testSphereSphere(fcl_mesh_fcl);
// auto fcl_mesh_fcl = FCLCollisionDetector::create();
// fcl_mesh_fcl->setPrimitiveShapeType(FCLCollisionDetector::PRIMITIVE);
// fcl_mesh_fcl->setContactPointComputationMethod(FCLCollisionDetector::FCL);
// testSphereSphere(fcl_mesh_fcl);
#if HAVE_ODE
auto ode = OdeCollisionDetector::create();
testSphereSphere(ode);
#endif
#if HAVE_BULLET
auto bullet = BulletCollisionDetector::create();
testSphereSphere(bullet);
#endif
auto dart = DARTCollisionDetector::create();
testSphereSphere(dart);
}
//==============================================================================
bool checkBoundingBox(
const Eigen::Vector3d& min,
const Eigen::Vector3d& max,
const Eigen::Vector3d& point,
double tol = 1e-12)
{
for (auto i = 0u; i < 3u; ++i)
{
if (min[i] - tol > point[i] || point[i] > max[i] + tol)
return false;
}
return true;
}
//==============================================================================
void testBoxBox(
const std::shared_ptr<CollisionDetector>& cd, double tol = 1e-12)
{
auto simpleFrame1 = SimpleFrame::createShared(Frame::World());
auto simpleFrame2 = SimpleFrame::createShared(Frame::World());
ShapePtr shape1(new BoxShape(Eigen::Vector3d(1.0, 1.0, 1.0)));
ShapePtr shape2(new BoxShape(Eigen::Vector3d(0.5, 0.5, 0.5)));
simpleFrame1->setShape(shape1);
simpleFrame2->setShape(shape2);
Eigen::Vector3d pos1 = Eigen::Vector3d(0.0, 0.0, -0.5);
Eigen::Vector3d pos2 = Eigen::Vector3d(0.0, 0.5, 0.25);
simpleFrame1->setTranslation(pos1);
simpleFrame2->setTranslation(pos2);
auto group1 = cd->createCollisionGroup(simpleFrame1.get());
auto group2 = cd->createCollisionGroup(simpleFrame2.get());
auto groupAll = cd->createCollisionGroup(group1.get(), group2.get());
EXPECT_EQ(group1->getNumShapeFrames(), 1u);
EXPECT_EQ(group2->getNumShapeFrames(), 1u);
EXPECT_EQ(
groupAll->getNumShapeFrames(),
group1->getNumShapeFrames() + group2->getNumShapeFrames());
collision::CollisionOption option;
collision::CollisionResult result;
result.clear();
EXPECT_TRUE(group1->collide(group2.get(), option, &result));
result.clear();
EXPECT_TRUE(groupAll->collide(option, &result));
Eigen::Vector3d min = Eigen::Vector3d(-0.25, 0.25, 0.0);
Eigen::Vector3d max = Eigen::Vector3d(0.25, 0.5, 0.0);
const auto numContacts = result.getNumContacts();
const auto checkNumContacts = (numContacts <= 4u);
EXPECT_TRUE(checkNumContacts);
if (!checkNumContacts)
std::cout << "# of contants: " << numContacts << "\n";
for (const auto& contact : result.getContacts())
{
const auto& point = contact.point;
const auto result = checkBoundingBox(min, max, point, tol);
EXPECT_TRUE(result);
if (!result)
std::cout << "point: " << point.transpose() << "\n";
}
}
//==============================================================================
TEST_F(Collision, BoxBox)
{
auto fcl_mesh_dart = FCLCollisionDetector::create();
fcl_mesh_dart->setPrimitiveShapeType(FCLCollisionDetector::MESH);
fcl_mesh_dart->setContactPointComputationMethod(FCLCollisionDetector::DART);
testBoxBox(fcl_mesh_dart);
// auto fcl_prim_fcl = FCLCollisionDetector::create();
// fcl_prim_fcl->setPrimitiveShapeType(FCLCollisionDetector::MESH);
// fcl_prim_fcl->setContactPointComputationMethod(FCLCollisionDetector::FCL);
// testBoxBox(fcl_prim_fcl);
// auto fcl_mesh_fcl = FCLCollisionDetector::create();
// fcl_mesh_fcl->setPrimitiveShapeType(FCLCollisionDetector::PRIMITIVE);
// fcl_mesh_fcl->setContactPointComputationMethod(FCLCollisionDetector::DART);
// testBoxBox(fcl_mesh_fcl);
// auto fcl_mesh_fcl = FCLCollisionDetector::create();
// fcl_mesh_fcl->setPrimitiveShapeType(FCLCollisionDetector::PRIMITIVE);
// fcl_mesh_fcl->setContactPointComputationMethod(FCLCollisionDetector::FCL);
// testBoxBox(fcl_mesh_fcl);
#if HAVE_ODE
auto ode = OdeCollisionDetector::create();
testBoxBox(ode);
#endif
#if HAVE_BULLET
auto bullet = BulletCollisionDetector::create();
testBoxBox(bullet);
#endif
auto dart = DARTCollisionDetector::create();
testBoxBox(dart);
}
//==============================================================================
void testOptions(const std::shared_ptr<CollisionDetector>& cd)
{
auto simpleFrame1 = SimpleFrame::createShared(Frame::World());
auto simpleFrame2 = SimpleFrame::createShared(Frame::World());
auto simpleFrame3 = SimpleFrame::createShared(Frame::World());
ShapePtr shape1(new BoxShape(Eigen::Vector3d(1.0, 1.0, 1.0)));
ShapePtr shape2(new BoxShape(Eigen::Vector3d(0.5, 0.5, 0.5)));
ShapePtr shape3(new BoxShape(Eigen::Vector3d(0.5, 0.5, 0.5)));
simpleFrame1->setShape(shape1);
simpleFrame2->setShape(shape2);
simpleFrame3->setShape(shape3);
Eigen::Vector3d pos1 = Eigen::Vector3d(0.0, 0.0, -0.5);
Eigen::Vector3d pos2 = Eigen::Vector3d(0.0, 0.5, 0.25);
Eigen::Vector3d pos3 = Eigen::Vector3d(0.0, -0.5, 0.25);
simpleFrame1->setTranslation(pos1);
simpleFrame2->setTranslation(pos2);
simpleFrame3->setTranslation(pos3);
auto group = cd->createCollisionGroup(simpleFrame1.get(), simpleFrame2.get());
EXPECT_EQ(group->getNumShapeFrames(), 2u);
collision::CollisionOption option;
collision::CollisionResult result;
result.clear();
option.maxNumContacts = 1000u;
EXPECT_TRUE(group->collide(option, &result));
EXPECT_EQ(result.getNumContacts(), 4u);
result.clear();
option.maxNumContacts = 2u;
EXPECT_TRUE(group->collide(option, &result));
EXPECT_EQ(result.getNumContacts(), 2u);
group->addShapeFrame(simpleFrame3.get());
result.clear();
option.maxNumContacts = 1u;
EXPECT_TRUE(group->collide(option, &result));
EXPECT_EQ(result.getNumContacts(), 1u);
// Binary check without passing result
EXPECT_TRUE(group->collide(option));
// Binary check without passing option and result
EXPECT_TRUE(group->collide());
// Zero maximum number of contacts
option.maxNumContacts = 0u;
option.enableContact = true;
EXPECT_TRUE(group->collide());
EXPECT_FALSE(group->collide(option));
EXPECT_FALSE(group->collide(option, nullptr));
EXPECT_FALSE(group->collide(option, &result));
EXPECT_EQ(result.getNumContacts(), 0u);
EXPECT_FALSE(result.isCollision());
}
//==============================================================================
void testCylinderCylinder(const std::shared_ptr<CollisionDetector>& cd)
{
auto simpleFrame1 = SimpleFrame::createShared(Frame::World());
auto simpleFrame2 = SimpleFrame::createShared(Frame::World());
auto shape1 = std::make_shared<CylinderShape>(1.0, 1.0);
auto shape2 = std::make_shared<CylinderShape>(0.5, 1.0);
simpleFrame1->setShape(shape1);
simpleFrame2->setShape(shape2);
auto group = cd->createCollisionGroup(simpleFrame1.get(), simpleFrame2.get());
EXPECT_EQ(group->getNumShapeFrames(), 2u);
collision::CollisionOption option;
option.enableContact = true;
collision::CollisionResult result;
result.clear();
simpleFrame1->setTranslation(Eigen::Vector3d::Zero());
simpleFrame2->setTranslation(Eigen::Vector3d(2.0, 0.0, 0.0));
EXPECT_FALSE(group->collide(option, &result));
EXPECT_TRUE(result.getNumContacts() == 0u);
result.clear();
simpleFrame1->setTranslation(Eigen::Vector3d::Zero());
simpleFrame2->setTranslation(Eigen::Vector3d(0.75, 0.0, 0.0));
EXPECT_TRUE(group->collide(option, &result));
EXPECT_TRUE(result.getNumContacts() >= 1u);
}
//==============================================================================
TEST_F(Collision, testCylinderCylinder)
{
auto fcl_mesh_dart = FCLCollisionDetector::create();
fcl_mesh_dart->setPrimitiveShapeType(FCLCollisionDetector::MESH);
fcl_mesh_dart->setContactPointComputationMethod(FCLCollisionDetector::DART);
testCylinderCylinder(fcl_mesh_dart);
// auto fcl_prim_fcl = FCLCollisionDetector::create();
// fcl_prim_fcl->setPrimitiveShapeType(FCLCollisionDetector::MESH);
// fcl_prim_fcl->setContactPointComputationMethod(FCLCollisionDetector::FCL);
// testCylinderCylinder(fcl_prim_fcl);
// auto fcl_mesh_fcl = FCLCollisionDetector::create();
// fcl_mesh_fcl->setPrimitiveShapeType(FCLCollisionDetector::PRIMITIVE);
// fcl_mesh_fcl->setContactPointComputationMethod(FCLCollisionDetector::DART);
// testCylinderCylinder(fcl_mesh_fcl);
// auto fcl_mesh_fcl = FCLCollisionDetector::create();
// fcl_mesh_fcl->setPrimitiveShapeType(FCLCollisionDetector::PRIMITIVE);
// fcl_mesh_fcl->setContactPointComputationMethod(FCLCollisionDetector::FCL);
// testCylinderCylinder(fcl_mesh_fcl);
#if HAVE_ODE
auto ode = OdeCollisionDetector::create();
testCylinderCylinder(ode);
#endif
#if HAVE_BULLET
auto bullet = BulletCollisionDetector::create();
testCylinderCylinder(bullet);
#endif
// auto dart = DARTCollisionDetector::create();
// testCylinderCylinder(dart);
}
//==============================================================================
void testConeCone(const std::shared_ptr<CollisionDetector>& cd)
{
auto simpleFrame1 = SimpleFrame::createShared(Frame::World());
auto simpleFrame2 = SimpleFrame::createShared(Frame::World());
auto shape1 = std::make_shared<ConeShape>(1.0, 1.0);
auto shape2 = std::make_shared<ConeShape>(0.5, 1.0);
simpleFrame1->setShape(shape1);
simpleFrame2->setShape(shape2);
auto group = cd->createCollisionGroup(simpleFrame1.get(), simpleFrame2.get());
EXPECT_EQ(group->getNumShapeFrames(), 2u);
collision::CollisionOption option;
option.enableContact = true;
collision::CollisionResult result;
result.clear();
simpleFrame1->setTranslation(Eigen::Vector3d::Zero());
simpleFrame2->setTranslation(Eigen::Vector3d(2.0, 0.0, 0.0));
EXPECT_FALSE(group->collide(option, &result));
EXPECT_TRUE(result.getNumContacts() == 0u);
result.clear();
simpleFrame1->setTranslation(Eigen::Vector3d::Zero());
simpleFrame2->setTranslation(Eigen::Vector3d(0.75, 0.0, 0.0));
EXPECT_TRUE(group->collide(option, &result));
EXPECT_TRUE(result.getNumContacts() >= 1u);
}
//==============================================================================
TEST_F(Collision, testConeCone)
{
auto fcl_mesh_dart = FCLCollisionDetector::create();
fcl_mesh_dart->setPrimitiveShapeType(FCLCollisionDetector::MESH);
fcl_mesh_dart->setContactPointComputationMethod(FCLCollisionDetector::DART);
testCylinderCylinder(fcl_mesh_dart);
auto fcl_mesh_fcl = FCLCollisionDetector::create();
fcl_mesh_fcl->setPrimitiveShapeType(FCLCollisionDetector::MESH);
fcl_mesh_fcl->setContactPointComputationMethod(FCLCollisionDetector::FCL);
testCylinderCylinder(fcl_mesh_fcl);
auto fcl_prim_dart = FCLCollisionDetector::create();
fcl_prim_dart->setPrimitiveShapeType(FCLCollisionDetector::PRIMITIVE);
fcl_prim_dart->setContactPointComputationMethod(FCLCollisionDetector::DART);
testCylinderCylinder(fcl_prim_dart);
auto fcl_prim_fcl = FCLCollisionDetector::create();
fcl_prim_fcl->setPrimitiveShapeType(FCLCollisionDetector::PRIMITIVE);
fcl_prim_fcl->setContactPointComputationMethod(FCLCollisionDetector::FCL);
testCylinderCylinder(fcl_prim_fcl);
#if HAVE_ODE
auto ode = OdeCollisionDetector::create();
testCylinderCylinder(ode);
#endif
#if HAVE_BULLET
auto bullet = BulletCollisionDetector::create();
testCylinderCylinder(bullet);
#endif
// auto dart = DARTCollisionDetector::create();
// testCylinderCylinder(dart);
}
//==============================================================================
void testCapsuleCapsule(const std::shared_ptr<CollisionDetector>& cd)
{
auto simpleFrame1 = SimpleFrame::createShared(Frame::World());
auto simpleFrame2 = SimpleFrame::createShared(Frame::World());
auto shape1 = std::make_shared<CapsuleShape>(1.0, 1.0);
auto shape2 = std::make_shared<CapsuleShape>(0.5, 1.0);
simpleFrame1->setShape(shape1);
simpleFrame2->setShape(shape2);
auto group = cd->createCollisionGroup(simpleFrame1.get(), simpleFrame2.get());
EXPECT_EQ(group->getNumShapeFrames(), 2u);
collision::CollisionOption option;
option.enableContact = true;
collision::CollisionResult result;
result.clear();
simpleFrame1->setTranslation(Eigen::Vector3d::Zero());
simpleFrame2->setTranslation(Eigen::Vector3d(2.0, 0.0, 0.0));
EXPECT_FALSE(group->collide(option, &result));
EXPECT_TRUE(result.getNumContacts() == 0u);
result.clear();
simpleFrame1->setTranslation(Eigen::Vector3d::Zero());
simpleFrame2->setTranslation(Eigen::Vector3d(0.74, 0.0, 0.0));
EXPECT_TRUE(group->collide(option, &result));
EXPECT_TRUE(result.getNumContacts() >= 1u);
}
//==============================================================================
TEST_F(Collision, testCapsuleCapsule)
{
// auto fcl_mesh_dart = FCLCollisionDetector::create();
// fcl_mesh_dart->setPrimitiveShapeType(FCLCollisionDetector::MESH);
// fcl_mesh_dart->setContactPointComputationMethod(FCLCollisionDetector::DART);
// testCapsuleCapsule(fcl_mesh_dart);
// auto fcl_prim_fcl = FCLCollisionDetector::create();
// fcl_prim_fcl->setPrimitiveShapeType(FCLCollisionDetector::MESH);
// fcl_prim_fcl->setContactPointComputationMethod(FCLCollisionDetector::FCL);
// testCapsuleCapsule(fcl_prim_fcl);
// auto fcl_mesh_fcl = FCLCollisionDetector::create();
// fcl_mesh_fcl->setPrimitiveShapeType(FCLCollisionDetector::PRIMITIVE);
// fcl_mesh_fcl->setContactPointComputationMethod(FCLCollisionDetector::DART);
// testCapsuleCapsule(fcl_mesh_fcl);
// auto fcl_mesh_fcl = FCLCollisionDetector::create();
// fcl_mesh_fcl->setPrimitiveShapeType(FCLCollisionDetector::PRIMITIVE);
// fcl_mesh_fcl->setContactPointComputationMethod(FCLCollisionDetector::FCL);
// testCapsuleCapsule(fcl_mesh_fcl);
#if HAVE_ODE
auto ode = OdeCollisionDetector::create();
testCapsuleCapsule(ode);
#endif
#if HAVE_BULLET
auto bullet = BulletCollisionDetector::create();
testCapsuleCapsule(bullet);
#endif
// auto dart = DARTCollisionDetector::create();
// testCapsuleCapsule(dart);
}
//==============================================================================
void testPlane(const std::shared_ptr<CollisionDetector>& cd)
{
auto planeFrame = SimpleFrame::createShared(Frame::World());
auto sphereFrame = SimpleFrame::createShared(Frame::World());
auto boxFrame = SimpleFrame::createShared(Frame::World());
auto plane = std::make_shared<PlaneShape>(Eigen::Vector3d::UnitZ(), 0.0);
auto sphere = std::make_shared<SphereShape>(0.5);
auto box = std::make_shared<BoxShape>(Eigen::Vector3d(1.0, 1.0, 1.0));
planeFrame->setShape(plane);
sphereFrame->setShape(sphere);
boxFrame->setShape(box);
auto group = cd->createCollisionGroup(
planeFrame.get(), sphereFrame.get(), boxFrame.get());
EXPECT_EQ(group->getNumShapeFrames(), 3u);
collision::CollisionOption option;
option.enableContact = true;
collision::CollisionResult result;
result.clear();
sphereFrame->setTranslation(Eigen::Vector3d(-10.0, 0.0, 1.0));
boxFrame->setTranslation(Eigen::Vector3d(-8.0, 0.0, 1.0));
EXPECT_FALSE(group->collide(option, &result));
result.clear();
sphereFrame->setTranslation(Eigen::Vector3d(-10.0, 0.0, 0.49));
boxFrame->setTranslation(Eigen::Vector3d(-8.0, 0.0, 0.49));
EXPECT_TRUE(group->collide(option, &result));
}
//==============================================================================
TEST_F(Collision, testPlane)
{
#if HAVE_ODE
auto ode = OdeCollisionDetector::create();
testPlane(ode);
#endif
}
//==============================================================================
/// \param[in] collidesUnderTerrain Set to true if the collision engine returns
/// collisions when a shape is underneath the terrain, but still above the
/// minimum height. If false, only intersections with the surface mesh will be
/// detected.
/// \param[in] extendsUntilGroundPlane Set to true if the collision engine
/// extends the terrain until the plane z=0
/// \param[in] odeThck: for ODE, use this thickness underneath the heightfield
/// to adjust collision checks.
///
/// \sa dGeomHeightfieldDataBuild*().
template <typename S>
void testHeightmapBox(
CollisionDetector* cd,
const bool collidesUnderTerrain = true,
const bool extendsUntilGroundPlane = false,
const S odeThck = 0)
{
using Vector3 = Eigen::Matrix<S, 3, 1>;
///////////////////////////////////////
// Set test parameters.
// The height field will have a flat, even
// slope spanned by four corner vertices
///////////////////////////////////////
// size of box
const S boxSize = S(0.1);
// terrain scale in x and y direction
const S terrainScale = S(2.0);
// z values scale
const S zScale = S(2.0);
// minimum hand maximum height of terrain to use
const S minH = 1.0; // note: ODE doesn't behave well with negative heights
const S maxH = 3.0;
// adjusted minimum height: If minH > 0, and extendsUntilGroundPlane true,
// then the minimum height is actually 0.
const S adjMinH = (extendsUntilGroundPlane && (minH > S(0))) ? 0.0 : minH;
const S halfHeight = minH + (maxH - minH) / S(2);
// ODE thickness is only used if there is not already a layer of this
// thickness due to a minH > 0 (for ODE, extendsUntilGroundPlane is true)
const S useOdeThck
= (odeThck > S(1.0e-06)) ? std::max(odeThck - minH, S(0)) : 0.0;
///////////////////////////////////////
// Create frames and shapes
///////////////////////////////////////
// frames and shapes
auto terrainFrame = SimpleFrame::createShared(Frame::World());
auto boxFrame = SimpleFrame::createShared(Frame::World());
auto terrainShape = std::make_shared<HeightmapShape<S>>();
auto boxShape = std::make_shared<BoxShape>(
Eigen::Vector3d::Constant(static_cast<double>(boxSize)));
// make a terrain with a linearly increasing slope
std::vector<S> heights = {minH, halfHeight, halfHeight, maxH};
terrainShape->setHeightField(2u, 2u, heights);
// set a scale to test this at the same time
const S terrSize = terrainScale;
terrainShape->setScale(Vector3(terrainScale, terrainScale, zScale));
EXPECT_EQ(terrainShape->getHeightField().size(), heights.size());
terrainFrame->setShape(terrainShape);
boxFrame->setShape(boxShape);
///////////////////////////////////////
// Test collisions
///////////////////////////////////////
auto group = cd->createCollisionGroup(terrainFrame.get(), boxFrame.get());
EXPECT_EQ(group->getNumShapeFrames(), 2u);
collision::CollisionOption option;
option.enableContact = true;
collision::CollisionResult result;
// the terrain is going to remain in the origin. During the tests,
// we are only moving the box.
terrainFrame->setTranslation(Eigen::Vector3d::Zero());
// there should be no collision underneath the height field, which should be
// on the x/y plane.
result.clear();
// Some tolerance (useOdeThck) has to be added for ODE because it adds an
// extra piece on the bottom to prevent objects from falling through
// lowest points.
S transZ = adjMinH * zScale - boxSize * S(0.501) - useOdeThck;
boxFrame->setTranslation(Vector3(0.0, 0.0, transZ).template cast<double>());
EXPECT_FALSE(group->collide(option, &result));
EXPECT_EQ(result.getNumContacts(), 0u);
// expect collision if moved just slightly above the lower terrain bound
if (collidesUnderTerrain)
{
result.clear();
transZ = adjMinH * zScale - boxSize * S(0.499) - useOdeThck;
boxFrame->setTranslation(Vector3(0.0, 0.0, transZ).template cast<double>());
EXPECT_TRUE(group->collide(option, &result));
EXPECT_GT(result.getNumContacts(), 0u);
}
///////////////////////////////////////
// test collisions when box is at extreme corner
// points (lowest and highest)
///////////////////////////////////////
// some helper vectors
Vector3 slope(1.0, -1.0, maxH - minH);
slope.normalize();
Vector3 crossSection(1.0, 1.0, heights[1] - heights[2]);
crossSection.normalize();
const Vector3 normal = slope.cross(crossSection);
// the two extreme corners:
const Vector3 highCorner
= Vector3(terrSize / S(2), -terrSize / S(2), maxH * zScale);
const Vector3 lowCorner
= Vector3(-terrSize / S(2), terrSize / S(2), maxH * zScale);
// ODE doesn't do nicely when boxes are close to the border of the terrain.
// Shift the boxes along the slope (or normal to slope for some tests)
// by this length.
// Technically we should compute this a bit more accurately than this.
// it basically has to ensure the box is inside or outside the terrain
// bounds, so the slope plays a role for this factor.
// But since the box is small, an estimate is used for now.
const S boxShift = boxSize * S(1.5);
// expect collision at highest point (at max height)
Vector3 cornerShift = highCorner - slope * boxShift;
result.clear();
boxFrame->setTranslation(cornerShift.template cast<double>());
EXPECT_TRUE(group->collide(option, &result));
EXPECT_GT(result.getNumContacts(), 0u);
// .. but not at opposite corner (lowest corner, at overall max height)
result.clear();
cornerShift = Vector3(lowCorner + slope * boxShift);
boxFrame->setTranslation(cornerShift.template cast<double>());
EXPECT_FALSE(group->collide(option, &result));
EXPECT_EQ(result.getNumContacts(), 0u);
///////////////////////////////////////
// test collisions for box on z axis
///////////////////////////////////////
// box should collide where it intersects the slope
result.clear();
Vector3 inMiddle(0.0, 0.0, halfHeight * zScale);
boxFrame->setTranslation(inMiddle.template cast<double>());
// TODO(JS): Disabled temporarily
if (cd->getType() != "bullet")
{
EXPECT_TRUE(group->collide(option, &result));
EXPECT_GT(result.getNumContacts(), 0u);
}
// ... but not if the box is translated away from the slope
result.clear();
Vector3 onTopOfSlope = inMiddle + normal * boxShift;
boxFrame->setTranslation(onTopOfSlope.template cast<double>());
EXPECT_FALSE(group->collide(option, &result));
EXPECT_EQ(result.getNumContacts(), 0u);
// ... however it still should collide if translated the
// other way inside the slope
if (collidesUnderTerrain)
{
result.clear();
Vector3 underSlope = inMiddle - normal * boxShift;
boxFrame->setTranslation(underSlope.template cast<double>());
EXPECT_TRUE(group->collide(option, &result));
EXPECT_GT(result.getNumContacts(), 0u);
}
}
//==============================================================================
TEST_F(Collision, testHeightmapBox)
{
#if HAVE_ODE
auto ode = OdeCollisionDetector::create();
// TODO take this message out as soon as testing is done
dtdbg << "Testing ODE (float)" << std::endl;
testHeightmapBox<float>(ode.get(), true, true, 0.05f);
// TODO take this message out as soon as testing is done
dtdbg << "Testing ODE (double)" << std::endl;
testHeightmapBox<double>(ode.get(), true, true, 0.05);
#endif
#if HAVE_BULLET
auto bullet = BulletCollisionDetector::create();
// TODO take this message out as soon as testing is done
dtdbg << "Testing Bullet (float)" << std::endl;
// bullet so far only supports float height fields, so don't test double here.
testHeightmapBox<float>(bullet.get(), false, false);
#endif
}
//==============================================================================
// Tests HeightmapShape::flipY();
TEST_F(Collision, testHeightmapFlipY)
{
using S = double;
std::vector<S> heights1 = {-1, -2, 2, 1};
auto shape = std::make_shared<HeightmapShape<S>>();
shape->setHeightField(2, 2, heights1);
shape->flipY();
EXPECT_EQ(shape->getHeightField().data()[0], heights1[2]);
EXPECT_EQ(shape->getHeightField().data()[1], heights1[3]);
EXPECT_EQ(shape->getHeightField().data()[2], heights1[0]);
EXPECT_EQ(shape->getHeightField().data()[3], heights1[1]);
// test with odd number of rows
std::vector<S> heights2 = {-1, -2, 3, 3, 2, 1};
shape->setHeightField(2, 3, heights2);
shape->flipY();
EXPECT_EQ(shape->getHeightField().data()[0], heights2[4]);
EXPECT_EQ(shape->getHeightField().data()[1], heights2[5]);
EXPECT_EQ(shape->getHeightField().data()[2], heights2[2]);
EXPECT_EQ(shape->getHeightField().data()[3], heights2[3]);
EXPECT_EQ(shape->getHeightField().data()[4], heights2[0]);
EXPECT_EQ(shape->getHeightField().data()[5], heights2[1]);
// test higher number of rows
std::vector<S> heights3 = {1, -1, 2, -2, 3, -3, 4, -4};
shape->setHeightField(2, 4, heights3);
shape->flipY();
EXPECT_EQ(shape->getHeightField().data()[0], heights3[6]);
EXPECT_EQ(shape->getHeightField().data()[1], heights3[7]);
EXPECT_EQ(shape->getHeightField().data()[2], heights3[4]);
EXPECT_EQ(shape->getHeightField().data()[3], heights3[5]);
EXPECT_EQ(shape->getHeightField().data()[4], heights3[2]);
EXPECT_EQ(shape->getHeightField().data()[5], heights3[3]);
EXPECT_EQ(shape->getHeightField().data()[6], heights3[0]);
EXPECT_EQ(shape->getHeightField().data()[7], heights3[1]);
// test wider rows
std::vector<S> heights4 = {1, -1, 1.5, 2, -2, 2.5, 3, -3, 3.5, 4, -4, 4.5};
shape->setHeightField(3, 4, heights4);
shape->flipY();
EXPECT_EQ(shape->getHeightField().data()[0], heights4[9]);
EXPECT_EQ(shape->getHeightField().data()[1], heights4[10]);
EXPECT_EQ(shape->getHeightField().data()[2], heights4[11]);
EXPECT_EQ(shape->getHeightField().data()[3], heights4[6]);
EXPECT_EQ(shape->getHeightField().data()[4], heights4[7]);
EXPECT_EQ(shape->getHeightField().data()[5], heights4[8]);
EXPECT_EQ(shape->getHeightField().data()[6], heights4[3]);
EXPECT_EQ(shape->getHeightField().data()[7], heights4[4]);
EXPECT_EQ(shape->getHeightField().data()[8], heights4[5]);
EXPECT_EQ(shape->getHeightField().data()[9], heights4[0]);
EXPECT_EQ(shape->getHeightField().data()[10], heights4[1]);
EXPECT_EQ(shape->getHeightField().data()[11], heights4[2]);
// test mini (actually meaningless) height field
std::vector<S> heights5 = {1, 2};
shape->setHeightField(1, 2, heights5);
shape->flipY();
EXPECT_EQ(shape->getHeightField().data()[0], heights5[1]);
EXPECT_EQ(shape->getHeightField().data()[1], heights5[0]);
// test height field with only one row (which is actually meaningless)
std::vector<S> heights6 = {1, 2};
shape->setHeightField(2, 1, heights6);
shape->flipY();
EXPECT_EQ(shape->getHeightField().data()[0], heights6[0]);
EXPECT_EQ(shape->getHeightField().data()[1], heights6[1]);
// test height field with only one column (which is actually meaningless)
std::vector<S> heights7 = {1, 2};
shape->setHeightField(1, 2, heights7);
shape->flipY();
EXPECT_EQ(shape->getHeightField().data()[0], heights7[1]);
EXPECT_EQ(shape->getHeightField().data()[1], heights7[0]);
// test height field with only one col and row (which is actually meaningless)
std::vector<S> heights8 = {1};
shape->setHeightField(1, 1, heights8);
shape->flipY();
EXPECT_EQ(shape->getHeightField().data()[0], heights8[0]);
}
//==============================================================================
TEST_F(Collision, Options)
{
auto fcl_mesh_dart = FCLCollisionDetector::create();
fcl_mesh_dart->setPrimitiveShapeType(FCLCollisionDetector::MESH);
fcl_mesh_dart->setContactPointComputationMethod(FCLCollisionDetector::DART);
testOptions(fcl_mesh_dart);
// auto fcl_prim_fcl = FCLCollisionDetector::create();
// fcl_prim_fcl->setPrimitiveShapeType(FCLCollisionDetector::MESH);
// fcl_prim_fcl->setContactPointComputationMethod(FCLCollisionDetector::FCL);
// testOptions(fcl_prim_fcl);
// auto fcl_mesh_fcl = FCLCollisionDetector::create();
// fcl_mesh_fcl->setPrimitiveShapeType(FCLCollisionDetector::PRIMITIVE);
// fcl_mesh_fcl->setContactPointComputationMethod(FCLCollisionDetector::DART);
// testOptions(fcl_mesh_fcl);
// auto fcl_mesh_fcl = FCLCollisionDetector::create();
// fcl_mesh_fcl->setPrimitiveShapeType(FCLCollisionDetector::PRIMITIVE);
// fcl_mesh_fcl->setContactPointComputationMethod(FCLCollisionDetector::FCL);
// testOptions(fcl_mesh_fcl);
#if HAVE_BULLET
auto bullet = BulletCollisionDetector::create();
testOptions(bullet);
#endif
auto dart = DARTCollisionDetector::create();
testOptions(dart);
}
//==============================================================================
void testFilter(const std::shared_ptr<CollisionDetector>& cd)
{
// Create two bodies skeleton. The two bodies are placed at the same position
// with the same size shape so that they collide by default.
auto skel = Skeleton::create();
auto shape = std::make_shared<BoxShape>(Eigen::Vector3d(1, 1, 1));
auto pair0 = skel->createJointAndBodyNodePair<RevoluteJoint>(nullptr);
auto* body0 = pair0.second;
body0->createShapeNodeWith<VisualAspect, CollisionAspect>(shape);
auto pair1 = body0->createChildJointAndBodyNodePair<RevoluteJoint>();
auto* body1 = pair1.second;
body1->createShapeNodeWith<VisualAspect, CollisionAspect>(shape);
// Create a world and add the created skeleton
auto world = std::make_shared<simulation::World>();
auto constraintSolver = world->getConstraintSolver();
constraintSolver->setCollisionDetector(cd);
world->addSkeleton(skel);
// Get the collision group from the constraint solver
auto group = constraintSolver->getCollisionGroup();
EXPECT_EQ(group->getNumShapeFrames(), 2u);
// Default collision filter for Skeleton
auto& option = constraintSolver->getCollisionOption();
auto bodyNodeFilter = std::make_shared<BodyNodeCollisionFilter>();
option.collisionFilter = bodyNodeFilter;
skel->enableSelfCollisionCheck();
skel->enableAdjacentBodyCheck();
EXPECT_TRUE(skel->isEnabledSelfCollisionCheck());
EXPECT_TRUE(skel->isEnabledAdjacentBodyCheck());
EXPECT_TRUE(group->collide()); // without filter, always collision
EXPECT_TRUE(group->collide(option));
skel->enableSelfCollisionCheck();
skel->disableAdjacentBodyCheck();
EXPECT_TRUE(skel->isEnabledSelfCollisionCheck());
EXPECT_FALSE(skel->isEnabledAdjacentBodyCheck());
EXPECT_TRUE(group->collide());
EXPECT_FALSE(group->collide(option));
skel->disableSelfCollisionCheck();
skel->enableAdjacentBodyCheck();
EXPECT_FALSE(skel->isEnabledSelfCollisionCheck());
EXPECT_TRUE(skel->isEnabledAdjacentBodyCheck());
EXPECT_TRUE(group->collide());
EXPECT_FALSE(group->collide(option));
skel->disableSelfCollisionCheck();
skel->disableAdjacentBodyCheck();
EXPECT_FALSE(skel->isEnabledSelfCollisionCheck());
EXPECT_FALSE(skel->isEnabledAdjacentBodyCheck());
EXPECT_TRUE(group->collide());
EXPECT_FALSE(group->collide(option));
// Test blacklist
skel->enableSelfCollisionCheck();
skel->enableAdjacentBodyCheck();
bodyNodeFilter->addBodyNodePairToBlackList(body0, body1);
EXPECT_FALSE(group->collide(option));
bodyNodeFilter->removeBodyNodePairFromBlackList(body0, body1);
EXPECT_TRUE(group->collide(option));
bodyNodeFilter->addBodyNodePairToBlackList(body0, body1);
EXPECT_FALSE(group->collide(option));
bodyNodeFilter->removeAllBodyNodePairsFromBlackList();
EXPECT_TRUE(group->collide(option));
}
//==============================================================================
TEST_F(Collision, Filter)
{
auto fcl_mesh_dart = FCLCollisionDetector::create();
fcl_mesh_dart->setPrimitiveShapeType(FCLCollisionDetector::MESH);
fcl_mesh_dart->setContactPointComputationMethod(FCLCollisionDetector::DART);
testFilter(fcl_mesh_dart);
// auto fcl_prim_fcl = FCLCollisionDetector::create();
// fcl_prim_fcl->setPrimitiveShapeType(FCLCollisionDetector::MESH);
// fcl_prim_fcl->setContactPointComputationMethod(FCLCollisionDetector::FCL);
// testFilter(fcl_prim_fcl);
// auto fcl_mesh_fcl = FCLCollisionDetector::create();
// fcl_mesh_fcl->setPrimitiveShapeType(FCLCollisionDetector::PRIMITIVE);
// fcl_mesh_fcl->setContactPointComputationMethod(FCLCollisionDetector::DART);
// testFilter(fcl_mesh_fcl);
// auto fcl_mesh_fcl = FCLCollisionDetector::create();
// fcl_mesh_fcl->setPrimitiveShapeType(FCLCollisionDetector::PRIMITIVE);
// fcl_mesh_fcl->setContactPointComputationMethod(FCLCollisionDetector::FCL);
// testFilter(fcl_mesh_fcl);
#if HAVE_BULLET
auto bullet = BulletCollisionDetector::create();
testFilter(bullet);
#endif
auto dart = DARTCollisionDetector::create();
testFilter(dart);
}
//==============================================================================
void testCreateCollisionGroups(const std::shared_ptr<CollisionDetector>& cd)
{
Eigen::Vector3d size(1.0, 1.0, 1.0);
Eigen::Vector3d pos1(0.0, 0.0, 0.0);
Eigen::Vector3d pos2(0.5, 0.0, 0.0);
auto boxSkeleton1 = createBox(size, pos1);
auto boxSkeleton2 = createBox(size, pos2);
auto boxBodyNode1 = boxSkeleton1->getBodyNode(0u);
auto boxBodyNode2 = boxSkeleton2->getBodyNode(0u);
auto boxShapeNode1 = boxBodyNode1->getShapeNodeWith<CollisionAspect>(0);
auto boxShapeNode2 = boxBodyNode2->getShapeNodeWith<CollisionAspect>(0);
collision::CollisionOption option;
collision::CollisionResult result;
auto skeletonGroup1 = cd->createCollisionGroup(boxSkeleton1.get());
auto skeletonGroup2 = cd->createCollisionGroup(boxSkeleton2.get());
auto bodyNodeGroup1 = cd->createCollisionGroup(boxBodyNode1);
auto bodyNodeGroup2 = cd->createCollisionGroup(boxBodyNode2);
auto shapeNodeGroup1 = cd->createCollisionGroup(boxShapeNode1);
auto shapeNodeGroup2 = cd->createCollisionGroup(boxShapeNode2);
EXPECT_TRUE(skeletonGroup1->collide(skeletonGroup2.get(), option, &result));
EXPECT_TRUE(bodyNodeGroup1->collide(bodyNodeGroup2.get(), option, &result));
EXPECT_TRUE(shapeNodeGroup1->collide(shapeNodeGroup2.get(), option, &result));
// Binary check without passing option
auto oldMaxNumContacts = option.maxNumContacts;
option.maxNumContacts = 1u;
EXPECT_TRUE(skeletonGroup1->collide(skeletonGroup2.get(), option));
EXPECT_TRUE(bodyNodeGroup1->collide(bodyNodeGroup2.get(), option));
EXPECT_TRUE(shapeNodeGroup1->collide(shapeNodeGroup2.get(), option));
option.maxNumContacts = oldMaxNumContacts;
// Binary check without passing option and result
EXPECT_TRUE(skeletonGroup1->collide(skeletonGroup2.get()));
EXPECT_TRUE(bodyNodeGroup1->collide(bodyNodeGroup2.get()));
EXPECT_TRUE(shapeNodeGroup1->collide(shapeNodeGroup2.get()));
// Regression test for #666
auto world = std::make_unique<World>();
world->getConstraintSolver()->setCollisionDetector(cd);
world->addSkeleton(boxSkeleton1);
world->addSkeleton(boxSkeleton2);
DART_SUPPRESS_DEPRECATED_BEGIN
EXPECT_FALSE(boxBodyNode1->isColliding());
EXPECT_FALSE(boxBodyNode2->isColliding());
DART_SUPPRESS_DEPRECATED_END
const collision::CollisionResult& result1 = world->getLastCollisionResult();
EXPECT_FALSE(result1.inCollision(boxBodyNode1));
EXPECT_FALSE(result1.inCollision(boxBodyNode2));
world->step();
DART_SUPPRESS_DEPRECATED_BEGIN
EXPECT_TRUE(boxBodyNode1->isColliding());
EXPECT_TRUE(boxBodyNode2->isColliding());
DART_SUPPRESS_DEPRECATED_END
const collision::CollisionResult& result2 = world->getLastCollisionResult();
EXPECT_TRUE(result2.inCollision(boxBodyNode1));
EXPECT_TRUE(result2.inCollision(boxBodyNode2));
}
//==============================================================================
TEST_F(Collision, CreateCollisionGroupFromVariousObject)
{
auto fcl_mesh_dart = FCLCollisionDetector::create();
fcl_mesh_dart->setPrimitiveShapeType(FCLCollisionDetector::MESH);
fcl_mesh_dart->setContactPointComputationMethod(FCLCollisionDetector::DART);
testCreateCollisionGroups(fcl_mesh_dart);
// auto fcl_prim_fcl = FCLCollisionDetector::create();
// fcl_prim_fcl->setPrimitiveShapeType(FCLCollisionDetector::MESH);
// fcl_prim_fcl->setContactPointComputationMethod(FCLCollisionDetector::FCL);
// testCreateCollisionGroups(fcl_prim_fcl);
// auto fcl_mesh_fcl = FCLCollisionDetector::create();
// fcl_mesh_fcl->setPrimitiveShapeType(FCLCollisionDetector::PRIMITIVE);
// fcl_mesh_fcl->setContactPointComputationMethod(FCLCollisionDetector::DART);
// testCreateCollisionGroups(fcl_mesh_fcl);
// auto fcl_mesh_fcl = FCLCollisionDetector::create();
// fcl_mesh_fcl->setPrimitiveShapeType(FCLCollisionDetector::PRIMITIVE);
// fcl_mesh_fcl->setContactPointComputationMethod(FCLCollisionDetector::FCL);
// testCreateCollisionGroups(fcl_mesh_fcl);
#if HAVE_BULLET
auto bullet = BulletCollisionDetector::create();
testCreateCollisionGroups(bullet);
#endif
auto dart = DARTCollisionDetector::create();
testCreateCollisionGroups(dart);
}
//==============================================================================
TEST_F(Collision, CollisionOfPrescribedJoints)
{
// There are one red plate (static skeleton) and 5 pendulums with different
// actuator types. This test check if the motion prescribed joints are exactly
// tracking the prescribed motion eventhough there are collision with other
// objects.
const double tol = 1e-9;
const double timeStep = 1e-3;
const std::size_t numFrames = 5e+0; // 5 secs
// Load world and skeleton
WorldPtr world = SkelParser::readWorld(
"dart://sample/skel/test/collision_of_prescribed_joints_test.skel");
world->setTimeStep(timeStep);
EXPECT_TRUE(world != nullptr);
EXPECT_NEAR(world->getTimeStep(), timeStep, tol);
SkeletonPtr skel1 = world->getSkeleton("skeleton 1");
SkeletonPtr skel2 = world->getSkeleton("skeleton 2");
SkeletonPtr skel3 = world->getSkeleton("skeleton 3");
SkeletonPtr skel4 = world->getSkeleton("skeleton 4");
SkeletonPtr skel5 = world->getSkeleton("skeleton 5");
SkeletonPtr skel6 = world->getSkeleton("skeleton 6");
EXPECT_TRUE(skel1 != nullptr);
EXPECT_TRUE(skel2 != nullptr);
EXPECT_TRUE(skel3 != nullptr);
EXPECT_TRUE(skel4 != nullptr);
EXPECT_TRUE(skel5 != nullptr);
EXPECT_TRUE(skel6 != nullptr);
Joint* joint1 = skel1->getJoint(0);
Joint* joint2 = skel2->getJoint(0);
Joint* joint3 = skel3->getJoint(0);
Joint* joint4 = skel4->getJoint(0);
Joint* joint5 = skel5->getJoint(0);
Joint* joint6 = skel6->getJoint(0);
EXPECT_TRUE(joint1 != nullptr);
EXPECT_TRUE(joint2 != nullptr);
EXPECT_TRUE(joint3 != nullptr);
EXPECT_TRUE(joint4 != nullptr);
EXPECT_TRUE(joint5 != nullptr);
EXPECT_TRUE(joint6 != nullptr);
EXPECT_EQ(joint1->getActuatorType(), Joint::FORCE);
EXPECT_EQ(joint2->getActuatorType(), Joint::PASSIVE);
EXPECT_EQ(joint3->getActuatorType(), Joint::SERVO);
EXPECT_EQ(joint4->getActuatorType(), Joint::ACCELERATION);
EXPECT_EQ(joint5->getActuatorType(), Joint::VELOCITY);
EXPECT_EQ(joint6->getActuatorType(), Joint::LOCKED);
for (std::size_t i = 0; i < numFrames; ++i)
{
const double time = world->getTime();
joint1->setCommand(0, -0.5 * constantsd::pi() * std::cos(time));
joint2->setCommand(0, -0.5 * constantsd::pi() * std::cos(time));
joint3->setCommand(0, -0.5 * constantsd::pi() * std::cos(time));
joint4->setCommand(0, -0.5 * constantsd::pi() * std::cos(time));
joint5->setCommand(0, -0.5 * constantsd::pi() * std::sin(time));
joint6->setCommand(0, -0.5 * constantsd::pi() * std::sin(time)); // ignored
world->step(false);
EXPECT_TRUE(joint1->isDynamic());
EXPECT_TRUE(joint2->isDynamic());
EXPECT_TRUE(joint3->isDynamic());
// Check if the motion prescribed joints are following the prescribed motion
// eventhough there is a collision with other objects
EXPECT_TRUE(joint4->isKinematic());
EXPECT_NEAR(joint4->getAcceleration(0), joint4->getCommand(0), tol);
EXPECT_TRUE(joint5->isKinematic());
EXPECT_NEAR(joint5->getVelocity(0), joint5->getCommand(0), tol);
// The velocity and acceleration of locked joint always must be zero.
EXPECT_TRUE(joint6->isKinematic());
EXPECT_NEAR(joint6->getVelocity(0), 0.0, tol);
EXPECT_NEAR(joint6->getAcceleration(0), 0.0, tol);
}
}
//==============================================================================
TEST_F(Collision, Factory)
{
EXPECT_TRUE(collision::CollisionDetector::getFactory()->canCreate("fcl"));
EXPECT_TRUE(collision::CollisionDetector::getFactory()->canCreate("dart"));
#if HAVE_BULLET
EXPECT_TRUE(collision::CollisionDetector::getFactory()->canCreate("bullet"));
#else
EXPECT_TRUE(!collision::CollisionDetector::getFactory()->canCreate("bullet"));
#endif
#if HAVE_ODE
EXPECT_TRUE(collision::CollisionDetector::getFactory()->canCreate("ode"));
#else
EXPECT_TRUE(!collision::CollisionDetector::getFactory()->canCreate("ode"));
#endif
}
//==============================================================================
#if HAVE_OCTOMAP && FCL_HAVE_OCTOMAP
TEST_F(Collision, VoxelGrid)
{
auto simpleFrame1 = SimpleFrame::createShared(Frame::World());
auto simpleFrame2 = SimpleFrame::createShared(Frame::World());
auto shape1 = std::make_shared<VoxelGridShape>(0.01);
auto shape2 = std::make_shared<SphereShape>(0.001);
simpleFrame1->setShape(shape1);
simpleFrame2->setShape(shape2);
auto cd = FCLCollisionDetector::create();
auto group = cd->createCollisionGroup(simpleFrame1.get(), simpleFrame2.get());
EXPECT_EQ(group->getNumShapeFrames(), 2u);
collision::CollisionOption option;
option.enableContact = true;
collision::CollisionResult result;
result.clear();
simpleFrame2->setTranslation(Eigen::Vector3d(0.0, 0.0, 0.0));
EXPECT_FALSE(group->collide(option, &result));
EXPECT_TRUE(result.getNumContacts() == 0u);
result.clear();
shape1->updateOccupancy(Eigen::Vector3d(0.0, 0.0, 0.0), true);
simpleFrame2->setTranslation(Eigen::Vector3d(0.0, 0.0, 0.0));
EXPECT_TRUE(group->collide(option, &result));
EXPECT_TRUE(result.getNumContacts() >= 1u);
}
#endif // HAVE_OCTOMAP && FCL_HAVE_OCTOMAP
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