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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 <dart/dynamics/SphereShape.hpp>
#include <gtest/gtest.h>
#include "dart/constraint/ConstraintSolver.hpp"
#include "dart/dynamics/BoxShape.hpp"
#include "dart/dynamics/FreeJoint.hpp"
#include "dart/dynamics/Skeleton.hpp"
#include "dart/simulation/World.hpp"
class CollisionGroupsTest : public testing::Test,
public testing::WithParamInterface<const char*>
{
};
TEST_P(CollisionGroupsTest, SkeletonSubscription)
{
if (!dart::collision::CollisionDetector::getFactory()->canCreate(GetParam()))
{
std::cout << "Skipping test for [" << GetParam() << "], because it is not "
<< "available" << std::endl;
return;
}
else
{
std::cout << "Running CollisionGroups test for [" << GetParam() << "]"
<< std::endl;
}
// Note: When skeletons are added to a world, the constraint solver will
// subscribe to them.
dart::simulation::WorldPtr world = dart::simulation::World::create();
world->getConstraintSolver()->setCollisionDetector(
dart::collision::CollisionDetector::getFactory()->create(GetParam()));
dart::dynamics::SkeletonPtr skel_A = dart::dynamics::Skeleton::create("A");
dart::dynamics::SkeletonPtr skel_B = dart::dynamics::Skeleton::create("B");
world->addSkeleton(skel_A);
world->addSkeleton(skel_B);
// There should be no collisions because there are no shapes in the world.
EXPECT_FALSE(world->checkCollision());
// We will now add some BodyNodes and collision shapes *after* the Skeletons
// have been added to the world, to see that the collision geometries get
// updated automatically.
Eigen::Isometry3d tf = Eigen::Isometry3d::Identity();
tf.translation() = (1.0 + 0.25) * Eigen::Vector3d::UnitX();
auto boxShape = std::make_shared<dart::dynamics::BoxShape>(
Eigen::Vector3d::Constant(1.0));
auto pair = skel_A->createJointAndBodyNodePair<dart::dynamics::FreeJoint>();
pair.first->setTransform(tf);
auto sn1 = pair.second->createShapeNodeWith<dart::dynamics::CollisionAspect>(
boxShape);
tf.translation() = (1.0 - 0.25) * Eigen::Vector3d::UnitX();
pair = skel_B->createJointAndBodyNodePair<dart::dynamics::FreeJoint>();
pair.first->setTransform(tf);
auto sn2 = pair.second->createShapeNodeWith<dart::dynamics::CollisionAspect>(
boxShape);
EXPECT_TRUE(world->checkCollision());
// Now we'll change the properties of one the box shape so that there should
// no longer be any collisions.
boxShape->setSize(Eigen::Vector3d::Constant(0.2));
dart::collision::CollisionResult result2;
EXPECT_FALSE(world->checkCollision());
// Now we'll replace one of the boxes with a large one, so that a collision
// will occur again.
auto largeBox = std::make_shared<dart::dynamics::BoxShape>(
Eigen::Vector3d::Constant(0.95));
sn1->setShape(largeBox);
EXPECT_TRUE(world->checkCollision());
// After this, both shapes will have been replaced with new shape instances.
// If the shape map of the collision detector is empty upon destruction, then
// the internal collision shapes are being managed correctly. Otherwise, if
// they are not being managed correctly, then an assertion will fail when
// testing in debug mode.
auto sphereShape = std::make_shared<dart::dynamics::SphereShape>(0.01);
sn2->setShape(sphereShape);
EXPECT_FALSE(world->checkCollision());
// Resize the sphere so that there is a collision again.
sphereShape->setRadius(0.5);
EXPECT_TRUE(world->checkCollision());
// Remove the shape node so that there should no longer be a collision
sn2->remove();
EXPECT_FALSE(world->checkCollision());
// Create a new shape node so that there should be a collision again
pair.second->createShapeNodeWith<dart::dynamics::CollisionAspect>(
sphereShape);
EXPECT_TRUE(world->checkCollision());
// Remove the BodyNode so that there should no longer be a collision
pair.second->remove();
EXPECT_FALSE(world->checkCollision());
// Add a new BodyNode and Shape Node so that there is a collision again
pair = skel_B->createJointAndBodyNodePair<dart::dynamics::FreeJoint>();
pair.first->setTransform(tf);
pair.second->createShapeNodeWith<dart::dynamics::CollisionAspect>(
sphereShape);
EXPECT_TRUE(world->checkCollision());
// Remove a skeleton so that there are no longer collisions
world->removeSkeleton(skel_B);
EXPECT_FALSE(world->checkCollision());
}
TEST_P(CollisionGroupsTest, BodyNodeSubscription)
{
if (!dart::collision::CollisionDetector::getFactory()->canCreate(GetParam()))
{
std::cout << "Skipping test for [" << GetParam() << "], because it is not "
<< "available" << std::endl;
return;
}
else
{
std::cout << "Running CollisionGroups test for [" << GetParam() << "]"
<< std::endl;
}
auto cd
= dart::collision::CollisionDetector::getFactory()->create(GetParam());
auto group = cd->createCollisionGroup();
auto skel1 = dart::dynamics::Skeleton::create("skel1");
auto skel2 = dart::dynamics::Skeleton::create("skel2");
auto pair_1a = skel1->createJointAndBodyNodePair<dart::dynamics::FreeJoint>();
auto pair_2a = skel2->createJointAndBodyNodePair<dart::dynamics::FreeJoint>();
group->subscribeTo(pair_1a.second, pair_2a.second);
// The BodyNodes currently have no collision geometries, so we expect there to
// be no collisions.
EXPECT_FALSE(group->collide());
Eigen::Isometry3d tf{Eigen::Translation3d(0.5, 0.0, 0.0)};
pair_1a.first->setTransform(tf);
pair_1a.first->setName("1a");
pair_1a.second->setName("1a");
tf.translation()[0] = -0.5;
pair_2a.first->setTransform(tf);
pair_2a.first->setName("2a");
pair_2a.second->setName("2a");
auto sphere = std::make_shared<dart::dynamics::SphereShape>(0.75);
auto sn_1a
= pair_1a.second->createShapeNodeWith<dart::dynamics::CollisionAspect>(
sphere);
auto sn_2a
= pair_2a.second->createShapeNodeWith<dart::dynamics::CollisionAspect>(
sphere);
// The BodyNodes have been given overlapping shapes, so now we expect the
// collision information to automatically update and identify a collision.
EXPECT_TRUE(group->collide());
tf.translation()[0] = 1.0;
pair_1a.first->setTransform(tf);
tf.translation()[0] = -1.0;
pair_2a.first->setTransform(tf);
// The collision geometries have been moved far enough from each other that
// there should no longer be any collisions
EXPECT_FALSE(group->collide());
sphere->setRadius(1.1);
// The shapes of the collision geometries have been expanded enough that they
// should collide again.
EXPECT_TRUE(group->collide());
auto box = std::make_shared<dart::dynamics::BoxShape>(
Eigen::Vector3d::Constant(0.5));
sn_2a->setShape(box);
// Now a shape has been replaced with a smaller one, so there should no longer
// be a collision.
EXPECT_FALSE(group->collide());
auto pair_1b = skel1->createJointAndBodyNodePair<dart::dynamics::FreeJoint>();
auto pair_2b = skel2->createJointAndBodyNodePair<dart::dynamics::FreeJoint>();
tf.translation() = 0.5 * Eigen::Vector3d::UnitX();
pair_1b.first->setTransform(tf);
pair_1b.first->setName("1b");
pair_1b.second->setName("1b");
tf.translation()[0] = -0.5;
pair_2b.first->setTransform(tf);
pair_2b.first->setName("2b");
pair_2b.second->setName("2b");
pair_1b.second->createShapeNodeWith<dart::dynamics::CollisionAspect>(sphere);
pair_2b.second->createShapeNodeWith<dart::dynamics::CollisionAspect>(sphere);
// The collision group should not be tracking the new BodyNodes, so there
// should still be no collisions
EXPECT_FALSE(group->collide());
// Change the size of the box so that there are overlapping collision
// geometries. The collision information should update automatically, and a
// collision should be detected.
box->setSize(Eigen::Vector3d::Constant(2.0));
EXPECT_TRUE(group->collide());
sn_1a->remove();
// A shape node has been removed, so there should no longer be a collision
EXPECT_FALSE(group->collide());
pair_1a.second->createShapeNodeWith<dart::dynamics::CollisionAspect>(sphere);
// A new shape node has been added with the same geometry as the one that was
// removed, so there should be a collision again
EXPECT_TRUE(group->collide());
// Remove one of the BodyNodes so that there should no longer be a collision.
group->removeShapeFramesOf(pair_1a.second);
EXPECT_FALSE(group->collide());
}
TEST_P(CollisionGroupsTest, RemovedSkeletonSubscription)
{
if (!dart::collision::CollisionDetector::getFactory()->canCreate(GetParam()))
{
std::cout << "Skipping test for [" << GetParam() << "], because it is not "
<< "available" << std::endl;
return;
}
else
{
std::cout << "Running CollisionGroups test for [" << GetParam() << "]"
<< std::endl;
}
// Note: When skeletons are added to a world, the constraint solver will
// subscribe to them.
dart::simulation::WorldPtr world = dart::simulation::World::create();
auto cd
= dart::collision::CollisionDetector::getFactory()->create(GetParam());
world->getConstraintSolver()->setCollisionDetector(cd);
dart::dynamics::SkeletonPtr skel_A = dart::dynamics::Skeleton::create("A");
dart::dynamics::SkeletonPtr skel_B = dart::dynamics::Skeleton::create("B");
auto group = world->getConstraintSolver()->getCollisionGroup();
// Check that there are no subscribtions before adding the skeletons to the
// world
EXPECT_FALSE(group->isSubscribedTo(skel_A.get()));
EXPECT_FALSE(group->isSubscribedTo(skel_B.get()));
world->addSkeleton(skel_A);
world->addSkeleton(skel_B);
// Check that there are subscribtions after adding the skeletons to the
// world
EXPECT_TRUE(group->isSubscribedTo(skel_A.get()));
EXPECT_TRUE(group->isSubscribedTo(skel_B.get()));
// Add a shape to one of the skeletons to test that removal works for
// skeletons with and without shapes
auto boxShape = std::make_shared<dart::dynamics::BoxShape>(
Eigen::Vector3d::Constant(1.0));
auto pair = skel_B->createJointAndBodyNodePair<dart::dynamics::FreeJoint>();
auto sn = pair.second->createShapeNodeWith<dart::dynamics::CollisionAspect>(
boxShape);
// Needed to update subscribtions
world->step();
EXPECT_TRUE(group->hasShapeFrame(sn));
const auto* skel_A_ptr = skel_A.get();
const auto* skel_B_ptr = skel_B.get();
// Check that there are no subscribtions after removing the skeletons from the
// world
world->removeSkeleton(skel_A);
world->removeSkeleton(skel_B);
world->step();
EXPECT_FALSE(group->hasShapeFrame(sn));
EXPECT_FALSE(group->isSubscribedTo(skel_A_ptr));
EXPECT_FALSE(group->isSubscribedTo(skel_B_ptr));
}
INSTANTIATE_TEST_CASE_P(
CollisionEngine,
CollisionGroupsTest,
testing::Values("dart", "fcl", "bullet", "ode"));
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