introvoyz041's picture
Migrated from GitHub
2c55b92 verified
// Copyright 2019 DeepMind Technologies Limited
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
using System;
using System.Collections;
using System.Collections.Generic;
using System.Xml;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools.Utils;
namespace Mujoco {
[TestFixture]
public class MjSceneGenerationTests {
[Test]
public void AssigningComponentsUniqueName() {
_fakeBodyA.enabled = true;
_fakeBodyB.enabled = true;
_scene.CreateScene(skipCompile:true);
Assert.That(_fakeBodyA.MujocoName, Is.Not.EqualTo(_fakeBodyB.MujocoName));
}
[Test]
public void AttachingComponentsToMjNodesThroughId() {
_fakeBodyA.enabled = true;
_fakeBodyB.enabled = true;
_scene.CreateScene();
Assert.That(_fakeBodyA.MujocoId, Is.GreaterThanOrEqualTo(0));
Assert.That(_fakeBodyB.MujocoId, Is.GreaterThanOrEqualTo(0));
Assert.That(_fakeBodyA.MujocoId, Is.Not.EqualTo(_fakeBodyB.MujocoId));
}
[Test]
public unsafe void ModelStructureIsInitialized() {
_fakeBodyA.enabled = true;
_fakeBodyB.enabled = true;
_scene.CreateScene();
Assert.That(_scene.Model->nbody, Is.GreaterThanOrEqualTo(2));
}
[Test]
public void SyncingComponentStateOnFixedUpdate() {
_fakeBodyA.enabled = true;
_fakeBodyB.enabled = true;
_scene.CreateScene();
Assert.That(_fakeBodyA.StateSynced, Is.False);
Assert.That(_fakeBodyB.StateSynced, Is.False);
_scene.StepScene();
Assert.That(_fakeBodyA.StateSynced, Is.True);
Assert.That(_fakeBodyB.StateSynced, Is.True);
}
[Test]
public unsafe void PhysicsRuntimeError() {
_scene.CreateScene();
_scene.Data->qpos[0] = float.PositiveInfinity;
Assert.That(
() => { _scene.StepScene(); },
Throws.TypeOf<PhysicsRuntimeException>()
.With.Message.EqualTo("BADQPOS: NaN/inf in qpos."));
}
[Test]
public void MjcfHierarchyMirrorsTheHierarchyOfUnityObjects() {
_fakeBodyA.transform.parent = _fakeBodyB.transform;
_fakeBodyA.enabled = true;
_fakeBodyB.enabled = true;
var mjcf = _scene.CreateScene(skipCompile:true);
// Three components are already in this scene: body, joint and inertia (see SetUp function below)
var mjcfFakeBodyB = mjcf.SelectNodes("/mujoco/worldbody/body")[1] as XmlElement;
var mjcfFakeBodyA = mjcf.SelectNodes("/mujoco/worldbody/body/body")[0] as XmlElement;
Assert.That(mjcfFakeBodyA, Is.Not.Null);
Assert.That(mjcfFakeBodyB, Is.Not.Null);
// B is the parent, so it appears first in the XML
Assert.That(mjcfFakeBodyB.GetAttribute("name"), Is.EqualTo("component_3"));
Assert.That(mjcfFakeBodyA.GetAttribute("name"), Is.EqualTo("component_4"));
}
[Test]
public void ActuatorsAreAddedToDedicatedTag() {
_actuator.enabled = true;
var mjcf = _scene.CreateScene(skipCompile:true);
var mjcfForActuator = mjcf.SelectNodes("/mujoco/actuator/general")[0] as XmlElement;
Assert.That(mjcfForActuator, Is.Not.Null);
}
[Test]
public void SensorsAreAddedToDedicatedTag() {
_sensor1.enabled = true;
var mjcf = _scene.CreateScene(skipCompile:true);
var mjcfForSensor = mjcf.SelectNodes("/mujoco/sensor/jointpos")[0] as XmlElement;
Assert.That(mjcfForSensor, Is.Not.Null);
}
[Test]
public void SensorsAreOrdered() {
_sensor0.enabled = true;
_sensor1.enabled = true;
var mjcf = _scene.CreateScene(skipCompile:true);
var sensor0Element =
mjcf.SelectNodes("/mujoco/sensor")[0].ChildNodes[_sensor0.transform.GetSiblingIndex()] as XmlElement;
Assert.That(sensor0Element.Name, Is.EqualTo("user"));
var sensor1Element =
mjcf.SelectNodes("/mujoco/sensor")[0].ChildNodes[_sensor1.transform.GetSiblingIndex()] as XmlElement;
Assert.That(sensor1Element.Name, Is.EqualTo("jointpos"));
}
[Test]
public unsafe void SceneRecreatedWithAddition() {
_scene.CreateScene();
_scene.Data->qvel[0] = 1;
var nq = _scene.Model->nq;
var tickedRotation = _body.transform.rotation;
var body = new GameObject("body").AddComponent<MjBody>();
var inertia = new GameObject("inertia").AddComponent<MjInertial>();
inertia.transform.parent = body.transform;
var joint = new GameObject("joint").AddComponent<MjHingeJoint>();
joint.transform.parent = body.transform;
_scene.RecreateScene();
Assert.That(_scene.Model->nq, Is.EqualTo(nq+1));
Assert.That(_scene.Data->qvel[joint.DofAddress], Is.EqualTo(0));
Assert.That(_scene.Data->qvel[_joint.DofAddress], Is.EqualTo(1));
UnityEngine.Object.DestroyImmediate(inertia.gameObject);
UnityEngine.Object.DestroyImmediate(joint.gameObject);
UnityEngine.Object.DestroyImmediate(body.gameObject);
}
[Test]
public unsafe void SceneRecreatedAfterDeletion() {
var body = new GameObject("body").AddComponent<MjBody>();
var inertia = new GameObject("inertia").AddComponent<MjInertial>();
inertia.transform.parent = body.transform;
var joint = new GameObject("joint").AddComponent<MjHingeJoint>();
joint.transform.parent = body.transform;
_scene.CreateScene();
_scene.Data->qvel[0] = 1;
_scene.Data->qvel[1] = 2;
var nq = _scene.Model->nq;
UnityEngine.Object.DestroyImmediate(inertia.gameObject);
UnityEngine.Object.DestroyImmediate(joint.gameObject);
UnityEngine.Object.DestroyImmediate(body.gameObject);
_scene.RecreateScene();
Assert.That(_scene.Model->nq, Is.EqualTo(nq-1));
Assert.That(_scene.Data->qvel[0], Is.EqualTo(2));
}
#region Test setup.
public class FakeMjBody : MjBaseBody {
public bool StateSynced = false;
public override MujocoLib.mjtObj ObjectType => MujocoLib.mjtObj.mjOBJ_BODY;
protected override void OnParseMjcf(XmlElement mjcf) {}
protected override XmlElement OnGenerateMjcf(XmlDocument doc) {
// We'll create an actual element because the code will then pass it on to Mujoco scene
// compiler, and we care that the compiler doesn't fail.
var mjcf = doc.CreateElement("body");
return mjcf;
}
public override unsafe void OnSyncState(MujocoLib.mjData_* data) {
StateSynced = true;
}
}
private MjScene _scene;
private FakeMjBody _fakeBodyA;
private FakeMjBody _fakeBodyB;
private Transform _sensorGroup;
private MjUserSensor _sensor0;
private MjJointScalarSensor _sensor1;
private MjBody _body;
private MjInertial _inertia;
private MjHingeJoint _joint;
private MjActuator _actuator;
private Vector4EqualityComparer _quaternionComparer;
[SetUp]
public void SetUp() {
_quaternionComparer = new Vector4EqualityComparer(1e-5f);
_scene = MjScene.Instance;
_fakeBodyA = new GameObject("component").AddComponent<FakeMjBody>();
_fakeBodyB = new GameObject("component").AddComponent<FakeMjBody>();
_sensor0 = new GameObject("sensor").AddComponent<MjUserSensor>();
_sensor0.Dimension = 1;
_sensor1 = new GameObject("sensor").AddComponent<MjJointScalarSensor>();
_sensorGroup = new GameObject("sensors").transform;
_sensor0.transform.parent = _sensorGroup;
_sensor1.transform.parent = _sensorGroup;
_actuator = new GameObject("actuator").AddComponent<MjActuator>();
// body, joint and inertia are always present so that the actuator and sensor are valid
_body = new GameObject("body").AddComponent<MjBody>();
_inertia = new GameObject("inertia").AddComponent<MjInertial>();
_inertia.transform.parent = _body.transform;
_joint = new GameObject("joint").AddComponent<MjHingeJoint>();
_joint.transform.parent = _body.transform;
_sensor1.Joint = _joint;
_sensor1.SensorType = MjJointScalarSensor.AvailableSensors.JointPos;
_actuator.Joint = _joint;
_fakeBodyA.enabled = false;
_fakeBodyB.enabled = false;
_sensor1.enabled = false;
_actuator.enabled = false;
}
[TearDown]
public void TearDown() {
UnityEngine.Object.DestroyImmediate(_fakeBodyA.gameObject);
UnityEngine.Object.DestroyImmediate(_fakeBodyB.gameObject);
UnityEngine.Object.DestroyImmediate(_sensor0.gameObject);
UnityEngine.Object.DestroyImmediate(_sensor1.gameObject);
UnityEngine.Object.DestroyImmediate(_actuator.gameObject);
UnityEngine.Object.DestroyImmediate(_joint.gameObject);
UnityEngine.Object.DestroyImmediate(_inertia.gameObject);
UnityEngine.Object.DestroyImmediate(_body.gameObject);
UnityEngine.Object.DestroyImmediate(_scene.gameObject);
}
#endregion
}
}