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[AIRO-420] Adding Pick and Place Integration Test (#228)

* AIRO-420 Adding integration tests to PickAndPlaceProject

* Updating version in tutorial and fixing TargetPlacement bug.
/merge-resolve-conflicts
peifeng-unity 3 年前
当前提交
b5e5fe31
共有 45 个文件被更改,包括 2414 次插入132 次删除
  1. 9
      .gitignore
  2. 59
      .yamato/yamato-config.yml
  3. 4
      tutorials/pick_and_place/1_urdf.md
  4. 6
      tutorials/pick_and_place/PickAndPlaceProject/.gitignore
  5. 2
      tutorials/pick_and_place/PickAndPlaceProject/Assets/DemoScripts/Demo.cs
  6. 29
      tutorials/pick_and_place/PickAndPlaceProject/Assets/Prefabs/TargetPlacement.prefab
  7. 12
      tutorials/pick_and_place/PickAndPlaceProject/Assets/Tests/EditMode/EditMode.asmdef
  8. 121
      tutorials/pick_and_place/PickAndPlaceProject/Assets/Tests/EditMode/PickAndPlaceMessageGenerationtests.cs
  9. 3
      tutorials/pick_and_place/PickAndPlaceProject/Assets/Tests/EditMode/PlayerBuildTests.cs
  10. 27
      tutorials/pick_and_place/PickAndPlaceProject/Assets/Tests/PlayMode/PlayMode.asmdef
  11. 3
      tutorials/pick_and_place/PickAndPlaceProject/Assets/URDF/niryo_one/niryo_one_urdf/meshes/collada/arm_link.dae.meta
  12. 3
      tutorials/pick_and_place/PickAndPlaceProject/Assets/URDF/niryo_one/niryo_one_urdf/meshes/collada/base_link.dae.meta
  13. 3
      tutorials/pick_and_place/PickAndPlaceProject/Assets/URDF/niryo_one/niryo_one_urdf/meshes/collada/elbow_link.dae.meta
  14. 3
      tutorials/pick_and_place/PickAndPlaceProject/Assets/URDF/niryo_one/niryo_one_urdf/meshes/collada/forearm_link.dae.meta
  15. 3
      tutorials/pick_and_place/PickAndPlaceProject/Assets/URDF/niryo_one/niryo_one_urdf/meshes/collada/hand_link.dae.meta
  16. 3
      tutorials/pick_and_place/PickAndPlaceProject/Assets/URDF/niryo_one/niryo_one_urdf/meshes/collada/shoulder_link.dae.meta
  17. 3
      tutorials/pick_and_place/PickAndPlaceProject/Assets/URDF/niryo_one/niryo_one_urdf/meshes/collada/wrist_link.dae.meta
  18. 14
      tutorials/pick_and_place/PickAndPlaceProject/Packages/manifest.json
  19. 8
      tutorials/pick_and_place/PickAndPlaceProject/ProjectSettings/EditorBuildSettings.asset
  20. 22
      tutorials/pick_and_place/PickAndPlaceProject/ProjectSettings/EditorSettings.asset
  21. 12
      tutorials/pick_and_place/PickAndPlaceProject/ProjectSettings/ProjectSettings.asset
  22. 4
      tutorials/pick_and_place/PickAndPlaceProject/ProjectSettings/ProjectVersion.txt
  23. 8
      tutorials/pick_and_place/PickAndPlaceProject/Assets/RosMessages.meta
  24. 8
      tutorials/pick_and_place/PickAndPlaceProject/Assets/Scripts.meta
  25. 176
      tutorials/pick_and_place/PickAndPlaceProject/Assets/Tests/EditMode/IntegrationTest.cs
  26. 11
      tutorials/pick_and_place/PickAndPlaceProject/Assets/Tests/EditMode/IntegrationTest.cs.meta
  27. 8
      tutorials/pick_and_place/PickAndPlaceProject/Assets/Tests/PlayMode/PlayModeTestScenes.meta
  28. 83
      tutorials/pick_and_place/PickAndPlaceProject/Assets/Tests/PlayMode/TargetPlacementTests.cs
  29. 673
      .yamato/PickAndPlaceTests/IntegrationTestSettings.asset
  30. 66
      .yamato/PickAndPlaceTests/set-up-integration-tests.py
  31. 11
      .yamato/PickAndPlaceTests/start-ros.bash
  32. 16
      tutorials/pick_and_place/PickAndPlaceProject/Assets/RosMessages/Unity.Robotics.RosMessages.asmdef
  33. 7
      tutorials/pick_and_place/PickAndPlaceProject/Assets/RosMessages/Unity.Robotics.RosMessages.asmdef.meta
  34. 185
      tutorials/pick_and_place/PickAndPlaceProject/Assets/Scripts/TargetPlacement.cs
  35. 11
      tutorials/pick_and_place/PickAndPlaceProject/Assets/Scripts/TargetPlacement.cs.meta
  36. 17
      tutorials/pick_and_place/PickAndPlaceProject/Assets/Scripts/Unity.Robotics.PickAndPlace.asmdef
  37. 7
      tutorials/pick_and_place/PickAndPlaceProject/Assets/Scripts/Unity.Robotics.PickAndPlace.asmdef.meta
  38. 874
      tutorials/pick_and_place/PickAndPlaceProject/Assets/Tests/PlayMode/PlayModeTestScenes/TargetPlacementTest.unity
  39. 7
      tutorials/pick_and_place/PickAndPlaceProject/Assets/Tests/PlayMode/PlayModeTestScenes/TargetPlacementTest.unity.meta
  40. 25
      tutorials/pick_and_place/PickAndPlaceProject/Assets/Tests/PlayMode/ExamplePlayModeTests.cs
  41. 0
      /tutorials/pick_and_place/PickAndPlaceProject/Assets/Tests/PlayMode/TargetPlacementTests.cs.meta

9
.gitignore


.DS_Store
.swp
*.swp
# Generated by local utr runs
.Editor
.download
.bin
test-results
tutorials/pick_and_place/PickAndPlaceProject/Packages/packages-lock.json

59
.yamato/yamato-config.yml


name: Robotics Hub Tests
agent:
type: Unity::VM
image: robotics/ci-ubuntu20:latest
flavor: i1.large
type: Unity::VM
image: robotics/ci-ubuntu20:v0.1.0pnp-796097
flavor: i1.large
PATH: /root/.local/bin:/home/bokken/bin:/home/bokken/.local/bin:/usr/local/sbin:/usr/local/bin:/usr/sbin:/usr/bin:/sbin:/bin:/usr/games:/usr/local/games:/snap/bin:/sbin:/home/bokken/.npm-global/bin
PATH: /root/.local/bin:/home/bokken/bin:/home/bokken/.local/bin:/usr/local/sbin:/usr/local/bin:/usr/sbin:/usr/bin:/sbin:/bin:/usr/games:/usr/local/games:/snap/bin:/sbin:/home/bokken/.npm-global/bin
- git submodule update --init --recursive
# TODO: Fix this hack - our bokken image is missing a .NET dependency (System.CodeDom) without which causes compilation to fail
- rm ./tutorials/pick_and_place/PickAndPlaceProject/Assets/DemoScripts/Demo.*
# This is another hack to ensure audio is disabled. Unity built-in audio fails to initialize in our Bokken image.
- "sed -i -e '/m_DisableAudio/ s/: .*/: 1/' ./tutorials/pick_and_place/PickAndPlaceProject/ProjectSettings/AudioManager.asset"
- python3 -m pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade
- unity-downloader-cli -u 2020.2.0b9 -c editor -c StandaloneSupport-IL2CPP -c Linux --wait --published
- git clone git@github.cds.internal.unity3d.com:unity/utr.git utr
- utr/utr --testproject=./tutorials/pick_and_place/PickAndPlaceProject --editor-location=.Editor --reruncount=0 --artifacts_path=test-results --suite=playmode --suite=editor --platform=Editor --editorTestsCategories MessageGeneration
- mkdir -p ./tutorials/pick_and_place/PickAndPlaceProject/Assets/Scripts && cp ./tutorials/pick_and_place/Scripts/*.cs ./tutorials/pick_and_place/PickAndPlaceProject/Assets
- utr/utr --testproject=./tutorials/pick_and_place/PickAndPlaceProject --editor-location=.Editor --reruncount=0 --artifacts_path=test-results --suite=playmode --suite=editor --platform=Editor --editorTestsCategories BuildTests
- git submodule update --init --recursive
# We must remove the Demo.cs script because the System.CodeDom assembly is not in the bokken .NET sdk
- rm ./tutorials/pick_and_place/PickAndPlaceProject/Assets/DemoScripts/Demo.*
# Ensure audio is disabled. Unity built-in audio fails to initialize in our Bokken image.
- "sed -i -e '/m_DisableAudio/ s/: .*/: 1/' ./tutorials/pick_and_place/PickAndPlaceProject/ProjectSettings/AudioManager.asset"
- python3 -m pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade
- unity-downloader-cli -u 2020.3.11f1 -c editor -c StandaloneSupport-IL2CPP -c Linux --wait --published
- git clone git@github.cds.internal.unity3d.com:unity/utr.git utr
# Explicitly run MessageGeneration tests first to generate dependencies
- utr/utr --testproject=./tutorials/pick_and_place/PickAndPlaceProject --editor-location=.Editor --reruncount=0
--artifacts_path=test-results --suite=editor --platform=Editor --editorTestsCategories
MessageGeneration
# Run each category of tests in its own process, in order of increasing complexity
- utr/utr --testproject=./tutorials/pick_and_place/PickAndPlaceProject --editor-location=.Editor --reruncount=0
--artifacts_path=test-results --suite=playmode --suite=editor --platform=Editor --editorTestCategories UnitTests
# - utr/utr --testproject=./tutorials/pick_and_place/PickAndPlaceProject --editor-location=.Editor --reruncount=0
#--artifacts_path=test-results --suite=editor --platform=Editor --testfilter BuildTests.PlayerBuilder.BuildPlayerLinux
- python3 .yamato/PickAndPlaceTests/set-up-integration-tests.py
#TODO: Determine how best to capture ROS logging as test artifacts
- /bin/bash .yamato/PickAndPlaceTests/start-ros.bash
# NOTE: Simply specifying the testCategory is not enough to get a test marked with [Explicit] to run
- utr/utr --testproject=./tutorials/pick_and_place/PickAndPlaceProject --editor-location=.Editor --reruncount=0
--artifacts_path=test-results --suite=editor --platform=Editor --testfilter IntegrationTests.RosIntegrationTests
#TODO: Determine when it would be prudent to run BuildTests and add them here or in a new config
cancel_old_ci: true
expression: |
(pull_request.target eq "main" AND
NOT pull_request.push.changes.all match ["**/*.md","**/*.jpg","**/*.jpeg","**/*.gif","**/*.pdf"]) OR
(push.branch eq "dev" AND
NOT push.changes.all match ["**/*.md","**/*.jpg","**/*.jpeg","**/*.gif","**/*.pdf"])
cancel_old_ci: true
expression: |
(pull_request.target in ["main", "dev"] AND
NOT pull_request.changes.all match ["**/*.md","**/*.jpg","**/*.jpeg","**/*.gif","**/*.pdf"])
logs:
paths:
- "test-results/**/*"
logs:
paths:
- "test-results/**/*"

4
tutorials/pick_and_place/1_urdf.md


1. Install [Unity Hub](https://unity3d.com/get-unity/download).
1. Go to the [Unity 2020.2 Beta website](https://unity3d.com/unity/beta/2020.2.0b9) to install this project's version of Unity: **2020.2.0b9**.
1. Go it the "Installs" tab in the Unity Hub, and click the "Add" button. Select Unity **2020.3.11f1 (LTS)**. If this version is no longer available through the hub, you can find it in the [Unity Download Archive](https://unity3d.com/get-unity/download/archive).
1. Click the "Add" button in the top right of the "Projects" tab on Unity Hub, and navigate to and select the PickAndPlaceProject directory within this cloned repository (`/PATH/TO/Unity-Robotics-Hub/tutorials/pick_and_place/PickAndPlaceProject/`) to add the tutorial project to your Hub.
1. Go to the "Projects" tab in the Unity Hub, click the "Add" button, and navigate to and select the PickAndPlaceProject directory within this cloned repository (`/PATH/TO/Unity-Robotics-Hub/tutorials/pick_and_place/PickAndPlaceProject/`) to add the tutorial project to your Hub.
![](img/hub_addproject.png)

6
tutorials/pick_and_place/PickAndPlaceProject/.gitignore


/[Aa]ssets/[Rr]os[Mm]essages/
/[Aa]ssets/[Rr]os[Mm]essages.meta
# Ignore scripts that are expected to get copied in at some point
/**/SourceDestinationPublisher.*
/**/TrajectoryPlanner.*
# MemoryCaptures can get excessive in size.
# They also could contain extremely sensitive data
/[Mm]emoryCaptures/

2
tutorials/pick_and_place/PickAndPlaceProject/Assets/DemoScripts/Demo.cs


CreateRosConnection();
CreateTrajectoryPlannerPublisher();
}
void Update()
{
// Make sure to publish only once in the demo

29
tutorials/pick_and_place/PickAndPlaceProject/Assets/Prefabs/TargetPlacement.prefab


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m_Layer: 0
m_Name: TargetPlacement
m_TagString: Untagged

m_SortingLayer: 0
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m_AdditionalVertexStreams: {fileID: 0}
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m_Name:
m_EditorClassIdentifier:
m_Target: {fileID: 0}
m_ColorAlpha: 100

12
tutorials/pick_and_place/PickAndPlaceProject/Assets/Tests/EditMode/EditMode.asmdef


"name": "EditMode",
"rootNamespace": "",
"references": [
"UnityEngine.TestRunner",
"UnityEditor.TestRunner",
"Unity.Robotics.ROSTCPConnector.Editor",
"Unity.Robotics.ROSTCPConnector"
"GUID:27619889b8ba8c24980f49ee34dbb44a",
"GUID:0acc523941302664db1f4e527237feb3",
"GUID:1da8e23352f14494396eac5033ba9894",
"GUID:625bfc588fb96c74696858f2c467e978",
"GUID:204b12c73a0ba074c888ec09a2713605",
"GUID:465c1207fffb96245a352265e7622205",
"GUID:b1ef917f7a8a86a4eb639ec2352edbf8",
"GUID:79169c04a5f9b014e919b69ac8df4286"
],
"includePlatforms": [
"Editor"

121
tutorials/pick_and_place/PickAndPlaceProject/Assets/Tests/EditMode/PickAndPlaceMessageGenerationtests.cs


using Unity.Robotics.ROSTCPConnector.MessageGeneration;
using Unity.Robotics.ROSTCPConnector.Editor.MessageGeneration;
using UnityEditor;
using UnityEngine;
[TestFixture]
[Category("MessageGeneration")]
public class PickAndPlaceMessageGenerationTests
namespace MessageGenerationTests
// Relative path to the directory containing the catkin packages
static readonly string k_ROSDirectory = Path.GetFullPath(Path.Combine("..", "ROS", "src"));
static string m_MessageGenOutputPath => MessageGenBrowserSettings.Get().outputPath;
// This gets a special category to enable running independently when needed to generate message definitions
[TestFixture, Category("MessageGeneration")]
public class MessageGenerationTests
{
enum PathType
{
File,
Directory
}
// Relative path to the directory containing the catkin packages
static readonly string k_ROSDirectory = Path.GetFullPath(Path.Combine("..", "ROS", "src"));
static string m_MessageGenOutputPath => MessageGenBrowserSettings.Get().outputPath;
static void WarnIfAlreadyExists(string path, PathType pathType)
{
var alreadyExists = pathType == PathType.File ? File.Exists(path) : Directory.Exists(path);
if (alreadyExists)
{
Debug.LogWarning($"{path} already exists. Test can't validate files were generated correctly unless " +
"this path is manually deleted first.");
}
}
static void AssertExists(string path, PathType pathType)
{
Assert.IsTrue(pathType == PathType.File ? File.Exists(path) : Directory.Exists(path));
}
// Define more individual messages to run generation on within this test case enumerable
static IEnumerable<TestCaseData> IndividualMessages()
{
yield return new TestCaseData(Path.Combine(k_ROSDirectory, "moveit_msgs", "msg", "RobotTrajectory.msg"));
}
// Define more individual messages to run generation on within this test case enumerable
static IEnumerable<TestCaseData> IndividualMessages()
{
yield return new TestCaseData(Path.Combine(k_ROSDirectory, "moveit_msgs", "msg", "RobotTrajectory.msg"));
}
// Define directories of message files to be generated here
static IEnumerable<TestCaseData> MessageDirectories()
{
yield return new TestCaseData(Path.Combine(k_ROSDirectory, "niryo_moveit", "msg"));
}
// Define directories of message files to be generated here
static IEnumerable<TestCaseData> MessageDirectories()
{
yield return new TestCaseData(Path.Combine(k_ROSDirectory, "niryo_moveit", "msg"));
}
// Define directories of service files to be generated here
static IEnumerable<TestCaseData> ServiceDirectories()
{
yield return new TestCaseData(Path.Combine(k_ROSDirectory, "niryo_moveit", "srv"));
}
// Define directories of service files to be generated here
static IEnumerable<TestCaseData> ServiceDirectories()
{
yield return new TestCaseData(Path.Combine(k_ROSDirectory, "niryo_moveit", "srv"));
}
[Test]
[TestCaseSource(nameof(IndividualMessages))]
public void TestMessageBuildSingle_ThrowsNoExceptions(string messageToBuild)
{
MessageAutoGen.GenerateSingleMessage(messageToBuild, m_MessageGenOutputPath);
AssetDatabase.Refresh();
}
[Test]
[TestCaseSource(nameof(IndividualMessages))]
public void TestMessageBuildSingle_ThrowsNoExceptions(string messageToBuild)
{
var msgPath = MessageAutoGen.GetMessageClassPath(messageToBuild, m_MessageGenOutputPath);
Debug.Log($"Generating code for {messageToBuild}, output should be at {msgPath}");
WarnIfAlreadyExists(msgPath, PathType.File);
MessageAutoGen.GenerateSingleMessage(messageToBuild, m_MessageGenOutputPath);
AssetDatabase.Refresh();
AssertExists(msgPath, PathType.File);
}
[Test]
[TestCaseSource(nameof(MessageDirectories))]
public void TestMessageBuildDirectory_ThrowsNoExceptions(string directoryToBuild)
{
MessageAutoGen.GenerateDirectoryMessages(directoryToBuild, m_MessageGenOutputPath);
AssetDatabase.Refresh();
}
[Test]
[TestCaseSource(nameof(MessageDirectories))]
public void TestMessageBuildDirectory_ThrowsNoExceptions(string directoryToBuild)
{
var msgPath = MessageAutoGen.GetMessageClassPath(directoryToBuild, m_MessageGenOutputPath);
var msgDirectory = Path.GetDirectoryName(msgPath);
Debug.Log($"Generating code in {directoryToBuild}, output should be in {msgDirectory}");
WarnIfAlreadyExists(msgDirectory, PathType.Directory);
MessageAutoGen.GenerateDirectoryMessages(directoryToBuild, m_MessageGenOutputPath);
AssetDatabase.Refresh();
AssertExists(msgDirectory, PathType.Directory);
}
[Test]
[TestCaseSource(nameof(ServiceDirectories))]
public void TestServiceBuildDirectory_ThrowsNoExceptions(string directoryToBuild)
{
ServiceAutoGen.GenerateDirectoryServices(directoryToBuild, m_MessageGenOutputPath);
AssetDatabase.Refresh();
[Test]
[TestCaseSource(nameof(ServiceDirectories))]
public void TestServiceBuildDirectory_ThrowsNoExceptions(string directoryToBuild)
{
var msgPath = ServiceAutoGen.GetServiceClassPaths(directoryToBuild, m_MessageGenOutputPath);
var msgDirectory = Path.GetDirectoryName(msgPath[0]);
Debug.Log($"Generating code in {directoryToBuild}, output should be in {msgDirectory}");
WarnIfAlreadyExists(msgDirectory, PathType.Directory);
ServiceAutoGen.GenerateDirectoryServices(directoryToBuild, m_MessageGenOutputPath);
AssetDatabase.Refresh();
AssertExists(msgDirectory, PathType.Directory);
}
}
}

3
tutorials/pick_and_place/PickAndPlaceProject/Assets/Tests/EditMode/PlayerBuildTests.cs


namespace BuildTests
{
[TestFixture]
[Category("BuildTests")]
[TestFixture, Explicit, Category("BuildTests")]
public class PlayerBuilder
{
List<EditorBuildSettingsScene> m_EditorBuildSettingsScenes = new List<EditorBuildSettingsScene>();

27
tutorials/pick_and_place/PickAndPlaceProject/Assets/Tests/PlayMode/PlayMode.asmdef


{
"name": "PlayMode",
"optionalUnityReferences": [
"TestAssemblies"
]
}
"rootNamespace": "",
"references": [
"UnityEngine.TestRunner",
"UnityEditor.TestRunner",
"Unity.Robotics.URDFImporter",
"Unity.Robotics.ROSTCPConnector",
"Unity.Robotics.RosMessages",
"Unity.Robotics.PickAndPlace"
],
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": true,
"precompiledReferences": [
"nunit.framework.dll"
],
"autoReferenced": false,
"defineConstraints": [
"UNITY_INCLUDE_TESTS"
],
"versionDefines": [],
"noEngineReferences": false
}

3
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14
tutorials/pick_and_place/PickAndPlaceProject/Packages/manifest.json


{
"dependencies": {
"com.unity.collab-proxy": "1.3.9",
"com.unity.collab-proxy": "1.5.7",
"com.unity.ide.visualstudio": "2.0.3",
"com.unity.ide.vscode": "1.2.2",
"com.unity.ide.visualstudio": "2.0.8",
"com.unity.ide.vscode": "1.2.3",
"com.unity.robotics.urdf-importer": "https://github.com/Unity-Technologies/URDF-Importer.git?path=/com.unity.robotics.urdf-importer#v0.4.0",
"com.unity.test-framework": "1.1.18",
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tutorials/pick_and_place/PickAndPlaceProject/Assets/Tests/EditMode/IntegrationTest.cs


using System;
using System.Collections;
using System.IO;
using NUnit.Framework;
using RosSharp;
using RosSharp.Control;
using RosSharp.Urdf;
using Unity.Robotics.PickAndPlace;
using UnityEngine;
using Unity.Robotics.ROSTCPConnector;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine.TestTools;
namespace IntegrationTests
{
[TestFixture, Explicit, Category("IntegrationTests")]
// IMPORTANT: In order for this category of tests to run correctly, MessageGeneration must be run first and the
// INTEGRATION_TEST script define must be set
public class RosIntegrationTests
{
#region Parameters
// Testing parameters
const float k_TestTimeoutSeconds = 20f;
const string k_NamePackageNiryoMoveIt = "niryo_moveit";
const string k_NameNiryoOne = "niryo_one";
const string k_NameBaseLink = "base_link";
// Prefabs that get instantiated into scene
const string k_NameTable = "Table";
const string k_NameTarget = "Target";
const string k_NameTargetPlacement = "TargetPlacement";
// GameObjects that hold important components
const string k_NameCamera = "Main Camera";
const string k_NameRosConnect = "ROSConnect";
const string k_NamePublisher = "Publisher";
// Parameters for robot joint controller
const float k_ControllerStiffness = 10000f;
const float k_ControllerDamping = 100f;
const float k_ControllerForceLimit = 1000f;
const float k_ControllerSpeed = 30f;
const float k_ControllerAcceleration = 10f;
// Parameters for ROS connection
const string k_IpAddressLoopback = "127.0.0.1";
const int k_HostPort = 10000;
const int k_UnityPort = 5005;
const int k_NumAwaitDataRetries = 10;
const int k_NumAwaitDataSleepSeconds = 1;
const string k_PrefabSuffix = ".prefab";
readonly string k_DirectoryPrefabs = Path.Combine("Assets", "Prefabs");
readonly string k_PathUrdf = Path.Combine("URDF", "niryo_one", "niryo_one.urdf");
readonly string k_PathTestScene = Path.Combine("Assets", "Scenes", "EmptyScene.unity");
readonly Vector3 k_CameraPosition = new Vector3(0, 1.4f, -0.7f);
readonly Quaternion k_CameraRotation = Quaternion.Euler(new Vector3(45, 0, 0));
readonly ImportSettings k_UrdfImportSettings = new ImportSettings
{
choosenAxis = ImportSettings.axisType.yAxis,
convexMethod = ImportSettings.convexDecomposer.unity
};
#endregion
float m_TimeElapsedSeconds;
[SerializeField, HideInInspector]
ROSConnection m_RosConnection;
[SerializeField, HideInInspector]
TargetPlacement m_TargetPlacement;
// NOTE: This check could be made more robust by checking the gripper state of the arm to confirm it has
// released the Target
bool DidPlacementSucceed => m_TargetPlacement.CurrentState == TargetPlacement.PlacementState.InsidePlaced;
[UnityTest]
public IEnumerator TrajectoryPublisher_PickAndPlaceDemo_CompletesTask()
{
#if INTEGRATION_TEST
SetUpScene();
// TODO: This test could be made a PlayMode test once ImportRobot can use the PlayMode URDF import
ImportRobot();
CreateRosConnection();
CreateTrajectoryPlannerPublisher();
yield return new EnterPlayMode();
m_TargetPlacement = GameObject.Find(k_NameTargetPlacement).GetComponent<TargetPlacement>();
Assert.IsNotNull(m_TargetPlacement, $"Unable to find {nameof(TargetPlacement)} attached to a " +
$"GameObject called {k_NameTargetPlacement} in scene.");
var publisher = GameObject.Find(k_NamePublisher).GetComponent<TrajectoryPlanner>();
publisher.PublishJoints();
while(!DidPlacementSucceed && m_TimeElapsedSeconds < k_TestTimeoutSeconds)
{
m_TimeElapsedSeconds += Time.deltaTime;
yield return null;
}
Assert.IsTrue(DidPlacementSucceed, "Pick and Place did not complete before test timed out.");
yield return new ExitPlayMode();
}
void SetUpScene()
{
EditorSceneManager.OpenScene(k_PathTestScene);
InstantiatePrefabFromName(k_NameTable);
InstantiatePrefabFromName(k_NameTarget);
InstantiatePrefabFromName(k_NameTargetPlacement);
var camera = GameObject.Find(k_NameCamera);
camera.transform.position = k_CameraPosition;
camera.transform.rotation = k_CameraRotation;
}
void CreateTrajectoryPlannerPublisher()
{
var planner = new GameObject(k_NamePublisher).AddComponent<TrajectoryPlanner>();
planner.rosServiceName = k_NamePackageNiryoMoveIt;
planner.niryoOne = GameObject.Find(k_NameNiryoOne);
planner.target = GameObject.Find(k_NameTarget);
planner.targetPlacement = GameObject.Find(k_NameTargetPlacement);
}
GameObject InstantiatePrefabFromName(string name)
{
var filepath = Path.Combine(k_DirectoryPrefabs, $"{name}{k_PrefabSuffix}");
var gameObject = (GameObject) PrefabUtility.InstantiatePrefab(
AssetDatabase.LoadAssetAtPath<GameObject>(filepath));
gameObject.name = name;
return gameObject;
}
void CreateRosConnection()
{
m_RosConnection = new GameObject(k_NameRosConnect).AddComponent<ROSConnection>();
m_RosConnection.RosIPAddress = k_IpAddressLoopback;
m_RosConnection.RosPort = k_HostPort;
//m_RosConnection.overrideUnityIP = k_IpAddressLoopback;
//m_RosConnection.unityPort = k_UnityPort;
//m_RosConnection.awaitDataMaxRetries = k_NumAwaitDataRetries;
//m_RosConnection.awaitDataSleepSeconds = k_NumAwaitDataSleepSeconds;
}
void ImportRobot()
{
var urdfFullPath = Path.Combine(Application.dataPath, k_PathUrdf);
var robotImporter = UrdfRobotExtensions.Create(urdfFullPath, k_UrdfImportSettings, false);
// Create is a coroutine that would usually run only in EditMode, so we need to force its execution here
while (robotImporter.MoveNext())
{
}
// Ensure parameters are set to reasonable values
var controller = GameObject.Find(k_NameNiryoOne).GetComponent<Controller>();
controller.stiffness = k_ControllerStiffness;
controller.damping = k_ControllerDamping;
controller.forceLimit = k_ControllerForceLimit;
controller.speed = k_ControllerSpeed;
controller.acceleration = k_ControllerAcceleration;
GameObject.Find(k_NameBaseLink).GetComponent<ArticulationBody>().immovable = true;
#else
throw new NotImplementedException(
"This integration test can only be executed with the INTEGRATION_TEST scripting define set. " +
"The dependencies of this test are not guaranteed to exist in the Project by default.");
#endif
}
}
}

11
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83
tutorials/pick_and_place/PickAndPlaceProject/Assets/Tests/PlayMode/TargetPlacementTests.cs


using System.Collections;
using System.Collections.Generic;
using NUnit.Framework;
using Unity.Robotics.PickAndPlace;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.TestTools;
[TestFixture, Category("UnitTests")]
public class TargetPlacementTests
{
const int k_NumAllowedFramesStatic = 5;
const int k_NumAllowedFramesDynamic = 20;
const string k_NamePlaced = "TargetPlacementPlaced";
const string k_NameOutside = "TargetPlacementOutside";
const string k_NameFloating = "TargetPlacementFloating";
[UnitySetUp]
public IEnumerator LoadSceneAndStartPlayMode()
{
SceneManager.LoadScene("TargetPlacementTest");
yield return new EnterPlayMode();
}
[UnityTearDown]
public IEnumerator ExitSceneOnTearDown()
{
yield return new ExitPlayMode();
}
public static IEnumerable<TestCaseData> TargetPlacementCases()
{
yield return new TestCaseData(k_NamePlaced, TargetPlacement.PlacementState.InsidePlaced).Returns(null);
yield return new TestCaseData(k_NameOutside, TargetPlacement.PlacementState.Outside).Returns(null);
yield return new TestCaseData(k_NameFloating, TargetPlacement.PlacementState.InsideFloating).Returns(null);
}
TargetPlacement GetTargetPlacement(string name)
{
var targetPlacement = GameObject.Find(name)?.GetComponent<TargetPlacement>();
Assert.IsNotNull(targetPlacement, $"Failed to find {name}");
return targetPlacement;
}
static IEnumerator WaitForState(
TargetPlacement targetPlacement, TargetPlacement.PlacementState stateExpected, int numFramesToWait)
{
var numFramesTested = 0;
while (targetPlacement.CurrentState != stateExpected && numFramesTested < numFramesToWait)
{
numFramesTested++;
yield return null;
}
Assert.AreEqual(stateExpected, targetPlacement.CurrentState);
}
[UnityTest, TestCaseSource(nameof(TargetPlacementCases))]
public IEnumerator TargetPlacement_WithStaticObjects_SetsStateCorrectly(
string name, TargetPlacement.PlacementState stateExpected)
{
var targetPlacement = GetTargetPlacement(name);
yield return WaitForState(targetPlacement, stateExpected, k_NumAllowedFramesStatic);
}
[UnityTest]
public IEnumerator TargetPlacement_WithFallingObject_ChangesStateCorrectly()
{
const string name = "TargetPlacementStateChange";
var targetPlacement = GetTargetPlacement(name);
Assert.AreEqual(TargetPlacement.PlacementState.Outside, targetPlacement.CurrentState,
$"{name} should start with no Target in its bounds.");
// Target should fall into placement and come to reset
yield return WaitForState(
targetPlacement, TargetPlacement.PlacementState.InsideFloating, k_NumAllowedFramesDynamic);
yield return WaitForState(
targetPlacement, TargetPlacement.PlacementState.InsidePlaced, k_NumAllowedFramesDynamic);
}
}

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66
.yamato/PickAndPlaceTests/set-up-integration-tests.py


import os
import shutil
import glob
from collections import OrderedDict
from unityparser import UnityDocument
# NOTE: This must match the flag defined in the Unity Integration Tests
_INTEGRATION_TEST_DEFINE = "INTEGRATION_TEST"
# This script is executed inside of a bokken image in order to automate the manual steps a user would
# perform when going through the tutorials. This allows us to perform integration tests on the expected final
# state of a tutorial project.
script_dir = os.path.dirname(os.path.realpath(__file__))
root_dir = os.path.join(script_dir, "..", "..", "tutorials", "pick_and_place")
external_scripts_dir = os.path.join(root_dir, "Scripts")
project_dir = os.path.join(root_dir, "PickAndPlaceProject")
project_scripts_dir = os.path.join(project_dir, "Assets", "Scripts")
# project_settings_file = os.path.join(project_dir, "ProjectSettings", "ProjectSettings.asset")
scripts_to_move = glob.glob(os.path.join(external_scripts_dir, "*.cs"))
for external_script in scripts_to_move:
script_name = os.path.basename(external_script)
script_destination = os.path.join(project_scripts_dir, script_name)
print(f">>> Copying {external_script} to {script_destination}")
shutil.copyfile(external_script, script_destination)
files_to_cat = []
message_dir = os.path.join(project_dir, "Assets", "RosMessages")
print(f">>> Files in {message_dir}:")
for root, _, files in os.walk(message_dir):
level = root.replace(message_dir, '').count(os.sep)
indent = ' ' * 4 * level
print('{}{}/'.format(indent, os.path.basename(root)))
subindent = ' ' * 4 * (level + 1)
for f in files:
print('{}{}'.format(subindent, f))
if f.endswith(".cs") or f.endswith(".asmdef"):
files_to_cat.append(os.path.join(root, f))
# On Yamato, Unity fails to recompile the message directory under mysterious circumstances, so moving it into
# the Scripts directory to attempt to force a recompile
print(f"Moving {message_dir} to {project_scripts_dir}")
shutil.move(message_dir, project_scripts_dir)
# for f in files_to_cat:
# print(f">>> {f}:")
# os.system(f"cat {f}")
# print("\n")
# We must keep a backup copy of the ProjectSettings.asset because UTR will serialize the one in the project as a binary
# file, making it impossible to load as a yaml file here
test_settings = os.path.join(".", ".yamato", "PickAndPlaceTests", "IntegrationTestSettings.asset")
project_settings_relative = os.path.join(".", "tutorials", "pick_and_place", "PickAndPlaceProject", "ProjectSettings", "ProjectSettings.asset")
shutil.copyfile(test_settings, project_settings_relative)
# TODO: We have to use the above, bad solution, for now, because the below solution won't work until
# UTR stops re-serializing the settings
# project_settings_asset = UnityDocument.load_yaml(project_settings_file)
# scripting_defines = project_settings_asset.entry.scriptingDefineSymbols # type: OrderedDict
# if scripting_defines[1]:
# scripting_defines[1] += f";{_INTEGRATION_TEST_DEFINE}"
# else:
# scripting_defines[1] = _INTEGRATION_TEST_DEFINE
# project_settings_asset.dump_yaml()

11
.yamato/PickAndPlaceTests/start-ros.bash


source /opt/ros/noetic/setup.bash
set -e
# Assuming this script is invoked from the root of the repository...
DIR_ORIGINAL=$PWD
cd tutorials/pick_and_place/ROS
catkin_make
source devel/setup.bash
cd "$DIR_ORIGINAL"
roslaunch niryo_moveit part_3.launch &

16
tutorials/pick_and_place/PickAndPlaceProject/Assets/RosMessages/Unity.Robotics.RosMessages.asmdef


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"defineConstraints": [],
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"noEngineReferences": true
}

7
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185
tutorials/pick_and_place/PickAndPlaceProject/Assets/Scripts/TargetPlacement.cs


using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Unity.Robotics.PickAndPlace
{
[RequireComponent(typeof(MeshRenderer))]
[RequireComponent(typeof(BoxCollider))]
public class TargetPlacement : MonoBehaviour
{
const string k_NameExpectedTarget = "Target";
static readonly int k_ShaderColorId = Shader.PropertyToID("_Color");
// The threshold that the Target's speed must be under to be considered "placed" in the target area
const float k_MaximumSpeedForStopped = 0.01f;
[SerializeField]
[Tooltip("Target object expected by this placement area. Can be left blank if only one Target in scene")]
GameObject m_Target;
[SerializeField]
[Range(0, 255)]
[Tooltip("Alpha value for any color set during state changes.")]
int m_ColorAlpha = 100;
MeshRenderer m_TargetMeshRenderer;
float m_ColorAlpha01 => m_ColorAlpha / 255f;
MeshRenderer m_MeshRenderer;
BoxCollider m_BoxCollider;
PlacementState m_CurrentState;
PlacementState m_LastColoredState;
public PlacementState CurrentState
{
get => m_CurrentState;
private set
{
m_CurrentState = value;
UpdateStateColor();
}
}
public enum PlacementState
{
Outside,
InsideFloating,
InsidePlaced
}
// Start is called before the first frame update
void Start()
{
// Check for mis-configurations and disable if something has changed without this script being updated
// These are warnings because this script does not contain critical functionality
if (m_Target == null)
{
m_Target = GameObject.Find(k_NameExpectedTarget);
}
if (m_Target == null)
{
Debug.LogWarning($"{nameof(TargetPlacement)} expects to find a GameObject named " +
$"{k_NameExpectedTarget} to track, but did not. Can't track placement state.");
enabled = false;
return;
}
if (!TrySetComponentReferences())
{
enabled = false;
return;
}
InitializeState();
}
bool TrySetComponentReferences()
{
m_TargetMeshRenderer = m_Target.GetComponent<MeshRenderer>();
if (m_TargetMeshRenderer == null)
{
Debug.LogWarning($"{nameof(TargetPlacement)} expects a {nameof(MeshRenderer)} to be attached " +
$"to {k_NameExpectedTarget}. Cannot check bounds without it, so cannot track placement state.");
return false;
}
// Assume these are here because they are RequiredComponent components
m_MeshRenderer = GetComponent<MeshRenderer>();
m_BoxCollider = GetComponent<BoxCollider>();
return true;
}
void OnValidate()
{
// Useful for visualizing state in editor, but doesn't wholly guarantee accurate coloring in EditMode
// Enter PlayMode to see color update correctly
if (m_Target != null)
{
if (TrySetComponentReferences())
{
InitializeState();
}
}
}
void InitializeState()
{
if (m_Target.GetComponent<BoxCollider>().bounds.Intersects(m_BoxCollider.bounds))
{
CurrentState = IsTargetStoppedInsideBounds() ?
PlacementState.InsidePlaced : PlacementState.InsideFloating;
}
else
{
CurrentState = PlacementState.Outside;
}
}
void OnTriggerEnter(Collider other)
{
if (other.gameObject.name == m_Target.name)
{
CurrentState = PlacementState.InsideFloating;
}
}
void OnTriggerExit(Collider other)
{
if (other.gameObject.name == m_Target.name)
{
CurrentState = PlacementState.Outside;
}
}
bool IsTargetStoppedInsideBounds()
{
var targetIsStopped = m_Target.GetComponent<Rigidbody>().velocity.magnitude < k_MaximumSpeedForStopped;
var targetIsInBounds = m_BoxCollider.bounds.Contains(m_TargetMeshRenderer.bounds.center);
return targetIsStopped && targetIsInBounds;
}
// Update is called once per frame
void Update()
{
if (CurrentState != PlacementState.Outside)
{
CurrentState = IsTargetStoppedInsideBounds() ?
PlacementState.InsidePlaced : PlacementState.InsideFloating;
}
}
void UpdateStateColor()
{
if (m_CurrentState == m_LastColoredState)
{
return;
}
var mpb = new MaterialPropertyBlock();
Color stateColor;
switch (m_CurrentState)
{
case PlacementState.Outside:
stateColor = Color.red;
break;
case PlacementState.InsideFloating:
stateColor = Color.yellow;
break;
case PlacementState.InsidePlaced:
stateColor = Color.green;
break;
default:
Debug.LogError($"No state handling implemented for {m_CurrentState}");
stateColor = Color.magenta;
break;
}
stateColor.a = m_ColorAlpha01;
mpb.SetColor(k_ShaderColorId, stateColor);
m_MeshRenderer.SetPropertyBlock(mpb);
m_LastColoredState = m_CurrentState;
}
}
}

11
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7
tutorials/pick_and_place/PickAndPlaceProject/Assets/Tests/PlayMode/PlayModeTestScenes/TargetPlacementTest.unity.meta


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25
tutorials/pick_and_place/PickAndPlaceProject/Assets/Tests/PlayMode/ExamplePlayModeTests.cs


using System.Collections;
using System.Collections.Generic;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
public class ExamplePlayModeTests
{
// A Test behaves as an ordinary method
[Test]
public void ExamplePlayModeTestsSimplePasses()
{
// Use the Assert class to test conditions
}
// A UnityTest behaves like a coroutine in Play Mode. In Edit Mode you can use
// `yield return null;` to skip a frame.
[UnityTest]
public IEnumerator ExamplePlayModeTestsWithEnumeratorPasses()
{
// Use the Assert class to test conditions.
// Use yield to skip a frame.
yield return null;
}
}

/tutorials/pick_and_place/PickAndPlaceProject/Assets/Tests/PlayMode/ExamplePlayModeTests.cs.meta → /tutorials/pick_and_place/PickAndPlaceProject/Assets/Tests/PlayMode/TargetPlacementTests.cs.meta

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