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diff --git a/Assets/Tests/PlayMode/VehicleDynamics/Settings/TestVolumeProfile.asset.meta b/Assets/Tests/PlayMode/VehicleDynamics/Settings/TestVolumeProfile.asset.meta
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diff --git a/Assets/Tests/PlayMode/VehicleDynamics/VehicleDynamicsTest.cs b/Assets/Tests/PlayMode/VehicleDynamics/VehicleDynamicsTest.cs
new file mode 100644
index 000000000..458245c38
--- /dev/null
+++ b/Assets/Tests/PlayMode/VehicleDynamics/VehicleDynamicsTest.cs
@@ -0,0 +1,734 @@
+using NUnit.Framework;
+using UnityEngine;
+using UnityEngine.TestTools;
+using System.Collections;
+using UnityEditor.SceneManagement;
+using UnityEngine.SceneManagement;
+using UnityEngine.TestTools.Utils;
+using AWSIM;
+using ROS2;
+
+///
+/// The VehicleDynamicsTest class manages the testing of the ego vehicle dynamics.
+/// It handles loading the necessary scenes and executing tests to validate the vehicle's behavior.
+///
+public class VehicleDynamicsTest
+{
+ // Scene handlers
+ string sceneName = "VehicleDynamicsTest";
+ Scene scene;
+ PhysicsScene physicsScene;
+
+ // Ego handlers
+ GameObject egoGameObject;
+ Vehicle egoVehicle;
+ VehicleRos2Input egoRosInput;
+
+ // ROS publishers
+ ROS2.IPublisher gearCommandPublisher;
+ ROS2.IPublisher movementPublisher;
+
+ // Gear commands
+ autoware_auto_vehicle_msgs.msg.GearCommand parkGearCommand = new autoware_auto_vehicle_msgs.msg.GearCommand()
+ {
+ Command = autoware_auto_vehicle_msgs.msg.GearCommand.PARK
+ };
+ autoware_auto_vehicle_msgs.msg.GearCommand driveGearCommand = new autoware_auto_vehicle_msgs.msg.GearCommand()
+ {
+ Command = autoware_auto_vehicle_msgs.msg.GearCommand.DRIVE
+ };
+
+ // Move commands
+ autoware_auto_control_msgs.msg.AckermannControlCommand moveCommand = new autoware_auto_control_msgs.msg.AckermannControlCommand()
+ {
+ Longitudinal = new autoware_auto_control_msgs.msg.LongitudinalCommand() {
+ Acceleration = 1.0f
+ }
+ };
+ autoware_auto_control_msgs.msg.AckermannControlCommand breakCommand = new autoware_auto_control_msgs.msg.AckermannControlCommand()
+ {
+ Longitudinal = new autoware_auto_control_msgs.msg.LongitudinalCommand() {
+ Acceleration = -2.0f
+ }
+ };
+
+ // Turn commands
+ autoware_auto_control_msgs.msg.AckermannControlCommand leftCommand = new autoware_auto_control_msgs.msg.AckermannControlCommand()
+ {
+ Longitudinal = new autoware_auto_control_msgs.msg.LongitudinalCommand() {
+ Acceleration = 1.0f
+ },
+ Lateral = new autoware_auto_control_msgs.msg.AckermannLateralCommand() {
+ Steering_tire_angle = 0.6f
+ }
+ };
+ autoware_auto_control_msgs.msg.AckermannControlCommand rightCommand = new autoware_auto_control_msgs.msg.AckermannControlCommand()
+ {
+ Longitudinal = new autoware_auto_control_msgs.msg.LongitudinalCommand() {
+ Acceleration = 1.0f
+ },
+ Lateral = new autoware_auto_control_msgs.msg.AckermannLateralCommand() {
+ Steering_tire_angle = -0.6f
+ }
+ };
+
+ // Shared settings
+ QoSSettings qosSettings = new QoSSettings()
+ {
+ ReliabilityPolicy = ReliabilityPolicy.QOS_POLICY_RELIABILITY_RELIABLE,
+ DurabilityPolicy = DurabilityPolicy.QOS_POLICY_DURABILITY_TRANSIENT_LOCAL,
+ HistoryPolicy = HistoryPolicy.QOS_POLICY_HISTORY_KEEP_LAST
+ };
+
+ private float acceptableErrorDistance = 0.01f;
+
+
+ // --- TEST LIFE CYCLE ---//
+
+ ///
+ /// A method called by Unity at the start of each test.
+ ///
+ [UnitySetUp]
+ public IEnumerator Setup()
+ {
+ yield return LoadSceneAsync();
+ yield return GetEgoComponents();
+ yield return CreateEgoCommonPublihers();
+ yield return new WaitForFixedUpdate();
+ }
+
+ ///
+ /// A method to load the Unity scene and local physics scene dedicated to the vehicle dynamics test.
+ ///
+ private IEnumerator LoadSceneAsync()
+ {
+ LoadSceneParameters parameters = new LoadSceneParameters(LoadSceneMode.Single, LocalPhysicsMode.Physics3D);
+ AsyncOperation aOp = EditorSceneManager.LoadSceneAsync(sceneName, parameters);
+
+ yield return new WaitUntil(() => aOp.isDone);
+ scene = EditorSceneManager.GetSceneByName(sceneName);
+ EditorSceneManager.SetActiveScene(scene);
+
+ physicsScene = PhysicsSceneExtensions.GetPhysicsScene(scene);
+
+ Assert.NotNull(scene);
+ Assert.NotNull(physicsScene);
+ }
+
+ ///
+ /// A method collects the required components of the tested vehicle.
+ ///
+ private IEnumerator GetEgoComponents()
+ {
+ egoVehicle = GameObject.FindObjectOfType();
+ egoGameObject = egoVehicle.gameObject;
+ egoRosInput = egoGameObject.GetComponentInChildren();
+
+ Assert.NotNull(egoRosInput);
+ Assert.NotNull(egoVehicle);
+
+ yield return new WaitForFixedUpdate();
+ }
+
+ ///
+ /// A method creates the necessary publishers for the tested vehicle.
+ ///
+ private IEnumerator CreateEgoCommonPublihers()
+ {
+ string gearChangeTopic = egoRosInput.GetPrivateFieldValue("gearCommandTopic");
+ gearCommandPublisher = SimulatorROS2Node.CreatePublisher(
+ gearChangeTopic,
+ qosSettings.GetQoSProfile()
+ );
+
+ string movementTopic = egoRosInput.GetPrivateFieldValue("ackermannControlCommandTopic");
+ movementPublisher = SimulatorROS2Node.CreatePublisher(
+ movementTopic,
+ qosSettings.GetQoSProfile()
+ );
+ yield return new WaitForFixedUpdate();
+ }
+
+ ///
+ /// A method called by Unity at the end of each test.
+ ///
+ [UnityTearDown]
+ public IEnumerator TearDown()
+ {
+ yield return new WaitForFixedUpdate();
+ yield return RemoveEgoCommonPublishers();
+ yield return RemoveEgoVehicle();
+ }
+
+ ///
+ /// A method for disposing the tested vehicle.
+ ///
+ private IEnumerator RemoveEgoVehicle()
+ {
+ Rigidbody rb = egoVehicle.GetComponent();
+ rb.isKinematic = true;
+
+ physicsScene.Simulate(Time.fixedDeltaTime);
+ yield return new WaitForFixedUpdate();
+
+ GameObject.DestroyImmediate(egoVehicle.gameObject);
+ egoVehicle = null;
+ egoGameObject = null;
+ egoRosInput = null;
+
+ for(int i=0; i<10; i++)
+ {
+ physicsScene.Simulate(Time.fixedDeltaTime);
+ yield return new WaitForFixedUpdate();
+ }
+ }
+
+ ///
+ /// A method removes the used publishers for the tested vehicle.
+ ///
+ private IEnumerator RemoveEgoCommonPublishers()
+ {
+ SimulatorROS2Node.RemovePublisher(movementPublisher);
+ SimulatorROS2Node.RemovePublisher(gearCommandPublisher);
+
+ yield return new WaitForFixedUpdate();
+ }
+
+
+
+ // --- TEST ROUTINES --- //
+
+ ///
+ /// Test Outline:
+ /// - A test to check the correct behaviour of the vehicle.
+ /// - The test checks the position of the vehicle after a given time when a low acceleration value is applied.
+ /// - The physics is manually simulated by calling the PhysicsScene.Simulate(deltaTime) method.
+ /// Test Target:
+ /// - Check if the vehicle script responsible for receiving commands works correctly.
+ /// - Verify the simulation of the vehicle physics.
+ /// Expected Result:
+ /// - The distance between 'expectedEndPosition' and the vehicle's position at the end of the test is equal to or less than 0.01f.
+ ///
+ [UnityTest]
+ public IEnumerator VehicleDynamics_StraightMove_LowAcceleration()
+ {
+ Vector3 expectedEndPosition = new Vector3(0.0005525741f, -0.07694209f, 3.983599f);
+ float accel = 0.5f;
+
+ autoware_auto_control_msgs.msg.AckermannControlCommand moveCmd = new autoware_auto_control_msgs.msg.AckermannControlCommand()
+ {
+ Longitudinal = new autoware_auto_control_msgs.msg.LongitudinalCommand() {
+ Acceleration = accel
+ }
+ };
+
+
+ // Initial physics simulation steps
+ for(int i=0; i<10; i++)
+ {
+ physicsScene.Simulate(Time.fixedDeltaTime);
+ yield return new WaitForFixedUpdate();
+ }
+
+ // Set Vehicle to PARK
+ gearCommandPublisher.Publish(parkGearCommand);
+ for(int i=0; i<6; i++)
+ {
+ physicsScene.Simulate(Time.fixedDeltaTime);
+ yield return new WaitForFixedUpdate();
+ }
+
+ // Set Vehicle gear to DRIVE
+ gearCommandPublisher.Publish(driveGearCommand);
+ for(int i=0; i<6; i++)
+ {
+ physicsScene.Simulate(Time.fixedDeltaTime);
+ yield return new WaitForFixedUpdate();
+ }
+
+ // Apply acceleration
+ movementPublisher.Publish(moveCmd);
+ for(int i=0; i<240; i++)
+ {
+ physicsScene.Simulate(Time.fixedDeltaTime);
+ yield return new WaitForFixedUpdate();
+ }
+
+
+ float distanceToExpectedPosition = Vector3.Distance(expectedEndPosition, egoGameObject.transform.position);
+ Assert.That(Utils.AreFloatsEqual(0.0f, distanceToExpectedPosition, acceptableErrorDistance), Is.True);
+ }
+
+ ///
+ /// Test Outline:
+ /// - A test to check the correct behaviour of the vehicle.
+ /// - The test checks the position of the vehicle after a given time when a moderate acceleration value is applied.
+ /// - The physics is manually simulated by calling the PhysicsScene.Simulate(deltaTime) method.
+ /// Test Target:
+ /// - Check if the vehicle script responsible for receiving commands works correctly.
+ /// - Verify the simulation of the vehicle physics.
+ /// Expected Result:
+ /// - The distance between 'expectedEndPosition' and the vehicle's position at the end of the test is equal to or less than 0.01f.
+ ///
+ [UnityTest]
+ public IEnumerator VehicleDynamics_StraightMove_MiddleAcceleration()
+ {
+ Vector3 expectedEndPosition = new Vector3(0.003112176f, -0.07788333f, 7.9672f);
+ float accel = 1.0f;
+
+ autoware_auto_control_msgs.msg.AckermannControlCommand moveCmd = new autoware_auto_control_msgs.msg.AckermannControlCommand()
+ {
+ Longitudinal = new autoware_auto_control_msgs.msg.LongitudinalCommand() {
+ Acceleration = accel
+ }
+ };
+
+
+ // Initial physics simulation steps
+ for(int i=0; i<10; i++)
+ {
+ physicsScene.Simulate(Time.fixedDeltaTime);
+ yield return new WaitForFixedUpdate();
+ }
+
+ // Set Vehicle to PARK
+ gearCommandPublisher.Publish(parkGearCommand);
+ for(int i=0; i<6; i++)
+ {
+ physicsScene.Simulate(Time.fixedDeltaTime);
+ yield return new WaitForFixedUpdate();
+ }
+
+ // Set Vehicle to DRIVE
+ gearCommandPublisher.Publish(driveGearCommand);
+ for(int i=0; i<6; i++)
+ {
+ physicsScene.Simulate(Time.fixedDeltaTime);
+ yield return new WaitForFixedUpdate();
+ }
+
+ // Apply acceleration
+ movementPublisher.Publish(moveCmd);
+ for(int i=0; i<240; i++)
+ {
+ physicsScene.Simulate(Time.fixedDeltaTime);
+ yield return new WaitForFixedUpdate();
+ }
+
+
+ float distanceToExpectedPosition = Vector3.Distance(expectedEndPosition, egoGameObject.transform.position);
+ Assert.That(Utils.AreFloatsEqual(0.0f, distanceToExpectedPosition, acceptableErrorDistance), Is.True);
+ }
+
+ ///
+ /// Test Outline:
+ /// - A test to check the correct behaviour of the vehicle.
+ /// - The test checks the position of the vehicle after a given time when a high acceleration value is applied.
+ /// - The physics is manually simulated by calling the PhysicsScene.Simulate(deltaTime) method.
+ /// Test Target:
+ /// - Check if the vehicle script responsible for receiving commands works correctly.
+ /// - Verify the simulation of the vehicle physics.
+ /// Expected Result:
+ /// - The distance between 'expectedEndPosition' and the vehicle's position at the end of the test is equal to or less than 0.01f.
+ ///
+ [UnityTest]
+ public IEnumerator VehicleDynamics_StraightMove_HighAcceleration()
+ {
+ Vector3 expectedEndPosition = new Vector3(0.01421936f, -0.07976329f, 15.9344f);
+ float accel = 2.0f;
+
+ autoware_auto_control_msgs.msg.AckermannControlCommand moveCmd = new autoware_auto_control_msgs.msg.AckermannControlCommand()
+ {
+ Longitudinal = new autoware_auto_control_msgs.msg.LongitudinalCommand() {
+ Acceleration = accel
+ }
+ };
+
+
+ // Initial physics simulation steps
+ for(int i=0; i<10; i++)
+ {
+ physicsScene.Simulate(Time.fixedDeltaTime);
+ yield return new WaitForFixedUpdate();
+ }
+
+ // Set Vehicle to PARK
+ gearCommandPublisher.Publish(parkGearCommand);
+ for(int i=0; i<6; i++)
+ {
+ physicsScene.Simulate(Time.fixedDeltaTime);
+ yield return new WaitForFixedUpdate();
+ }
+
+ // Set Vehicle to DRIVE
+ gearCommandPublisher.Publish(driveGearCommand);
+ for(int i=0; i<6; i++)
+ {
+ physicsScene.Simulate(Time.fixedDeltaTime);
+ yield return new WaitForFixedUpdate();
+ }
+
+ // Apply acceleration
+ movementPublisher.Publish(moveCmd);
+ for(int i=0; i<240; i++)
+ {
+ physicsScene.Simulate(Time.fixedDeltaTime);
+ yield return new WaitForFixedUpdate();
+ }
+
+
+ float distanceToExpectedPosition = Vector3.Distance(expectedEndPosition, egoGameObject.transform.position);
+ Assert.That(Utils.AreFloatsEqual(0.0f, distanceToExpectedPosition, acceptableErrorDistance), Is.True);
+ }
+
+ ///
+ /// Test Outline:
+ /// - A test to check the correct behaviour of the vehicle.
+ /// - The test checks the position of the vehicle after a given commands to perform a left turn manoeuvre.
+ /// - The physics is manually simulated by calling the PhysicsScene.Simulate(deltaTime) method.
+ /// Test Target:
+ /// - Check if the vehicle script responsible for receiving commands works correctly.
+ /// - Verify the simulation of the vehicle physics.
+ /// Expected Result:
+ /// - The distance between 'expectedEndPosition' and the vehicle's position at the end of the test is equal to or less than 0.01f.
+ ///
+ [UnityTest]
+ public IEnumerator VehicleDynamics_TurnLeft()
+ {
+ Vector3 expectedEndPosition = new Vector3(-17.19837f, -0.07222256f, 16.39548f);
+
+
+ // Initial physics simulation steps
+ for(int i=0; i<10; i++)
+ {
+ physicsScene.Simulate(Time.fixedDeltaTime);
+ yield return new WaitForFixedUpdate();
+ }
+
+ // Set Vehicle to PARK
+ gearCommandPublisher.Publish(parkGearCommand);
+ for(int i=0; i<6; i++)
+ {
+ physicsScene.Simulate(Time.fixedDeltaTime);
+ yield return new WaitForFixedUpdate();
+ }
+
+ // Set Vehicle to DRIVE
+ gearCommandPublisher.Publish(driveGearCommand);
+ for(int i=0; i<6; i++)
+ {
+ physicsScene.Simulate(Time.fixedDeltaTime);
+ yield return new WaitForFixedUpdate();
+ }
+
+ // move forward for 4 seconds
+ movementPublisher.Publish(moveCommand);
+ for(int i=0; i<240; i++)
+ {
+ physicsScene.Simulate(Time.fixedDeltaTime);
+ yield return new WaitForFixedUpdate();
+ }
+
+ // break for 4 seconds
+ movementPublisher.Publish(breakCommand);
+ for(int i=0; i<240; i++)
+ {
+ physicsScene.Simulate(Time.fixedDeltaTime);
+ yield return new WaitForFixedUpdate();
+ }
+
+ // Turn left by 90 deg
+ movementPublisher.Publish(leftCommand);
+ for(int i=0; i<262; i++)
+ {
+ physicsScene.Simulate(Time.fixedDeltaTime);
+ yield return new WaitForFixedUpdate();
+ }
+
+ // move forward for 2 seconds
+ movementPublisher.Publish(moveCommand);
+ for(int i=0; i<120; i++)
+ {
+ physicsScene.Simulate(Time.fixedDeltaTime);
+ yield return new WaitForFixedUpdate();
+ }
+
+ // break for 4 seconds
+ movementPublisher.Publish(breakCommand);
+ for(int i=0; i<240; i++)
+ {
+ physicsScene.Simulate(Time.fixedDeltaTime);
+ yield return new WaitForFixedUpdate();
+ }
+
+
+ float distanceToExpectedPosition = Vector3.Distance(expectedEndPosition, egoGameObject.transform.position);
+ Assert.That(Utils.AreFloatsEqual(0.0f, distanceToExpectedPosition, acceptableErrorDistance), Is.True);
+ }
+
+ ///
+ /// Test Outline:
+ /// - A test to check the correct behaviour of the vehicle.
+ /// - The test checks the position of the vehicle after a given commands to perform a right turn manoeuvre.
+ /// - The physics is manually simulated by calling the PhysicsScene.Simulate(deltaTime) method.
+ /// Test Target:
+ /// - Check if the vehicle script responsible for receiving commands works correctly.
+ /// - Verify the simulation of the vehicle physics.
+ /// Expected Result:
+ /// - The distance between 'expectedEndPosition' and the vehicle's position at the end of the test is equal to or less than 0.01f.
+ ///
+ [UnityTest]
+ public IEnumerator VehicleDynamics_TurnRight()
+ {
+ Vector3 expectedEndPosition = new Vector3(17.31582f, -0.07222262f, 16.27713f);
+
+
+ // Initial physics simulation steps
+ for(int i=0; i<10; i++)
+ {
+ physicsScene.Simulate(Time.fixedDeltaTime);
+ yield return new WaitForFixedUpdate();
+ }
+
+ // Set Vehicle to PARK
+ gearCommandPublisher.Publish(parkGearCommand);
+ for(int i=0; i<6; i++)
+ {
+ physicsScene.Simulate(Time.fixedDeltaTime);
+ yield return new WaitForFixedUpdate();
+ }
+
+ // Set Vehicle to DRIVE
+ gearCommandPublisher.Publish(driveGearCommand);
+ for(int i=0; i<6; i++)
+ {
+ physicsScene.Simulate(Time.fixedDeltaTime);
+ yield return new WaitForFixedUpdate();
+ }
+
+ // move forward for 4 seconds
+ movementPublisher.Publish(moveCommand);
+ for(int i=0; i<240; i++)
+ {
+ physicsScene.Simulate(Time.fixedDeltaTime);
+ yield return new WaitForFixedUpdate();
+ }
+
+ // break for 4 seconds
+ movementPublisher.Publish(breakCommand);
+ for(int i=0; i<240; i++)
+ {
+ physicsScene.Simulate(Time.fixedDeltaTime);
+ yield return new WaitForFixedUpdate();
+ }
+
+ // Turn left by 90 deg
+ movementPublisher.Publish(rightCommand);
+ for(int i=0; i<262; i++)
+ {
+ physicsScene.Simulate(Time.fixedDeltaTime);
+ yield return new WaitForFixedUpdate();
+ }
+
+ // move forward for 2 seconds
+ movementPublisher.Publish(moveCommand);
+ for(int i=0; i<120; i++)
+ {
+ physicsScene.Simulate(Time.fixedDeltaTime);
+ yield return new WaitForFixedUpdate();
+ }
+
+ // break for 4 seconds
+ movementPublisher.Publish(breakCommand);
+ for(int i=0; i<240; i++)
+ {
+ physicsScene.Simulate(Time.fixedDeltaTime);
+ yield return new WaitForFixedUpdate();
+ }
+
+
+ float distanceToExpectedPosition = Vector3.Distance(expectedEndPosition, egoGameObject.transform.position);
+ Assert.That(Utils.AreFloatsEqual(0.0f, distanceToExpectedPosition, acceptableErrorDistance), Is.True);
+ }
+
+ ///
+ /// Test Outline:
+ /// - A test to check the correct behaviour of the vehicle.
+ /// - The test checks the position of the vehicle after a given commands to perform a U-turn manoeuvre.
+ /// - The physics is manually simulated by calling the PhysicsScene.Simulate(deltaTime) method.
+ /// Test Target:
+ /// - Check if the vehicle script responsible for receiving commands works correctly.
+ /// - Verify the simulation of the vehicle physics.
+ /// Expected Result:
+ /// - The distance between 'expectedEndPosition' and the vehicle's position at the end of the test is equal to or less than 0.01f.
+ ///
+ [UnityTest]
+ public IEnumerator VehicleDynamics_UTurn()
+ {
+ Vector3 expectedEndPosition = new Vector3(9.046477f, -0.07222325f, -3.879607f);
+
+
+ // Initial physics simulation steps
+ for(int i=0; i<10; i++)
+ {
+ physicsScene.Simulate(Time.fixedDeltaTime);
+ yield return new WaitForFixedUpdate();
+ }
+
+ // Set Vehicle to PARK
+ gearCommandPublisher.Publish(parkGearCommand);
+ for(int i=0; i<6; i++)
+ {
+ physicsScene.Simulate(Time.fixedDeltaTime);
+ yield return new WaitForFixedUpdate();
+ }
+
+ // Set Vehicle to DRIVE
+ gearCommandPublisher.Publish(driveGearCommand);
+ for(int i=0; i<6; i++)
+ {
+ physicsScene.Simulate(Time.fixedDeltaTime);
+ yield return new WaitForFixedUpdate();
+ }
+
+ // move forward for 4 seconds
+ movementPublisher.Publish(moveCommand);
+ for(int i=0; i<240; i++)
+ {
+ physicsScene.Simulate(Time.fixedDeltaTime);
+ yield return new WaitForFixedUpdate();
+ }
+
+ // break for 4 seconds
+ movementPublisher.Publish(breakCommand);
+ for(int i=0; i<240; i++)
+ {
+ physicsScene.Simulate(Time.fixedDeltaTime);
+ yield return new WaitForFixedUpdate();
+ }
+
+ // Turn by 180 deg
+ movementPublisher.Publish(rightCommand);
+ for(int i=0; i<395; i++)
+ {
+ physicsScene.Simulate(Time.fixedDeltaTime);
+ yield return new WaitForFixedUpdate();
+ }
+
+ // move forward for 2 seconds
+ movementPublisher.Publish(moveCommand);
+ for(int i=0; i<120; i++)
+ {
+ physicsScene.Simulate(Time.fixedDeltaTime);
+ yield return new WaitForFixedUpdate();
+ }
+
+ // break for 4 seconds
+ movementPublisher.Publish(breakCommand);
+ for(int i=0; i<240; i++)
+ {
+ physicsScene.Simulate(Time.fixedDeltaTime);
+ yield return new WaitForFixedUpdate();
+ }
+
+
+ float distanceToExpectedPosition = Vector3.Distance(expectedEndPosition, egoGameObject.transform.position);
+ Assert.That(Utils.AreFloatsEqual(0.0f, distanceToExpectedPosition, acceptableErrorDistance), Is.True);
+ }
+
+ ///
+ /// Test Outline:
+ /// - A test to check the correct behaviour of the vehicle.
+ /// - The test checks the position of the vehicle after a given commands to perform a line change manoeuvre.
+ /// - The physics is manually simulated by calling the PhysicsScene.Simulate(deltaTime) method.
+ /// Test Target:
+ /// - Check if the vehicle script responsible for receiving commands works correctly.
+ /// - Verify the simulation of the vehicle physics.
+ /// Expected Result:
+ /// - The distance between 'expectedEndPosition' and the vehicle's position at the end of the test is equal to or less than 0.01f.
+ ///
+ [UnityTest]
+ public IEnumerator VehicleDynamics_LineChange()
+ {
+ Vector3 expectedEndPosition = new Vector3(2.553552f, -0.07222325f, 28.81023f);
+
+ autoware_auto_control_msgs.msg.AckermannControlCommand leftCmd = new autoware_auto_control_msgs.msg.AckermannControlCommand()
+ {
+ Longitudinal = new autoware_auto_control_msgs.msg.LongitudinalCommand() {
+ Acceleration = 1.0f
+ },
+ Lateral = new autoware_auto_control_msgs.msg.AckermannLateralCommand() {
+ Steering_tire_angle = 0.0872f
+ }
+ };
+
+ autoware_auto_control_msgs.msg.AckermannControlCommand rightCmd = new autoware_auto_control_msgs.msg.AckermannControlCommand()
+ {
+ Longitudinal = new autoware_auto_control_msgs.msg.LongitudinalCommand() {
+ Acceleration = 1.0f
+ },
+ Lateral = new autoware_auto_control_msgs.msg.AckermannLateralCommand() {
+ Steering_tire_angle = -0.0872f
+ }
+ };
+
+
+ // Initial physics simulation steps
+ for(int i=0; i<10; i++)
+ {
+ physicsScene.Simulate(Time.fixedDeltaTime);
+ yield return new WaitForFixedUpdate();
+ }
+
+ // Set Vehicle to PARK
+ gearCommandPublisher.Publish(parkGearCommand);
+ for(int i=0; i<6; i++)
+ {
+ physicsScene.Simulate(Time.fixedDeltaTime);
+ yield return new WaitForFixedUpdate();
+ }
+
+ // Set Vehicle to DRIVE
+ gearCommandPublisher.Publish(driveGearCommand);
+ for(int i=0; i<6; i++)
+ {
+ physicsScene.Simulate(Time.fixedDeltaTime);
+ yield return new WaitForFixedUpdate();
+ }
+
+ // move forward
+ movementPublisher.Publish(moveCommand);
+ for(int i=0; i<120; i++)
+ {
+ physicsScene.Simulate(Time.fixedDeltaTime);
+ yield return new WaitForFixedUpdate();
+ }
+
+ // change to right line
+ movementPublisher.Publish(rightCmd);
+ for(int i=0; i<159; i++)
+ {
+ physicsScene.Simulate(Time.fixedDeltaTime);
+ yield return new WaitForFixedUpdate();
+ }
+
+ movementPublisher.Publish(leftCmd);
+ for(int i=0; i<96; i++)
+ {
+ physicsScene.Simulate(Time.fixedDeltaTime);
+ yield return new WaitForFixedUpdate();
+ }
+
+ // break
+ movementPublisher.Publish(breakCommand);
+ for(int i=0; i<240; i++)
+ {
+ physicsScene.Simulate(Time.fixedDeltaTime);
+ yield return new WaitForFixedUpdate();
+ }
+
+ float distanceToExpectedPosition = Vector3.Distance(expectedEndPosition, egoGameObject.transform.position);
+ Assert.That(Utils.AreFloatsEqual(0.0f, distanceToExpectedPosition, acceptableErrorDistance), Is.True);
+ }
+
+}
diff --git a/Assets/Tests/PlayMode/VehicleDynamics/VehicleDynamicsTest.cs.meta b/Assets/Tests/PlayMode/VehicleDynamics/VehicleDynamicsTest.cs.meta
new file mode 100644
index 000000000..87839a210
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diff --git a/Assets/Tests/PlayMode/VehicleDynamics/VehicleDynamicsTest.unity b/Assets/Tests/PlayMode/VehicleDynamics/VehicleDynamicsTest.unity
new file mode 100644
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