collision check in manipulators #939
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While it does not use the broadphase component it does still do a bounding volume check. I think an option could be added to this and possibly all of the collision checkers to avoid bounding volumen check and go straight to the narrow phase.
The narrow phase is the algorithm which calculates the distance between the two shapes so it must be ran if you want distance. This algorithm is different based on the shapes types. If they are both convex hulls it runs the GJK algorithm and if primitive shapes they have custom math which is much faster.
The default behavior converts everything to convex hulls. This can be overriden by setting the urdf version to 2 and then you have to explicitly use convex_hull and mesh types in the urdf.
Not at the moment. Though by default it does not check static objects to other static objects, it only checks active->active and active->static so you need to make sure you are setting the active links when setting up the collision checker. This can also have a significant impact on performance if you are not setting the active links. |
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Hello, I have two questions about collision detection that are deeply troubling me:
1.I need to calculate the minimum distance of all links in my application, the CollisionMarginData will greatly affect the collision checking time, the smaller the valve execution time, I checked the document and did not find a description about it, can you briefly explain the principle behind it?If I set a small threshold will I miss some collision pairs?
2.The collision volume of the link in my urdf is concave and defined by an stl file, so I used vhacd decomposition to get a new stl file to replace the original one, but I found that the collision checking algorithm's execution time is slower than the original one.
Am I using it in a wrong way? What will tesseract do if I import the original concave body directly?
Can you give me some advice?@Levi-Armstrong
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