chore: add more comments

This commit is contained in:
Sébastien Crozet
2024-06-09 10:57:37 +02:00
committed by Sébastien Crozet
parent cfddaa3c46
commit edaa36ac7e
41 changed files with 897 additions and 202 deletions

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## Unreleased
This is the initial release of the `rapier3d-urdf` crate.
### Added
- Add `UrdfRobot` which is a collection of colliders, rigid-bodies and joints representing a robot loaded from an URDF
file.
- Add `UrdfRobot::from_file` to load an `UrdfRobot` from an URDF file.
- Add `UrdfRobot::from_str` to load an `UrdfRobot` from a string in URDF format.
- Add `UrdfRobot::from_robot` to load an `UrdfRobot` from an already loaded URDF
robot (pre-parsed with the `xurdf` crate).
- Add `UrdfRobot::insert_using_impulse_joints` to insert the robot to the rapier sets. Joints are represented as
**impulse** joints.
- Add `UrdfRobot::insert_using_impulse_joints` to insert the robot to the rapier sets. Joints are represented as
**multibody** joints.

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[package]
name = "rapier3d-urdf"
version = "0.1.0"
authors = ["Sébastien Crozet <sebcrozet@dimforge.com>"]
description = "URDF file loader for the 3D rapier physics engine."
documentation = "https://docs.rs/rapier3d-urdf"
homepage = "https://rapier.rs"
repository = "https://github.com/dimforge/rapier"
readme = "README.md"
categories = ["science", "game-development", "mathematics", "simulation", "wasm"]
keywords = ["physics", "joints", "multibody", "robotics", "urdf"]
license = "Apache-2.0"
edition = "2021"
[features]
stl = ["rapier3d-stl"]
[dependencies]
log = "0.4"
anyhow = "1"
bitflags = "2"
# NOTE: we are not using the (more recent) urdf-rs crate because of https://github.com/openrr/urdf-rs/issues/94
xurdf = "0.2"
rapier3d = { version = "0.19", path = "../rapier3d" }
rapier3d-stl = { version = "0.1.0", path = "../rapier3d-stl", optional = true }

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## STL loader for the Rapier physics engine
Rapier is a set of 2D and 3D physics engines for games, animation, and robotics. The `rapier3d-urdf`
crate lets you convert an URDF file into a set of rigid-bodies, colliders, and joints, for usage with the
`rapier3d` physics engine.
## Optional cargo features
- `stl`: enables loading STL meshes referenced by the URDF file.
## Limitations
Are listed below some known limitations you might want to be aware of before picking this library. Contributions to
improve
these elements are very welcome!
- Mesh file types other than `stl` are not supported yet. Contributions are welcome. You my check the `rapier3d-stl`
repository for an example of mesh loader.
- When inserting joints as multibody joints, they will be reset to their neutral position (all coordinates = 0).
- The following fields are currently ignored:
- `Joint::dynamics`
- `Joint::limit.effort` / `limit.velocity`
- `Joint::mimic`
- `Joint::safety_controller`
## Resources and discussions
- [Dimforge](https://dimforge.com): See all the open-source projects we are working on! Follow our announcements
on our [blog](https://www.dimforge.com/blog).
- [User guide](https://www.rapier.rs/docs/): Learn to use Rapier in your project by reading the official User Guides.
- [Discord](https://discord.gg/vt9DJSW): Come chat with us, get help, suggest features, on Discord!
- [NPM packages](https://www.npmjs.com/search?q=%40dimforge): Check out our NPM packages for Rapier, if you need to
use it with JavaScript/Typescript.
Please make sure to familiarize yourself with our [Code of Conduct](CODE_OF_CONDUCT.md)
and our [Contribution Guidelines](CONTRIBUTING.md) before contributing or participating in
discussions with the community.

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//! ## STL loader for the Rapier physics engine
//!
//! Rapier is a set of 2D and 3D physics engines for games, animation, and robotics. The `rapier3d-urdf`
//! crate lets you convert an URDF file into a set of rigid-bodies, colliders, and joints, for usage with the
//! `rapier3d` physics engine.
//!
//! ## Optional cargo features
//!
//! - `stl`: enables loading STL meshes referenced by the URDF file.
//!
//! ## Limitations
//!
//! Are listed below some known limitations you might want to be aware of before picking this library. Contributions to
//! improve
//! these elements are very welcome!
//!
//! - Mesh file types other than `stl` are not supported yet. Contributions are welcome. You my check the `rapier3d-stl`
//! repository for an example of mesh loader.
//! - When inserting joints as multibody joints, they will be reset to their neutral position (all coordinates = 0).
//! - The following fields are currently ignored:
//! - `Joint::dynamics`
//! - `Joint::limit.effort` / `limit.velocity`
//! - `Joint::mimic`
//! - `Joint::safety_controller`
#![warn(missing_docs)]
use na::RealField;
use rapier3d::{
dynamics::{
GenericJoint, GenericJointBuilder, ImpulseJointHandle, ImpulseJointSet, JointAxesMask,
JointAxis, MassProperties, MultibodyJointHandle, MultibodyJointSet, RigidBody,
RigidBodyBuilder, RigidBodyHandle, RigidBodySet, RigidBodyType,
},
geometry::{
Collider, ColliderBuilder, ColliderHandle, ColliderSet, MeshConverter, SharedShape,
TriMeshFlags,
},
math::{Isometry, Point, Real, Vector},
na,
};
use std::collections::HashMap;
use std::path::Path;
use xurdf::{Geometry, Inertial, Joint, Pose, Robot};
bitflags::bitflags! {
/// Options applied to multibody joints created from the URDF joints.
#[derive(Copy, Clone, Debug, PartialEq, Eq, Default)]
pub struct UrdfMultibodyOptions: u8 {
/// If this flag is set, the created multibody joint will be marked as kinematic.
///
/// A kinematic joint is entirely controlled by the user (it is not affected by any force).
/// This particularly useful if you intend to control the robot through inverse-kinematics.
const JOINTS_ARE_KINEMATIC = 0b0001;
/// If enabled, any contact between two links belonging to the same generated multibody robot will
/// be ignored.
///
/// This is useful if the generated colliders are known to be overlapping (e.g. if creating colliders
/// from visual meshes was enabled) or that collision detection is not needed a computationally
/// expensive (e.g. if any of these colliders is a high-quality triangle mesh).
const DISABLE_SELF_CONTACTS = 0b0010;
}
}
/// The index of an urdf link.
pub type LinkId = usize;
/// A set of configurable options for loading URDF files.
#[derive(Clone, Debug)]
pub struct UrdfLoaderOptions {
/// If `true` one collider will be created for each **collision** shape from the urdf file (default: `true`).
pub create_colliders_from_collision_shapes: bool,
/// If `true` one collider will be created for each **visual** shape from the urdf file (default: `false`).
///
/// Note that visual shapes are usually significantly higher-resolution than collision shapes.
/// Most of the time they might also overlap, or generate a lot of contacts due to them being
/// thin triangle meshes.
///
/// So if this option is set to `true`, it is recommended to also keep
/// [`UrdfLoaderOptions::enable_joint_collisions`] set to `false`. If the model is then added
/// to the physics sets using multibody joints, it is recommended to call
/// [`UrdfRobot::insert_with_multibody_joints`] with the [`UrdfMultibodyOptions::DISABLE_SELF_CONTACTS`]
/// flag enabled.
pub create_colliders_from_visual_shapes: bool,
/// If `true`, the mass properties (center-of-mass, mass, and angular inertia) read from the urdf
/// file will be added to the corresponding rigid-body (default: `true`).
///
/// Note that by default, all colliders created will be given a density of 0.0, meaning that,
/// by default, the imported mass properties are the only ones added to the created rigid-bodies.
/// To give colliders a non-zero density, see [`UrdfLoaderOptions::collider_blueprint`].
pub apply_imported_mass_props: bool,
/// If `true`, collisions between two links sharing a joint will be disabled (default: `false`).
///
/// It is strongly recommended to leave this to `false` unless you are certain adjacent links
/// colliders dont overlap.
pub enable_joint_collisions: bool,
/// If `true`, the rigid-body at the root of the kinematic chains will be initialized as [`RigidBodyType::Fixed`]
/// (default: `false`).
pub make_roots_fixed: bool,
/// This is the set of flags set on all the loaded triangle meshes (default: [`TriMeshFlags::all`]).
///
/// Note that the default enables all the flags. This is operating under the assumption that the provided
/// mesh are generally well-formed and properly oriented (2-manifolds with outward normals).
pub trimesh_flags: TriMeshFlags,
/// The transform appended to every created rigid-bodies (default: [`Isometry::identity`]).
pub shift: Isometry<Real>,
/// A description of the collider properties that need to be applied to every collider created
/// by the loader (default: `ColliderBuilder::default().density(0.0)`).
///
/// This collider builder will be used for initializing every collider created by the loader.
/// The shape specified by this builder isnt important and will be replaced by the shape read
/// from the urdf file.
///
/// Note that by default, the collider is given a density of 0.0 so that it doesnt contribute
/// to its parent rigid-bodys mass properties (since they should be already provided by the
/// urdf file assuming the [`UrdfLoaderOptions::apply_imported_mass_props`] wasnt set `false`).
pub collider_blueprint: ColliderBuilder,
/// A description of the rigid-body properties that need to be applied to every rigid-body
/// created by the loader (default: `RigidBodyBuilder::dynamic()`).
///
/// This rigid-body builder will be used for initializing every rigid-body created by the loader.
/// The rigid-body type is not important as it will always be set to [`RigidBodyType::Dynamic`]
/// for non-root links. Root links will be set to [`RigidBodyType::Fixed`] instead of
/// [`RigidBodyType::Dynamic`] if the [`UrdfLoaderOptions::make_roots_fixed`] is set to `true`.
pub rigid_body_blueprint: RigidBodyBuilder,
}
impl Default for UrdfLoaderOptions {
fn default() -> Self {
Self {
create_colliders_from_collision_shapes: true,
create_colliders_from_visual_shapes: false,
apply_imported_mass_props: true,
enable_joint_collisions: false,
make_roots_fixed: false,
trimesh_flags: TriMeshFlags::all(),
shift: Isometry::identity(),
collider_blueprint: ColliderBuilder::default().density(0.0),
rigid_body_blueprint: RigidBodyBuilder::dynamic(),
}
}
}
/// An urdf link loaded as a rapier [`RigidBody`] and its [`Collider`]s.
#[derive(Clone, Debug)]
pub struct UrdfLink {
/// The rigid-body created for this link.
pub body: RigidBody,
/// All the colliders build from the URDF visual and/or collision shapes (if the corresponding
/// [`UrdfLoaderOptions`] option is enabled).
pub colliders: Vec<Collider>,
}
/// An urdf joint loaded as a rapier [`GenericJoint`].
#[derive(Clone, Debug)]
pub struct UrdfJoint {
/// The rapier version for the corresponding urdf joint.
pub joint: GenericJoint,
/// Index of the rigid-body (from the [`UrdfRobot`] array) at the first
/// endpoint of this joint.
pub link1: LinkId,
/// Index of the rigid-body (from the [`UrdfRobot`] array) at the second
/// endpoint of this joint.
pub link2: LinkId,
}
/// A robot represented as a set of rapier rigid-bodies, colliders, and joints.
#[derive(Clone, Debug)]
pub struct UrdfRobot {
/// The bodies and colliders loaded from the urdf file.
///
/// This vector matches the order of [`Robot::links`].
pub links: Vec<UrdfLink>,
/// The joints loaded from the urdf file.
///
/// This vector matches the order of [`Robot::joints`].
pub joints: Vec<UrdfJoint>,
}
/// Handle of a joint read from the URDF file and inserted into rapiers `ImpulseJointSet`
/// or a `MultibodyJointSet`.
pub struct UrdfJointHandle<JointHandle> {
/// The inserted joint handle.
pub joint: JointHandle,
/// The handle of the first rigid-body attached by this joint.
pub link1: RigidBodyHandle,
/// The handle of the second rigid-body attached by this joint.
pub link2: RigidBodyHandle,
}
/// The handles related to a link read from the URDF file and inserted into Rapiers
/// `RigidBodySet` and `ColliderSet`.
pub struct UrdfLinkHandle {
/// Handle of the inserted links rigid-body.
pub body: RigidBodyHandle,
/// Handle of the colliders attached to [`Self::body`].
pub colliders: Vec<ColliderHandle>,
}
/// Handles to all the Rapier objects created when inserting this robot into Rapiers
/// `RigidBodySet`, `ColliderSet`, `ImpulseJointSet`, `MultibodyJointSet`.
pub struct UrdfRobotHandles<JointHandle> {
/// The handles related to each URDF robot link.
pub links: Vec<UrdfLinkHandle>,
/// The handles related to each URDF robot joint.
pub joints: Vec<UrdfJointHandle<JointHandle>>,
}
#[derive(Copy, Clone, PartialEq, Eq, Debug, Default)]
enum JointType {
#[default]
Fixed,
Revolute,
Continuous,
Floating,
Planar,
Prismatic,
Spherical,
}
impl JointType {
fn from_str(str: &str) -> Option<Self> {
match str.as_ref() {
"fixed" | "Fixed" => Some(Self::Fixed),
"continuous" | "Continuous" => Some(Self::Continuous),
"revolute" | "Revolute" => Some(Self::Revolute),
"floating" | "Floating" => Some(Self::Floating),
"planar" | "Planar" => Some(Self::Planar),
"prismatic" | "Prismatic" => Some(Self::Prismatic),
"spherical" | "Spherical" => Some(Self::Spherical),
_ => None,
}
}
}
impl UrdfRobot {
/// Parses a URDF file and returns both the rapier objects (`UrdfRobot`) and the original urdf
/// structures (`Robot`). Both structures are arranged the same way, with matching indices for each part.
///
/// If the URDF file references external meshes, they will be loaded automatically if the format
/// is supported. The format is detected from the files extension. All the mesh formats are
/// disabled by default and can be enabled through cargo features (e.g. the `stl` feature of
/// this crate enabled loading referenced meshes in stl format).
///
/// # Parameters
/// - `path`: the path of the URDF file.
/// - `options`: customize the creation of rapier objects from the URDF description.
/// - `mesh_dir`: the base directory containing the meshes referenced by the URDF file. When
/// a mesh reference is found in the URDF file, this `mesh_dir` is appended
/// to the file path. If `mesh_dir` is `None` then the mesh directory is assumed
/// to be the same directory as the one containing the URDF file.
pub fn from_file(
path: impl AsRef<Path>,
options: UrdfLoaderOptions,
mesh_dir: Option<&Path>,
) -> anyhow::Result<(Self, Robot)> {
let path = path.as_ref().canonicalize()?;
let mesh_dir = mesh_dir
.or_else(|| path.parent())
.unwrap_or_else(|| Path::new("./"));
let robot = xurdf::parse_urdf_from_file(&path)?;
Ok((Self::from_robot(&robot, options, mesh_dir), robot))
}
/// Parses a string in URDF format and returns both the rapier objects (`UrdfRobot`) and the original urdf
/// structures (`Robot`). Both structures are arranged the same way, with matching indices for each part.
///
/// If the URDF file references external meshes, they will be loaded automatically if the format
/// is supported. The format is detected from the files extension. All the mesh formats are
/// disabled by default and can be enabled through cargo features (e.g. the `stl` feature of
/// this crate enabled loading referenced meshes in stl format).
///
/// # Parameters
/// - `str`: the string content of an URDF file.
/// - `options`: customize the creation of rapier objects from the URDF description.
/// - `mesh_dir`: the base directory containing the meshes referenced by the URDF file. When
/// a mesh reference is found in the URDF file, this `mesh_dir` is appended
/// to the file path.
pub fn from_str(
str: &str,
options: UrdfLoaderOptions,
mesh_dir: &Path,
) -> anyhow::Result<(Self, Robot)> {
let robot = xurdf::parse_urdf_from_string(str)?;
Ok((Self::from_robot(&robot, options, mesh_dir), robot))
}
/// From an already loaded urdf file as a `Robot`, this creates the matching rapier objects
/// (`UrdfRobot`). Both structures are arranged the same way, with matching indices for each part.
///
/// If the URDF file references external meshes, they will be loaded automatically if the format
/// is supported. The format is detected from the files extension. All the mesh formats are
/// disabled by default and can be enabled through cargo features (e.g. the `stl` feature of
/// this crate enabled loading referenced meshes in stl format).
///
/// # Parameters
/// - `robot`: the robot loaded from an URDF file.
/// - `options`: customize the creation of rapier objects from the URDF description.
/// - `mesh_dir`: the base directory containing the meshes referenced by the URDF file. When
/// a mesh reference is found in the URDF file, this `mesh_dir` is appended
/// to the file path.
pub fn from_robot(robot: &Robot, options: UrdfLoaderOptions, mesh_dir: &Path) -> Self {
let mut name_to_link_id = HashMap::new();
let mut link_is_root = vec![true; robot.links.len()];
let mut links: Vec<_> = robot
.links
.iter()
.enumerate()
.map(|(id, link)| {
name_to_link_id.insert(&link.name, id);
let mut colliders = vec![];
if options.create_colliders_from_collision_shapes {
colliders.extend(link.collisions.iter().filter_map(|co| {
urdf_to_collider(&options, mesh_dir, &co.geometry, &co.origin)
}))
}
if options.create_colliders_from_visual_shapes {
colliders.extend(link.visuals.iter().filter_map(|vis| {
urdf_to_collider(&options, mesh_dir, &vis.geometry, &vis.origin)
}))
}
let mut body = urdf_to_rigid_body(&options, &link.inertial);
body.set_position(options.shift * body.position(), false);
UrdfLink { body, colliders }
})
.collect();
let joints: Vec<_> = robot
.joints
.iter()
.map(|joint| {
let link1 = name_to_link_id[&joint.parent];
let link2 = name_to_link_id[&joint.child];
let pose1 = *links[link1].body.position();
let rb2 = &mut links[link2].body;
let joint = urdf_to_joint(&options, joint, &pose1, rb2);
link_is_root[link2] = false;
UrdfJoint {
joint,
link1,
link2,
}
})
.collect();
if options.make_roots_fixed {
for (link, is_root) in links.iter_mut().zip(link_is_root.into_iter()) {
if is_root {
link.body.set_body_type(RigidBodyType::Fixed, false)
}
}
}
Self { links, joints }
}
/// Inserts all the robots elements to the rapier rigid-body, collider, and impulse joint, sets.
///
/// Joints are represented as impulse joints. This implies that joint constraints are simulated
/// in full coordinates using impulses. For a reduced-coordinates approach, see
/// [`UrdfRobot::insert_using_multibody_joints`].
pub fn insert_using_impulse_joints(
self,
rigid_body_set: &mut RigidBodySet,
collider_set: &mut ColliderSet,
joint_set: &mut ImpulseJointSet,
) -> UrdfRobotHandles<ImpulseJointHandle> {
let links: Vec<_> = self
.links
.into_iter()
.map(|link| {
let body = rigid_body_set.insert(link.body);
let colliders = link
.colliders
.into_iter()
.map(|co| collider_set.insert_with_parent(co, body, rigid_body_set))
.collect();
UrdfLinkHandle { body, colliders }
})
.collect();
let joints: Vec<_> = self
.joints
.into_iter()
.map(|joint| {
let link1 = links[joint.link1].body;
let link2 = links[joint.link2].body;
let joint = joint_set.insert(link1, link2, joint.joint, false);
UrdfJointHandle {
joint,
link1,
link2,
}
})
.collect();
UrdfRobotHandles { links, joints }
}
/// Inserts all the robots elements to the rapier rigid-body, collider, and multibody joint, sets.
///
/// Joints are represented as multibody joints. This implies that the robot as a whole can be
/// accessed as a single [`Multibody`] from the [`MultibodyJointSet`]. That multibody uses reduced
/// coordinates for modeling joints, meaning that it will be very close to the way they are usually
/// represented for robotics applications. Multibodies also support inverse kinematics.
pub fn insert_using_multibody_joints(
self,
rigid_body_set: &mut RigidBodySet,
collider_set: &mut ColliderSet,
joint_set: &mut MultibodyJointSet,
multibody_options: UrdfMultibodyOptions,
) -> UrdfRobotHandles<Option<MultibodyJointHandle>> {
let links: Vec<_> = self
.links
.into_iter()
.map(|link| {
let body = rigid_body_set.insert(link.body);
let colliders = link
.colliders
.into_iter()
.map(|co| collider_set.insert_with_parent(co, body, rigid_body_set))
.collect();
UrdfLinkHandle { body, colliders }
})
.collect();
let joints: Vec<_> = self
.joints
.into_iter()
.map(|joint| {
let link1 = links[joint.link1].body;
let link2 = links[joint.link2].body;
let joint =
if multibody_options.contains(UrdfMultibodyOptions::JOINTS_ARE_KINEMATIC) {
joint_set.insert_kinematic(link1, link2, joint.joint, false)
} else {
joint_set.insert(link1, link2, joint.joint, false)
};
if let Some(joint) = joint {
let (multibody, _) = joint_set.get_mut(joint).unwrap_or_else(|| unreachable!());
multibody.set_self_contacts_enabled(
!multibody_options.contains(UrdfMultibodyOptions::DISABLE_SELF_CONTACTS),
);
}
UrdfJointHandle {
joint,
link1,
link2,
}
})
.collect();
UrdfRobotHandles { links, joints }
}
/// Appends a transform to all the rigid-bodie of this robot.
pub fn append_transform(&mut self, transform: &Isometry<Real>) {
for link in &mut self.links {
link.body
.set_position(transform * link.body.position(), true);
}
}
}
fn urdf_to_rigid_body(options: &UrdfLoaderOptions, inertial: &Inertial) -> RigidBody {
let origin = urdf_to_isometry(&inertial.origin);
let mut builder = options.rigid_body_blueprint.clone();
builder.body_type = RigidBodyType::Dynamic;
if options.apply_imported_mass_props {
builder = builder.additional_mass_properties(MassProperties::with_inertia_matrix(
origin.translation.vector.into(),
inertial.mass as Real,
na::Matrix3::new(
inertial.inertia.m11 as Real,
inertial.inertia.m12 as Real,
inertial.inertia.m13 as Real,
inertial.inertia.m21 as Real,
inertial.inertia.m22 as Real,
inertial.inertia.m23 as Real,
inertial.inertia.m31 as Real,
inertial.inertia.m32 as Real,
inertial.inertia.m33 as Real,
),
))
}
builder.build()
}
fn urdf_to_collider(
options: &UrdfLoaderOptions,
mesh_dir: &Path,
geometry: &Geometry,
origin: &Pose,
) -> Option<Collider> {
let mut builder = options.collider_blueprint.clone();
let mut shape_transform = Isometry::identity();
let shape = match &geometry {
Geometry::Box { size } => SharedShape::cuboid(
size[0] as Real / 2.0,
size[1] as Real / 2.0,
size[2] as Real / 2.0,
),
Geometry::Cylinder { radius, length } => {
// This rotation will make the cylinder Z-up as per the URDF spec,
// instead of rapiers default Y-up.
shape_transform = Isometry::rotation(Vector::x() * Real::frac_pi_2());
SharedShape::cylinder(*length as Real / 2.0, *radius as Real)
}
Geometry::Sphere { radius } => SharedShape::ball(*radius as Real),
Geometry::Mesh { filename, scale } => {
let path: &Path = filename.as_ref();
let scale = scale
.map(|s| Vector::new(s.x as Real, s.y as Real, s.z as Real))
.unwrap_or_else(|| Vector::<Real>::repeat(1.0));
match path.extension().and_then(|ext| ext.to_str()) {
#[cfg(feature = "stl")]
Some("stl") | Some("STL") => {
let full_path = mesh_dir.join(filename);
match rapier3d_stl::load_from_path(
&full_path,
MeshConverter::TriMeshWithFlags(options.trimesh_flags),
scale,
) {
Ok(stl_shape) => {
shape_transform = stl_shape.pose;
stl_shape.shape
}
Err(e) => {
log::error!("failed to load STL file {filename}: {e}");
return None;
}
}
}
_ => {
log::error!("failed to load file with unknown type {filename}");
return None;
}
}
}
};
builder.shape = shape;
Some(
builder
.position(urdf_to_isometry(origin) * shape_transform)
.build(),
)
}
fn urdf_to_isometry(pose: &Pose) -> Isometry<Real> {
Isometry::from_parts(
Point::new(
pose.xyz[0] as Real,
pose.xyz[1] as Real,
pose.xyz[2] as Real,
)
.into(),
na::UnitQuaternion::from_euler_angles(
pose.rpy[0] as Real,
pose.rpy[1] as Real,
pose.rpy[2] as Real,
),
)
}
fn urdf_to_joint(
options: &UrdfLoaderOptions,
joint: &Joint,
pose1: &Isometry<Real>,
link2: &mut RigidBody,
) -> GenericJoint {
let joint_type = JointType::from_str(&joint.joint_type).unwrap_or_default();
let locked_axes = match joint_type {
JointType::Fixed => JointAxesMask::LOCKED_FIXED_AXES,
JointType::Continuous | JointType::Revolute => JointAxesMask::LOCKED_REVOLUTE_AXES,
JointType::Floating => JointAxesMask::empty(),
JointType::Planar => JointAxesMask::ANG_AXES | JointAxesMask::LIN_X,
JointType::Prismatic => JointAxesMask::LOCKED_PRISMATIC_AXES,
JointType::Spherical => JointAxesMask::LOCKED_SPHERICAL_AXES,
};
let joint_to_parent = urdf_to_isometry(&joint.origin);
let joint_axis = na::Unit::try_new(
Vector::new(
joint.axis.x as Real,
joint.axis.y as Real,
joint.axis.z as Real,
),
1.0e-5,
);
link2.set_position(pose1 * joint_to_parent, false);
let mut builder = GenericJointBuilder::new(locked_axes)
.local_anchor1(joint_to_parent.translation.vector.into())
.contacts_enabled(options.enable_joint_collisions);
if let Some(joint_axis) = joint_axis {
builder = builder
.local_axis1(joint_to_parent * joint_axis)
.local_axis2(joint_axis);
}
match joint_type {
JointType::Prismatic => {
builder = builder.limits(
JointAxis::LinX,
[joint.limit.lower as Real, joint.limit.upper as Real],
)
}
JointType::Revolute => {
builder = builder.limits(
JointAxis::AngX,
[joint.limit.lower as Real, joint.limit.upper as Real],
)
}
_ => {}
}
// TODO: the following fields are currently ignored:
// - Joint::dynamics
// - Joint::limit.effort / limit.velocity
// - Joint::mimic
// - Joint::safety_controller
builder.build()
}