* feat: switch to the new Bvh from parry for the broad-phase * chore: cargo fmt + update testbed * chore: remove the multi-grid SAP broad-phase * fix soft-ccd handling in broad-phase * Fix contact cleanup in broad-phase after collider removal * chore: clippy fixes * fix CCD regression * chore: update changelog * fix build with the parallel feature enabled * chore: remove the now useless broad-phase proxy index from colliders * fix tests
616 lines
26 KiB
Rust
616 lines
26 KiB
Rust
//! ## URDF loader for the Rapier physics engine
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//!
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//! Rapier is a set of 2D and 3D physics engines for games, animation, and robotics. The `rapier3d-urdf`
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//! crate lets you convert an URDF file into a set of rigid-bodies, colliders, and joints, for usage with the
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//! `rapier3d` physics engine.
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//!
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//! ## Optional cargo features
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//!
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//! - `stl`: enables loading STL meshes referenced by the URDF file.
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//! - `collada`: enables loading Collada (`.dae`) meshes referenced by the URDF file.
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//! - `wavefront`: enables loading Wavefront (`.obj`) meshes referenced by the URDF file.
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//!
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//! ## Limitations
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//!
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//! Are listed below some known limitations you might want to be aware of before picking this library. Contributions to
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//! improve
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//! these elements are very welcome!
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//!
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//! - Mesh file types are limited. Contributions are welcome. You may check the `rapier3d-meshloader`
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//! repository for an example of mesh loader.
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//! - When inserting joints as multibody joints, they will be reset to their neutral position (all coordinates = 0).
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//! - The following fields are currently ignored:
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//! - `Joint::dynamics`
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//! - `Joint::limit.effort` / `limit.velocity`
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//! - `Joint::mimic`
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//! - `Joint::safety_controller`
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#![warn(missing_docs)]
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use na::RealField;
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use rapier3d::{
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dynamics::{
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GenericJoint, GenericJointBuilder, ImpulseJointHandle, ImpulseJointSet, JointAxesMask,
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JointAxis, MassProperties, MultibodyJointHandle, MultibodyJointSet, RigidBody,
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RigidBodyBuilder, RigidBodyHandle, RigidBodySet, RigidBodyType,
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},
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geometry::{Collider, ColliderBuilder, ColliderHandle, ColliderSet, SharedShape, TriMeshFlags},
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math::{Isometry, Point, Real, Vector},
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na,
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};
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use std::collections::HashMap;
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use std::path::Path;
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use urdf_rs::{Geometry, Inertial, Joint, Pose, Robot};
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#[cfg(doc)]
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use rapier3d::dynamics::Multibody;
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bitflags::bitflags! {
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/// Options applied to multibody joints created from the URDF joints.
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#[derive(Copy, Clone, Debug, PartialEq, Eq, Default)]
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pub struct UrdfMultibodyOptions: u8 {
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/// If this flag is set, the created multibody joint will be marked as kinematic.
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///
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/// A kinematic joint is entirely controlled by the user (it is not affected by any force).
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/// This particularly useful if you intend to control the robot through inverse-kinematics.
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const JOINTS_ARE_KINEMATIC = 0b0001;
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/// If enabled, any contact between two links belonging to the same generated multibody robot will
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/// be ignored.
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///
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/// This is useful if the generated colliders are known to be overlapping (e.g. if creating colliders
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/// from visual meshes was enabled) or that collision detection is not needed a computationally
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/// expensive (e.g. if any of these colliders is a high-quality triangle mesh).
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const DISABLE_SELF_CONTACTS = 0b0010;
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}
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}
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/// The index of an urdf link.
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pub type LinkId = usize;
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/// A set of configurable options for loading URDF files.
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#[derive(Clone, Debug)]
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pub struct UrdfLoaderOptions {
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/// If `true` one collider will be created for each **collision** shape from the urdf file (default: `true`).
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pub create_colliders_from_collision_shapes: bool,
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/// If `true` one collider will be created for each **visual** shape from the urdf file (default: `false`).
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///
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/// Note that visual shapes are usually significantly higher-resolution than collision shapes.
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/// Most of the time they might also overlap, or generate a lot of contacts due to them being
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/// thin triangle meshes.
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///
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/// So if this option is set to `true`, it is recommended to also keep
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/// [`UrdfLoaderOptions::enable_joint_collisions`] set to `false`. If the model is then added
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/// to the physics sets using multibody joints, it is recommended to call
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/// [`UrdfRobot::insert_using_multibody_joints`] with the [`UrdfMultibodyOptions::DISABLE_SELF_CONTACTS`]
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/// flag enabled.
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pub create_colliders_from_visual_shapes: bool,
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/// If `true`, the mass properties (center-of-mass, mass, and angular inertia) read from the urdf
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/// file will be added to the corresponding rigid-body (default: `true`).
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///
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/// Note that by default, all colliders created will be given a density of 0.0, meaning that,
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/// by default, the imported mass properties are the only ones added to the created rigid-bodies.
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/// To give colliders a non-zero density, see [`UrdfLoaderOptions::collider_blueprint`].
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pub apply_imported_mass_props: bool,
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/// If `true`, collisions between two links sharing a joint will be disabled (default: `false`).
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///
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/// It is strongly recommended to leave this to `false` unless you are certain adjacent links
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/// colliders don’t overlap.
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pub enable_joint_collisions: bool,
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/// If `true`, the rigid-body at the root of the kinematic chains will be initialized as [`RigidBodyType::Fixed`]
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/// (default: `false`).
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pub make_roots_fixed: bool,
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/// This is the set of flags set on all the loaded triangle meshes (default: [`TriMeshFlags::all`]).
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///
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/// Note that the default enables all the flags. This is operating under the assumption that the provided
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/// mesh are generally well-formed and properly oriented (2-manifolds with outward normals).
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pub trimesh_flags: TriMeshFlags,
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/// The transform appended to every created rigid-bodies (default: [`Isometry::identity`]).
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pub shift: Isometry<Real>,
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/// A description of the collider properties that need to be applied to every collider created
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/// by the loader (default: `ColliderBuilder::default().density(0.0)`).
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///
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/// This collider builder will be used for initializing every collider created by the loader.
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/// The shape specified by this builder isn’t important and will be replaced by the shape read
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/// from the urdf file.
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///
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/// Note that by default, the collider is given a density of 0.0 so that it doesn’t contribute
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/// to its parent rigid-body’s mass properties (since they should be already provided by the
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/// urdf file assuming the [`UrdfLoaderOptions::apply_imported_mass_props`] wasn’t set `false`).
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pub collider_blueprint: ColliderBuilder,
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/// A description of the rigid-body properties that need to be applied to every rigid-body
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/// created by the loader (default: `RigidBodyBuilder::dynamic()`).
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///
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/// This rigid-body builder will be used for initializing every rigid-body created by the loader.
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/// The rigid-body type is not important as it will always be set to [`RigidBodyType::Dynamic`]
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/// for non-root links. Root links will be set to [`RigidBodyType::Fixed`] instead of
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/// [`RigidBodyType::Dynamic`] if the [`UrdfLoaderOptions::make_roots_fixed`] is set to `true`.
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pub rigid_body_blueprint: RigidBodyBuilder,
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}
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impl Default for UrdfLoaderOptions {
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fn default() -> Self {
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Self {
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create_colliders_from_collision_shapes: true,
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create_colliders_from_visual_shapes: false,
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apply_imported_mass_props: true,
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enable_joint_collisions: false,
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make_roots_fixed: false,
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trimesh_flags: TriMeshFlags::all(),
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shift: Isometry::identity(),
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collider_blueprint: ColliderBuilder::default().density(0.0),
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rigid_body_blueprint: RigidBodyBuilder::dynamic(),
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}
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}
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}
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/// An urdf link loaded as a rapier [`RigidBody`] and its [`Collider`]s.
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#[derive(Clone, Debug)]
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pub struct UrdfLink {
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/// The rigid-body created for this link.
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pub body: RigidBody,
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/// All the colliders build from the URDF visual and/or collision shapes (if the corresponding
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/// [`UrdfLoaderOptions`] option is enabled).
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pub colliders: Vec<Collider>,
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}
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/// An urdf joint loaded as a rapier [`GenericJoint`].
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#[derive(Clone, Debug)]
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pub struct UrdfJoint {
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/// The rapier version for the corresponding urdf joint.
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pub joint: GenericJoint,
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/// Index of the rigid-body (from the [`UrdfRobot`] array) at the first
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/// endpoint of this joint.
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pub link1: LinkId,
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/// Index of the rigid-body (from the [`UrdfRobot`] array) at the second
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/// endpoint of this joint.
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pub link2: LinkId,
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}
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/// A robot represented as a set of rapier rigid-bodies, colliders, and joints.
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#[derive(Clone, Debug)]
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pub struct UrdfRobot {
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/// The bodies and colliders loaded from the urdf file.
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///
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/// This vector matches the order of [`Robot::links`].
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pub links: Vec<UrdfLink>,
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/// The joints loaded from the urdf file.
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///
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/// This vector matches the order of [`Robot::joints`].
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pub joints: Vec<UrdfJoint>,
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}
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/// Handle of a joint read from the URDF file and inserted into rapier’s `ImpulseJointSet`
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/// or a `MultibodyJointSet`.
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pub struct UrdfJointHandle<JointHandle> {
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/// The inserted joint handle.
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pub joint: JointHandle,
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/// The handle of the first rigid-body attached by this joint.
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pub link1: RigidBodyHandle,
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/// The handle of the second rigid-body attached by this joint.
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pub link2: RigidBodyHandle,
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}
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/// The handles related to a link read from the URDF file and inserted into Rapier’s
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/// `RigidBodySet` and `ColliderSet`.
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pub struct UrdfLinkHandle {
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/// Handle of the inserted link’s rigid-body.
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pub body: RigidBodyHandle,
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/// Handle of the colliders attached to [`Self::body`].
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pub colliders: Vec<ColliderHandle>,
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}
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/// Handles to all the Rapier objects created when inserting this robot into Rapier’s
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/// `RigidBodySet`, `ColliderSet`, `ImpulseJointSet`, `MultibodyJointSet`.
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pub struct UrdfRobotHandles<JointHandle> {
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/// The handles related to each URDF robot link.
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pub links: Vec<UrdfLinkHandle>,
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/// The handles related to each URDF robot joint.
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pub joints: Vec<UrdfJointHandle<JointHandle>>,
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}
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impl UrdfRobot {
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/// Parses a URDF file and returns both the rapier objects (`UrdfRobot`) and the original urdf
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/// structures (`Robot`). Both structures are arranged the same way, with matching indices for each part.
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///
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/// If the URDF file references external meshes, they will be loaded automatically if the format
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/// is supported. The format is detected from the file’s extension. All the mesh formats are
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/// disabled by default and can be enabled through cargo features (e.g. the `stl` feature of
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/// this crate enabled loading referenced meshes in stl format).
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///
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/// # Parameters
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/// - `path`: the path of the URDF file.
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/// - `options`: customize the creation of rapier objects from the URDF description.
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/// - `mesh_dir`: the base directory containing the meshes referenced by the URDF file. When
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/// a mesh reference is found in the URDF file, this `mesh_dir` is appended
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/// to the file path. If `mesh_dir` is `None` then the mesh directory is assumed
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/// to be the same directory as the one containing the URDF file.
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pub fn from_file(
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path: impl AsRef<Path>,
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options: UrdfLoaderOptions,
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mesh_dir: Option<&Path>,
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) -> anyhow::Result<(Self, Robot)> {
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let path = path.as_ref().canonicalize()?;
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let mesh_dir = mesh_dir
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.or_else(|| path.parent())
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.unwrap_or_else(|| Path::new("./"));
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let robot = urdf_rs::read_file(&path)?;
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Ok((Self::from_robot(&robot, options, mesh_dir), robot))
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}
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/// Parses a string in URDF format and returns both the rapier objects (`UrdfRobot`) and the original urdf
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/// structures (`Robot`). Both structures are arranged the same way, with matching indices for each part.
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///
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/// If the URDF file references external meshes, they will be loaded automatically if the format
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/// is supported. The format is detected from the file’s extension. All the mesh formats are
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/// disabled by default and can be enabled through cargo features (e.g. the `stl` feature of
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/// this crate enabled loading referenced meshes in stl format).
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///
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/// # Parameters
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/// - `str`: the string content of an URDF file.
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/// - `options`: customize the creation of rapier objects from the URDF description.
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/// - `mesh_dir`: the base directory containing the meshes referenced by the URDF file. When
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/// a mesh reference is found in the URDF file, this `mesh_dir` is appended
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/// to the file path.
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pub fn from_str(
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str: &str,
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options: UrdfLoaderOptions,
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mesh_dir: &Path,
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) -> anyhow::Result<(Self, Robot)> {
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let robot = urdf_rs::read_from_string(str)?;
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Ok((Self::from_robot(&robot, options, mesh_dir), robot))
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}
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/// From an already loaded urdf file as a `Robot`, this creates the matching rapier objects
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/// (`UrdfRobot`). Both structures are arranged the same way, with matching indices for each part.
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///
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/// If the URDF file references external meshes, they will be loaded automatically if the format
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/// is supported. The format is detected mostly from the file’s extension. All the mesh formats are
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/// disabled by default and can be enabled through cargo features (e.g. the `stl` feature of
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/// this crate enabled loading referenced meshes in stl format).
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///
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/// # Parameters
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/// - `robot`: the robot loaded from an URDF file.
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/// - `options`: customize the creation of rapier objects from the URDF description.
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/// - `mesh_dir`: the base directory containing the meshes referenced by the URDF file. When
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/// a mesh reference is found in the URDF file, this `mesh_dir` is appended
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/// to the file path.
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pub fn from_robot(robot: &Robot, options: UrdfLoaderOptions, mesh_dir: &Path) -> Self {
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let mut name_to_link_id = HashMap::new();
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let mut link_is_root = vec![true; robot.links.len()];
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let mut links: Vec<_> = robot
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.links
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.iter()
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.enumerate()
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.map(|(id, link)| {
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name_to_link_id.insert(&link.name, id);
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let mut colliders = vec![];
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if options.create_colliders_from_collision_shapes {
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colliders.extend(link.collision.iter().flat_map(|co| {
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urdf_to_colliders(&options, mesh_dir, &co.geometry, &co.origin)
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}))
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}
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if options.create_colliders_from_visual_shapes {
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colliders.extend(link.visual.iter().flat_map(|vis| {
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urdf_to_colliders(&options, mesh_dir, &vis.geometry, &vis.origin)
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}))
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}
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let mut body = urdf_to_rigid_body(&options, &link.inertial);
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body.set_position(options.shift * body.position(), false);
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UrdfLink { body, colliders }
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})
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.collect();
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let joints: Vec<_> = robot
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.joints
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.iter()
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.map(|joint| {
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let link1 = name_to_link_id[&joint.parent.link];
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let link2 = name_to_link_id[&joint.child.link];
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let pose1 = *links[link1].body.position();
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let rb2 = &mut links[link2].body;
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let joint = urdf_to_joint(&options, joint, &pose1, rb2);
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link_is_root[link2] = false;
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UrdfJoint {
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joint,
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link1,
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link2,
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}
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})
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.collect();
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if options.make_roots_fixed {
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for (link, is_root) in links.iter_mut().zip(link_is_root.into_iter()) {
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if is_root {
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link.body.set_body_type(RigidBodyType::Fixed, false)
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}
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}
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}
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Self { links, joints }
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}
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/// Inserts all the robots elements to the rapier rigid-body, collider, and impulse joint, sets.
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///
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/// Joints are represented as impulse joints. This implies that joint constraints are simulated
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/// in full coordinates using impulses. For a reduced-coordinates approach, see
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/// [`UrdfRobot::insert_using_multibody_joints`].
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pub fn insert_using_impulse_joints(
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self,
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rigid_body_set: &mut RigidBodySet,
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collider_set: &mut ColliderSet,
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joint_set: &mut ImpulseJointSet,
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) -> UrdfRobotHandles<ImpulseJointHandle> {
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let links: Vec<_> = self
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.links
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.into_iter()
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.map(|link| {
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let body = rigid_body_set.insert(link.body);
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let colliders = link
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.colliders
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.into_iter()
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.map(|co| collider_set.insert_with_parent(co, body, rigid_body_set))
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.collect();
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UrdfLinkHandle { body, colliders }
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})
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.collect();
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let joints: Vec<_> = self
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.joints
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.into_iter()
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.map(|joint| {
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let link1 = links[joint.link1].body;
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let link2 = links[joint.link2].body;
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let joint = joint_set.insert(link1, link2, joint.joint, false);
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UrdfJointHandle {
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joint,
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link1,
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link2,
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}
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})
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.collect();
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UrdfRobotHandles { links, joints }
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}
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/// Inserts all the robots elements to the rapier rigid-body, collider, and multibody joint, sets.
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///
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/// Joints are represented as multibody joints. This implies that the robot as a whole can be
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/// accessed as a single [`Multibody`] from the [`MultibodyJointSet`]. That multibody uses reduced
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/// coordinates for modeling joints, meaning that it will be very close to the way they are usually
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/// represented for robotics applications. Multibodies also support inverse kinematics.
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pub fn insert_using_multibody_joints(
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self,
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rigid_body_set: &mut RigidBodySet,
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collider_set: &mut ColliderSet,
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joint_set: &mut MultibodyJointSet,
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multibody_options: UrdfMultibodyOptions,
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) -> UrdfRobotHandles<Option<MultibodyJointHandle>> {
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let links: Vec<_> = self
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.links
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.into_iter()
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.map(|link| {
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let body = rigid_body_set.insert(link.body);
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let colliders = link
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.colliders
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.into_iter()
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.map(|co| collider_set.insert_with_parent(co, body, rigid_body_set))
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.collect();
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UrdfLinkHandle { body, colliders }
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})
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.collect();
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let joints: Vec<_> = self
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.joints
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.into_iter()
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.map(|joint| {
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let link1 = links[joint.link1].body;
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let link2 = links[joint.link2].body;
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let joint =
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if multibody_options.contains(UrdfMultibodyOptions::JOINTS_ARE_KINEMATIC) {
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joint_set.insert_kinematic(link1, link2, joint.joint, false)
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} else {
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joint_set.insert(link1, link2, joint.joint, false)
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};
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if let Some(joint) = joint {
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let (multibody, _) = joint_set.get_mut(joint).unwrap_or_else(|| unreachable!());
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multibody.set_self_contacts_enabled(
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!multibody_options.contains(UrdfMultibodyOptions::DISABLE_SELF_CONTACTS),
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);
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}
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UrdfJointHandle {
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joint,
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link1,
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link2,
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}
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})
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.collect();
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UrdfRobotHandles { links, joints }
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}
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/// 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);
|
||
}
|
||
}
|
||
}
|
||
|
||
#[rustfmt::skip]
|
||
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.value as Real,
|
||
// See http://wiki.ros.org/urdf/Tutorials/Adding%20Physical%20and%20Collision%20Properties%20to%20a%20URDF%20Model#Inertia
|
||
na::Matrix3::new(
|
||
inertial.inertia.ixx as Real, inertial.inertia.ixy as Real, inertial.inertia.ixz as Real,
|
||
inertial.inertia.ixy as Real, inertial.inertia.iyy as Real, inertial.inertia.iyz as Real,
|
||
inertial.inertia.ixz as Real, inertial.inertia.iyz as Real,inertial.inertia.izz as Real,
|
||
),
|
||
))
|
||
}
|
||
|
||
builder.build()
|
||
}
|
||
|
||
fn urdf_to_colliders(
|
||
options: &UrdfLoaderOptions,
|
||
_mesh_dir: &Path, // Unused if none of the meshloader features is enabled.
|
||
geometry: &Geometry,
|
||
origin: &Pose,
|
||
) -> Vec<Collider> {
|
||
let mut shape_transform = Isometry::identity();
|
||
|
||
let mut colliders = Vec::new();
|
||
|
||
match &geometry {
|
||
Geometry::Box { size } => {
|
||
colliders.push(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 rapier’s default Y-up.
|
||
shape_transform = Isometry::rotation(Vector::x() * Real::frac_pi_2());
|
||
colliders.push(SharedShape::cylinder(
|
||
*length as Real / 2.0,
|
||
*radius as Real,
|
||
));
|
||
}
|
||
Geometry::Capsule { radius, length } => {
|
||
colliders.push(SharedShape::capsule_z(
|
||
*length as Real / 2.0,
|
||
*radius as Real,
|
||
));
|
||
}
|
||
Geometry::Sphere { radius } => {
|
||
colliders.push(SharedShape::ball(*radius as Real));
|
||
}
|
||
#[cfg(not(feature = "__meshloader_is_enabled"))]
|
||
Geometry::Mesh { .. } => {
|
||
log::error!(
|
||
"Mesh loading is disabled by default. Enable one of the format features (`stl`, `collada`, `wavefront`) of `rapier3d-urdf` for mesh support."
|
||
);
|
||
}
|
||
#[cfg(feature = "__meshloader_is_enabled")]
|
||
Geometry::Mesh { filename, scale } => {
|
||
let full_path = _mesh_dir.join(filename);
|
||
let scale = scale
|
||
.map(|s| Vector::new(s[0] as Real, s[1] as Real, s[2] as Real))
|
||
.unwrap_or_else(|| Vector::<Real>::repeat(1.0));
|
||
|
||
let Ok(loaded_mesh) = rapier3d_meshloader::load_from_path(
|
||
full_path,
|
||
&rapier3d::prelude::MeshConverter::TriMeshWithFlags(options.trimesh_flags),
|
||
scale,
|
||
) else {
|
||
return Vec::new();
|
||
};
|
||
colliders.append(
|
||
&mut loaded_mesh
|
||
.into_iter()
|
||
.filter_map(|x| x.map(|s| s.shape).ok())
|
||
.collect(),
|
||
);
|
||
}
|
||
}
|
||
|
||
colliders
|
||
.drain(..)
|
||
.map(move |shape| {
|
||
let mut builder = options.collider_blueprint.clone();
|
||
builder.shape = shape;
|
||
builder
|
||
.position(urdf_to_isometry(origin) * shape_transform)
|
||
.build()
|
||
})
|
||
.collect()
|
||
}
|
||
|
||
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 locked_axes = match joint.joint_type {
|
||
urdf_rs::JointType::Fixed => JointAxesMask::LOCKED_FIXED_AXES,
|
||
urdf_rs::JointType::Continuous | urdf_rs::JointType::Revolute => {
|
||
JointAxesMask::LOCKED_REVOLUTE_AXES
|
||
}
|
||
urdf_rs::JointType::Floating => JointAxesMask::empty(),
|
||
urdf_rs::JointType::Planar => JointAxesMask::ANG_AXES | JointAxesMask::LIN_X,
|
||
urdf_rs::JointType::Prismatic => JointAxesMask::LOCKED_PRISMATIC_AXES,
|
||
urdf_rs::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.xyz[0] as Real,
|
||
joint.axis.xyz[1] as Real,
|
||
joint.axis.xyz[2] 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.joint_type {
|
||
urdf_rs::JointType::Prismatic => {
|
||
builder = builder.limits(
|
||
JointAxis::LinX,
|
||
[joint.limit.lower as Real, joint.limit.upper as Real],
|
||
)
|
||
}
|
||
urdf_rs::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()
|
||
}
|