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bullet-featherstone: Fix bounding box for collisions with pose offset (…
…#647) Currently if a collision has a pose offset, the bullet-featherstone plugin returns an incorrect axis aligned bounding box for the link containing the collision. This is found to be caused by incorrect frame data pose computed for collisions - It currently ignores the collision pose offset. This PR makes a few changes to KinematicsFeatures::FrameDataRelativeToWorld in bullet-featherstone plugin: - fixed getting collision pose relative to world - fixed getting model pose relative to world - minor refactoring The link_features's bounding box test was previously skipped for bullet-featherstone plugin. This PR enables this test for bullet-featherstone by requiring only a minimal set of features needed to run the test. --------- Signed-off-by: Ian Chen <ichen@openrobotics.org>
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Original file line number | Diff line number | Diff line change |
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@@ -0,0 +1,46 @@ | ||
<?xml version="1.0" ?> | ||
<sdf version="1.6"> | ||
<world name="pose_offset"> | ||
<model name="model"> | ||
<pose>1 0 0 0 0 0</pose> | ||
<link name="base"> | ||
<pose>0 1 0 0 0 0</pose> | ||
<inertial> | ||
<mass>100</mass> | ||
</inertial> | ||
<collision name="base_collision"> | ||
<pose>0 0 0.01 0 0 0</pose> | ||
<geometry> | ||
<cylinder> | ||
<radius>0.8</radius> | ||
<length>0.02</length> | ||
</cylinder> | ||
</geometry> | ||
</collision> | ||
</link> | ||
<link name="link"> | ||
<pose>0 0 2.1 -1.5708 0 0</pose> | ||
<self_collide>0</self_collide> | ||
<inertial> | ||
<pose>0 0 0.5 0 0 0</pose> | ||
</inertial> | ||
<collision name="link_collision"> | ||
<pose>-0.05 0 0 0 1.5708 0</pose> | ||
<geometry> | ||
<cylinder> | ||
<radius>0.1</radius> | ||
<length>0.3</length> | ||
</cylinder> | ||
</geometry> | ||
</collision> | ||
</link> | ||
<joint name="joint" type="fixed"> | ||
<parent>base</parent> | ||
<child>link</child> | ||
<axis> | ||
<xyz>1.0 0 0</xyz> | ||
</axis> | ||
</joint> | ||
</model> | ||
</world> | ||
</sdf> |