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Fixing arm collision bug and cleaning up move/rotation actions. #803
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…arm with offsets rather than absolute positions.
…r (non-kinematic) objects. Also cleaning up some actions and moving them to the action dispatch API.
…rm-collision-test
…rm-collision-test
This pull request introduces 1 alert and fixes 1 when merging a427abb into 35d7922 - view on LGTM.com new alerts:
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Still looking over it, but as an initial review, there are now a few places where calling Move/Rotate
will now break, if the user passes in certain kwargs.
Note: ArmAgent inherits from PhysicsRemoteAgentController, not Base!
https://github.com/allenai/ai2thor/blob/main/unity/Assets/Scripts/ArmAgentController.cs#L11
Actually, on second thought.. I think a better solution would be to have a new agent controller for This will make things much easier to maintain (e.g., if somebody adds a parameter to |
@mattdeitke I started down this path but it quickly became a huge refactor that we should discuss with Eric (and everyone else) first. I completely agree that something like this should be done, especially as it's become really painful to figure our where certain actions are defined and there is a large amount of "action leakage" where certain actions are available to agents when they shouldn't be. |
This pull request introduces 1 alert and fixes 1 when merging a578568 into edc4c37 - view on LGTM.com new alerts:
fixed alerts:
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This pull request introduces 1 alert and fixes 1 when merging 7c35b47 into edc4c37 - view on LGTM.com new alerts:
fixed alerts:
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This pull request introduces 1 alert and fixes 1 when merging eb294ca into edc4c37 - view on LGTM.com new alerts:
fixed alerts:
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looks good
Note that this function is "dangerous" in that it can have unintended interactions | ||
with other actions. Please only use this action if you understand what you're doing. | ||
*/ | ||
public void ParentObject(string parentId, string childId) { |
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Can this function result in a child having multiple parents that are disconnected? Basically, currently we will only have multiple parents for a child if there is a parent-child relationship between the two parents. Is this a correct observation?
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The object hierarchy in Unity is a tree so every object can only ever have a single parent. All this function really does is ensure that two objects will move together.
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I can confirm that these changes have fixed the bug Luca has mentioned. I tested it in this jupyter notebook: https://github.com/allenai/manipulathor/blob/bring_object/scripts/testing_lucas_changes.ipynb
Knocking kinematic objects in the room with the object in hand was not possible in the previous builds (it was only possible with the arm itself, which is why we missed this issue in my opinion). I verified that the bug is resolved on the notebook mentioned above.
…eX actions in the ArmAgentController.
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LGTM
This should only be merged after #801.
This PR: