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Implement joint features in TPE #304

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diegoferigo opened this issue Nov 5, 2021 · 0 comments
Open

Implement joint features in TPE #304

diegoferigo opened this issue Nov 5, 2021 · 0 comments
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enhancement New feature or request help wanted Extra attention is needed

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@diegoferigo
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diegoferigo commented Nov 5, 2021

Desired behavior

Being able to change joint positions in TPE. This would also mean that TPE would allow models to move (by resetting their joint position since it's just kinematic), enabling the simulation of moving robots that can collide with the other models.

Alternatives considered

Using other physics engines is a possibility, but depending on the use case, a kinematic physics engine like TPE could be useful. Speed here is one of the main reasons.

Edit: another alternative would be operating directly on the links, since Link::UpdatePose is implemented, but only operating on the joint velocities is currently supported. This means that the process of moving a model involves the computation of the right velocity to bring q_t=k --> q_t=k+1 (given the time step), update the linear velocities of all links, and then step the simulator.

Implementation suggestion

It seems to me the TPE does not currently implements the {Get,Set}BasicJointState interfaces. This means that the Physics system of ign-gazebo (here and here) does not process any of the ResetJoint* components that would kinematically move the joint.

Additional context

I'm not sure what's the roadmap for TPE, but it seems that the lack of the joint features was never ticketed.

@diegoferigo diegoferigo added the enhancement New feature or request label Nov 5, 2021
@osrf-triage osrf-triage added this to Inbox in Core development Nov 5, 2021
@chapulina chapulina removed this from Inbox in Core development Nov 5, 2021
@chapulina chapulina added the help wanted Extra attention is needed label Nov 5, 2021
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