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[ROS2] Improve Bite Transfer #64
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Re. cartesian motions, MoveIt2's default Cartesian planner is not great. It basically divides the cartesian path from teh start to the goal into n waypoint poses, and for each pose it makes a single IK call. If it succeeds, it appends it, if it fails, it stops. Then, it checks for if the joints jumped too much, and truncates the path at the point of the largest jump. I'll try to develop a cartesian plan using OMPL's equality constraints and see if that is better. |
Updates:
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The MVP Bite Transfer in #42 and #56 results in some scary/dangerous motions, for a few reasons:
The MVP way to fix this is fundamentally moving back to the ROS1 bite transfer:
As part of doing that, we should maybe move back to the center staging location for now, as opposed to the side one. We should also consider moving that staging location down, to account for people who are shorter.
Note that part of the issue is about collision constraints. We really only want to turn off collisions with an expanded mesh close to the head, but we end up turning off collisions with the entire expanded wheelchair collision object (meant to represent the user's body. That is problematic. Even if we do add a separate "wheelchair collision object" (meant to represent a user's body) and a separate "head collision object," the challenge is that people are different sizes and for some people their head will be in the wheelchair collision object. So maybe we have to get the Octomap working to deal with this?
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