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WIP: Fix grabbed self collision check in other APIs #1443
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- Issue - This commit tries to improve the reported issue1, issue2, and issue3 : #1436 - Previously, _listNonCollidingLinksWhenGrabbed is asymmetric : the results obtained from grabbedBody1 is not same as the results obtained from grabbedBody2. - However, many codes in CheckSelfCollision assumes it's symmetric. The assumption was broken. In addition, such breakage was amplified after #1421. - Resolution - Instead of store the target link like the previous _listNonCollidingLinksWhenGrabbed_, store the information about the link pairs. This is more accurate and the same methodologies as non-adjacent-links in self colision checking. - Separate grabbed-grabber link pair and inter-grabbed link pair. - grabbed-grabber link pair, e.g. object-robot link pair, still exists in the Grabbed class as before. - inter-grabbed link pair now exists in the KinBody class, since if it's held in Grabbed, it becomes inconsistent and asymmetric. - Following the same methodologies in #1421, inter-grabbed link pairs are stored as unordered_map, and its key is combined env body indices of two grabbed bodies.
…ating the vector.
…CollidingGrabbedGrabberLinkPairsWhenGrabbed in CheckSelfCollisionChecking
…nkCollisions==false. also share the utilities for CollisioReport update and printing.
…' to clarify meaning.
…fixGrabbedSelfColCheckAsym
…fixGrabbedSelfColCheckAsym
…ed variables. 2) remove unused kinbodysaver from the first overload function. 3) remove linksaver, since it will not be necessary when _CheckGrabbedBodiesSelfCollision will be used.
…fCollsionCheck overload. In addition, keep the plink transform for grabbed bodies checking.
…ion checking context. So far, we supply vindependentlinks. Although we can do that by both inclusive links and exclusive links, introduce inclusive links here because we can just use vindependent links in CheckEndEffectorSelfCollisionCheck function
…fixGrabbedSelfColCheckAsym
… fixGrabbedSelfCollisionCheckInOtherAPIs
…ollisionCheckInOtherAPIs
…fixGrabbedSelfColCheckAsym
… fixGrabbedSelfCollisionCheckInOtherAPIs
…fixGrabbedSelfColCheckAsym
… fixGrabbedSelfCollisionCheckInOtherAPIs
…inbodystatesaver.cpp.
… fixGrabbedSelfCollisionCheckInOtherAPIs
- Issue - Previously, KinBody remembers the order when the grabbed bodies are grabbed. - However, it's broken since we introduced unordered_map. Especially, listNonCollidingLinksWhenGrabbed computation becomes less deterministic along with its lazy computatoin. - Resolution - Since unordered_map is introduced to improve the performance, not good idea to revive std::vector as its representation. - Instead, introduce the unique id to remember the order when grabbed.
… it means pOtherGrabbed is grabbed later than 'this'. Thus, pOtherGrabbed did not exist when 'this' was grabbed. The results of lazy computation should be same as the result of non-lazy computation. Therefore, we should not compute the inter-grabbed collision checking with pOtherGrabbed. This resolves Issue4 in #1436.
…abbedSelfCollisionCheckInOtherAPIs
… reviveOrderOfGrabbed
… reviveOrderOfGrabbed
- Issue - When the new Grabbed instance is created in saver or Clone, the _pGrabbedSaver and _pGrabberSaver of the new Grabbed are different from those of the original Grabbed. - Thus, if isListNonCollidingLinksValid=false, wrong state was used in ComputeListNonCollidingLinks. - Resolution - Copy the consistent states from the original Grabbed to the new Grabbed. - To do so, introduce the constructor of Grabbed to copy the saver states from the original Grabbed. In addition, introduce the constructor of StateSavers to copy the states from the original savers. - If the states are not copy-able, throw exception. Also, this API is very advanced and not expected to be used from the usual users. Thus, make such functionality as the constructor.
…olCache' into fixGrabbedSelfCollisionCheckInOtherAPIs
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Summary
Bug fix 1
KinBody::CheckLinkSelfCollision
functions have a code trying to handle grabbed bodies.CheckCollision
aboutKinBody
, and it ignores the collision checking between two bodies attached each other. Thus, it does not check the collision at all.CheckSelfCollision
.CheckSelfCollision
andCheckLinkSelfCollision
.CheckLinkSelfCollision
.Bug fix 2
Manipulator::CheckEndEffectorSelfCollision
does not check the self collision with grabbed bodies ifbIgnoreManipulatorLinks=true
is specified.