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[bullet-featherstone] Ignore collision between static objects and objects with world joint #611
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Signed-off-by: Ian Chen <[email protected]>
Codecov ReportAll modified and coverable lines are covered by tests ✅
Additional details and impacted files@@ Coverage Diff @@
## gz-physics7 #611 +/- ##
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+ Coverage 78.33% 78.35% +0.01%
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Files 140 140
Lines 8072 8079 +7
===============================================
+ Hits 6323 6330 +7
Misses 1749 1749 ☔ View full report in Codecov by Sentry. |
homebrew build failed. A closer inspection found that the I found that there is a new ode 0.16.5 bottle this week, which dartsim 6.13.2_2 depends on - not sure if it's caused by this. |
it looks like some ode build configuration options were removed in https://github.com/Homebrew/homebrew-core/pull/167158/files#diff-740579038a60e496fde8245acb12845f8c4784bb2f5a891ee126926e99187b20L36-L39 |
Signed-off-by: Ian Chen <[email protected]>
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Just a couple of minor issues. Otherwise, LGTM!
Signed-off-by: Ian Chen <[email protected]>
🎉 New feature
Summary
Skip collision checking between collisions in 1) a static model 2) a fixed base link, and 3) a non base link with zero dofs.
This is done by setting the collision filter mask / flags to use the
StaticFilter
, which is already done for static objects (<static>true</static>
), i.e. static objects already ignore collisions with each other.This is for perf optimization. When you have overlapping complex meshes with fixed world joints, they would cause a perf hit and these changes would allow bullet to skip collision checking between them.
Added a test in
collisions.cc
that checks contacts between static objects and objects with fixed world joint.Checklist
codecheck
passed (See contributing)Note to maintainers: Remember to use Squash-Merge and edit the commit message to match the pull request summary while retaining
Signed-off-by
messages.