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All items that spawn additional blocks can be put in someone else's claim, such as beds, eggs and other plugins that with one item put several (the main block disappears)
If you put the bed next to t…
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## Summary
The visual and collision meshes are identical, leading to expensive collision checking in collision checking libraries such as FCL. Having decimated meshes, or primitive geometric collis…
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**Submitting author:** @mazrk7 (Mark Zolotas)
**Repository:** https://github.com/philip-long/robot_collision_checking
**Branch with paper.md** (empty if default branch): paper
**Version:** v1.0.0
**Ed…
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I'm working on a ROS2 Iron project and have encountered a perplexing issue with my action servers. I've implemented collision checking modification without using MoveIt Task Constructor (which isn't a…
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### Description
When I configure moveit to use Bullet collision detection, it already thinks my start state is in collision, while the same robot state with FCL doesn't think it is collision
```ya…
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Currently every object checks for collisions with every other object once per tick. There are algorithms to improve this
Im thinking the grid spatial partition pattern would be good.
This would …
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Run a more sophisticated collision detection when SAP says there is a collision
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This can be used to simulate proximit sensors, or to take point samples of objects to simulate LIDAR (#346).
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### Tested versions
v4.3.stable.mono.official [77dcf97d8]
### System information
Godot v4.3.stable.mono - macOS 14.5.0 - Vulkan (Forward+) - integrated Apple M1 - Apple M1 (8 Threads)
### Issue de…
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Should be straight forward: check the future trajectory from the graceful controller for collisions, ignoring within some tolerance of the dock itself (since we're making or in contact there). We can …