asam-ev / OpenMATERIAL

3D model exchange format with physical material properties for virtual development, test and validation of automated driving.
https://asam-ev.github.io/OpenMATERIAL/
Mozilla Public License 2.0
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Origin of vehicle parts #148

Open ClemensLinnhoff opened 2 hours ago

ClemensLinnhoff commented 2 hours ago

Is your feature request related to a problem? Please describe. Currently we have not defied the origin of the vehicle parts and also the root.

Describe the solution you'd like We previously decided that the main origin for all objects shall be the center of the bounding box in x- and y-direction and the ground in z-direction. So I think this should be the origin of the root. For the vehicle parts: I think it makes sense to put the origin at the connection point. So the rear part of an articulated bus for example should have its origin in the hinge. Or the cabin of an excavator should have its origin in the attachment (rotation) point to the base. What I am still uncertain about is the origin of the first vehicle part.

Any ideas @ipg-sig @MatthiasThDs @LudwigFriedmann @MustafaTrian @KimuraDIVP ?

Describe alternatives you've considered As an alternative each vehicle part could also have its origin in its own bounding box center (z on ground). But then we would probably need a separate mechanism to describe the attachment points between different vehicle parts.

ipg-sig commented 2 hours ago

@ClemensLinnhoff In my opinion:

Root should be in the middle of the Bounding Box on the ground, yes.

Each vehicle part should have its origin on its Rotation/Mounting/Connection point (or in the middle of it, if it has multiple hinges), so we don´t need to move the origin inside the simulation and can get the same results with rotating the mesh in the 3D application as in the simulation later. Same goes for the vehicle parts: A Cabin, Platform and so one should have its origin on its Rotation/Mounting/Connection Point, so it can move and behave correctly. If you only have the base, for example if the truck is split into 2 parts (Cabin and Base), I would propose to use the middle of the Bounding Box on the Ground as the Pivot Point for the base.