tesseract-robotics / tesseract

Motion Planning Environment
http://tesseract-docs.rtfd.io
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Scaling issue from DAE files #317

Closed hehonglu123 closed 4 months ago

hehonglu123 commented 4 years ago

URDF loader isn't correctly handling scaling from sketchup DAE files. Collada mesh file: https://gist.github.com/hehonglu123/0afdb2bab3d744cd5abe5fe0bb30fd9c

In Gazebo: Screenshot from 2020-07-02 21-03-50 In Tesseract Viewer: Screenshot from 2020-07-02 20-59-31 @johnwason

Levi-Armstrong commented 4 years ago

Yea, it is possible that the scale is not being handled yet.

Levi-Armstrong commented 4 years ago

@haudren Are you providing a scale in the urdf or are you suggesting that the dae file itself has a scale which is not being handled?

hehonglu123 commented 4 years ago

I tried the urdf with scale and without, not affecting the result (giant). I believe there's default scale in .dae files. .stl file works fine with the default scale; but with scale parameter in urdf, it's different than what shows up in gazebo.

Levi-Armstrong commented 4 years ago

What visualizer are you using?

hehonglu123 commented 4 years ago

tesseract_viewer_python

johnwason commented 4 years ago

I checked the output from the Mesh class, and the triangle positions are far larger than they should be. The tesseract_viewer_python passes the output directly from the Mesh class, and then adds the scale separately. I confirmed that the scale values passed to the viewer matched those specified in the URDF file. The issue seems to be a transform in the dae file that is not being applied to the position array when it is loaded.

Levi-Armstrong commented 4 years ago

@johnwason are you working on a fix?

johnwason commented 4 years ago

No, we were able to work around this problem by using STL files. The problem only seems to occur with sketchup exports.

Levi-Armstrong commented 4 years ago

Do you mind posting the sketup dae and the stl?

hehonglu123 commented 4 years ago

stl: https://github.com/hehonglu123/RR_Project/blob/master/simulation/models/box2/box2.stl dae: https://github.com/hehonglu123/RR_Project/blob/master/simulation/models/box2/model.dae

Levi-Armstrong commented 4 years ago

I have found the issue and not sure how best to fix it.

https://github.com/ros-industrial-consortium/tesseract/blob/b79ea6bcad011bd17761d96cf50e2f0f1c5d35c3/tesseract/tesseract_geometry/include/tesseract_geometry/mesh_parser.h#L191-L196

and

https://github.com/ros-industrial-consortium/tesseract/blob/b79ea6bcad011bd17761d96cf50e2f0f1c5d35c3/tesseract/tesseract_geometry/include/tesseract_geometry/mesh_parser.h#L279-L284

johnwason commented 4 years ago

Yeah, the ROS software doesn't handle collada format properly. I suggest we deprecate it in favor of glTF since collada is so ambiguous.

Does RViz have the same problem?

Levi-Armstrong commented 4 years ago

RViz does have the same problem.

Levi-Armstrong commented 4 years ago

I appears to be a assimp importer issues shown here.

johnwason commented 4 years ago

I tracked down the rotation problem to the way RViz imports dae files:

https://github.com/ros-visualization/rviz/blob/291df89957e2f643a3fde28e5cb239fe1f6f5b73/src/rviz/mesh_loader.cpp#L240

I suspect that this is where the scaling issue is coming from as well. Unfortunately all ROS software has this issue so it is probably not possible to fix it now.

I ran into this issue when writing the industrial_payload_manager package.

Levi-Armstrong commented 3 years ago

@johnwason I believe the solution is to update the documentation that all models must be exported with Z-UP configuration to work correctly?

johnwason commented 3 years ago

@Levi-Armstrong Yeah, that is probably the best solution. Blender can do some strange transforms during export to enforce the Y-up convention, which is the convention for game engines. Collada has a flag for Y-up or Z-up, but ROS handles Y-up inconsistently so it is best to ignore it. glTF2 is supposed to always be Y-up, but in practice most models are Z-up.

johnwason commented 3 years ago

Another interesting tidbit, old style game engines used screen coordinates with 0,0 in the lower left corner, X to the right, Y up, and Z into the screen. This led to a left hand coordinate system. The inconsistent use of left and right handed coordinate systems make working with game engines annoying, although newer ones are using right handed coordinate systems.

simonschmeisser commented 2 years ago

on the rviz side this might be fixed by https://github.com/ros-visualization/rviz/pull/1685

please leave a comment if your sample file works or not

rjoomen commented 1 year ago

I think this can be closed.

burakaksoy commented 5 months ago

Could not be sure whether to create a new issue or follow up from this one but I am reproducing the scaling issue. With scale parameter in URDF when specifying a mesh file (I tested with .obj and .dae files), the Tesseract somehow takes the square of the scaling parameter

Levi-Armstrong commented 5 months ago

What version are you using?

burakaksoy commented 5 months ago

Installed through pypi,

Tesseract is v0.4.0. The viewer is v0.2.5

Levi-Armstrong commented 4 months ago

That is an old version of Tesseract so likely fixed in the latest version.

johnwason commented 4 months ago

The version of Tesseract is 0.21.5 so I don't think anything has changed to affect this issue.

burakaksoy commented 4 months ago

With further investigation and help of @johnwason and @hehonglu123, the PR https://github.com/tesseract-robotics/tesseract_python/pull/73 seems to resolve the issue.