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authorThierry Berger <contact@thierryberger.com>2024-11-12 09:02:55 +0100
committerGitHub <noreply@github.com>2024-11-12 09:02:55 +0100
commit71f65fe55a5918a721252a1f7bb74531137ee665 (patch)
tree9fc460a012f5846bb62651486a431eea192cebb4 /crates/rapier3d-urdf/src
parent0d791eb794d616c983145853e9c7594baef8f66c (diff)
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Use meshloader to support multiple file formats loading (#744)
Co-authored-by: Tin Lai <tin@tinyiu.com>
Diffstat (limited to 'crates/rapier3d-urdf/src')
-rw-r--r--crates/rapier3d-urdf/src/lib.rs110
1 files changed, 57 insertions, 53 deletions
diff --git a/crates/rapier3d-urdf/src/lib.rs b/crates/rapier3d-urdf/src/lib.rs
index 1f913da..8e858c3 100644
--- a/crates/rapier3d-urdf/src/lib.rs
+++ b/crates/rapier3d-urdf/src/lib.rs
@@ -1,4 +1,4 @@
-//! ## STL loader for the Rapier physics engine
+//! ## URDF loader for the Rapier physics engine
//!
//! Rapier is a set of 2D and 3D physics engines for games, animation, and robotics. The `rapier3d-urdf`
//! crate lets you convert an URDF file into a set of rigid-bodies, colliders, and joints, for usage with the
@@ -7,6 +7,8 @@
//! ## Optional cargo features
//!
//! - `stl`: enables loading STL meshes referenced by the URDF file.
+//! - `collada`: enables loading Collada (`.dae`) meshes referenced by the URDF file.
+//! - `wavefront`: enables loading Wavefront (`.obj`) meshes referenced by the URDF file.
//!
//! ## Limitations
//!
@@ -14,7 +16,7 @@
//! improve
//! these elements are very welcome!
//!
-//! - Mesh file types other than `stl` are not supported yet. Contributions are welcome. You my check the `rapier3d-stl`
+//! - Mesh file types are limited. Contributions are welcome. You may check the `rapier3d-meshloader`
//! repository for an example of mesh loader.
//! - When inserting joints as multibody joints, they will be reset to their neutral position (all coordinates = 0).
//! - The following fields are currently ignored:
@@ -35,6 +37,7 @@ use rapier3d::{
geometry::{Collider, ColliderBuilder, ColliderHandle, ColliderSet, SharedShape, TriMeshFlags},
math::{Isometry, Point, Real, Vector},
na,
+ prelude::MeshConverter,
};
use std::collections::HashMap;
use std::path::Path;
@@ -289,7 +292,7 @@ impl UrdfRobot {
/// (`UrdfRobot`). Both structures are arranged the same way, with matching indices for each part.
///
/// If the URDF file references external meshes, they will be loaded automatically if the format
- /// is supported. The format is detected from the file’s extension. All the mesh formats are
+ /// is supported. The format is detected mostly from the file’s extension. All the mesh formats are
/// disabled by default and can be enabled through cargo features (e.g. the `stl` feature of
/// this crate enabled loading referenced meshes in stl format).
///
@@ -310,13 +313,13 @@ impl UrdfRobot {
name_to_link_id.insert(&link.name, id);
let mut colliders = vec![];
if options.create_colliders_from_collision_shapes {
- colliders.extend(link.collisions.iter().filter_map(|co| {
- urdf_to_collider(&options, mesh_dir, &co.geometry, &co.origin)
+ colliders.extend(link.collisions.iter().flat_map(|co| {
+ urdf_to_colliders(&options, mesh_dir, &co.geometry, &co.origin)
}))
}
if options.create_colliders_from_visual_shapes {
- colliders.extend(link.visuals.iter().filter_map(|vis| {
- urdf_to_collider(&options, mesh_dir, &vis.geometry, &vis.origin)
+ colliders.extend(link.visuals.iter().flat_map(|vis| {
+ urdf_to_colliders(&options, mesh_dir, &vis.geometry, &vis.origin)
}))
}
let mut body = urdf_to_rigid_body(&options, &link.inertial);
@@ -488,66 +491,67 @@ fn urdf_to_rigid_body(options: &UrdfLoaderOptions, inertial: &Inertial) -> Rigid
builder.build()
}
-fn urdf_to_collider(
+fn urdf_to_colliders(
options: &UrdfLoaderOptions,
- _mesh_dir: &Path, // NOTO: this isn’t used if there is no external mesh feature enabled (like stl).
+ mesh_dir: &Path,
geometry: &Geometry,
origin: &Pose,
-) -> Option<Collider> {
- let mut builder = options.collider_blueprint.clone();
+) -> Vec<Collider> {
let mut shape_transform = Isometry::identity();
- let shape = match &geometry {
- Geometry::Box { size } => SharedShape::cuboid(
- size[0] as Real / 2.0,
- size[1] as Real / 2.0,
- size[2] as Real / 2.0,
- ),
+
+ let mut colliders = Vec::new();
+
+ match &geometry {
+ Geometry::Box { size } => {
+ colliders.push(SharedShape::cuboid(
+ size[0] as Real / 2.0,
+ size[1] as Real / 2.0,
+ size[2] as Real / 2.0,
+ ));
+ }
Geometry::Cylinder { radius, length } => {
// This rotation will make the cylinder Z-up as per the URDF spec,
// instead of rapier’s default Y-up.
shape_transform = Isometry::rotation(Vector::x() * Real::frac_pi_2());
- SharedShape::cylinder(*length as Real / 2.0, *radius as Real)
+ colliders.push(SharedShape::cylinder(
+ *length as Real / 2.0,
+ *radius as Real,
+ ));
+ }
+ Geometry::Sphere { radius } => {
+ colliders.push(SharedShape::ball(*radius as Real));
}
- Geometry::Sphere { radius } => SharedShape::ball(*radius as Real),
Geometry::Mesh { filename, scale } => {
- let path: &Path = filename.as_ref();
- let _scale = scale
+ let full_path = mesh_dir.join(filename);
+ let scale = scale
.map(|s| Vector::new(s.x as Real, s.y as Real, s.z as Real))
.unwrap_or_else(|| Vector::<Real>::repeat(1.0));
- match path.extension().and_then(|ext| ext.to_str()) {
- #[cfg(feature = "stl")]
- Some("stl") | Some("STL") => {
- use rapier3d::geometry::MeshConverter;
- let full_path = _mesh_dir.join(filename);
- match rapier3d_stl::load_from_path(
- full_path,
- MeshConverter::TriMeshWithFlags(options.trimesh_flags),
- _scale,
- ) {
- Ok(stl_shape) => {
- shape_transform = stl_shape.pose;
- stl_shape.shape
- }
- Err(e) => {
- log::error!("failed to load STL file {filename}: {e}");
- return None;
- }
- }
- }
- _ => {
- log::error!("failed to load file with unknown type {filename}");
- return None;
- }
- }
+ let Ok(loaded_mesh) = rapier3d_meshloader::load_from_path(
+ full_path,
+ &MeshConverter::TriMeshWithFlags(options.trimesh_flags),
+ scale,
+ ) else {
+ return Vec::new();
+ };
+ colliders.append(
+ &mut loaded_mesh
+ .into_iter()
+ .filter_map(|x| x.map(|s| s.shape).ok())
+ .collect(),
+ );
}
- };
+ }
- builder.shape = shape;
- Some(
- builder
- .position(urdf_to_isometry(origin) * shape_transform)
- .build(),
- )
+ colliders
+ .drain(..)
+ .map(move |shape| {
+ let mut builder = options.collider_blueprint.clone();
+ builder.shape = shape;
+ builder
+ .position(urdf_to_isometry(origin) * shape_transform)
+ .build()
+ })
+ .collect()
}
fn urdf_to_isometry(pose: &Pose) -> Isometry<Real> {