Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

bullet-featherstone: Update fixed constraint behavior #632

Merged
merged 27 commits into from
Jun 3, 2024

Conversation

iche033
Copy link
Contributor

@iche033 iche033 commented May 6, 2024

🎉 New feature

Summary

There is an inconsistency between how fixed constraints work in dartsim and bullet-featherstone. Currently when a fixed constraint's parent link moves, the behavior in the two physics engine is:

  • dartsim: child link is welded to parent and so it moves along with the parent -
  • bullet-featherstone - corrects position errors and enforces constraint by moving both the parent and child links

Since there is desire to have both types of behavior so a new feature is added to toggle behavior of a fixed constraint:

  • SetFixedJointWeldChildToParentFeature

By default, this property is true, i.e. child is always welded to parent link, so we do not break the fixed constraint behavior in dartsim. The bullet-featherstone fixed constraint implementation is updated to match this behavior. This is achieved by setting the pose of child at each iteration - not ideal but gives the expected behavior. Additionally, the bullet-featherstone plugin implements SetFixedJointWeldChildToParentFeature and lets users disable welding of links.

Update

  • bullet-featherstone fixed joint implementation now calls setMaxAppliedImpulse to enforce fixed constraint.
  • When the pose of the parent body of a fixed constraint is changed by FreeGroupSetWorldPose, the child pose is updated to enforce pose transform relative to the parent

Other changes to bullet-featherstone's fixed constraint implementation include:

Added new tests:

  • test attaching fixed joint between non-static and static links
  • test behavior changes with the new API provdided by theSetFixedJointWeldChildToParentFeature

known issues:

  • overlapping parent and child links held together by fixed constraint still do not behave as expected in bullet version < 3.07:
    • if both parent and child links are non-static, they will be unstable. The setIgnoreCollisionCheck API does not seem to have an effect
    • If parent link is static, the 2 links will not collide but child link still produces non-zero velocities.

Test it

Here's an example showing the behavior of fixed constraint in bullet-featherstone plugin before and after the changes. The two models are connected using the Detachable Joint plugin. The red box is the parent while the blue box is the child.

Before:

bullet_fixed_joint

After (matches dartsim fixed constraint behavior):

bullet_fixed_joint_updated

Checklist

  • Signed all commits for DCO
  • Added tests
  • Added example and/or tutorial
  • Updated documentation (as needed)
  • Updated migration guide (as needed)
  • Consider updating Python bindings (if the library has them)
  • codecheck passed (See contributing)
  • All tests passed (See test coverage)
  • While waiting for a review on your PR, please help review another open pull request to support the maintainers

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.

…e fixed joint behavior

Signed-off-by: Ian Chen <ichen@openrobotics.org>
Signed-off-by: Ian Chen <ichen@openrobotics.org>
@github-actions github-actions bot added the 🎵 harmonic Gazebo Harmonic label May 6, 2024
Signed-off-by: Ian Chen <ichen@openrobotics.org>
Signed-off-by: Ian Chen <ichen@openrobotics.org>
Signed-off-by: Ian Chen <ichen@openrobotics.org>
test/common_test/joint_features.cc Show resolved Hide resolved
test/common_test/joint_features.cc Show resolved Hide resolved
test/common_test/joint_features.cc Show resolved Hide resolved
test/common_test/joint_features.cc Show resolved Hide resolved
iche033 added 11 commits May 7, 2024 16:59
Signed-off-by: Ian Chen <ichen@openrobotics.org>
Signed-off-by: Ian Chen <ichen@openrobotics.org>
Signed-off-by: Ian Chen <ichen@openrobotics.org>
Signed-off-by: Ian Chen <ichen@openrobotics.org>
Signed-off-by: Ian Chen <ichen@openrobotics.org>
Signed-off-by: Ian Chen <ichen@openrobotics.org>
Signed-off-by: Ian Chen <ichen@openrobotics.org>
Signed-off-by: Ian Chen <ichen@openrobotics.org>
Signed-off-by: Ian Chen <ichen@openrobotics.org>
Signed-off-by: Ian Chen <ichen@openrobotics.org>
azeey and others added 3 commits May 17, 2024 15:17
Signed-off-by: Addisu Z. Taddese <addisu@openrobotics.org>
Signed-off-by: Ian Chen <ichen@openrobotics.org>
@iche033 iche033 added the Bullet Bullet engine label May 30, 2024
childCollider->setIgnoreCollisionCheck(parentCollider, true);
if (parentLinkInfo->isStaticOrFixed && !linkInfo->isStaticOrFixed)
{
btBroadphaseProxy *childProxy = childCollider->getBroadphaseHandle();
Copy link
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

It seems like this won't update children recursively. Consider 3 models A (static), B (dynamic), C (dynamic). If we first attach B->C, where B is the parent and then A->B, the result would be A (static), B (static), C (dynamic) whereas we expect all models to be static.

Copy link
Contributor Author

@iche033 iche033 Jun 1, 2024

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

updated to recursively set collision flags and added a test. d9b0bdb

bullet-featherstone/src/JointFeatures.cc Show resolved Hide resolved
bullet-featherstone/src/SimulationFeatures.cc Outdated Show resolved Hide resolved
bullet-featherstone/src/SimulationFeatures.cc Outdated Show resolved Hide resolved
@@ -341,6 +341,31 @@ Identity JointFeatures::AttachFixedJoint(
if (world != nullptr && world->world)
{
world->world->addMultiBodyConstraint(jointInfo->fixedConstraint.get());

Copy link
Contributor

@azeey azeey May 31, 2024

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

I tried adding the following here

    jointInfo->fixedConstraint->setMaxAppliedImpulse(btScalar(1e9));

and disabling fixedConstraintWeldChildToParent in Base.hh. By default the max impulse is 100. Setting a high value like this made it so that the constraint is satisfied with minimal oscillations. As we discussed, the transform tool does not apply forces on the bodies, so the resulting behavior cannot be relied upon to determine if the physics is correct. Instead, I set up a simulation where two boxes are attached by a detachable joint and the parent box is attached to a fixed base with a prismatic joint.

Test SDFormat file
<?xml version="1.0"?>
<sdf version="1.11">
  <world name="default">
  <light type="directional" name="sun">
      <cast_shadows>true</cast_shadows>
      <pose>0 0 10 0 0 0</pose>
      <diffuse>1 1 1 1</diffuse>
      <specular>0.5 0.5 0.5 1</specular>
      <attenuation>
        <range>1000</range>
        <constant>0.9</constant>
        <linear>0.01</linear>
        <quadratic>0.001</quadratic>
      </attenuation>
      <direction>-0.5 0.1 -0.9</direction>
    </light>

    <model name="ground_plane">
      <static>true</static>
      <link name="link">
        <collision name="collision">
          <geometry>
            <plane>
              <normal>0 0 1</normal>
            </plane>
          </geometry>
        </collision>
        <visual name="visual">
          <geometry>
            <plane>
              <normal>0 0 1</normal>
              <size>100 100</size>
            </plane>
          </geometry>
          <material>
            <ambient>0.8 0.8 0.8 1</ambient>
            <diffuse>0.8 0.8 0.8 1</diffuse>
            <specular>0.8 0.8 0.8 1</specular>
          </material>
        </visual>
      </link>
    </model>
    <model name="M1">
      <joint name="j_base" type="fixed">
        <parent>world</parent>
        <child>base</child>
      </joint>
      <link name="base">
        <pose>0 0 0.05  0 0 0</pose>
        <inertial auto="true"/>
        <collision name="box_collision">
          <density>1000</density>
          <geometry>
            <box>
              <size>0.1 0.1 0.1</size>
            </box>
          </geometry>
        </collision>
        <visual name="box_visual">
          <geometry>
            <box>
              <size>0.1 0.1 0.1</size>
            </box>
          </geometry>
          <material>
            <ambient>1 0 0 0.1</ambient>
            <diffuse>1 0 1 0.1</diffuse>
            <specular>1 0 0 1</specular>
          </material>
        </visual>
      </link>
      <joint name="j1" type="prismatic">
        <parent>base</parent>
        <child>body</child>
        <axis>
          <xyz>0 1 0</xyz>
        </axis>
      </joint>
      <plugin
        filename="gz-sim-joint-position-controller-system"
        name="gz::sim::systems::JointPositionController">
        <joint_name>j1</joint_name>
        <p_gain>20000</p_gain>
        <d_gain>10000</d_gain>
        <cmd_max>10000</cmd_max>
        <cmd_min>-10000</cmd_min>
        <use_velocity_commands>true</use_velocity_commands>
        <topic>cmd_pos</topic>
      </plugin>
      <link name="body">
        <pose>1 0 0.25 0 0.0 0.0</pose>
        <inertial auto="true"/>
        <collision name="box_collision">
          <density>100</density>
          <geometry>
            <box>
              <size>1 1 0.5</size>
            </box>
          </geometry>
          <surface>
            <friction>
              <ode>
                <mu>0.1</mu>
                <mu2>0.1</mu2>
              </ode>
              <bullet>
                <friction>0.1</friction>
                <friction2>0.1</friction2>
              </bullet>
            </friction>
          </surface>
        </collision>

        <visual name="box_visual">
          <geometry>
            <box>
              <size>1 1 0.5</size>
            </box>
          </geometry>
          <material>
            <ambient>1 0 0 1</ambient>
            <diffuse>1 0 0 1</diffuse>
            <specular>1 0 0 1</specular>
          </material>
        </visual>
      </link>
      <plugin filename="gz-sim-detachable-joint-system"
              name="gz::sim::systems::DetachableJoint">
       <parent_link>body</parent_link>
       <child_model>M2</child_model>
       <child_link>body2</child_link>
      </plugin>
    </model>

    <model name="M2">
      <pose>3.3 0 0.25 0 0.0 0</pose>
      <link name="body2">
        <inertial auto="true"/>
        <collision name="box_collision">
          <density>100</density>
          <geometry>
            <box>
              <size>1 1 0.5</size>
            </box>
          </geometry>
          <surface>
            <friction>
              <ode>
                <mu>1</mu>
                <mu2>1</mu2>
              </ode>
              <bullet>
                <friction>1</friction>
                <friction2>1</friction2>
              </bullet>
            </friction>
          </surface>
        </collision>

        <visual name="box_visual">
          <geometry>
            <box>
              <size>1 1 0.5</size>
            </box>
          </geometry>
          <material>
            <ambient>0 1 0 1</ambient>
            <diffuse>0 1 0 1</diffuse>
            <specular>1 0 0 1</specular>
          </material>
        </visual>
      </link>
    </model>
  </world>
</sdf>

Test command

gz topic -t /cmd_pos -m gz.msgs.Double -p "data: 4.0" 

Here are the results:

I moved your changes in SimulationFeatures.cc directly into FreeGroupFeatures::SetFreeGroupWorldPose and that solved the transform tool issue.

Copy link
Contributor Author

@iche033 iche033 Jun 1, 2024

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

ok thanks for testing. I revised this PR based on the suggestions. Changes are in d9b0bdb:

  • added jointInfo->fixedConstraint->setMaxAppliedImpulse(btScalar(1e9)); when creating attaching joint
  • moved code for enforcing child body pose to SetFreeGroupWorldPose and updated test
  • removed SetFixedJointWeldChildToParent feature

…t for free group set world pose. Recursively update collider flags on attach / detach

Signed-off-by: Ian Chen <ichen@openrobotics.org>
Signed-off-by: Ian Chen <ichen@openrobotics.org>
Signed-off-by: Ian Chen <ichen@openrobotics.org>
Signed-off-by: Ian Chen <ichen@openrobotics.org>
Signed-off-by: Ian Chen <ichen@openrobotics.org>
Copy link

codecov bot commented Jun 1, 2024

Codecov Report

Attention: Patch coverage is 92.23301% with 8 lines in your changes are missing coverage. Please review.

Project coverage is 79.04%. Comparing base (92e02c3) to head (c921141).
Report is 16 commits behind head on gz-physics7.

Current head c921141 differs from pull request most recent head a112092

Please upload reports for the commit a112092 to get more accurate results.

Files Patch % Lines
bullet-featherstone/src/JointFeatures.cc 92.42% 5 Missing ⚠️
bullet-featherstone/src/FreeGroupFeatures.cc 90.62% 3 Missing ⚠️
Additional details and impacted files
@@               Coverage Diff               @@
##           gz-physics7     #632      +/-   ##
===============================================
+ Coverage        78.32%   79.04%   +0.71%     
===============================================
  Files              140      140              
  Lines             8069     8240     +171     
===============================================
+ Hits              6320     6513     +193     
+ Misses            1749     1727      -22     

☔ View full report in Codecov by Sentry.
📢 Have feedback on the report? Share it here.

Signed-off-by: Ian Chen <ichen@openrobotics.org>
@iche033 iche033 changed the title bullet-featherstone: Add SetFixedJointWeldChildToParent feature and update fixed constraint behavior bullet-featherstone: Update fixed constraint behavior Jun 1, 2024
Copy link
Contributor

@azeey azeey left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

I have created a suggestion PR #646

azeey and others added 2 commits June 2, 2024 22:29
…#646)

Signed-off-by: Addisu Z. Taddese <addisu@openrobotics.org>
Signed-off-by: Ian Chen <ichen@openrobotics.org>
@azeey azeey merged commit 74c4560 into gz-physics7 Jun 3, 2024
8 checks passed
@azeey azeey deleted the bullet_fixed_joint branch June 3, 2024 12:31
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
Bullet Bullet engine 🎵 harmonic Gazebo Harmonic
Projects
Archived in project
Development

Successfully merging this pull request may close these issues.

3 participants