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[MISC] Make collision bitmasks filter local to entity for MJCF morphs. #1499
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duburcqa:mjcf_collision_filter
Aug 5, 2025
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
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@@ -135,7 +135,6 @@ class Primitive(Morph): | |
| ---- | ||
| This class should *not* be instantiated directly. | ||
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| Parameters | ||
| ---------- | ||
| pos : tuple, shape (3,), optional | ||
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@@ -685,13 +684,25 @@ class MJCF(FileMorph): | |
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| Note | ||
| ---- | ||
| MJCF file always contains a worldbody, which we will skip during loading. | ||
| The robots/objects in MJCF come with their own baselink pose. | ||
| If `pos`, `euler`, or `quat` is specified, it will override the baselink pose in the MJCF file. | ||
| MJCF file always contains a 'world' body. Although this body is added to the kinematic tree, it is used to define | ||
| the initial pose of the root link. If `pos`, `euler`, or `quat` is specified, it will override the root pose that | ||
| was originally specified in the MJCF file. | ||
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| Note | ||
| ---- | ||
| Genesis currently processes MJCF as if it describing a single entity instead of an actual scene. This means that | ||
| there is a single gigantic kinematic chain comprising multiple physical kinematic chains connected together using | ||
| fee joints. The definition of kinematic chain has been stretched a bit to allow us. In particular, there must be | ||
|
Collaborator
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. "connected together using fee joints" -> "connected by free joints"
Collaborator
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. "to allow us" -> "to allow for this" |
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| multiple root links instead of a single one. One other related limitation is global / world options defined in MJCF | ||
| but must be set at the scene-level in Genesis are completely ignored at the moment, e.g. the simulation timestep, | ||
| integrator or constraint solver. Building an actual scene hierarchy with multiple independent entities may be | ||
| supported in the future. | ||
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| The current version of Genesis asumes there's only one child of the worldbody. | ||
| However, it's possible that a MJCF file contains a scene, not just a single robot, in which case the worldbody will | ||
| have multiple kinematic trees. We will support such cases in the future. | ||
| Note | ||
| ---- | ||
| Collision filters defined in MJCF are considered "local", i.e. they only apply to collision pairs for which both | ||
| geometries along to that specific entity. This means that there is no way to filter out collision pairs between | ||
| primitive and MJCF entity at the moment. | ||
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| Parameters | ||
| ---------- | ||
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"describing" -> "describes"