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Fix appendModel issue when a frame have non null transformation #2807
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Fix appendModel issue when a frame have non null transformation #2807
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👋 Hi,
This is a reminder message to assign an extra build label to this Pull Request if needed.
By default, this PR will be build with minimal build options (URDF support and Python bindings)
The possible extra labels are:
- build_collision (build Pinocchio with coal support)
- build_casadi (build Pinocchio with CasADi support)
- build_autodiff (build Pinocchio with CppAD support)
- build_codegen (build Pinocchio with CppADCodeGen support)
- build_extra (build Pinocchio with extra algorithms)
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Thanks.
The Pinocchio development team.
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Shouldn't this be changed as well in the |
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@martisalcedo7 I'm currently looking at it but frame with inertia attached to universe is kind of weird. Do you see an use case of it ? |
It is weird but it can be there. We have to make sure this inertia is not given to the body with addFrame(), therefore the argument append_inertia should be set to false. |
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Ok, after discussion it can model the inertia of the base of a manipulator. |
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Can we also apply the fix here for the geometric bodies? They are expressed with respect to the frames, not with respect to the joints, so this transformation is wrong. It was also shown in the issue. In the function
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As said in the issue I'm waiting to have an example to reproduce it. |
I am working on that. |
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It was a bug in our side. Please omit this geometry problem. |
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i also confirm, ignore the geometry issue |
`model.frames` vector is modified in the algorithm. The `pframe` reference can then be invalidated.
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Description
When a frame have inertia and a non null transformation,
appendModelalgorithm was doing some wrong computation to compute joint inertia of the new transform.Close #2805
TODO
AppendJointOfModelAlgoTplappendUniverseToModelChecklist
pre-commit run --all-filesorpixi run lint