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gravity-collision-modeling

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<!-- Gazebo world file -->
<world name="gravity_world">
<!-- Set gravity vector (x, y, z) in m/s^2 -->
<gravity>0 0 -9.8</gravity>

<!-- Physics engine configuration -->
<physics name="default_physics" type="ode">
<gravity>0 0 -9.8</gravity>
<ode>
<solver>
<type>quick</type>
<iters>10</iters>
<sor>1.3</sor>
</solver>
<constraints>
<cfm>0.0</cfm>
<erp>0.2</erp>
<contact_max_correcting_vel>100.0</contact_max_correcting_vel>
<contact_surface_layer>0.001</contact_surface_layer>
</constraints>
</ode>
</physics>
</world>

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# Example broad phase collision detection
class BroadPhaseCollision:
def __init__(self):
self.spatial_grid = {} # Grid for spatial partitioning
self.bounding_boxes = [] # List of bounding boxes

def find_potential_collisions(self):
"""Find pairs of objects that might be colliding"""
potential_pairs = []

# Use spatial partitioning to reduce comparisons
for obj1 in self.bounding_boxes:
nearby_objects = self.get_nearby_objects(obj1)
for obj2 in nearby_objects:
if self.bounding_boxes_collide(obj1, obj2):
potential_pairs.append((obj1, obj2))

return potential_pairs

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# Example narrow phase collision detection
class NarrowPhaseCollision:
def __init__(self):
pass

def detect_collision(self, shape1, shape2):
"""Detect precise collision between two shapes"""
# For spheres
if shape1.type == 'sphere' and shape2.type == 'sphere':
return self.sphere_sphere_collision(shape1, shape2)
# For boxes
elif shape1.type == 'box' and shape2.type == 'box':
return self.box_box_collision(shape1, shape2)
# For mixed types
else:
return self.general_collision(shape1, shape2)

def sphere_sphere_collision(self, sphere1, sphere2):
"""Detect collision between two spheres"""
distance = self.calculate_distance(sphere1.center, sphere2.center)
return distance < (sphere1.radius + sphere2.radius)

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class CollisionResponse:
def __init__(self):
self.restitution = 0.5 # Bounciness (0 = no bounce, 1 = perfect bounce)
self.friction = 0.8 # Friction coefficient

def resolve_collision(self, obj1, obj2, contact_point, contact_normal):
"""Resolve collision between two objects"""
# Calculate relative velocity at contact point
rel_velocity = obj2.velocity - obj1.velocity

# Calculate velocity along normal
vel_along_normal = rel_velocity.dot(contact_normal)

# Do not resolve if objects are moving apart
if vel_along_normal > 0:
return

# Calculate restitution (bounciness)
e = min(obj1.restitution, obj2.restitution)

# Calculate impulse scalar
j = -(1 + e) * vel_along_normal
j /= 1 / obj1.mass + 1 / obj2.mass

# Apply impulse
impulse = j * contact_normal
obj1.velocity -= impulse / obj1.mass
obj2.velocity += impulse / obj2.mass

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<!-- Gazebo world with complex indoor environment -->
<?xml version="1.0" ?>
<sdf version="1.7">
<world name="complex_indoor">
<!-- Gravity -->
<gravity>0 0 -9.8</gravity>

<!-- Physics -->
<physics name="default_physics" type="ode">
<gravity>0 0 -9.8</gravity>
</physics>

<!-- Ground plane -->
<include>
<uri>model://ground_plane</uri>
</include>

<!-- Lighting -->
<include>
<uri>model://sun</uri>
</include>

<!-- Room structure -->
<model name="room_walls">
<!-- Wall 1 -->
<link name="wall1">
<pose>0 -5 2.5 0 0 0</pose>
<collision name="wall1_collision">
<geometry>
<box>
<size>20 0.2 5</size>
</box>
</geometry>
</collision>
<visual name="wall1_visual">
<geometry>
<box>
<size>20 0.2 5</size>
</box>
</geometry>
<material>
<ambient>0.8 0.8 0.8 1</ambient>
<diffuse>0.8 0.8 0.8 1</diffuse>
</material>
</visual>
</link>

<!-- Other walls, floor, ceiling would be defined similarly -->
</model>

<!-- Furniture -->
<model name="table">
<pose>2 0 0 0 0 0</pose>
<link name="table_top">
<collision name="table_collision">
<geometry>
<box>
<size>1.5 0.8 0.02</size>
</box>
</geometry>
</collision>
<visual name="table_visual">
<geometry>
<box>
<size>1.5 0.8 0.02</size>
</box>
</geometry>
</visual>
</link>

<!-- Table legs -->
<model name="leg1">
<pose>0.6 0.3 -0.39 0 0 0</pose>
<!-- Leg geometry -->
</model>
<!-- More legs... -->
</model>

<!-- Stairs -->
<model name="stairs">
<pose>-3 -2 0 0 0 0</pose>
<!-- Define multiple steps -->
<link name="step1">
<pose>0 0 0.15 0 0 0</pose>
<collision name="step1_collision">
<geometry>
<box>
<size>2 1 0.3</size>
</box>
</geometry>
</collision>
<visual name="step1_visual">
<geometry>
<box>
<size>2 1 0.3</size>
</box>
</geometry>
</visual>
</link>
<!-- More steps... -->
</model>
</world>
</sdf>

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class CollisionLOD:
def __init__(self):
self.detail_levels = {
'high': {'sphere_count': 100, 'box_subdivisions': 10},
'medium': {'sphere_count': 50, 'box_subdivisions': 5},
'low': {'sphere_count': 20, 'box_subdivisions': 2}
}

def get_collision_model(self, distance, complexity_level):
"""Get appropriate collision model based on distance and complexity"""
if distance > 10: # Far away
lod_level = 'low'
elif distance > 5: # Medium distance
lod_level = 'medium'
else: # Close up
lod_level = 'high'

return self.create_collision_model(lod_level, complexity_level)

def create_collision_model(self, lod_level, complexity_level):
"""Create collision model based on LOD and complexity"""
# Implementation would create simplified collision geometry
pass

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class SpatialPartitioning:
def __init__(self, world_size, cell_size):
self.world_size = world_size
self.cell_size = cell_size
self.grid = self.create_grid()

def create_grid(self):
"""Create spatial partitioning grid"""
grid_size = int(self.world_size / self.cell_size)
return [[[] for _ in range(grid_size)] for _ in range(grid_size)]

def add_object(self, obj, position):
"""Add object to appropriate grid cell"""
grid_x = int(position[0] / self.cell_size)
grid_y = int(position[1] / self.cell_size)

if 0 <= grid_x < len(self.grid) and 0 <= grid_y < len(self.grid[0]):
self.grid[grid_x][grid_y].append(obj)

def get_nearby_objects(self, position, radius=1.0):
"""Get objects in nearby grid cells"""
nearby_objects = []

# Calculate grid range
grid_x = int(position[0] / self.cell_size)
grid_y = int(position[1] / self.cell_size)

range_cells = int(radius / self.cell_size) + 1

for dx in range(-range_cells, range_cells + 1):
for dy in range(-range_cells, range_cells + 1):
nx, ny = grid_x + dx, grid_y + dy
if 0 <= nx < len(self.grid) and 0 <= ny < len(self.grid[0]):
nearby_objects.extend(self.grid[nx][ny])

return nearby_objects

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class BalanceController:
def __init__(self):
self.com_height = 0.8 # Center of mass height
self.support_polygon = [] # Area where CoM must stay

def check_stability(self, robot_pose, foot_positions):
"""Check if robot is stable based on CoM position"""
# Calculate center of mass projection on ground
com_projection = self.calculate_com_projection(robot_pose)

# Calculate support polygon from foot positions
support_polygon = self.calculate_support_polygon(foot_positions)

# Check if CoM is within support polygon
is_stable = self.point_in_polygon(com_projection, support_polygon)

return is_stable, support_polygon

def calculate_support_polygon(self, foot_positions):
"""Calculate support polygon from foot contact points"""
# For bipedal robot, this is typically a polygon connecting foot points
if len(foot_positions) >= 2:
# Create convex hull of foot positions
return self.convex_hull(foot_positions)
else:
# Single foot support
return [foot_positions[0]]

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class ManipulationController:
def __init__(self):
self.gripper_open = True
self.object_grasped = None

def attempt_grasp(self, gripper_pose, object_pose):
"""Attempt to grasp an object"""
# Check if gripper is close enough to object
distance = self.calculate_distance(gripper_pose, object_pose)

if distance < 0.05 and self.gripper_open: # Within grasp distance
# Check for proper orientation
if self.check_grasp_orientation(gripper_pose, object_pose):
# Check for collision-free grasp
if not self.would_collide_during_grasp(gripper_pose, object_pose):
self.object_grasped = object_pose
self.gripper_open = False
return True, "Grasp successful"

return False, "Grasp failed"

def would_collide_during_grasp(self, gripper_pose, object_pose):
"""Check if grasp would cause collisions"""
# Simulate the grasp motion and check for collisions
# with environment and robot self-collision
pass

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class EnvironmentComplexityManager:
def __init__(self):
self.current_complexity = 'medium'
self.performance_threshold = 0.8 # Target performance ratio

def adjust_environment_complexity(self, current_performance):
"""Adjust environment complexity based on performance"""
if current_performance < self.performance_threshold * 0.8:
# Performance too low, reduce complexity
self.reduce_complexity()
elif current_performance > self.performance_threshold * 1.2:
# Performance high, can increase complexity
self.increase_complexity()

def reduce_complexity(self):
"""Reduce environment complexity"""
if self.current_complexity == 'high':
self.current_complexity = 'medium'
self.simplify_collision_meshes()
elif self.current_complexity == 'medium':
self.current_complexity = 'low'
self.remove_decoration_objects()

def increase_complexity(self):
"""Increase environment complexity"""
if self.current_complexity == 'low':
self.current_complexity = 'medium'
self.add_decoration_objects()
elif self.current_complexity == 'medium':
self.current_complexity = 'high'
self.increase_collision_detail()

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