python-fcl
Python Interface for the Flexible Collision Library
Python-FCL is an (unofficial) Python interface for the Flexible Collision Library (FCL),
an excellent C++ library for performing proximity and collision queries on pairs of geometric models.
Currently, this package is targeted for FCL 0.7.0.
This package supports three types of proximity queries for pairs of geometric models:
- Collision Detection: Detecting whether two models overlap (and optionally where).
- Distance Computation: Computing the minimum distance between a pair of models.
- Continuous Collision Detection: Detecting whether two models overlap during motion (and optionally the time of contact).
This package also supports most of FCL's object shapes, including:
- TriangleP
- Box
- Sphere
- Ellipsoid
- Capsule
- Cone
- Convex
- Cylinder
- Half-Space
- Plane
- Mesh
- OcTree
Installation
First, install octomap, which is necessary to use OcTree. For Ubuntu, use sudo apt-get install liboctomap-dev
.
Second, install FCL using the instructions provided here.
If you're on Ubuntu 17.04 or newer, you can install FCL using sudo apt-get install libfcl-dev
.
Otherwise, just compile FCL from source -- it's quick and easy, and its dependencies are all easily installed via apt
or brew
.
Note: the provided install scripts (under build_dependencies
) can automate this process as well.
In order to install the Python wrappers for FCL, simply run
pip install python-fcl
Objects
Collision Objects
The primary construct in FCL is the CollisionObject
, which forms the backbone of all collision and distance computations.
A CollisionObject
consists of two components -- its geometry, defined by a CollisionGeometry
object, and its pose, defined by a Transform
object.
Collision Geometries
There are two main types of CollisionGeometry
objects -- geometric primitives, such as boxes and spheres,
and arbitrary triangular meshes.
Here's some examples of how to instantiate geometric primitives.
Note that the box, sphere, ellipsoid, capsule, cone, and cylinder are all centered at the origin.
import numpy as np
import fcl
v1 = np.array([1.0, 2.0, 3.0])
v2 = np.array([2.0, 1.0, 3.0])
v3 = np.array([3.0, 2.0, 1.0])
x, y, z = 1, 2, 3
rad, lz = 1.0, 3.0
n = np.array([1.0, 0.0, 0.0])
d = 5.0
t = fcl.TriangleP(v1, v2, v3)
b = fcl.Box(x, y, z)
s = fcl.Sphere(rad)
e = fcl.Ellipsoid(x, y, z)
c = fcl.Capsule(rad, lz)
c = fcl.Cone(rad, lz)
c = fcl.Cylinder(rad, lz)
h = fcl.Halfspace(n, d)
p = fcl.Plane(n, d)
Triangular meshes are wrapped by the BVHModel
class, and they are instantiated a bit differently.
verts = np.array([[1.0, 1.0, 1.0],
[2.0, 1.0, 1.0],
[1.0, 2.0, 1.0],
[1.0, 1.0, 2.0]])
tris = np.array([[0,2,1],
[0,3,2],
[0,1,3],
[1,2,3]])
m = fcl.BVHModel()
m.beginModel(len(verts), len(tris))
m.addSubModel(verts, tris)
m.endModel()
If the mesh is convex, such as the example above, you can also wrap it in the Convex
class. Note that the instantiation is a bit different because the Convex
class supports arbitrary polygons for each face of the convex object.
verts = np.array([[1.0, 1.0, 1.0],
[2.0, 1.0, 1.0],
[1.0, 2.0, 1.0],
[1.0, 1.0, 2.0]])
tris = np.array([[0,2,1],
[0,3,2],
[0,1,3],
[1,2,3]])
faces = np.concatenate((3 * np.ones((len(tris), 1), dtype=np.int64), tris), axis=1).flatten()
c = fcl.Convex(verts, len(tris), faces)
Transforms
In addition to a CollisionGeometry
, a CollisionObject
requires a Transform
, which tells FCL where the CollisionGeometry
is actually located in the world.
All Transform
objects specify a rigid transformation (i.e. a rotation and a translation).
The translation is always a 3-entry vector, while the rotation can be specified by a 3x3 rotation matrix or a 4-entry quaternion.
Here are some examples of possible ways to instantiate and manipulate a Transform
.
R = np.array([[0.0, -1.0, 0.0],
[1.0, 0.0, 0.0],
[0.0, 0.0, 1.0]])
T = np.array([1.0, 2.0, 3.0])
q = np.array([0.707, 0.0, 0.0, 0.707])
tf = fcl.Transform()
tf = fcl.Transform(q)
tf = fcl.Transform(R)
tf = fcl.Transform(T)
tf = fcl.Transform(q, T)
tf = fcl.Transform(R, T)
tf1 = fcl.Transform(tf)
Now, given a CollisionGeometry
and a Transform
, we can create a CollisionObject
:
t = fcl.Transform(R, T)
b = fcl.Box(x, y, z)
obj = fcl.CollisionObject(b, t)
The transform of a collision object can be modified in-place:
t1 = fcl.Transform(R1, T1)
obj.setTransform(t1)
obj.setRotation(R2)
obj.setTranslation(T2)
obj.setQuatRotation(q2)
Commands
Pairwise Operations
Given a pair of collision objects, this library supports three types of queries:
- Collision Detection
- Distance Computation
- Continuous Collision Detection
The interfaces for each of these operations follow a common pipeline.
First, a query request data structure is initialized and populated with parameters.
Then, an empty query response structure is initialized.
Finally, the query function is called with the two CollisionObject
items, the request structure, and the response structure as arguments.
The query function returns a scalar result, and any additional information is stored in the query result data structure.
Examples of all three operations are shown below.
Collision Checking
g1 = fcl.Box(1,2,3)
t1 = fcl.Transform()
o1 = fcl.CollisionObject(g1, t1)
g2 = fcl.Cone(1,3)
t2 = fcl.Transform()
o2 = fcl.CollisionObject(g2, t2)
request = fcl.CollisionRequest()
result = fcl.CollisionResult()
ret = fcl.collide(o1, o2, request, result)
After calling fcl.collide()
, ret
contains the number of contacts generated between the two objects,
and result
contains information about the collision and contacts.
For more information about available parameters for collision requests and results,
see fcl/collision_data.py
.
Distance Checking
g1 = fcl.Box(1,2,3)
t1 = fcl.Transform()
o1 = fcl.CollisionObject(g1, t1)
g2 = fcl.Cone(1,3)
t2 = fcl.Transform()
o2 = fcl.CollisionObject(g2, t2)
request = fcl.DistanceRequest()
result = fcl.DistanceResult()
ret = fcl.distance(o1, o2, request, result)
After calling fcl.distance()
, ret
contains the minimum distance between the two objects
and result
contains information about the closest points on the objects.
If ret
is negative, the objects are in collision.
For more information about available parameters for distance requests and results,
see fcl/collision_data.py
.
Continuous Collision Checking
g1 = fcl.Box(1,2,3)
t1 = fcl.Transform()
o1 = fcl.CollisionObject(g1, t1)
t1_final = fcl.Transform(np.array([1.0, 0.0, 0.0]))
g2 = fcl.Cone(1,3)
t2 = fcl.Transform()
o2 = fcl.CollisionObject(g2, t2)
t2_final = fcl.Transform(np.array([-1.0, 0.0, 0.0]))
request = fcl.ContinuousCollisionRequest()
result = fcl.ContinuousCollisionResult()
ret = fcl.continuousCollide(o1, t1_final, o2, t2_final, request, result)
After calling fcl.continuousCollide()
, ret
contains the time of contact in (0,1), or 1.0 if the objects did not collide during movement from their initial poses to their final poses.
Additionally, result
contains information about the collision time and status.
For more information about available parameters for continuous collision requests and results,
see fcl/collision_data.py
.
Broadphase Checking
In addition to pairwise checks, FCL supports broadphase collision/distance queries between groups of objects and can avoid n-squared complexity.
Specifically, CollisionObject
items are registered with a DynamicAABBTreeCollisionManager
before collision or distance checking is performed.
Three types of checks are possible:
- One-to-many: Collision/distance checking between a stand-alone
CollisionObject
and all objects managed by a manager. - Internal many-to-many: Pairwise collision/distance checking between all pairs of objects managed by a manager.
- Group many-to-many: Pairwise collision/distance checking between items from two managers.
In general, the collision methods can return all contact pairs, while the distance methods will just return the single closest distance between any pair of objects.
Here are some examples of managed collision checking.
The methods take a callback function -- use the defaults from python-fcl
unless you have a special use case -- and a wrapper object, either CollisionData
or DistanceData
, that wraps a request-response pair. This object also has a field, done
, that tells the recursive collision checker when to quit.
Be sure to use a new Data
object for each request or set the done
attribute to False
before reusing one.
objs1 = [fcl.CollisionObject(box), fcl.CollisionObject(sphere)]
objs2 = [fcl.CollisionObject(cone), fcl.CollisionObject(mesh)]
manager1 = fcl.DynamicAABBTreeCollisionManager()
manager2 = fcl.DynamicAABBTreeCollisionManager()
manager1.registerObjects(objs1)
manager2.registerObjects(objs2)
manager1.setup()
manager2.setup()
cdata = fcl.CollisionData()
manager1.collide(cdata, fcl.defaultCollisionCallback)
print 'Collision within manager 1?: {}'.format(cdata.result.is_collision)
ddata = fcl.DistanceData()
manager1.distance(ddata, fcl.defaultDistanceCallback)
print 'Closest distance within manager 1?: {}'.format(ddata.result.min_distance)
req = fcl.CollisionRequest(num_max_contacts=100, enable_contact=True)
rdata = fcl.CollisionData(request = req)
manager1.collide(fcl.CollisionObject(mesh), rdata, fcl.defaultCollisionCallback)
print 'Collision between manager 1 and Mesh?: {}'.format(rdata.result.is_collision)
print 'Contacts:'
for c in rdata.result.contacts:
print '\tO1: {}, O2: {}'.format(c.o1, c.o2)
rdata = fcl.CollisionData(request = req)
manager1.collide(manager2, rdata, fcl.defaultCollisionCallback)
print 'Collision between manager 1 and manager 2?: {}'.format(rdata.result.is_collision)
print 'Contacts:'
for c in rdata.result.contacts:
print '\tO1: {}, O2: {}'.format(c.o1, c.o2)
To determine which objects are actually in collision, you'll need parse the collision data's contacts and use an additional external data structure.
Specifically, the fcl.CollisionData
object that is passed into any collide()
call has an internal set of contacts, stored in cdata.result.contacts
.
This object is a simple list of Contact
objects, each of which represents a contact point between two objects.
Each contact object has two attributes, o1
and o2
, that store references to the original fcl.CollisionGeometry
objects were created for the two fcl.CollisionObject
objects that are in collision.
This is a bit wonky, but it's part of the FCL API.
Therefore, all you have to do is make a map from the id
of each fcl.CollisionGeometry
object to either the actual fcl.CollisionObject
it corresponds to or to some string identifier for each object.
Then, you can iterate over cdata.result.contacts
, extract o1
and o2
, apply the built-in id()
function to each, and find the corresponding data you want in your map.
Here's an example.
import fcl
import numpy as np
geom1 = fcl.Cylinder(1.0, 1.0)
obj1 = fcl.CollisionObject(geom1)
geom2 = fcl.Cylinder(1.0, 1.0)
obj2 = fcl.CollisionObject(geom2, fcl.Transform(np.array([0.0, 0.0, 0.3])))
geom3 = fcl.Cylinder(1.0, 1.0)
obj3 = fcl.CollisionObject(geom3, fcl.Transform(np.array([0.0, 0.0, 3.0])))
geoms = [geom1, geom2, geom3]
objs = [obj1, obj2, obj3]
names = ['obj1', 'obj2', 'obj3']
geom_id_to_obj = { id(geom) : obj for geom, obj in zip(geoms, objs) }
geom_id_to_name = { id(geom) : name for geom, name in zip(geoms, names) }
manager = fcl.DynamicAABBTreeCollisionManager()
manager.registerObjects(objs)
manager.setup()
crequest = fcl.CollisionRequest(num_max_contacts=100, enable_contact=True)
cdata = fcl.CollisionData(crequest, fcl.CollisionResult())
manager.collide(cdata, fcl.defaultCollisionCallback)
objs_in_collision = set()
for contact in cdata.result.contacts:
coll_geom_0 = contact.o1
coll_geom_1 = contact.o2
coll_names = [geom_id_to_name[id(coll_geom_0)], geom_id_to_name[id(coll_geom_1)]]
coll_names = tuple(sorted(coll_names))
objs_in_collision.add(coll_names)
for coll_pair in objs_in_collision:
print('Object {} in collision with object {}!'.format(coll_pair[0], coll_pair[1]))
>>> Object obj1 in collision with object obj2!
For more examples, see examples/example.py
.