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fix: ensure attached objects update during motion execution #3327

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48 changes: 42 additions & 6 deletions moveit_ros/planning/plan_execution/src/plan_execution.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -283,34 +283,70 @@ bool plan_execution::PlanExecution::isRemainingPathValid(const ExecutableMotionP
collision_detection::CollisionRequest req;
req.group_name = t.getGroupName();
req.pad_environment_collisions = false;
auto getAttachedObjects = [](const moveit::core::RobotState& state) {
std::vector<const moveit::core::AttachedBody*> attached_bodies;
state.getAttachedBodies(attached_bodies);
std::map<std::string, const moveit::core::AttachedBody*> attached_objects;
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Does it make sense to add this function to RobotState itself instead? Like a getAttachedBodiedMap() function?

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That sounds like a good idea! Adding a getAttachedBodiesMap() function to RobotState could make it more reusable and improve clarity. Would you like to propose this as a separate PR, or do you plan to integrate it into your current changes?

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I was suggesting including this in your PR, if you would be up for it?

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I have just created the getAttachedBodies version that returns a map instead of a vector and updated the PR accordingly. Let me know if this aligns with your ideas!

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It looks good, though I would consider not having it call the other one since it seems inefficient to create a vector, then loop through that to create a map. Maybe just go straight by looping through and putting together the map?

for (const auto& ab : attached_bodies)
{
attached_objects[ab->getName()] = ab;
}
return attached_objects;
};

moveit::core::RobotState state = plan.planning_scene->getCurrentState();
std::map<std::string, const moveit::core::AttachedBody*> current_attached_objects = getAttachedObjects(state);
for (std::size_t i = std::max(path_segment.second - 1, 0); i < wpc; ++i)
{
state = t.getWayPoint(i);
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Thank you for this!

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The only simplification I could think of is that, under the assumption that "attached objects are set to the waypoint's robot state at planning time" (which actually holds) we could query sample_attached_object only once. However, I proposed updating it for each waypoint to ensure robustness, even if this assumption doesn't hold. Do you see any potential issues or improvements with this?

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Ah thanks for asking.

I guess I would be thinking about:

  1. Does it slow things down to be potentially attaching/detaching objects at each waypoint during this check?
  2. It's difficult for me to know what the user's intent would be on a case by case basis. Right now it seems like the current state is treated as the source of truth, but I'm unsure whether users want that in every case. I guess the previous implementation did the opposite and treated the attached objects from the pre-planned waypoint as the source of truth.

Is it worth maybe adding a flag to this function for whether one wants to prioritize current state vs. planned states? And elevate this up to the config/parameter level?

collision_detection::CollisionResult res;
std::map<std::string, const moveit::core::AttachedBody*> sample_attached_object = getAttachedObjects(state);

// If sample state has attached objects that are not in the current state, remove them from the sample state
for (const auto& [name, object] : sample_attached_object)
{
if (current_attached_objects.find(name) == current_attached_objects.end())
{
RCLCPP_DEBUG(logger_, "Attached object '%s' is not in the current scene. Removing it.", name.c_str());
state.clearAttachedBody(name);
}
}

// If current state has attached objects that are not in the sample state, add them to the sample state
for (const auto& [name, object] : current_attached_objects)
{
if (sample_attached_object.find(name) == sample_attached_object.end())
{
RCLCPP_DEBUG(logger_, "Attached object '%s' is not in the robot state. Adding it.", name.c_str());
state.attachBody(std::make_unique<moveit::core::AttachedBody>(*object));
}
}

if (acm)
{
plan.planning_scene->checkCollision(req, res, t.getWayPoint(i), *acm);
plan.planning_scene->checkCollision(req, res, state, *acm);
}
else
{
plan.planning_scene->checkCollision(req, res, t.getWayPoint(i));
plan.planning_scene->checkCollision(req, res, state);
}

if (res.collision || !plan.planning_scene->isStateFeasible(t.getWayPoint(i), false))
if (res.collision || !plan.planning_scene->isStateFeasible(state, false))
{
RCLCPP_INFO(logger_, "Trajectory component '%s' is invalid for waypoint %ld out of %ld",
plan.plan_components[path_segment.first].description.c_str(), i, wpc);

// call the same functions again, in verbose mode, to show what issues have been detected
plan.planning_scene->isStateFeasible(t.getWayPoint(i), true);
plan.planning_scene->isStateFeasible(state, true);
req.verbose = true;
res.clear();
if (acm)
{
plan.planning_scene->checkCollision(req, res, t.getWayPoint(i), *acm);
plan.planning_scene->checkCollision(req, res, state, *acm);
}
else
{
plan.planning_scene->checkCollision(req, res, t.getWayPoint(i));
plan.planning_scene->checkCollision(req, res, state);
}
return false;
}
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