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Vidur/pick and place for new urdf importer (#60)
* 1. Updating package Manifest for newerst version of URDF 2. Adding disable_collisions tage in URDF 3. Removing Ignore collision code from TrajectoryPlanner
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tutorials/pick_and_place/PickAndPlaceProject/Assets/URDF/niryo_one/niryo_one.urdf

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@@ -218,6 +218,13 @@
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</collision>
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</link>
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<!--Disable_Collisions -->
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<disable_collision joint1="right_gripper" joint2="gripper_base">
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</disable_collision>
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<disable_collision joint1="left_gripper" joint2="gripper_base">
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</disable_collision>
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<!--Joints -->
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<joint name="joint_world" type="fixed">
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<parent link="world"/>

tutorials/pick_and_place/PickAndPlaceProject/Packages/manifest.json

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"com.unity.ide.rider": "2.0.7",
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"com.unity.ide.visualstudio": "2.0.3",
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"com.unity.ide.vscode": "1.2.2",
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"com.unity.robotics.urdf-importer": "git+https://github.com/Unity-Technologies/URDF-Importer.git#v0.0.3",
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"com.unity.robotics.urdf-importer": "git+https://github.com/Unity-Technologies/URDF-Importer.git#v0.0.4",
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"com.unity.robotics.ros-tcp-connector": "git+https://github.com/Unity-Technologies/ROS-TCP-Connector.git#v0.0.2",
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"com.unity.test-framework": "1.1.18",
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"com.unity.textmeshpro": "3.0.1",

tutorials/pick_and_place/PickAndPlaceProject/Packages/packages-lock.json

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"hash": "0e963defca4eb075316d30e1e4224dee276c22cb"
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},
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"com.unity.robotics.urdf-importer": {
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"version": "git+https://github.com/Unity-Technologies/URDF-Importer.git#v0.0.3",
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"version": "git+https://github.com/Unity-Technologies/URDF-Importer.git#v0.0.4",
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"depth": 0,
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"source": "git",
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"dependencies": {},
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"hash": "c21c367786597b82079a1bf616af8c8b27293a95"
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"hash": "ca9f90f7d3fda94747e4dd4fa9702e6799af938e"
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},
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"com.unity.test-framework": {
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"version": "1.1.18",

tutorials/pick_and_place/Scripts/TrajectoryPlanner.cs

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@@ -233,23 +233,4 @@ void Awake()
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rightGripper = rightGripperGameObject.GetComponent<ArticulationBody>();
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leftGripper = leftGripperGameObject.GetComponent<ArticulationBody>();
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}
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void Start()
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{
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// Ignore collisions between gripper base and left/right grippers as the grippers slide along the base's edge
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Collider[] gripperBaseColliders = gripperBase.GetComponentsInChildren<Collider>();
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Collider[] rightGripperCollider = rightGripper.GetComponentsInChildren<Collider>();
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Collider[] leftGripperCollider = leftGripper.GetComponentsInChildren<Collider>();
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foreach(Collider gripBase in gripperBaseColliders)
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{
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foreach(Collider rightGrip in rightGripperCollider)
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{
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Physics.IgnoreCollision(gripBase, rightGrip);
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}
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foreach(Collider leftGrip in leftGripperCollider)
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{
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Physics.IgnoreCollision(leftGrip, gripBase);
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}
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}
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}
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}

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