## ## Copyright (c) 2023 NVIDIA CORPORATION & AFFILIATES. All rights reserved. ## ## NVIDIA CORPORATION, its affiliates and licensors retain all intellectual ## property and proprietary rights in and to this material, related ## documentation and any modifications thereto. Any use, reproduction, ## disclosure or distribution of this material and related documentation ## without an express license agreement from NVIDIA CORPORATION or ## its affiliates is strictly prohibited. ## world_collision_checker_cfg: cache: null #{"cube": 41, "capsule": 0, "sphere": 0} checker_type: "PRIMITIVE" # ["PRIMITIVE", "BLOX", "MESH"] max_distance: 0.1 cost: pose_cfg: vec_weight: [1.0, 1.0, 1.0, 1.0, 1.0, 1.0] weight: [0.0, 0.0] vec_convergence: [0.0, 0.00] # orientation, position terminal: False bound_cfg: weight: 000.0 activation_distance: [0.0,0.0,0.0,0.0] constraint: primitive_collision_cfg: weight: 2000.0 use_sweep: False classify: True self_collision_cfg: weight: 1000.0 classify: True bound_cfg: weight: [5000.0, 5000.0, 5000.0,5000.0] activation_distance: [0.0,0.0,0.0,0.0] # for position, velocity, acceleration and jerk convergence: pose_cfg: vec_weight: [1.0, 1.0, 1.0, 1.0, 1.0, 1.0] weight: [1.0, 1.0] vec_convergence: [0.0, 0.00] # orientation, position terminal: False cspace_cfg: weight: 1.0 terminal: True run_weight: 1.0 null_space_cfg: weight: 1.0 terminal: True run_weight: 1.0