Recommend CoACD for convex mesh decomposition in the docs.
PiperOrigin-RevId: 596917392 Change-Id: I3fa6d22b879bf6b4d16e037bb2b8896df8d682a2
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@@ -1535,12 +1535,12 @@ convex hull implicitly, however pre-computing that hull can substantially improv
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model compiler does that by default, using the `qhull <http://www.qhull.org/>`__ library.
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In order to model a non-convex object other than a height field, the user must decompose it into a union of convex geoms
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(which can be primitive shapes or meshes) and attach them to the same body. Tools such as the
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`HACD <https://github.com/kmammou/v-hacd>`__ library can be used outside MuJoCo to automate this process. Finally, all
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built-in collision functions can be replaced with custom callbacks. This can be used to incorporate a general-purpose
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"triangle soup" collision detector for example. However we do not recommend such an approach. Pre-processing the
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geometry and representing it as a union of convex geoms takes some work, but it pays off at runtime and yields both
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faster and more stable simulation.
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(which can be primitive shapes or meshes) and attach them to the same body. Open tools like the `CoACD library
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<https://github.com/SarahWeiii/CoACD>`__ can be used outside MuJoCo to automate this process. Finally, all built-in
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collision functions can be replaced with custom callbacks. This can be used to incorporate a general-purpose "triangle
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soup" collision detector for example. However we do not recommend such an approach. Pre-processing the geometry and
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representing it as a union of convex geoms takes some work, but it pays off at runtime and yields both faster and more
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stable simulation.
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.. _Pipeline:
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