Recommend CoACD for convex mesh decomposition in the docs.

PiperOrigin-RevId: 596917392
Change-Id: I3fa6d22b879bf6b4d16e037bb2b8896df8d682a2
This commit is contained in:
Yuval Tassa
2024-01-09 06:44:29 -08:00
committed by Copybara-Service
parent baaaa10612
commit b643c08c0d
+6 -6
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@@ -1535,12 +1535,12 @@ convex hull implicitly, however pre-computing that hull can substantially improv
model compiler does that by default, using the `qhull <http://www.qhull.org/>`__ library.
In order to model a non-convex object other than a height field, the user must decompose it into a union of convex geoms
(which can be primitive shapes or meshes) and attach them to the same body. Tools such as the
`HACD <https://github.com/kmammou/v-hacd>`__ library can be used outside MuJoCo to automate this process. Finally, all
built-in collision functions can be replaced with custom callbacks. This can be used to incorporate a general-purpose
"triangle soup" collision detector for example. However we do not recommend such an approach. Pre-processing the
geometry and representing it as a union of convex geoms takes some work, but it pays off at runtime and yields both
faster and more stable simulation.
(which can be primitive shapes or meshes) and attach them to the same body. Open tools like the `CoACD library
<https://github.com/SarahWeiii/CoACD>`__ can be used outside MuJoCo to automate this process. Finally, all built-in
collision functions can be replaced with custom callbacks. This can be used to incorporate a general-purpose "triangle
soup" collision detector for example. However we do not recommend such an approach. Pre-processing the geometry and
representing it as a union of convex geoms takes some work, but it pays off at runtime and yields both faster and more
stable simulation.
.. _Pipeline: