Understanding CoppeliaSim Object Properties

Sep 28, 2024

Properties of Objects in CoppeliaSim

Introduction

  • Presenter: La Pola Our Mesto
  • Context: Part of a tutorial for robotic courses at the Polytechnic University of Valencia
  • Aim: Describe main properties of objects in CoppeliaSim.

Main Objectives

  1. Describe properties of objects in CoppeliaSim
  2. Understand differences between:
    • Respondable vs. Non-respondable objects
    • Dynamic vs. Static objects
  3. Discuss properties of shape and appearance of objects
  4. Understand visibility layers of objects
  5. Discuss special properties affecting simulation performance

Object Types

Dynamic Objects

  • Affected by forces such as gravity, collisions, and restrictions (e.g., joints)
  • Can change position and orientation automatically based on physics.

Static Objects

  • Do not change position or orientation unless manually modified or programmed
  • Enable kinematic simulations, easier to understand.

Reactivity of Objects

  • Reactive Objects: Can respond to collisions.
  • Non-reactive Objects: Do not respond to collisions.
  • Interaction examples:
    • Two static non-reactive objects: No movement or reaction.
    • One static reactive and one static non-reactive: No movement.
    • One dynamic object (reactive) and one static (non-reactive): Dynamic object falls but does not react with static object (passes through).
    • Both objects reactive (one dynamic, one static): They interact based on Newton's Third Law (action-reaction).

Special Properties of Objects

  1. Collidable Property:

    • Allows detection of collisions with other objects.
    • Used for path planning and collision-free paths.
  2. Detectable by Proximity Sensors:

    • E.g., ultrasonic, laser, infrared sensors detect objects with this property.
  3. Renderable Property:

    • Objects visible to sensors (cameras).
    • Only objects with this property are rendered and processed by cameras.
  4. Measurable Property:

    • Used for minimum distance calculations to avoid collisions.

Shape Properties

  • Modify object scale (size), color, and texture to change appearance.

Visibility Layers

  • CoppeliaSim has 16 visibility layers for object management:
    • First 8 layers: Used for complex objects (meshes, miscellaneous objects), managed by the graphics engine.
    • Last 8 layers: Used for simple objects (pure or convex objects) managed by physics engine.
  • Global mask controls visibility; by default shows first 8 layers, but can be inverted to see objects on the other layers.

Conclusion

  • Overview of properties provides foundation for understanding CoppeliaSim object interactions and simulations.
  • Further details will be covered in the next video.