collision-geometry

Design simplified URDF collision geometry and align Nav2 footprints for robots.

Updated Aug 16, 2026
One-click install
npx skills add https://github.com/three1324/yeonjinautomotive --skill collision-geometry-three1324
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: collision-geometry
Source: https://github.com/three1324/yeonjinautomotive/tree/main/.claude/skills/collision-geometry
Command: npx skills add https://github.com/three1324/yeonjinautomotive --skill collision-geometry-three1324

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Designing collision geometry for robot models is error-prone: using detailed visual meshes as collision shapes slows physics simulation, causes solver instability, and produces mismatches between the URDF collision envelope and the Nav2 costmap footprint that lead to unplannable paths or self-collisions. ## Core Features & Use Cases - Primitive-Based Collision Design: Replace detailed meshes with boxes, cylinders, spheres, or convex hulls, and combine multiple collision elements per link to approximate complex shapes. - Gazebo Configuration Guidance: Set friction coefficients, contact parameters, and max contacts through Gazebo SDF extensions for stable simulation. - Nav2 Footprint Consistency: Align robot_radius or footprint polygons with the URDF collision envelope, including inscribed and circumscribed radius reasoning. - Use Case: When building a URDF for a mobile robot, use this Skill to define simple collision primitives for the chassis and wheels, then configure the Nav2 local costmap footprint so the planner never routes the robot through spaces it cannot physically fit. ## Quick Start Ask the AI to design simplified collision geometry for a robot link and verify that the Nav2 footprint matches the URDF collision envelope.

Frequently Asked Questions about collision-geometry

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I simplify collision geometry in URDF?

Replace detailed meshes with primitives like boxes, cylinders, and spheres in the collision element while keeping the mesh only in the visual element. For complex shapes, combine multiple collision elements per link or generate a convex hull from the mesh using trimesh.

Should URDF collision and visual geometry be the same?

No, collision and visual geometry should usually differ. The visual element holds detailed meshes for rendering, while the collision element uses simple primitives because mesh collision detection is slow and concave meshes cause physics solver failures.

How do I match Nav2 footprint to URDF collision?

Set the Nav2 robot_radius or footprint polygon to match or slightly exceed the URDF collision envelope projected onto the ground plane, adding a 1-2 cm safety margin. The inscribed and circumscribed radii must both cover the collision projection.

Why does my robot fall through the ground in Gazebo?

This typically happens when wheels lack collision geometry or contact parameters are misconfigured. Add collision elements to wheel links and set surface friction and contact max_vel and min_depth values in the Gazebo SDF extensions.

What causes constant self-collision in robot simulation?

Self-collision occurs when collision shapes of connected links overlap in the default configuration. Leave small gaps between adjacent collision geometries and check clearances at extreme joint limits; only joint-connected links are excluded from mutual collision by default.