ValidatePath
Checks to see if the global path is valid. If there is an obstacle along the path, it returns FAILURE, otherwise it returns SUCCESS. Optionally checks specific costmap layers and can use a custom footprint for validation.
Input Ports
- server_timeout
Type
Default
double
20.0
- Description
Service response timeout (ms).
- path
Type
Default
nav_msgs::msg::Path
N/A
- Description
The global path to check for validity.
- max_cost
Type
Default
unsigned int
254
- Description
The maximum allowable cost for the path to be considered valid.
- consider_unknown_as_obstacle
Type
Default
bool
false
- Description
Whether to consider unknown cost (255) as obstacle.
- layer_name
Type
Default
string
“”
- Description
Name of the specific costmap layer to check against. If empty, checks against the full costmap.
- footprint
Type
Default
string
“”
- Description
Custom footprint specification as a bracketed array of arrays, e.g., “[[x1,y1],[x2,y2],…]”. If empty, uses the robot’s configured footprint.
- stop_at_first_collision
Type
Default
bool
true
- Description
Whether to stop validation at the first collision (true) or check all poses in the path (false). When false, all collision poses are reported.
- max_lookahead_distance
Type
Default
double
-1.0
- Description
Maximum distance ahead of the robot along the path to validate. When set to -1.0 (default), the full path is validated. A positive value limits validation to only the portion of the path within that distance from the robot’s current position.
Output Ports
- collision_poses
Type
Default
std::vector<geometry_msgs::msg::PoseStamped>
N/A
- Description
Vector of poses in the path that are in collision or invalid. Empty if the path is valid.
Example
<ValidatePath
server_timeout="10"
path="{path}"
max_cost="100"
consider_unknown_as_obstacle="false"
layer_name=""
footprint=""
stop_at_first_collision="true"
collision_poses="{collision_poses}" />
With max_lookahead_distance:
<ValidatePath
path="{path}"
max_lookahead_distance="5.0"
collision_poses="{collision_poses}" />
With custom footprint:
<ValidatePath
path="{path}"
footprint="[[0.5,0.5],[0.5,-0.5],[-0.5,-0.5],[-0.5,0.5]]"
collision_poses="{collision_poses}" />
Checking a specific costmap layer:
<ValidatePath
path="{path}"
layer_name="obstacle_layer"
stop_at_first_collision="false"
collision_poses="{collision_poses}" />