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Gazebo simulation uses complex collision geometry #41

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@nickswalker

I've noticed that I have to run quite small stepsizes to get reasonable behavior from the simulator (see #40) and end up getting about half realtime performance. One part of the simulation that jumps out for possible performance optimization is the collision geometry. Currently, the URDF reuses the display meshes for collision bounds:

<collision>
<origin
xyz="0 0 0"
rpy="0 0 0" />
<geometry>
<mesh
filename="package://stretch_description/meshes/base_link.STL" />
</geometry>
</collision>

These should use simplified meshes or primitives where possible.

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