mirror of
https://github.com/Relintai/pandemonium_engine.git
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368 lines
17 KiB
C++
368 lines
17 KiB
C++
#ifndef MULTIBODYTREE_HPP_
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#define MULTIBODYTREE_HPP_
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#include "IDConfig.hpp"
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#include "IDMath.hpp"
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namespace btInverseDynamics
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{
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/// Enumeration of supported joint types
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enum JointType
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{
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/// no degree of freedom, moves with parent
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FIXED = 0,
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/// one rotational degree of freedom relative to parent
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REVOLUTE,
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/// one translational degree of freedom relative to parent
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PRISMATIC,
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/// six degrees of freedom relative to parent
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FLOATING,
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/// three degrees of freedom, relative to parent
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SPHERICAL
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};
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/// Interface class for calculating inverse dynamics for tree structured
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/// multibody systems
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///
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/// Note on degrees of freedom
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/// The q vector contains the generalized coordinate set defining the tree's configuration.
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/// Every joint adds elements that define the corresponding link's frame pose relative to
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/// its parent. For the joint types that is:
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/// - FIXED: none
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/// - REVOLUTE: angle of rotation [rad]
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/// - PRISMATIC: displacement [m]
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/// - FLOATING: Euler x-y-z angles [rad] and displacement in body-fixed frame of parent [m]
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/// (in that order)
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/// - SPHERICAL: Euler x-y-z angles [rad]
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/// The u vector contains the generalized speeds, which are
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/// - FIXED: none
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/// - REVOLUTE: time derivative of angle of rotation [rad/s]
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/// - PRISMATIC: time derivative of displacement [m/s]
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/// - FLOATING: angular velocity [rad/s] (*not* time derivative of rpy angles)
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/// and time derivative of displacement in parent frame [m/s]
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// - SPHERICAL: angular velocity [rad/s]
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///
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/// The q and u vectors are obtained by stacking contributions of all bodies in one
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/// vector in the order of body indices.
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///
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/// Note on generalized forces: analogous to u, i.e.,
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/// - FIXED: none
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/// - REVOLUTE: moment [Nm], about joint axis
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/// - PRISMATIC: force [N], along joint axis
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/// - FLOATING: moment vector [Nm] and force vector [N], both in body-fixed frame
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/// (in that order)
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/// - SPHERICAL: moment vector [Nm]
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/// TODO - force element interface (friction, springs, dampers, etc)
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/// - gears and motor inertia
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class MultiBodyTree
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{
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public:
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ID_DECLARE_ALIGNED_ALLOCATOR();
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/// The contructor.
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/// Initialization & allocation is via addBody and buildSystem calls.
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MultiBodyTree();
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/// the destructor. This also deallocates all memory
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~MultiBodyTree();
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/// Add body to the system. this allocates memory and not real-time safe.
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/// This only adds the data to an initial cache. After all bodies have been
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/// added,
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/// the system is setup using the buildSystem call
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/// @param body_index index of the body to be added. Must >=0, <number of bodies,
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/// and index of parent must be < index of body
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/// @param parent_index index of the parent body
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/// The root of the tree has index 0 and its parent (the world frame)
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/// is assigned index -1
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/// the rotation and translation relative to the parent are taken as
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/// pose of the root body relative to the world frame. Other parameters
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/// are ignored
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/// @param JointType type of joint connecting the body to the parent
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/// @param mass the mass of the body
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/// @param body_r_body_com the center of mass of the body relative to and
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/// described in
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/// the body fixed frame, which is located in the joint axis connecting
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/// the body to its parent
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/// @param body_I_body the moment of inertia of the body w.r.t the body-fixed
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/// frame
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/// (ie, the reference point is the origin of the body-fixed frame and
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/// the matrix is written
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/// w.r.t. those unit vectors)
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/// @param parent_r_parent_body_ref position of joint relative to the parent
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/// body's reference frame
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/// for q=0, written in the parent bodies reference frame
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/// @param body_axis_of_motion translation/rotation axis in body-fixed frame.
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/// Ignored for joints that are not revolute or prismatic.
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/// must be a unit vector.
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/// @param body_T_parent_ref transform matrix from parent to body reference
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/// frame for q=0.
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/// This is the matrix transforming a vector represented in the
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/// parent's reference frame into one represented
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/// in this body's reference frame.
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/// ie, if parent_vec is a vector in R^3 whose components are w.r.t to
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/// the parent's reference frame,
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/// then the same vector written w.r.t. this body's frame (for q=0) is
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/// given by
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/// body_vec = parent_R_body_ref * parent_vec
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/// @param user_ptr pointer to user data
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/// @param user_int pointer to user integer
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/// @return 0 on success, -1 on error
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int addBody(int body_index, int parent_index, JointType joint_type,
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const vec3& parent_r_parent_body_ref, const mat33& body_T_parent_ref,
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const vec3& body_axis_of_motion, idScalar mass, const vec3& body_r_body_com,
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const mat33& body_I_body, const int user_int, void* user_ptr);
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/// set policy for invalid mass properties
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/// @param flag if true, invalid mass properties are accepted,
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/// the default is false
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void setAcceptInvalidMassParameters(bool flag);
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/// @return the mass properties policy flag
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bool getAcceptInvalidMassProperties() const;
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/// build internal data structures
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/// call this after all bodies have been added via addBody
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/// @return 0 on success, -1 on error
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int finalize();
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/// pretty print ascii description of tree to stdout
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void printTree();
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/// print tree data to stdout
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void printTreeData();
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/// Calculate joint forces for given generalized state & derivatives.
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/// This also updates kinematic terms computed in calculateKinematics.
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/// If gravity is not set to zero, acceleration terms will contain
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/// gravitational acceleration.
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/// @param q generalized coordinates
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/// @param u generalized velocities. In the general case, u=T(q)*dot(q) and dim(q)>=dim(u)
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/// @param dot_u time derivative of u
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/// @param joint_forces this is where the resulting joint forces will be
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/// stored. dim(joint_forces) = dim(u)
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/// @return 0 on success, -1 on error
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int calculateInverseDynamics(const vecx& q, const vecx& u, const vecx& dot_u,
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vecx* joint_forces);
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/// Calculate joint space mass matrix
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/// @param q generalized coordinates
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/// @param initialize_matrix if true, initialize mass matrix with zero.
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/// If mass_matrix is initialized to zero externally and only used
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/// for mass matrix computations for the same system, it is safe to
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/// set this to false.
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/// @param set_lower_triangular_matrix if true, the lower triangular section of mass_matrix
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/// is also populated, otherwise not.
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/// @param mass_matrix matrix for storing the output (should be dim(q)xdim(q))
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/// @return -1 on error, 0 on success
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int calculateMassMatrix(const vecx& q, const bool update_kinematics,
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const bool initialize_matrix, const bool set_lower_triangular_matrix,
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matxx* mass_matrix);
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/// Calculate joint space mass matrix.
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/// This version will update kinematics, initialize all mass_matrix elements to zero and
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/// populate all mass matrix entries.
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/// @param q generalized coordinates
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/// @param mass_matrix matrix for storing the output (should be dim(q)xdim(q))
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/// @return -1 on error, 0 on success
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int calculateMassMatrix(const vecx& q, matxx* mass_matrix);
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/// Calculates kinematics also calculated in calculateInverseDynamics,
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/// but not dynamics.
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/// This function ensures that correct accelerations are computed that do not
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/// contain gravitational acceleration terms.
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/// Does not calculate Jacobians, but only vector quantities (positions, velocities & accelerations)
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int calculateKinematics(const vecx& q, const vecx& u, const vecx& dot_u);
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/// Calculate position kinematics
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int calculatePositionKinematics(const vecx& q);
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/// Calculate position and velocity kinematics
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int calculatePositionAndVelocityKinematics(const vecx& q, const vecx& u);
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#if (defined BT_ID_HAVE_MAT3X) && (defined BT_ID_WITH_JACOBIANS)
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/// Calculate Jacobians (dvel/du), as well as velocity-dependent accelearation components
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/// d(Jacobian)/dt*u
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/// This function assumes that calculateInverseDynamics was called, or calculateKinematics,
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/// or calculatePositionAndVelocityKinematics
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int calculateJacobians(const vecx& q, const vecx& u);
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/// Calculate Jacobians (dvel/du)
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/// This function assumes that calculateInverseDynamics was called, or
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/// one of the calculateKineamtics functions
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int calculateJacobians(const vecx& q);
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#endif // BT_ID_HAVE_MAT3X
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/// set gravitational acceleration
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/// the default is [0;0;-9.8] in the world frame
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/// @param gravity the gravitational acceleration in world frame
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/// @return 0 on success, -1 on error
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int setGravityInWorldFrame(const vec3& gravity);
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/// returns number of bodies in tree
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int numBodies() const;
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/// returns number of mechanical degrees of freedom (dimension of q-vector)
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int numDoFs() const;
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/// get origin of a body-fixed frame, represented in world frame
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/// @param body_index index for frame/body
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/// @param world_origin pointer for return data
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/// @return 0 on success, -1 on error
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int getBodyOrigin(const int body_index, vec3* world_origin) const;
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/// get center of mass of a body, represented in world frame
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/// @param body_index index for frame/body
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/// @param world_com pointer for return data
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/// @return 0 on success, -1 on error
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int getBodyCoM(const int body_index, vec3* world_com) const;
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/// get transform from of a body-fixed frame to the world frame
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/// @param body_index index for frame/body
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/// @param world_T_body pointer for return data
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/// @return 0 on success, -1 on error
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int getBodyTransform(const int body_index, mat33* world_T_body) const;
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/// get absolute angular velocity for a body, represented in the world frame
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/// @param body_index index for frame/body
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/// @param world_omega pointer for return data
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/// @return 0 on success, -1 on error
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int getBodyAngularVelocity(const int body_index, vec3* world_omega) const;
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/// get linear velocity of a body, represented in world frame
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/// @param body_index index for frame/body
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/// @param world_velocity pointer for return data
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/// @return 0 on success, -1 on error
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int getBodyLinearVelocity(const int body_index, vec3* world_velocity) const;
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/// get linear velocity of a body's CoM, represented in world frame
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/// (not required for inverse dynamics, provided for convenience)
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/// @param body_index index for frame/body
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/// @param world_vel_com pointer for return data
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/// @return 0 on success, -1 on error
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int getBodyLinearVelocityCoM(const int body_index, vec3* world_velocity) const;
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/// get origin of a body-fixed frame, represented in world frame
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/// @param body_index index for frame/body
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/// @param world_origin pointer for return data
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/// @return 0 on success, -1 on error
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int getBodyAngularAcceleration(const int body_index, vec3* world_dot_omega) const;
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/// get origin of a body-fixed frame, represented in world frame
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/// NOTE: this will include the gravitational acceleration, so the actual acceleration is
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/// obtainened by setting gravitational acceleration to zero, or subtracting it.
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/// @param body_index index for frame/body
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/// @param world_origin pointer for return data
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/// @return 0 on success, -1 on error
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int getBodyLinearAcceleration(const int body_index, vec3* world_acceleration) const;
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#if (defined BT_ID_HAVE_MAT3X) && (defined BT_ID_WITH_JACOBIANS)
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// get translational jacobian, in world frame (dworld_velocity/du)
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int getBodyJacobianTrans(const int body_index, mat3x* world_jac_trans) const;
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// get rotational jacobian, in world frame (dworld_omega/du)
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int getBodyJacobianRot(const int body_index, mat3x* world_jac_rot) const;
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// get product of translational jacobian derivative * generatlized velocities
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int getBodyDotJacobianTransU(const int body_index, vec3* world_dot_jac_trans_u) const;
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// get product of rotational jacobian derivative * generatlized velocities
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int getBodyDotJacobianRotU(const int body_index, vec3* world_dot_jac_rot_u) const;
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#endif // BT_ID_HAVE_MAT3X
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/// returns the (internal) index of body
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/// @param body_index is the index of a body
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/// @param parent_index pointer to where parent index will be stored
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/// @return 0 on success, -1 on error
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int getParentIndex(const int body_index, int* parent_index) const;
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/// get joint type
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/// @param body_index index of the body
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/// @param joint_type the corresponding joint type
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/// @return 0 on success, -1 on failure
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int getJointType(const int body_index, JointType* joint_type) const;
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/// get joint type as string
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/// @param body_index index of the body
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/// @param joint_type string naming the corresponding joint type
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/// @return 0 on success, -1 on failure
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int getJointTypeStr(const int body_index, const char** joint_type) const;
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/// get offset translation to parent body (see addBody)
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/// @param body_index index of the body
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/// @param r the offset translation (see above)
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/// @return 0 on success, -1 on failure
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int getParentRParentBodyRef(const int body_index, vec3* r) const;
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/// get offset rotation to parent body (see addBody)
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/// @param body_index index of the body
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/// @param T the transform (see above)
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/// @return 0 on success, -1 on failure
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int getBodyTParentRef(const int body_index, mat33* T) const;
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/// get axis of motion (see addBody)
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/// @param body_index index of the body
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/// @param axis the axis (see above)
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/// @return 0 on success, -1 on failure
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int getBodyAxisOfMotion(const int body_index, vec3* axis) const;
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/// get offset for degrees of freedom of this body into the q-vector
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/// @param body_index index of the body
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/// @param q_offset offset the q vector
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/// @return -1 on error, 0 on success
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int getDoFOffset(const int body_index, int* q_offset) const;
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/// get user integer. not used by the library.
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/// @param body_index index of the body
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/// @param user_int the user integer
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/// @return 0 on success, -1 on error
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int getUserInt(const int body_index, int* user_int) const;
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/// get user pointer. not used by the library.
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/// @param body_index index of the body
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/// @param user_ptr the user pointer
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/// @return 0 on success, -1 on error
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int getUserPtr(const int body_index, void** user_ptr) const;
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/// set user integer. not used by the library.
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/// @param body_index index of the body
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/// @param user_int the user integer
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/// @return 0 on success, -1 on error
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int setUserInt(const int body_index, const int user_int);
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/// set user pointer. not used by the library.
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/// @param body_index index of the body
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/// @param user_ptr the user pointer
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/// @return 0 on success, -1 on error
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int setUserPtr(const int body_index, void* const user_ptr);
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/// set mass for a body
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/// @param body_index index of the body
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/// @param mass the mass to set
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/// @return 0 on success, -1 on failure
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int setBodyMass(const int body_index, const idScalar mass);
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/// set first moment of mass for a body
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/// (mass * center of mass, in body fixed frame, relative to joint)
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/// @param body_index index of the body
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/// @param first_mass_moment the vector to set
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/// @return 0 on success, -1 on failure
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int setBodyFirstMassMoment(const int body_index, const vec3& first_mass_moment);
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/// set second moment of mass for a body
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/// (moment of inertia, in body fixed frame, relative to joint)
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/// @param body_index index of the body
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/// @param second_mass_moment the inertia matrix
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/// @return 0 on success, -1 on failure
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int setBodySecondMassMoment(const int body_index, const mat33& second_mass_moment);
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/// get mass for a body
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/// @param body_index index of the body
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/// @param mass the mass
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/// @return 0 on success, -1 on failure
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int getBodyMass(const int body_index, idScalar* mass) const;
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/// get first moment of mass for a body
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/// (mass * center of mass, in body fixed frame, relative to joint)
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/// @param body_index index of the body
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/// @param first_moment the vector
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/// @return 0 on success, -1 on failure
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int getBodyFirstMassMoment(const int body_index, vec3* first_mass_moment) const;
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/// get second moment of mass for a body
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/// (moment of inertia, in body fixed frame, relative to joint)
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/// @param body_index index of the body
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/// @param second_mass_moment the inertia matrix
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/// @return 0 on success, -1 on failure
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int getBodySecondMassMoment(const int body_index, mat33* second_mass_moment) const;
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/// set all user forces and moments to zero
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void clearAllUserForcesAndMoments();
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/// Add an external force to a body, acting at the origin of the body-fixed frame.
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/// Calls to addUserForce are cumulative. Set the user force and moment to zero
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/// via clearAllUserForcesAndMoments()
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/// @param body_force the force represented in the body-fixed frame of reference
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/// @return 0 on success, -1 on error
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int addUserForce(const int body_index, const vec3& body_force);
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/// Add an external moment to a body.
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/// Calls to addUserMoment are cumulative. Set the user force and moment to zero
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/// via clearAllUserForcesAndMoments()
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/// @param body_moment the moment represented in the body-fixed frame of reference
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/// @return 0 on success, -1 on error
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int addUserMoment(const int body_index, const vec3& body_moment);
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private:
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// flag indicating if system has been initialized
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bool m_is_finalized;
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// flag indicating if mass properties are physically valid
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bool m_mass_parameters_are_valid;
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// flag defining if unphysical mass parameters are accepted
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bool m_accept_invalid_mass_parameters;
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// This struct implements the inverse dynamics calculations
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class MultiBodyImpl;
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MultiBodyImpl* m_impl;
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// cache data structure for initialization
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class InitCache;
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InitCache* m_init_cache;
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};
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} // namespace btInverseDynamics
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#endif // MULTIBODYTREE_HPP_
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