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