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- #include "InverseKinematicsExample.h"
- #include "../CommonInterfaces/CommonGraphicsAppInterface.h"
- #include "Bullet3Common/b3Quaternion.h"
- #include "Bullet3Common/b3Transform.h"
- #include "Bullet3Common/b3AlignedObjectArray.h"
- #include "../CommonInterfaces/CommonRenderInterface.h"
- #include "../CommonInterfaces/CommonExampleInterface.h"
- #include "../CommonInterfaces/CommonGUIHelperInterface.h"
- #include "../OpenGLWindow/OpenGLInclude.h"
- #include "BussIK/Node.h"
- #include "BussIK/Tree.h"
- #include "BussIK/Jacobian.h"
- #include "BussIK/VectorRn.h"
- #define RADIAN(X) ((X)*RadiansToDegrees)
- #define MAX_NUM_NODE 1000
- #define MAX_NUM_THETA 1000
- #define MAX_NUM_EFFECT 100
- double T = 0;
- VectorR3 targetaa[MAX_NUM_EFFECT];
- // Make slowdown factor larger to make the simulation take larger, less frequent steps
- // Make the constant factor in Tstep larger to make time pass more quickly
- //const int SlowdownFactor = 40;
- const int SlowdownFactor = 0; // Make higher to take larger steps less frequently
- const int SleepsPerStep=SlowdownFactor;
- int SleepCounter=0;
- //const double Tstep = 0.0005*(double)SlowdownFactor; // Time step
- int AxesList; /* list to hold the axes */
- int AxesOn; /* ON or OFF */
- float Scale, Scale2; /* scaling factors */
- int JointLimitsOn;
- int RestPositionOn;
- int UseJacobianTargets1;
- int numIteration = 1;
- double error = 0.0;
- double errorDLS = 0.0;
- double errorSDLS = 0.0;
- double sumError = 0.0;
- double sumErrorDLS = 0.0;
- double sumErrorSDLS = 0.0;
- #ifdef _DYNAMIC
- bool initMaxDist = true;
- extern double Excess[];
- extern double dsnorm[];
- #endif
- void Reset(Tree &tree, Jacobian* m_ikJacobian)
- {
- AxesOn = false;
-
- Scale = 1.0;
- Scale2 = 0.0; /* because add 1. to it in Display() */
-
- JointLimitsOn = true;
- RestPositionOn = false;
- UseJacobianTargets1 = false;
-
-
- tree.Init();
- tree.Compute();
- m_ikJacobian->Reset();
- }
- // Update target positions
- void UpdateTargets( double T2, Tree & treeY) {
- double T = T2 / 5.;
- targetaa[0].Set(0.6*b3Sin(0), 0.6*b3Cos(0), 0.5+0.4*b3Sin(3 * T));
- }
- // Does a single update (on one kind of tree)
- void DoUpdateStep(double Tstep, Tree & treeY, Jacobian *jacob, int ikMethod) {
-
- if ( SleepCounter==0 ) {
- T += Tstep;
- UpdateTargets( T , treeY);
- }
- if ( UseJacobianTargets1 ) {
- jacob->SetJtargetActive();
- }
- else {
- jacob->SetJendActive();
- }
- jacob->ComputeJacobian(targetaa); // Set up Jacobian and deltaS vectors
- // Calculate the change in theta values
- switch (ikMethod) {
- case IK_JACOB_TRANS:
- jacob->CalcDeltaThetasTranspose(); // Jacobian transpose method
- break;
- case IK_DLS:
- jacob->CalcDeltaThetasDLS(); // Damped least squares method
- break;
- case IK_DLS_SVD:
- jacob->CalcDeltaThetasDLSwithSVD();
- break;
- case IK_PURE_PSEUDO:
- jacob->CalcDeltaThetasPseudoinverse(); // Pure pseudoinverse method
- break;
- case IK_SDLS:
- jacob->CalcDeltaThetasSDLS(); // Selectively damped least squares method
- break;
- default:
- jacob->ZeroDeltaThetas();
- break;
- }
- if ( SleepCounter==0 ) {
- jacob->UpdateThetas(); // Apply the change in the theta values
- jacob->UpdatedSClampValue(targetaa);
- SleepCounter = SleepsPerStep;
- }
- else {
- SleepCounter--;
- }
- }
- ///quick demo showing the right-handed coordinate system and positive rotations around each axis
- class InverseKinematicsExample : public CommonExampleInterface
- {
- CommonGraphicsApp* m_app;
- int m_ikMethod;
- Tree m_ikTree;
- b3AlignedObjectArray<Node*> m_ikNodes;
- Jacobian* m_ikJacobian;
- float m_x;
- float m_y;
- float m_z;
- b3AlignedObjectArray<int> m_movingInstances;
- int m_targetInstance;
- enum
- {
- numCubesX = 20,
- numCubesY = 20
- };
- public:
-
- InverseKinematicsExample(CommonGraphicsApp* app, int option)
- :m_app(app),
- m_x(0),
- m_y(0),
- m_z(0),
- m_targetInstance(-1),
- m_ikMethod(option)
- {
- m_app->setUpAxis(2);
-
- {
- b3Vector3 extents=b3MakeVector3(100,100,100);
- extents[m_app->getUpAxis()]=1;
-
- int xres = 20;
- int yres = 20;
-
- b3Vector4 color0=b3MakeVector4(0.4, 0.4, 0.4,1);
- b3Vector4 color1=b3MakeVector4(0.6, 0.6, 0.6,1);
- m_app->registerGrid(xres, yres, color0, color1);
- }
-
- ///create some graphics proxy for the tracking target
- ///the endeffector tries to track it using Inverse Kinematics
- {
- int sphereId = m_app->registerGraphicsUnitSphereShape(SPHERE_LOD_MEDIUM);
- b3Vector3 pos = b3MakeVector3(1,1,1);
- pos[app->getUpAxis()] = 1;
- b3Quaternion orn(0, 0, 0, 1);
- b3Vector4 color = b3MakeVector4(1., 0.3, 0.3, 1);
- b3Vector3 scaling = b3MakeVector3(.02, .02, .02);
- m_targetInstance = m_app->m_renderer->registerGraphicsInstance(sphereId, pos, orn, color, scaling);
- }
- m_app->m_renderer->writeTransforms();
- }
- virtual ~InverseKinematicsExample()
- {
- m_app->m_renderer->enableBlend(false);
- }
-
- virtual void physicsDebugDraw(int debugDrawMode)
- {
-
- }
- virtual void initPhysics()
- {
- BuildKukaIIWAShape();
- m_ikJacobian = new Jacobian(&m_ikTree);
- Reset(m_ikTree,m_ikJacobian);
- }
- virtual void exitPhysics()
- {
- delete m_ikJacobian;
- m_ikJacobian = 0;
- }
- void BuildKukaIIWAShape();
- void getLocalTransform(const Node* node, b3Transform& act)
- {
- b3Vector3 axis = b3MakeVector3(node->v.x, node->v.y, node->v.z);
- b3Quaternion rot(0, 0, 0, 1);
- if (axis.length())
- {
- rot = b3Quaternion (axis, node->theta);
- }
- act.setIdentity();
- act.setRotation(rot);
- act.setOrigin(b3MakeVector3(node->r.x, node->r.y, node->r.z));
- }
- void MyDrawTree(Node* node, const b3Transform& tr)
- {
- b3Vector3 lineColor = b3MakeVector3(0, 0, 0);
- int lineWidth = 2;
- if (node != 0) {
- // glPushMatrix();
- b3Vector3 pos = b3MakeVector3(tr.getOrigin().x, tr.getOrigin().y, tr.getOrigin().z);
- b3Vector3 color = b3MakeVector3(0, 1, 0);
- int pointSize = 10;
- m_app->m_renderer->drawPoint(pos, color, pointSize);
- m_app->m_renderer->drawLine(pos, pos+ 0.05*tr.getBasis().getColumn(0), b3MakeVector3(1,0,0), lineWidth);
- m_app->m_renderer->drawLine(pos, pos + 0.05*tr.getBasis().getColumn(1), b3MakeVector3(0, 1, 0), lineWidth);
- m_app->m_renderer->drawLine(pos, pos + 0.05*tr.getBasis().getColumn(2), b3MakeVector3(0, 0, 1), lineWidth);
-
- b3Vector3 axisLocal = b3MakeVector3(node->v.x, node->v.y, node->v.z);
- b3Vector3 axisWorld = tr.getBasis()*axisLocal;
- m_app->m_renderer->drawLine(pos, pos + 0.1*axisWorld, b3MakeVector3(.2, 0.2, 0.7), 5);
- //node->DrawNode(node == root); // Recursively draw node and update ModelView matrix
- if (node->left) {
- b3Transform act;
- getLocalTransform(node->left, act);
-
- b3Transform trl = tr*act;
- m_app->m_renderer->drawLine(tr.getOrigin(), trl.getOrigin(), lineColor, lineWidth);
- MyDrawTree(node->left, trl); // Draw tree of children recursively
- }
- // glPopMatrix();
- if (node->right) {
- b3Transform act;
- getLocalTransform(node->right, act);
- b3Transform trr = tr*act;
- m_app->m_renderer->drawLine(tr.getOrigin(), trr.getOrigin(), lineColor, lineWidth);
- MyDrawTree(node->right,trr); // Draw right siblings recursively
- }
- }
- }
- virtual void stepSimulation(float deltaTime)
- {
- DoUpdateStep(deltaTime, m_ikTree, m_ikJacobian, m_ikMethod);
- }
- virtual void renderScene()
- {
-
-
- b3Transform act;
- getLocalTransform(m_ikTree.GetRoot(), act);
- MyDrawTree(m_ikTree.GetRoot(), act);
-
- b3Vector3 pos = b3MakeVector3(targetaa[0].x, targetaa[0].y, targetaa[0].z);
- b3Quaternion orn(0, 0, 0, 1);
- m_app->m_renderer->writeSingleInstanceTransformToCPU(pos, orn, m_targetInstance);
- m_app->m_renderer->writeTransforms();
- m_app->m_renderer->renderScene();
- }
-
- virtual void physicsDebugDraw()
- {
-
- }
- virtual bool mouseMoveCallback(float x,float y)
- {
- return false;
- }
- virtual bool mouseButtonCallback(int button, int state, float x, float y)
- {
- return false;
- }
- virtual bool keyboardCallback(int key, int state)
- {
- return false;
- }
-
- virtual void resetCamera()
- {
- float dist = 1.3;
- float pitch = 120;
- float yaw = 13;
- float targetPos[3]={-0.35,0.14,0.25};
- if (m_app->m_renderer && m_app->m_renderer->getActiveCamera())
- {
-
- m_app->m_renderer->getActiveCamera()->setCameraDistance(dist);
- m_app->m_renderer->getActiveCamera()->setCameraPitch(pitch);
- m_app->m_renderer->getActiveCamera()->setCameraYaw(yaw);
- m_app->m_renderer->getActiveCamera()->setCameraTargetPosition(targetPos[0],targetPos[1],targetPos[2]);
- }
- }
- };
- void InverseKinematicsExample::BuildKukaIIWAShape()
- {
- const VectorR3& unitx = VectorR3::UnitX;
- const VectorR3& unity = VectorR3::UnitY;
- const VectorR3& unitz = VectorR3::UnitZ;
- const VectorR3 unit1(sqrt(14.0) / 8.0, 1.0 / 8.0, 7.0 / 8.0);
- const VectorR3& zero = VectorR3::Zero;
- float minTheta = -4 * PI;
- float maxTheta = 4 * PI;
- m_ikNodes.resize(8);//7DOF+additional endeffector
- m_ikNodes[0] = new Node(VectorR3(0.100000, 0.000000, 0.087500), unitz, 0.08, JOINT, -1e30, 1e30, RADIAN(0.));
- m_ikTree.InsertRoot(m_ikNodes[0]);
- m_ikNodes[1] = new Node(VectorR3(0.100000, -0.000000, 0.290000), unity, 0.08, JOINT, -0.5, 0.4, RADIAN(0.));
- m_ikTree.InsertLeftChild(m_ikNodes[0], m_ikNodes[1]);
- m_ikNodes[2] = new Node(VectorR3(0.100000, -0.000000, 0.494500), unitz, 0.08, JOINT, minTheta, maxTheta, RADIAN(0.));
- m_ikTree.InsertLeftChild(m_ikNodes[1], m_ikNodes[2]);
- m_ikNodes[3] = new Node(VectorR3(0.100000, 0.000000, 0.710000), -unity, 0.08, JOINT, minTheta, maxTheta, RADIAN(0.));
- m_ikTree.InsertLeftChild(m_ikNodes[2], m_ikNodes[3]);
- m_ikNodes[4] = new Node(VectorR3(0.100000, 0.000000, 0.894500), unitz, 0.08, JOINT, minTheta, maxTheta, RADIAN(0.));
- m_ikTree.InsertLeftChild(m_ikNodes[3], m_ikNodes[4]);
- m_ikNodes[5] = new Node(VectorR3(0.100000, 0.000000, 1.110000), unity, 0.08, JOINT, minTheta, maxTheta, RADIAN(0.));
- m_ikTree.InsertLeftChild(m_ikNodes[4], m_ikNodes[5]);
- m_ikNodes[6] = new Node(VectorR3(0.100000, 0.000000, 1.191000), unitz, 0.08, JOINT, minTheta, maxTheta, RADIAN(0.));
- m_ikTree.InsertLeftChild(m_ikNodes[5], m_ikNodes[6]);
- m_ikNodes[7] = new Node(VectorR3(0.100000, 0.000000, 1.20000), zero, 0.08, EFFECTOR);
- m_ikTree.InsertLeftChild(m_ikNodes[6], m_ikNodes[7]);
- }
- class CommonExampleInterface* InverseKinematicsExampleCreateFunc(struct CommonExampleOptions& options)
- {
- return new InverseKinematicsExample(options.m_guiHelper->getAppInterface(), options.m_option);
- }
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