diff options
author | Rémi Verschelde <rverschelde@gmail.com> | 2022-03-09 21:15:53 +0100 |
---|---|---|
committer | Rémi Verschelde <rverschelde@gmail.com> | 2022-03-09 21:45:47 +0100 |
commit | 3d7f1555865a981b7144becfc58d3f3f34362f5f (patch) | |
tree | d92912c6d700468b3330148b9179026b9f4efcb4 /thirdparty/bullet/BulletInverseDynamics/details/MultiBodyTreeImpl.hpp | |
parent | 33c907f9f5b3ec1a43d0251d7cac80da49b5b658 (diff) |
Remove unused Bullet module and thirdparty code
It has been disabled in `master` since one year (#45852) and our plan
is for Bullet, and possibly other thirdparty physics engines, to be
implemented via GDExtension so that they can be selected by the users
who need them.
Diffstat (limited to 'thirdparty/bullet/BulletInverseDynamics/details/MultiBodyTreeImpl.hpp')
-rw-r--r-- | thirdparty/bullet/BulletInverseDynamics/details/MultiBodyTreeImpl.hpp | 288 |
1 files changed, 0 insertions, 288 deletions
diff --git a/thirdparty/bullet/BulletInverseDynamics/details/MultiBodyTreeImpl.hpp b/thirdparty/bullet/BulletInverseDynamics/details/MultiBodyTreeImpl.hpp deleted file mode 100644 index eabdbe161b..0000000000 --- a/thirdparty/bullet/BulletInverseDynamics/details/MultiBodyTreeImpl.hpp +++ /dev/null @@ -1,288 +0,0 @@ -// The structs and classes defined here provide a basic inverse fynamics implementation used -// by MultiBodyTree -// User interaction should be through MultiBodyTree - -#ifndef MULTI_BODY_REFERENCE_IMPL_HPP_ -#define MULTI_BODY_REFERENCE_IMPL_HPP_ - -#include "../IDConfig.hpp" -#include "../MultiBodyTree.hpp" - -namespace btInverseDynamics -{ -/// Structure for for rigid body mass properties, connectivity and kinematic state -/// all vectors and matrices are in body-fixed frame, if not indicated otherwise. -/// The body-fixed frame is located in the joint connecting the body to its parent. -struct RigidBody -{ - ID_DECLARE_ALIGNED_ALLOCATOR(); - // 1 Inertial properties - /// Mass - idScalar m_mass; - /// Mass times center of gravity in body-fixed frame - vec3 m_body_mass_com; - /// Moment of inertia w.r.t. body-fixed frame - mat33 m_body_I_body; - - // 2 dynamic properties - /// Left-hand side of the body equation of motion, translational part - vec3 m_eom_lhs_translational; - /// Left-hand side of the body equation of motion, rotational part - vec3 m_eom_lhs_rotational; - /// Force acting at the joint when the body is cut from its parent; - /// includes impressed joint force in J_JT direction, - /// as well as constraint force, - /// in body-fixed frame - vec3 m_force_at_joint; - /// Moment acting at the joint when the body is cut from its parent; - /// includes impressed joint moment in J_JR direction, and constraint moment - /// in body-fixed frame - vec3 m_moment_at_joint; - /// external (user provided) force acting at the body-fixed frame's origin, written in that - /// frame - vec3 m_body_force_user; - /// external (user provided) moment acting at the body-fixed frame's origin, written in that - /// frame - vec3 m_body_moment_user; - // 3 absolute kinematic properties - /// Position of body-fixed frame relative to world frame - /// this is currently only for debugging purposes - vec3 m_body_pos; - /// Absolute velocity of body-fixed frame - vec3 m_body_vel; - /// Absolute acceleration of body-fixed frame - /// NOTE: if gravitational acceleration is not zero, this is the accelation PLUS gravitational - /// acceleration! - vec3 m_body_acc; - /// Absolute angular velocity - vec3 m_body_ang_vel; - /// Absolute angular acceleration - /// NOTE: if gravitational acceleration is not zero, this is the accelation PLUS gravitational - /// acceleration! - vec3 m_body_ang_acc; - - // 4 relative kinematic properties. - // these are in the parent body frame - /// Transform from world to body-fixed frame; - /// this is currently only for debugging purposes - mat33 m_body_T_world; - /// Transform from parent to body-fixed frame - mat33 m_body_T_parent; - /// Vector from parent to child frame in parent frame - vec3 m_parent_pos_parent_body; - /// Relative angular velocity - vec3 m_body_ang_vel_rel; - /// Relative linear velocity - vec3 m_parent_vel_rel; - /// Relative angular acceleration - vec3 m_body_ang_acc_rel; - /// Relative linear acceleration - vec3 m_parent_acc_rel; - - // 5 Data describing the joint type and geometry - /// Type of joint - JointType m_joint_type; - /// Position of joint frame (body-fixed frame at q=0) relative to the parent frame - /// Components are in body-fixed frame of the parent - vec3 m_parent_pos_parent_body_ref; - /// Orientation of joint frame (body-fixed frame at q=0) relative to the parent frame - mat33 m_body_T_parent_ref; - /// Joint rotational Jacobian, ie, the partial derivative of the body-fixed frames absolute - /// angular velocity w.r.t. the generalized velocity of this body's relative degree of freedom. - /// For revolute joints this is the joint axis, for prismatic joints it is a null matrix. - /// (NOTE: dimensions will have to be dynamic for additional joint types!) - vec3 m_Jac_JR; - /// Joint translational Jacobian, ie, the partial derivative of the body-fixed frames absolute - /// linear velocity w.r.t. the generalized velocity of this body's relative degree of freedom. - /// For prismatic joints this is the joint axis, for revolute joints it is a null matrix. - /// (NOTE: dimensions might have to be dynamic for additional joint types!) - vec3 m_Jac_JT; - /// m_Jac_JT in the parent frame, it, m_body_T_parent_ref.transpose()*m_Jac_JT - vec3 m_parent_Jac_JT; - /// Start of index range for the position degree(s) of freedom describing this body's motion - /// relative to - /// its parent. The indices are wrt the multibody system's q-vector of generalized coordinates. - int m_q_index; - - // 6 Scratch data for mass matrix computation using "composite rigid body algorithm" - /// mass of the subtree rooted in this body - idScalar m_subtree_mass; - /// center of mass * mass for subtree rooted in this body, in body-fixed frame - vec3 m_body_subtree_mass_com; - /// moment of inertia of subtree rooted in this body, w.r.t. body origin, in body-fixed frame - mat33 m_body_subtree_I_body; - -#if (defined BT_ID_HAVE_MAT3X) && (defined BT_ID_WITH_JACOBIANS) - /// translational jacobian in body-fixed frame d(m_body_vel)/du - mat3x m_body_Jac_T; - /// rotationsl jacobian in body-fixed frame d(m_body_ang_vel)/du - mat3x m_body_Jac_R; - /// components of linear acceleration depending on u - /// (same as is d(m_Jac_T)/dt*u) - vec3 m_body_dot_Jac_T_u; - /// components of angular acceleration depending on u - /// (same as is d(m_Jac_T)/dt*u) - vec3 m_body_dot_Jac_R_u; -#endif -}; - -/// The MBS implements a tree structured multibody system -class MultiBodyTree::MultiBodyImpl -{ - friend class MultiBodyTree; - -public: - ID_DECLARE_ALIGNED_ALLOCATOR(); - - enum KinUpdateType - { - POSITION_ONLY, - POSITION_VELOCITY, - POSITION_VELOCITY_ACCELERATION - }; - - /// constructor - /// @param num_bodies the number of bodies in the system - /// @param num_dofs number of degrees of freedom in the system - MultiBodyImpl(int num_bodies_, int num_dofs_); - - /// \copydoc MultiBodyTree::calculateInverseDynamics - int calculateInverseDynamics(const vecx& q, const vecx& u, const vecx& dot_u, - vecx* joint_forces); - ///\copydoc MultiBodyTree::calculateMassMatrix - int calculateMassMatrix(const vecx& q, const bool update_kinematics, - const bool initialize_matrix, const bool set_lower_triangular_matrix, - matxx* mass_matrix); - /// calculate kinematics (vector quantities) - /// Depending on type, update positions only, positions & velocities, or positions, velocities - /// and accelerations. - int calculateKinematics(const vecx& q, const vecx& u, const vecx& dot_u, const KinUpdateType type); -#if (defined BT_ID_HAVE_MAT3X) && (defined BT_ID_WITH_JACOBIANS) - /// calculate jacobians and (if type == POSITION_VELOCITY), also velocity-dependent accelration terms. - int calculateJacobians(const vecx& q, const vecx& u, const KinUpdateType type); - /// \copydoc MultiBodyTree::getBodyDotJacobianTransU - int getBodyDotJacobianTransU(const int body_index, vec3* world_dot_jac_trans_u) const; - /// \copydoc MultiBodyTree::getBodyDotJacobianRotU - int getBodyDotJacobianRotU(const int body_index, vec3* world_dot_jac_rot_u) const; - /// \copydoc MultiBodyTree::getBodyJacobianTrans - int getBodyJacobianTrans(const int body_index, mat3x* world_jac_trans) const; - /// \copydoc MultiBodyTree::getBodyJacobianRot - int getBodyJacobianRot(const int body_index, mat3x* world_jac_rot) const; - /// Add relative Jacobian component from motion relative to parent body - /// @param body the body to add the Jacobian component for - void addRelativeJacobianComponent(RigidBody& body); -#endif - /// generate additional index sets from the parent_index array - /// @return -1 on error, 0 on success - int generateIndexSets(); - /// set gravity acceleration in world frame - /// @param gravity gravity vector in the world frame - /// @return 0 on success, -1 on error - int setGravityInWorldFrame(const vec3& gravity); - /// pretty print tree - void printTree(); - /// print tree data - void printTreeData(); - /// initialize fixed data - void calculateStaticData(); - /// \copydoc MultiBodyTree::getBodyFrame - int getBodyFrame(const int index, vec3* world_origin, mat33* body_T_world) const; - /// \copydoc MultiBodyTree::getParentIndex - int getParentIndex(const int body_index, int* m_parent_index); - /// \copydoc MultiBodyTree::getJointType - int getJointType(const int body_index, JointType* joint_type) const; - /// \copydoc MultiBodyTree::getJointTypeStr - int getJointTypeStr(const int body_index, const char** joint_type) const; - /// \copydoc MultiBodyTree::getParentRParentBodyRef - int getParentRParentBodyRef(const int body_index, vec3* r) const; - /// \copydoc MultiBodyTree::getBodyTParentRef - int getBodyTParentRef(const int body_index, mat33* T) const; - /// \copydoc MultiBodyTree::getBodyAxisOfMotion - int getBodyAxisOfMotion(const int body_index, vec3* axis) const; - /// \copydoc MultiBodyTree:getDoFOffset - int getDoFOffset(const int body_index, int* q_index) const; - /// \copydoc MultiBodyTree::getBodyOrigin - int getBodyOrigin(const int body_index, vec3* world_origin) const; - /// \copydoc MultiBodyTree::getBodyCoM - int getBodyCoM(const int body_index, vec3* world_com) const; - /// \copydoc MultiBodyTree::getBodyTransform - int getBodyTransform(const int body_index, mat33* world_T_body) const; - /// \copydoc MultiBodyTree::getBodyAngularVelocity - int getBodyAngularVelocity(const int body_index, vec3* world_omega) const; - /// \copydoc MultiBodyTree::getBodyLinearVelocity - int getBodyLinearVelocity(const int body_index, vec3* world_velocity) const; - /// \copydoc MultiBodyTree::getBodyLinearVelocityCoM - int getBodyLinearVelocityCoM(const int body_index, vec3* world_velocity) const; - /// \copydoc MultiBodyTree::getBodyAngularAcceleration - int getBodyAngularAcceleration(const int body_index, vec3* world_dot_omega) const; - /// \copydoc MultiBodyTree::getBodyLinearAcceleration - int getBodyLinearAcceleration(const int body_index, vec3* world_acceleration) const; - /// \copydoc MultiBodyTree::getUserInt - int getUserInt(const int body_index, int* user_int) const; - /// \copydoc MultiBodyTree::getUserPtr - int getUserPtr(const int body_index, void** user_ptr) const; - /// \copydoc MultiBodyTree::setUserInt - int setUserInt(const int body_index, const int user_int); - /// \copydoc MultiBodyTree::setUserPtr - int setUserPtr(const int body_index, void* const user_ptr); - ///\copydoc MultiBodytTree::setBodyMass - int setBodyMass(const int body_index, const idScalar mass); - ///\copydoc MultiBodytTree::setBodyFirstMassMoment - int setBodyFirstMassMoment(const int body_index, const vec3& first_mass_moment); - ///\copydoc MultiBodytTree::setBodySecondMassMoment - int setBodySecondMassMoment(const int body_index, const mat33& second_mass_moment); - ///\copydoc MultiBodytTree::getBodyMass - int getBodyMass(const int body_index, idScalar* mass) const; - ///\copydoc MultiBodytTree::getBodyFirstMassMoment - int getBodyFirstMassMoment(const int body_index, vec3* first_mass_moment) const; - ///\copydoc MultiBodytTree::getBodySecondMassMoment - int getBodySecondMassMoment(const int body_index, mat33* second_mass_moment) const; - /// \copydoc MultiBodyTree::clearAllUserForcesAndMoments - void clearAllUserForcesAndMoments(); - /// \copydoc MultiBodyTree::addUserForce - int addUserForce(const int body_index, const vec3& body_force); - /// \copydoc MultiBodyTree::addUserMoment - int addUserMoment(const int body_index, const vec3& body_moment); - -private: - // debug function. print tree structure to stdout - void printTree(int index, int indentation); - // get string representation of JointType (for debugging) - const char* jointTypeToString(const JointType& type) const; - // get number of degrees of freedom from joint type - int bodyNumDoFs(const JointType& type) const; - // number of bodies in the system - int m_num_bodies; - // number of degrees of freedom - int m_num_dofs; - // Gravitational acceleration (in world frame) - vec3 m_world_gravity; - // vector of bodies in the system - // body 0 is used as an environment body and is allways fixed. - // The bodies are ordered such that a parent body always has an index - // smaller than its child. - idArray<RigidBody>::type m_body_list; - // Parent_index[i] is the index for i's parent body in body_list. - // This fully describes the tree. - idArray<int>::type m_parent_index; - // child_indices[i] contains a vector of indices of - // all children of the i-th body - idArray<idArray<int>::type>::type m_child_indices; - // Indices of rotary joints - idArray<int>::type m_body_revolute_list; - // Indices of prismatic joints - idArray<int>::type m_body_prismatic_list; - // Indices of floating joints - idArray<int>::type m_body_floating_list; - // Indices of spherical joints - idArray<int>::type m_body_spherical_list; - // a user-provided integer - idArray<int>::type m_user_int; - // a user-provided pointer - idArray<void*>::type m_user_ptr; -#if (defined BT_ID_HAVE_MAT3X) && (defined BT_ID_WITH_JACOBIANS) - mat3x m_m3x; -#endif -}; -} // namespace btInverseDynamics -#endif |