// 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::type m_body_list; // Parent_index[i] is the index for i's parent body in body_list. // This fully describes the tree. idArray::type m_parent_index; // child_indices[i] contains a vector of indices of // all children of the i-th body idArray::type>::type m_child_indices; // Indices of rotary joints idArray::type m_body_revolute_list; // Indices of prismatic joints idArray::type m_body_prismatic_list; // Indices of floating joints idArray::type m_body_floating_list; // a user-provided integer idArray::type m_user_int; // a user-provided pointer idArray::type m_user_ptr; #if (defined BT_ID_HAVE_MAT3X) && (defined BT_ID_WITH_JACOBIANS) mat3x m_m3x; #endif }; } #endif