// Copyright (C) 2007 Ruben Smits // Version: 1.0 // Author: Ruben Smits // Maintainer: Ruben Smits // URL: http://www.orocos.org/kdl // This library is free software; you can redistribute it and/or // modify it under the terms of the GNU Lesser General Public // License as published by the Free Software Foundation; either // version 2.1 of the License, or (at your option) any later version. // This library is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU // Lesser General Public License for more details. // You should have received a copy of the GNU Lesser General Public // License along with this library; if not, write to the Free Software // Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA #include "articulatedbodyinertia.hpp" #include using namespace Eigen; namespace KDL{ ArticulatedBodyInertia::ArticulatedBodyInertia(const RigidBodyInertia& rbi) { this->M=Matrix3d::Identity()*rbi.m; this->I=Map(rbi.I.data); this->H << 0,-rbi.h[2],rbi.h[1], rbi.h[2],0,-rbi.h[0], -rbi.h[1],rbi.h[0],0; } ArticulatedBodyInertia::ArticulatedBodyInertia(double m, const Vector& c, const RotationalInertia& Ic) { *this = RigidBodyInertia(m,c,Ic); } ArticulatedBodyInertia::ArticulatedBodyInertia(const Eigen::Matrix3d& M, const Eigen::Matrix3d& H, const Eigen::Matrix3d& I) { this->M=M; this->I=I; this->H=H; } ArticulatedBodyInertia operator*(double a,const ArticulatedBodyInertia& I){ return ArticulatedBodyInertia(a*I.M,a*I.H,a*I.I); } ArticulatedBodyInertia operator+(const ArticulatedBodyInertia& Ia, const ArticulatedBodyInertia& Ib){ return ArticulatedBodyInertia(Ia.M+Ib.M,Ia.H+Ib.H,Ia.I+Ib.I); } ArticulatedBodyInertia operator+(const RigidBodyInertia& Ia, const ArticulatedBodyInertia& Ib){ return ArticulatedBodyInertia(Ia)+Ib; } ArticulatedBodyInertia operator-(const ArticulatedBodyInertia& Ia, const ArticulatedBodyInertia& Ib){ return ArticulatedBodyInertia(Ia.M-Ib.M,Ia.H-Ib.H,Ia.I-Ib.I); } ArticulatedBodyInertia operator-(const RigidBodyInertia& Ia, const ArticulatedBodyInertia& Ib){ return ArticulatedBodyInertia(Ia)-Ib; } Wrench operator*(const ArticulatedBodyInertia& I,const Twist& t){ Wrench result; Vector3d::Map(result.force.data)=I.M*Vector3d::Map(t.vel.data)+I.H.transpose()*Vector3d::Map(t.rot.data); Vector3d::Map(result.torque.data)=I.I*Vector3d::Map(t.rot.data)+I.H*Vector3d::Map(t.vel.data); return result; } ArticulatedBodyInertia operator*(const Frame& T,const ArticulatedBodyInertia& I){ Frame X=T.Inverse(); //mb=ma //hb=R*(h-m*r) //Ib = R(Ia+r x h x + (h-m*r) x r x)R' Map E(X.M.data); Matrix3d rcross; rcross << 0,-X.p[2],X.p[1], X.p[2],0,-X.p[0], -X.p[1],X.p[0],0; Matrix3d HrM=I.H-rcross*I.M; return ArticulatedBodyInertia(E*I.M*E.transpose(),E*HrM*E.transpose(),E*(I.I-rcross*I.H.transpose()+HrM*rcross)*E.transpose()); } ArticulatedBodyInertia operator*(const Rotation& M,const ArticulatedBodyInertia& I){ Map E(M.data); return ArticulatedBodyInertia(E.transpose()*I.M*E,E.transpose()*I.H*E,E.transpose()*I.I*E); } ArticulatedBodyInertia ArticulatedBodyInertia::RefPoint(const Vector& p){ //mb=ma //hb=R*(h-m*r) //Ib = R(Ia+r x h x + (h-m*r) x r x)R' Matrix3d rcross; rcross << 0,-p[2],p[1], p[2],0,-p[0], -p[1],p[0],0; Matrix3d HrM=this->H-rcross*this->M; return ArticulatedBodyInertia(this->M,HrM,this->I-rcross*this->H.transpose()+HrM*rcross); } }//namespace