Files
create/src/Mod/Robot/App/kdl_cp/rigidbodyinertia.cpp
2016-09-23 21:18:57 +02:00

101 lines
3.9 KiB
C++

// Copyright (C) 2007 Ruben Smits <ruben dot smits at mech dot kuleuven dot be>
// Version: 1.0
// Author: Ruben Smits <ruben dot smits at mech dot kuleuven dot be>
// Maintainer: Ruben Smits <ruben dot smits at mech dot kuleuven dot be>
// 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 "rigidbodyinertia.hpp"
#include <Eigen/Core>
using namespace Eigen;
namespace KDL{
const static bool mhi=true;
RigidBodyInertia::RigidBodyInertia(double m_,const Vector& h_,const RotationalInertia& I_,bool /*mhi*/):
m(m_),h(h_),I(I_)
{
}
RigidBodyInertia::RigidBodyInertia(double m_, const Vector& c_, const RotationalInertia& Ic):
m(m_),h(m*c_){
//I=Ic-c x c x
Vector3d c_eig=Map<const Vector3d>(c_.data);
Map<Matrix3d>(I.data)=Map<const Matrix3d>(Ic.data)-m_*(c_eig*c_eig.transpose()-c_eig.dot(c_eig)*Matrix3d::Identity());
}
RigidBodyInertia operator*(double a,const RigidBodyInertia& I){
return RigidBodyInertia(a*I.m,a*I.h,a*I.I,mhi);
}
RigidBodyInertia operator+(const RigidBodyInertia& Ia, const RigidBodyInertia& Ib){
return RigidBodyInertia(Ia.m+Ib.m,Ia.h+Ib.h,Ia.I+Ib.I,mhi);
}
Wrench operator*(const RigidBodyInertia& I,const Twist& t){
return Wrench(I.m*t.vel-I.h*t.rot,I.I*t.rot+I.h*t.vel);
}
RigidBodyInertia operator*(const Frame& T,const RigidBodyInertia& 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'
Vector hmr = (I.h-I.m*X.p);
Vector3d r_eig = Map<Vector3d>(X.p.data);
Vector3d h_eig = Map<const Vector3d>(I.h.data);
Vector3d hmr_eig = Map<Vector3d>(hmr.data);
Matrix3d rcrosshcross = h_eig *r_eig.transpose()-r_eig.dot(h_eig)*Matrix3d::Identity();
Matrix3d hmrcrossrcross = r_eig*hmr_eig.transpose()-hmr_eig.dot(r_eig)*Matrix3d::Identity();
Matrix3d R = Map<Matrix3d>(X.M.data);
RotationalInertia Ib;
Map<Matrix3d>(Ib.data) = R*((Map<const Matrix3d>(I.I.data)+rcrosshcross+hmrcrossrcross)*R.transpose());
return RigidBodyInertia(I.m,T.M*hmr,Ib,mhi);
}
RigidBodyInertia operator*(const Rotation& M,const RigidBodyInertia& I){
//mb=ma
//hb=R*h
//Ib = R(Ia)R' with r=0
Matrix3d R = Map<const Matrix3d>(M.data);
RotationalInertia Ib;
Map<Matrix3d>(Ib.data) = R.transpose()*(Map<const Matrix3d>(I.I.data)*R);
return RigidBodyInertia(I.m,M*I.h,Ib,mhi);
}
RigidBodyInertia RigidBodyInertia::RefPoint(const Vector& p){
//mb=ma
//hb=(h-m*r)
//Ib = (Ia+r x h x + (h-m*r) x r x)
Vector hmr = (this->h-this->m*p);
Vector3d r_eig = Map<const Vector3d>(p.data);
Vector3d h_eig = Map<Vector3d>(this->h.data);
Vector3d hmr_eig = Map<Vector3d>(hmr.data);
Matrix3d rcrosshcross = h_eig * r_eig.transpose()-r_eig.dot(h_eig)*Matrix3d::Identity();
Matrix3d hmrcrossrcross = r_eig*hmr_eig.transpose()-hmr_eig.dot(r_eig)*Matrix3d::Identity();
RotationalInertia Ib;
Map<Matrix3d>(Ib.data) = Map<Matrix3d>(this->I.data)+rcrosshcross+hmrcrossrcross;
return RigidBodyInertia(this->m,hmr,Ib,mhi);
}
}//namespace