protot/3rdparty/rbdl/addons/benchmark/model_generator.cc

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#include "model_generator.h"
#include "rbdl/rbdl.h"
using namespace RigidBodyDynamics;
using namespace RigidBodyDynamics::Math;
void generate_planar_tree_recursive (Model *model,
unsigned int parent_body_id,
int depth,
double length) {
if (depth == 0)
return;
// create left child
Joint joint_rot_z (JointTypeRevolute, Vector3d (0., 0., 1.));
Body body (length, Vector3d (0., -0.25 * length, 0.), Vector3d (length, length, length));
Vector3d displacement (-0.5 * length, -0.25 * length, 0.);
unsigned int child_left = model->AddBody (parent_body_id, Xtrans (displacement), joint_rot_z, body);
generate_planar_tree_recursive (model,
child_left,
depth - 1,
length * 0.4);
displacement.set (0.5 * length, -0.25 * length, 0.);
unsigned int child_right = model->AddBody (parent_body_id, Xtrans (displacement), joint_rot_z, body);
generate_planar_tree_recursive (model,
child_right,
depth - 1,
length * 0.4);
}
void generate_planar_tree (Model *model, int depth) {
// we first add a single body that is hanging straight down from
// (0, 0, 0). After that we generate the tree recursively such that each
// call adds two children.
//
double length = 1.;
Joint joint_rot_z (JointTypeRevolute, Vector3d (0., 0., 1.));
Body body (length, Vector3d (0., -0.25 * length, 0.), Vector3d (length, length, length));
unsigned int base_child = model->AddBody (0, Xtrans (Vector3d (0., 0., 0.)), joint_rot_z, body);
generate_planar_tree_recursive (
model,
base_child,
depth,
length * 0.4);
}