protot/3rdparty/rbdl/include/rbdl/SpatialAlgebraOperators.h

453 lines
13 KiB
C++

/*
* RBDL - Rigid Body Dynamics Library
* Copyright (c) 2011-2016 Martin Felis <martin@fysx.org>
*
* Licensed under the zlib license. See LICENSE for more details.
*/
#ifndef RBDL_SPATIALALGEBRAOPERATORS_H
#define RBDL_SPATIALALGEBRAOPERATORS_H
#include <iostream>
#include <cmath>
namespace RigidBodyDynamics {
namespace Math {
inline Matrix3d VectorCrossMatrix (const Vector3d &vector) {
return Matrix3d (
0., -vector[2], vector[1],
vector[2], 0., -vector[0],
-vector[1], vector[0], 0.
);
}
/** \brief Compact representation for Spatial Inertia. */
struct RBDL_DLLAPI SpatialRigidBodyInertia {
SpatialRigidBodyInertia() :
m (0.),
h (Vector3d::Zero(3,1)),
Ixx (0.), Iyx(0.), Iyy(0.), Izx(0.), Izy(0.), Izz(0.)
{}
SpatialRigidBodyInertia (
double mass, const Vector3d &com_mass, const Matrix3d &inertia) :
m (mass), h (com_mass),
Ixx (inertia(0,0)),
Iyx (inertia(1,0)), Iyy(inertia(1,1)),
Izx (inertia(2,0)), Izy(inertia(2,1)), Izz(inertia(2,2))
{ }
SpatialRigidBodyInertia (double m, const Vector3d &h,
const double &Ixx,
const double &Iyx, const double &Iyy,
const double &Izx, const double &Izy, const double &Izz
) :
m (m), h (h),
Ixx (Ixx),
Iyx (Iyx), Iyy(Iyy),
Izx (Izx), Izy(Izy), Izz(Izz)
{ }
SpatialVector operator* (const SpatialVector &mv) {
Vector3d mv_lower (mv[3], mv[4], mv[5]);
Vector3d res_upper = Vector3d (
Ixx * mv[0] + Iyx * mv[1] + Izx * mv[2],
Iyx * mv[0] + Iyy * mv[1] + Izy * mv[2],
Izx * mv[0] + Izy * mv[1] + Izz * mv[2]
) + h.cross(mv_lower);
Vector3d res_lower = m * mv_lower - h.cross (Vector3d (mv[0], mv[1], mv[2]));
return SpatialVector (
res_upper[0], res_upper[1], res_upper[2],
res_lower[0], res_lower[1], res_lower[2]
);
}
SpatialRigidBodyInertia operator+ (const SpatialRigidBodyInertia &rbi) {
return SpatialRigidBodyInertia (
m + rbi.m,
h + rbi.h,
Ixx + rbi.Ixx,
Iyx + rbi.Iyx, Iyy + rbi.Iyy,
Izx + rbi.Izx, Izy + rbi.Izy, Izz + rbi.Izz
);
}
void createFromMatrix (const SpatialMatrix &Ic) {
m = Ic(3,3);
h.set (-Ic(1,5), Ic(0,5), -Ic(0,4));
Ixx = Ic(0,0);
Iyx = Ic(1,0); Iyy = Ic(1,1);
Izx = Ic(2,0); Izy = Ic(2,1); Izz = Ic(2,2);
}
SpatialMatrix toMatrix() const {
SpatialMatrix result;
result(0,0) = Ixx; result(0,1) = Iyx; result(0,2) = Izx;
result(1,0) = Iyx; result(1,1) = Iyy; result(1,2) = Izy;
result(2,0) = Izx; result(2,1) = Izy; result(2,2) = Izz;
result.block<3,3>(0,3) = VectorCrossMatrix(h);
result.block<3,3>(3,0) = - VectorCrossMatrix(h);
result.block<3,3>(3,3) = Matrix3d::Identity(3,3) * m;
return result;
}
void setSpatialMatrix (SpatialMatrix &mat) const {
mat(0,0) = Ixx; mat(0,1) = Iyx; mat(0,2) = Izx;
mat(1,0) = Iyx; mat(1,1) = Iyy; mat(1,2) = Izy;
mat(2,0) = Izx; mat(2,1) = Izy; mat(2,2) = Izz;
mat(3,0) = 0.; mat(3,1) = h[2]; mat(3,2) = -h[1];
mat(4,0) = -h[2]; mat(4,1) = 0.; mat(4,2) = h[0];
mat(5,0) = h[1]; mat(5,1) = -h[0]; mat(5,2) = 0.;
mat(0,3) = 0.; mat(0,4) = -h[2]; mat(0,5) = h[1];
mat(1,3) = h[2]; mat(1,4) = 0.; mat(1,5) = -h[0];
mat(2,3) = -h[1]; mat(2,4) = h[0]; mat(2,5) = 0.;
mat(3,3) = m; mat(3,4) = 0.; mat(3,5) = 0.;
mat(4,3) = 0.; mat(4,4) = m; mat(4,5) = 0.;
mat(5,3) = 0.; mat(5,4) = 0.; mat(5,5) = m;
}
static SpatialRigidBodyInertia createFromMassComInertiaC (double mass, const Vector3d &com, const Matrix3d &inertia_C) {
SpatialRigidBodyInertia result;
result.m = mass;
result.h = com * mass;
Matrix3d I = inertia_C + VectorCrossMatrix (com) * VectorCrossMatrix(com).transpose() * mass;
result.Ixx = I(0,0);
result.Iyx = I(1,0);
result.Iyy = I(1,1);
result.Izx = I(2,0);
result.Izy = I(2,1);
result.Izz = I(2,2);
return result;
}
/// Mass
double m;
/// Coordinates of the center of mass
Vector3d h;
/// Inertia expressed at the origin
double Ixx, Iyx, Iyy, Izx, Izy, Izz;
};
/** \brief Compact representation of spatial transformations.
*
* Instead of using a verbose 6x6 matrix, this structure only stores a 3x3
* matrix and a 3-d vector to store spatial transformations. It also
* encapsulates efficient operations such as concatenations and
* transformation of spatial vectors.
*/
struct RBDL_DLLAPI SpatialTransform {
SpatialTransform() :
E (Matrix3d::Identity(3,3)),
r (Vector3d::Zero(3,1))
{}
SpatialTransform (const Matrix3d &rotation, const Vector3d &translation) :
E (rotation),
r (translation)
{}
/** Same as X * v.
*
* \returns (E * w, - E * rxw + E * v)
*/
SpatialVector apply (const SpatialVector &v_sp) {
Vector3d v_rxw (
v_sp[3] - r[1]*v_sp[2] + r[2]*v_sp[1],
v_sp[4] - r[2]*v_sp[0] + r[0]*v_sp[2],
v_sp[5] - r[0]*v_sp[1] + r[1]*v_sp[0]
);
return SpatialVector (
E(0,0) * v_sp[0] + E(0,1) * v_sp[1] + E(0,2) * v_sp[2],
E(1,0) * v_sp[0] + E(1,1) * v_sp[1] + E(1,2) * v_sp[2],
E(2,0) * v_sp[0] + E(2,1) * v_sp[1] + E(2,2) * v_sp[2],
E(0,0) * v_rxw[0] + E(0,1) * v_rxw[1] + E(0,2) * v_rxw[2],
E(1,0) * v_rxw[0] + E(1,1) * v_rxw[1] + E(1,2) * v_rxw[2],
E(2,0) * v_rxw[0] + E(2,1) * v_rxw[1] + E(2,2) * v_rxw[2]
);
}
/** Same as X^T * f.
*
* \returns (E^T * n + rx * E^T * f, E^T * f)
*/
SpatialVector applyTranspose (const SpatialVector &f_sp) {
Vector3d E_T_f (
E(0,0) * f_sp[3] + E(1,0) * f_sp[4] + E(2,0) * f_sp[5],
E(0,1) * f_sp[3] + E(1,1) * f_sp[4] + E(2,1) * f_sp[5],
E(0,2) * f_sp[3] + E(1,2) * f_sp[4] + E(2,2) * f_sp[5]
);
return SpatialVector (
E(0,0) * f_sp[0] + E(1,0) * f_sp[1] + E(2,0) * f_sp[2] - r[2] * E_T_f[1] + r[1] * E_T_f[2],
E(0,1) * f_sp[0] + E(1,1) * f_sp[1] + E(2,1) * f_sp[2] + r[2] * E_T_f[0] - r[0] * E_T_f[2],
E(0,2) * f_sp[0] + E(1,2) * f_sp[1] + E(2,2) * f_sp[2] - r[1] * E_T_f[0] + r[0] * E_T_f[1],
E_T_f [0],
E_T_f [1],
E_T_f [2]
);
}
/** Same as X^* I X^{-1}
*/
SpatialRigidBodyInertia apply (const SpatialRigidBodyInertia &rbi) {
return SpatialRigidBodyInertia (
rbi.m,
E * (rbi.h - rbi.m * r),
E *
(
Matrix3d (
rbi.Ixx, rbi.Iyx, rbi.Izx,
rbi.Iyx, rbi.Iyy, rbi.Izy,
rbi.Izx, rbi.Izy, rbi.Izz
)
+ VectorCrossMatrix (r) * VectorCrossMatrix (rbi.h)
+ (VectorCrossMatrix(rbi.h - rbi.m * r) * VectorCrossMatrix (r))
)
* E.transpose()
);
}
/** Same as X^T I X
*/
SpatialRigidBodyInertia applyTranspose (const SpatialRigidBodyInertia &rbi) {
Vector3d E_T_mr = E.transpose() * rbi.h + rbi.m * r;
return SpatialRigidBodyInertia (
rbi.m,
E_T_mr,
E.transpose() *
Matrix3d (
rbi.Ixx, rbi.Iyx, rbi.Izx,
rbi.Iyx, rbi.Iyy, rbi.Izy,
rbi.Izx, rbi.Izy, rbi.Izz
) * E
- VectorCrossMatrix(r) * VectorCrossMatrix (E.transpose() * rbi.h)
- VectorCrossMatrix (E_T_mr) * VectorCrossMatrix (r));
}
SpatialVector applyAdjoint (const SpatialVector &f_sp) {
Vector3d En_rxf = E * (Vector3d (f_sp[0], f_sp[1], f_sp[2]) - r.cross(Vector3d (f_sp[3], f_sp[4], f_sp[5])));
// Vector3d En_rxf = E * (Vector3d (f_sp[0], f_sp[1], f_sp[2]) - r.cross(Eigen::Map<Vector3d> (&(f_sp[3]))));
return SpatialVector (
En_rxf[0],
En_rxf[1],
En_rxf[2],
E(0,0) * f_sp[3] + E(0,1) * f_sp[4] + E(0,2) * f_sp[5],
E(1,0) * f_sp[3] + E(1,1) * f_sp[4] + E(1,2) * f_sp[5],
E(2,0) * f_sp[3] + E(2,1) * f_sp[4] + E(2,2) * f_sp[5]
);
}
SpatialMatrix toMatrix () const {
Matrix3d _Erx =
E * Matrix3d (
0., -r[2], r[1],
r[2], 0., -r[0],
-r[1], r[0], 0.
);
SpatialMatrix result;
result.block<3,3>(0,0) = E;
result.block<3,3>(0,3) = Matrix3d::Zero(3,3);
result.block<3,3>(3,0) = -_Erx;
result.block<3,3>(3,3) = E;
return result;
}
SpatialMatrix toMatrixAdjoint () const {
Matrix3d _Erx =
E * Matrix3d (
0., -r[2], r[1],
r[2], 0., -r[0],
-r[1], r[0], 0.
);
SpatialMatrix result;
result.block<3,3>(0,0) = E;
result.block<3,3>(0,3) = -_Erx;
result.block<3,3>(3,0) = Matrix3d::Zero(3,3);
result.block<3,3>(3,3) = E;
return result;
}
SpatialMatrix toMatrixTranspose () const {
Matrix3d _Erx =
E * Matrix3d (
0., -r[2], r[1],
r[2], 0., -r[0],
-r[1], r[0], 0.
);
SpatialMatrix result;
result.block<3,3>(0,0) = E.transpose();
result.block<3,3>(0,3) = -_Erx.transpose();
result.block<3,3>(3,0) = Matrix3d::Zero(3,3);
result.block<3,3>(3,3) = E.transpose();
return result;
}
SpatialTransform inverse() const {
return SpatialTransform (
E.transpose(),
- E * r
);
}
SpatialTransform operator* (const SpatialTransform &XT) const {
return SpatialTransform (E * XT.E, XT.r + XT.E.transpose() * r);
}
void operator*= (const SpatialTransform &XT) {
r = XT.r + XT.E.transpose() * r;
E *= XT.E;
}
Matrix3d E;
Vector3d r;
};
inline std::ostream& operator<<(std::ostream& output, const SpatialRigidBodyInertia &rbi) {
output << "rbi.m = " << rbi.m << std::endl;
output << "rbi.h = " << rbi.h.transpose();
output << "rbi.Ixx = " << rbi.Ixx << std::endl;
output << "rbi.Iyx = " << rbi.Iyx << " rbi.Iyy = " << rbi.Iyy << std::endl;
output << "rbi.Izx = " << rbi.Izx << " rbi.Izy = " << rbi.Izy << " rbi.Izz = " << rbi.Izz << std::endl;
return output;
}
inline std::ostream& operator<<(std::ostream& output, const SpatialTransform &X) {
output << "X.E = " << std::endl << X.E << std::endl;
output << "X.r = " << X.r.transpose();
return output;
}
inline SpatialTransform Xrot (double angle_rad, const Vector3d &axis) {
double s, c;
s = sin(angle_rad);
c = cos(angle_rad);
return SpatialTransform (
Matrix3d (
axis[0] * axis[0] * (1.0f - c) + c,
axis[1] * axis[0] * (1.0f - c) + axis[2] * s,
axis[0] * axis[2] * (1.0f - c) - axis[1] * s,
axis[0] * axis[1] * (1.0f - c) - axis[2] * s,
axis[1] * axis[1] * (1.0f - c) + c,
axis[1] * axis[2] * (1.0f - c) + axis[0] * s,
axis[0] * axis[2] * (1.0f - c) + axis[1] * s,
axis[1] * axis[2] * (1.0f - c) - axis[0] * s,
axis[2] * axis[2] * (1.0f - c) + c
),
Vector3d (0., 0., 0.)
);
}
inline SpatialTransform Xrotx (const double &xrot) {
double s, c;
s = sin (xrot);
c = cos (xrot);
return SpatialTransform (
Matrix3d (
1., 0., 0.,
0., c, s,
0., -s, c
),
Vector3d (0., 0., 0.)
);
}
inline SpatialTransform Xroty (const double &yrot) {
double s, c;
s = sin (yrot);
c = cos (yrot);
return SpatialTransform (
Matrix3d (
c, 0., -s,
0., 1., 0.,
s, 0., c
),
Vector3d (0., 0., 0.)
);
}
inline SpatialTransform Xrotz (const double &zrot) {
double s, c;
s = sin (zrot);
c = cos (zrot);
return SpatialTransform (
Matrix3d (
c, s, 0.,
-s, c, 0.,
0., 0., 1.
),
Vector3d (0., 0., 0.)
);
}
inline SpatialTransform Xtrans (const Vector3d &r) {
return SpatialTransform (
Matrix3d::Identity(3,3),
r
);
}
inline SpatialMatrix crossm (const SpatialVector &v) {
return SpatialMatrix (
0, -v[2], v[1], 0, 0, 0,
v[2], 0, -v[0], 0, 0, 0,
-v[1], v[0], 0, 0, 0, 0,
0, -v[5], v[4], 0, -v[2], v[1],
v[5], 0, -v[3], v[2], 0, -v[0],
-v[4], v[3], 0, -v[1], v[0], 0
);
}
inline SpatialVector crossm (const SpatialVector &v1, const SpatialVector &v2) {
return SpatialVector (
-v1[2] * v2[1] + v1[1] * v2[2],
v1[2] * v2[0] - v1[0] * v2[2],
-v1[1] * v2[0] + v1[0] * v2[1],
-v1[5] * v2[1] + v1[4] * v2[2] - v1[2] * v2[4] + v1[1] * v2[5],
v1[5] * v2[0] - v1[3] * v2[2] + v1[2] * v2[3] - v1[0] * v2[5],
-v1[4] * v2[0] + v1[3] * v2[1] - v1[1] * v2[3] + v1[0] * v2[4]
);
}
inline SpatialMatrix crossf (const SpatialVector &v) {
return SpatialMatrix (
0, -v[2], v[1], 0, -v[5], v[4],
v[2], 0, -v[0], v[5], 0, -v[3],
-v[1], v[0], 0, -v[4], v[3], 0,
0, 0, 0, 0, -v[2], v[1],
0, 0, 0, v[2], 0, -v[0],
0, 0, 0, -v[1], v[0], 0
);
}
inline SpatialVector crossf (const SpatialVector &v1, const SpatialVector &v2) {
return SpatialVector (
-v1[2] * v2[1] + v1[1] * v2[2] - v1[5] * v2[4] + v1[4] * v2[5],
v1[2] * v2[0] - v1[0] * v2[2] + v1[5] * v2[3] - v1[3] * v2[5],
-v1[1] * v2[0] + v1[0] * v2[1] - v1[4] * v2[3] + v1[3] * v2[4],
- v1[2] * v2[4] + v1[1] * v2[5],
+ v1[2] * v2[3] - v1[0] * v2[5],
- v1[1] * v2[3] + v1[0] * v2[4]
);
}
} /* Math */
} /* RigidBodyDynamics */
/* RBDL_SPATIALALGEBRAOPERATORS_H*/
#endif