#include #include #include "rbdl/rbdl_mathutils.h" #include "rbdl/rbdl_utils.h" #include "rbdl/Logging.h" #include "rbdl/Model.h" #include "rbdl/Kinematics.h" #include "Human36Fixture.h" using namespace std; using namespace RigidBodyDynamics; using namespace RigidBodyDynamics::Math; const double TEST_PREC = 1.0e-12; void print_ik_set (const InverseKinematicsConstraintSet &cs) { int label_width = 18; cout.width (label_width); cout << "lambda: " << cs.lambda << endl; cout.width (label_width); cout << "num_steps: " << cs.num_steps << endl; cout.width (label_width); cout << "max_steps: " << cs.max_steps << endl; cout.width (label_width); cout << "step_tol: " << cs.step_tol << endl; cout.width (label_width); cout << "constraint_tol: " << cs.constraint_tol << endl; cout.width (label_width); cout << "error_norm: " << cs.error_norm << endl; } /// Checks whether a single point in a 3-link chain can be reached TEST_FIXTURE ( Human36, ChainSinglePointConstraint ) { q[HipRightRY] = 0.3; q[HipRightRX] = 0.3; q[HipRightRZ] = 0.3; q[KneeRightRY] = 0.3; q[AnkleRightRY] = 0.3; q[AnkleRightRZ] = 0.3; Vector3d local_point (1., 0., 0.); UpdateKinematicsCustom (*model, &q, NULL, NULL); Vector3d target_position = CalcBodyToBaseCoordinates (*model, q, body_id_emulated[BodyFootRight], local_point); q.setZero(); InverseKinematicsConstraintSet cs; cs.AddPointConstraint (body_id_emulated[BodyFootRight], local_point, target_position); VectorNd qres (q); bool result = InverseKinematics (*model, q, cs, qres); if (!result) { print_ik_set (cs); } CHECK (result); CHECK_CLOSE (0., cs.error_norm, TEST_PREC); } TEST_FIXTURE ( Human36, ManyPointConstraints ) { randomizeStates(); Vector3d local_point1 (1., 0., 0.); Vector3d local_point2 (-1., 0., 0.); Vector3d local_point3 (0., 1., 0.); Vector3d local_point4 (1., 0., 1.); Vector3d local_point5 (0.,0.,-1.); UpdateKinematicsCustom (*model, &q, NULL, NULL); Vector3d target_position1 = CalcBodyToBaseCoordinates (*model, q, body_id_emulated[BodyFootRight], local_point1); Vector3d target_position2 = CalcBodyToBaseCoordinates (*model, q, body_id_emulated[BodyFootLeft], local_point2); Vector3d target_position3 = CalcBodyToBaseCoordinates (*model, q, body_id_emulated[BodyHandRight], local_point3); Vector3d target_position4 = CalcBodyToBaseCoordinates (*model, q, body_id_emulated[BodyHandLeft], local_point4); Vector3d target_position5 = CalcBodyToBaseCoordinates (*model, q, body_id_emulated[BodyHead], local_point5); q.setZero(); UpdateKinematicsCustom (*model, &q, NULL, NULL); InverseKinematicsConstraintSet cs; cs.AddPointConstraint (body_id_emulated[BodyFootRight], local_point1, target_position1); cs.AddPointConstraint (body_id_emulated[BodyFootLeft], local_point2, target_position2); cs.AddPointConstraint (body_id_emulated[BodyHandRight], local_point3, target_position3); cs.AddPointConstraint (body_id_emulated[BodyHandLeft], local_point4, target_position4); cs.AddPointConstraint (body_id_emulated[BodyHead], local_point5, target_position5); VectorNd qres (q); bool result = InverseKinematics (*model, q, cs, qres); CHECK (result); CHECK_CLOSE (0., cs.error_norm, TEST_PREC); UpdateKinematicsCustom (*model, &qres, NULL, NULL); Vector3d result_position1 = CalcBodyToBaseCoordinates (*model, qres, body_id_emulated[BodyFootRight], local_point1); Vector3d result_position2 = CalcBodyToBaseCoordinates (*model, qres, body_id_emulated[BodyFootLeft], local_point2); Vector3d result_position3 = CalcBodyToBaseCoordinates (*model, qres, body_id_emulated[BodyHandRight], local_point3); Vector3d result_position4 = CalcBodyToBaseCoordinates (*model, qres, body_id_emulated[BodyHandLeft], local_point4); Vector3d result_position5 = CalcBodyToBaseCoordinates (*model, qres, body_id_emulated[BodyHead], local_point5); CHECK_ARRAY_CLOSE (target_position1.data(), result_position1.data(), 3, TEST_PREC); CHECK_ARRAY_CLOSE (target_position2.data(), result_position2.data(), 3, TEST_PREC); CHECK_ARRAY_CLOSE (target_position3.data(), result_position3.data(), 3, TEST_PREC); CHECK_ARRAY_CLOSE (target_position4.data(), result_position4.data(), 3, TEST_PREC); CHECK_ARRAY_CLOSE (target_position5.data(), result_position5.data(), 3, TEST_PREC); } /// Checks whether the end of a 3-link chain can aligned with a given // orientation. TEST_FIXTURE ( Human36, ChainSingleBodyOrientation ) { q[HipRightRY] = 0.3; q[HipRightRX] = 0.3; q[HipRightRZ] = 0.3; q[KneeRightRY] = 0.3; q[AnkleRightRY] = 0.3; q[AnkleRightRZ] = 0.3; UpdateKinematicsCustom (*model, &q, NULL, NULL); Matrix3d target_orientation = CalcBodyWorldOrientation (*model, q, body_id_emulated[BodyFootRight], false); InverseKinematicsConstraintSet cs; cs.AddOrientationConstraint (body_id_emulated[BodyFootRight], target_orientation); VectorNd qres (q); q.setZero(); bool result = InverseKinematics (*model, q, cs, qres); CHECK (result); } TEST_FIXTURE ( Human36, ManyBodyOrientations ) { randomizeStates(); UpdateKinematicsCustom (*model, &q, NULL, NULL); Matrix3d target_orientation1 = CalcBodyWorldOrientation (*model, q, body_id_emulated[BodyFootRight], false); Matrix3d target_orientation2 = CalcBodyWorldOrientation (*model, q, body_id_emulated[BodyFootLeft], false); Matrix3d target_orientation3 = CalcBodyWorldOrientation (*model, q, body_id_emulated[BodyHandRight], false); Matrix3d target_orientation4 = CalcBodyWorldOrientation (*model, q, body_id_emulated[BodyHandLeft], false); Matrix3d target_orientation5 = CalcBodyWorldOrientation (*model, q, body_id_emulated[BodyHead], false); q.setZero(); InverseKinematicsConstraintSet cs; cs.AddOrientationConstraint (body_id_emulated[BodyFootRight], target_orientation1); cs.AddOrientationConstraint (body_id_emulated[BodyFootLeft], target_orientation2); cs.AddOrientationConstraint (body_id_emulated[BodyHandRight], target_orientation3); cs.AddOrientationConstraint (body_id_emulated[BodyHandLeft], target_orientation4); cs.AddOrientationConstraint (body_id_emulated[BodyHead], target_orientation5); VectorNd qres (q); bool result = InverseKinematics (*model, q, cs, qres); CHECK (result); CHECK_CLOSE (0., cs.error_norm, TEST_PREC); UpdateKinematicsCustom (*model, &qres, NULL, NULL); Matrix3d result_orientation1 = CalcBodyWorldOrientation (*model, qres, body_id_emulated[BodyFootRight], false); Matrix3d result_orientation2 = CalcBodyWorldOrientation (*model, qres, body_id_emulated[BodyFootLeft], false); Matrix3d result_orientation3 = CalcBodyWorldOrientation (*model, qres, body_id_emulated[BodyHandRight], false); Matrix3d result_orientation4 = CalcBodyWorldOrientation (*model, qres, body_id_emulated[BodyHandLeft], false); Matrix3d result_orientation5 = CalcBodyWorldOrientation (*model, qres, body_id_emulated[BodyHead], false); CHECK_ARRAY_CLOSE (target_orientation1.data(), result_orientation1.data(), 9, TEST_PREC); CHECK_ARRAY_CLOSE (target_orientation2.data(), result_orientation2.data(), 9, TEST_PREC); CHECK_ARRAY_CLOSE (target_orientation3.data(), result_orientation3.data(), 9, TEST_PREC); CHECK_ARRAY_CLOSE (target_orientation4.data(), result_orientation4.data(), 9, TEST_PREC); CHECK_ARRAY_CLOSE (target_orientation5.data(), result_orientation5.data(), 9, TEST_PREC); } TEST_FIXTURE ( Human36, ChainSingleBodyFullConstraint ) { q[HipRightRY] = 0.3; q[HipRightRX] = 0.3; q[HipRightRZ] = 0.3; q[KneeRightRY] = 0.3; q[AnkleRightRY] = 0.3; q[AnkleRightRZ] = 0.3; Vector3d local_point (1., 0., 0.); UpdateKinematicsCustom (*model, &q, NULL, NULL); Matrix3d target_orientation = CalcBodyWorldOrientation (*model, q, body_id_emulated[BodyFootRight], false); Vector3d target_position = CalcBodyToBaseCoordinates (*model, q, body_id_emulated[BodyFootRight], local_point); InverseKinematicsConstraintSet cs; cs.AddFullConstraint(body_id_emulated[BodyFootRight],local_point,target_position, target_orientation); VectorNd qres (q); q.setZero(); bool result = InverseKinematics (*model, q, cs, qres); CHECK (result); } TEST_FIXTURE ( Human36, ManyBodyFullConstraints ) { randomizeStates(); Vector3d local_point1 (1., 0., 0.); Vector3d local_point2 (-1., 0., 0.); Vector3d local_point3 (0., 1., 0.); Vector3d local_point4 (1., 0., 1.); Vector3d local_point5 (0.,0.,-1.); UpdateKinematicsCustom (*model, &q, NULL, NULL); Vector3d target_position1 = CalcBodyToBaseCoordinates (*model, q, body_id_emulated[BodyFootRight], local_point1); Vector3d target_position2 = CalcBodyToBaseCoordinates (*model, q, body_id_emulated[BodyFootLeft], local_point2); Vector3d target_position3 = CalcBodyToBaseCoordinates (*model, q, body_id_emulated[BodyHandRight], local_point3); Vector3d target_position4 = CalcBodyToBaseCoordinates (*model, q, body_id_emulated[BodyHandLeft], local_point4); Vector3d target_position5 = CalcBodyToBaseCoordinates (*model, q, body_id_emulated[BodyHead], local_point5); Matrix3d target_orientation1 = CalcBodyWorldOrientation (*model, q, body_id_emulated[BodyFootRight], false); Matrix3d target_orientation2 = CalcBodyWorldOrientation (*model, q, body_id_emulated[BodyFootLeft], false); Matrix3d target_orientation3 = CalcBodyWorldOrientation (*model, q, body_id_emulated[BodyHandRight], false); Matrix3d target_orientation4 = CalcBodyWorldOrientation (*model, q, body_id_emulated[BodyHandLeft], false); Matrix3d target_orientation5 = CalcBodyWorldOrientation (*model, q, body_id_emulated[BodyHead], false); InverseKinematicsConstraintSet cs; cs.AddFullConstraint (body_id_emulated[BodyFootRight], local_point1, target_position1, target_orientation1); cs.AddFullConstraint (body_id_emulated[BodyFootLeft], local_point2, target_position2, target_orientation2); cs.AddFullConstraint (body_id_emulated[BodyHandRight], local_point3, target_position3, target_orientation3); cs.AddFullConstraint (body_id_emulated[BodyHandLeft], local_point4, target_position4, target_orientation4); cs.AddFullConstraint (body_id_emulated[BodyHead], local_point5, target_position5, target_orientation5); cs.step_tol = 1e-12; q.setZero(); VectorNd qres (q); bool result = InverseKinematics (*model, q, cs, qres); CHECK (result); CHECK_CLOSE (0., cs.error_norm, cs.step_tol); UpdateKinematicsCustom (*model, &qres, NULL, NULL); Matrix3d result_orientation1 = CalcBodyWorldOrientation (*model, qres, body_id_emulated[BodyFootRight], false); Matrix3d result_orientation2 = CalcBodyWorldOrientation (*model, qres, body_id_emulated[BodyFootLeft], false); Matrix3d result_orientation3 = CalcBodyWorldOrientation (*model, qres, body_id_emulated[BodyHandRight], false); Matrix3d result_orientation4 = CalcBodyWorldOrientation (*model, qres, body_id_emulated[BodyHandLeft], false); Matrix3d result_orientation5 = CalcBodyWorldOrientation (*model, qres, body_id_emulated[BodyHead], false); Vector3d result_position1 = CalcBodyToBaseCoordinates (*model, qres, body_id_emulated[BodyFootRight], local_point1); Vector3d result_position2 = CalcBodyToBaseCoordinates (*model, qres, body_id_emulated[BodyFootLeft], local_point2); Vector3d result_position3 = CalcBodyToBaseCoordinates (*model, qres, body_id_emulated[BodyHandRight], local_point3); Vector3d result_position4 = CalcBodyToBaseCoordinates (*model, qres, body_id_emulated[BodyHandLeft], local_point4); Vector3d result_position5 = CalcBodyToBaseCoordinates (*model, qres, body_id_emulated[BodyHead], local_point5); CHECK_ARRAY_CLOSE (target_position1.data(), result_position1.data(), 3, TEST_PREC); CHECK_ARRAY_CLOSE (target_position2.data(), result_position2.data(), 3, TEST_PREC); CHECK_ARRAY_CLOSE (target_position3.data(), result_position3.data(), 3, TEST_PREC); CHECK_ARRAY_CLOSE (target_position4.data(), result_position4.data(), 3, TEST_PREC); CHECK_ARRAY_CLOSE (target_position5.data(), result_position5.data(), 3, TEST_PREC); CHECK_ARRAY_CLOSE (target_orientation1.data(), result_orientation1.data(), 9, TEST_PREC); CHECK_ARRAY_CLOSE (target_orientation2.data(), result_orientation2.data(), 9, TEST_PREC); CHECK_ARRAY_CLOSE (target_orientation3.data(), result_orientation3.data(), 9, TEST_PREC); CHECK_ARRAY_CLOSE (target_orientation4.data(), result_orientation4.data(), 9, TEST_PREC); CHECK_ARRAY_CLOSE (target_orientation5.data(), result_orientation5.data(), 9, TEST_PREC); }