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* Copyright (c) 2011-2015, Georgia Tech Research Corporation
* All rights reserved.
*
* Author(s): Sehoon Ha <sehoon.ha@gmail.com>,
* Jeongseok Lee <jslee02@gmail.com>
*
* Georgia Tech Graphics Lab and Humanoid Robotics Lab
*
* Directed by Prof. C. Karen Liu and Prof. Mike Stilman
* <karenliu@cc.gatech.edu> <mstilman@cc.gatech.edu>
*
* This file is provided under the following "BSD-style" License:
* Redistribution and use in source and binary forms, with or
* without modification, are permitted provided that the following
* conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above
* copyright notice, this list of conditions and the following
* disclaimer in the documentation and/or other materials provided
* with the distribution.
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND
* CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES,
* INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF
* USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED
* AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
* ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*/
#ifndef KIDO_DYNAMICS_BODYNODE_HPP_
#define KIDO_DYNAMICS_BODYNODE_HPP_
#include <string>
#include <vector>
#include <unordered_map>
#include <Eigen/Dense>
#include <Eigen/StdVector>
#include "kido/config.hpp"
#include "kido/common/Signal.hpp"
#include "kido/math/Geometry.hpp"
#include "kido/dynamics/Node.hpp"
#include "kido/dynamics/Frame.hpp"
#include "kido/dynamics/Inertia.hpp"
#include "kido/dynamics/Skeleton.hpp"
#include "kido/dynamics/Marker.hpp"
#include "kido/dynamics/SmartPointer.hpp"
#include "kido/dynamics/TemplatedJacobianNode.hpp"
#include "kido/dynamics/EndEffector.hpp"
const double KIDO_DEFAULT_FRICTION_COEFF = 1.0;
const double KIDO_DEFAULT_RESTITUTION_COEFF = 0.0;
namespace kido {
namespace renderer {
class RenderInterface;
} // namespace renderer
} // namespace kido
namespace kido {
namespace dynamics {
class GenCoord;
class Skeleton;
class Joint;
class DegreeOfFreedom;
class Shape;
class Marker;
/// BodyNode class represents a single node of the skeleton.
///
/// BodyNode is a basic element of the skeleton. BodyNodes are hierarchically
/// connected and have a set of core functions for calculating derivatives.
///
/// BodyNode inherits Frame, and a parent Frame of a BodyNode is the parent
/// BodyNode of the BodyNode.
class BodyNode :
public SkeletonRefCountingBase,
public TemplatedJacobianNode<BodyNode>
{
public:
using ColShapeAddedSignal
= common::Signal<void(const BodyNode*, ConstShapePtr _newColShape)>;
using ColShapeRemovedSignal = ColShapeAddedSignal;
using StructuralChangeSignal
= common::Signal<void(const BodyNode*)>;
struct UniqueProperties
{
/// Inertia information for the BodyNode
Inertia mInertia;
/// Array of collision shapes
std::vector<ShapePtr> mColShapes;
/// Indicates whether this node is collidable;
bool mIsCollidable;
/// Coefficient of friction
double mFrictionCoeff;
/// Coefficient of restitution
double mRestitutionCoeff;
/// Gravity will be applied if true
bool mGravityMode;
/// Properties of the Markers belonging to this BodyNode
std::vector<Marker::Properties> mMarkerProperties;
/// Constructor
UniqueProperties(
const Inertia& _inertia = Inertia(),
const std::vector<ShapePtr>& _collisionShapes = std::vector<ShapePtr>(),
bool _isCollidable = true,
double _frictionCoeff = KIDO_DEFAULT_FRICTION_COEFF,
double _restitutionCoeff = KIDO_DEFAULT_RESTITUTION_COEFF,
bool _gravityMode = true);
virtual ~UniqueProperties() = default;
// To get byte-aligned Eigen vectors
EIGEN_MAKE_ALIGNED_OPERATOR_NEW
};
/// Composition of Entity and BodyNode properties
struct Properties : Entity::Properties, UniqueProperties
{
/// Composed constructor
Properties(
const Entity::Properties& _entityProperties = Entity::Properties("BodyNode"),
const UniqueProperties& _bodyNodeProperties = UniqueProperties());
virtual ~Properties() = default;
};
BodyNode(const BodyNode&) = delete;
/// Destructor
virtual ~BodyNode();
/// Set the Properties of this BodyNode
void setProperties(const Properties& _properties);
/// Set the Properties of this BodyNode
void setProperties(const UniqueProperties& _properties);
/// Get the Properties of this BodyNode
Properties getBodyNodeProperties() const;
/// Copy the Properties of another BodyNode
void copy(const BodyNode& _otherBodyNode);
/// Copy the Properties of another BodyNode
void copy(const BodyNode* _otherBodyNode);
/// Same as copy(const BodyNode&)
BodyNode& operator=(const BodyNode& _otherBodyNode);
/// Set name. If the name is already taken, this will return an altered
/// version which will be used by the Skeleton
const std::string& setName(const std::string& _name) override;
/// Set whether gravity affects this body
/// \param[in] _gravityMode True to enable gravity
void setGravityMode(bool _gravityMode);
/// Return true if gravity mode is enabled
bool getGravityMode() const;
/// Return true if this body can collide with others bodies
bool isCollidable() const;
/// Set whether this body node will collide with others in the world
/// \param[in] _isCollidable True to enable collisions
void setCollidable(bool _isCollidable);
/// Set the mass of the bodynode
void setMass(double _mass);
/// Return the mass of the bodynode
double getMass() const;
/// Set moment of inertia defined around the center of mass
///
/// Principal moments of inertia (_Ixx, _Iyy, _Izz) must be positive or zero
/// values.
void setMomentOfInertia(
double _Ixx, double _Iyy, double _Izz,
double _Ixy = 0.0, double _Ixz = 0.0, double _Iyz = 0.0);
/// Return moment of inertia defined around the center of mass
void getMomentOfInertia(
double& _Ixx, double& _Iyy, double& _Izz,
double& _Ixy, double& _Ixz, double& _Iyz) const;
/// Return spatial inertia
const Eigen::Matrix6d& getSpatialInertia() const;
/// Set the inertia data for this BodyNode
void setInertia(const Inertia& _inertia);
/// Get the inertia data for this BodyNode
const Inertia& getInertia() const;
/// Return the articulated body inertia
const math::Inertia& getArticulatedInertia() const;
/// Return the articulated body inertia for implicit joint damping and spring
/// forces
const math::Inertia& getArticulatedInertiaImplicit() const;
/// Set center of mass expressed in body frame
void setLocalCOM(const Eigen::Vector3d& _com);
/// Return center of mass expressed in body frame
const Eigen::Vector3d& getLocalCOM() const;
/// Return the center of mass with respect to an arbitrary Frame
Eigen::Vector3d getCOM(const Frame* _withRespectTo = Frame::World()) const;
/// Return the linear velocity of the center of mass, expressed in terms of
/// arbitrary Frames
Eigen::Vector3d getCOMLinearVelocity(
const Frame* _relativeTo = Frame::World(),
const Frame* _inCoordinatesOf = Frame::World()) const;
/// Return the spatial velocity of the center of mass, expressed in
/// coordinates of this Frame and relative to the World Frame
Eigen::Vector6d getCOMSpatialVelocity() const;
/// Return the spatial velocity of the center of mass, expressed in terms of
/// arbitrary Frames
Eigen::Vector6d getCOMSpatialVelocity(const Frame* _relativeTo,
const Frame* _inCoordinatesOf) const;
/// Return the linear acceleration of the center of mass, expressed in terms
/// of arbitary Frames
Eigen::Vector3d getCOMLinearAcceleration(
const Frame* _relativeTo = Frame::World(),
const Frame* _inCoordinatesOf = Frame::World()) const;
/// Return the acceleration of the center of mass expressed in coordinates of
/// this BodyNode Frame and relative to the World Frame
Eigen::Vector6d getCOMSpatialAcceleration() const;
/// Return the spatial acceleration of the center of mass, expressed in terms
/// of arbitrary Frames
Eigen::Vector6d getCOMSpatialAcceleration(const Frame* _relativeTo,
const Frame* _inCoordinatesOf) const;
/// Set coefficient of friction in range of [0, ~]
void setFrictionCoeff(double _coeff);
/// Return frictional coefficient.
double getFrictionCoeff() const;
/// Set coefficient of restitution in range of [0, 1]
void setRestitutionCoeff(double _coeff);
/// Return coefficient of restitution
double getRestitutionCoeff() const;
//--------------------------------------------------------------------------
// Structural Properties
//--------------------------------------------------------------------------
/// Add a collision Shape into the BodyNode
void addCollisionShape(const ShapePtr& _shape);
/// Remove a collision Shape from this BodyNode
void removeCollisionShape(const ShapePtr& _shape);
/// Remove all collision Shapes from this BodyNode
void removeAllCollisionShapes();
/// Return the number of collision shapes
size_t getNumCollisionShapes() const;
/// Return _index-th collision shape
ShapePtr getCollisionShape(size_t _index);
/// Return (const) _index-th collision shape
ConstShapePtr getCollisionShape(size_t _index) const;
/// Return the index of this BodyNode within its Skeleton
size_t getIndexInSkeleton() const;
/// Return the index of this BodyNode within its tree
size_t getIndexInTree() const;
/// Return the index of the tree that this BodyNode belongs to
size_t getTreeIndex() const;
/// Remove this BodyNode and all of its children (recursively) from their
/// Skeleton. If a BodyNodePtr that references this BodyNode (or any of its
/// children) still exists, the subtree will be moved into a new Skeleton
/// with the given name. If the returned SkeletonPtr goes unused and no
/// relevant BodyNodePtrs are held anywhere, then this BodyNode and all its
/// children will be deleted.
///
/// Note that this function is actually the same as split(), but given a
/// different name for semantic reasons.
SkeletonPtr remove(const std::string& _name = "temporary");
/// Remove this BodyNode and all of its children (recursively) from their
/// current parent BodyNode, and move them to another parent BodyNode. The new
/// parent BodyNode can either be in a new Skeleton or the current one. If you
/// pass in a nullptr, this BodyNode will become a new root BodyNode for its
/// current Skeleton.
///
/// Using this function will result in changes to the indexing of
/// (potentially) all BodyNodes and Joints in the current Skeleton, even if
/// the BodyNodes are kept within the same Skeleton.
bool moveTo(BodyNode* _newParent);
/// This is a version of moveTo(BodyNode*) that allows you to explicitly move
/// this BodyNode into a different Skeleton. The key difference for this
/// version of the function is that you can make this BodyNode a root node in
/// a different Skeleton, which is not something that can be done by the other
/// version.
bool moveTo(const SkeletonPtr& _newSkeleton, BodyNode* _newParent);
#ifdef _WIN32
template <typename JointType>
static typename JointType::Properties createJointProperties()
{
return typename JointType::Properties();
}
template <typename NodeType>
static typename NodeType::Properties createBodyNodeProperties()
{
return typename NodeType::Properties();
}
#endif
// TODO: Workaround for MSVC bug on template function specialization with
// default argument. Please see #487 for detail
/// A version of moveTo(BodyNode*) that also changes the Joint type of the
/// parent Joint of this BodyNode. This function returns the pointer to the
/// newly created Joint. The original parent Joint will be deleted.
///
/// This function can be used to change the Joint type of the parent Joint of
/// this BodyNode, but note that the indexing of the BodyNodes and Joints in
/// this Skeleton will still be changed, even if only the Joint type is
/// changed.
template <class JointType>
JointType* moveTo(BodyNode* _newParent,
#ifdef _WIN32
const typename JointType::Properties& _joint
= BodyNode::createJointProperties<JointType>());
#else
const typename JointType::Properties& _joint
= typename JointType::Properties());
#endif
// TODO: Workaround for MSVC bug on template function specialization with
// default argument. Please see #487 for detail
/// A version of moveTo(SkeletonPtr, BodyNode*) that also changes the Joint
/// type of the parent Joint of this BodyNode. This function returns the
/// pointer to the newly created Joint. The original Joint will be deleted.
template <class JointType>
JointType* moveTo(const SkeletonPtr& _newSkeleton, BodyNode* _newParent,
#ifdef _WIN32
const typename JointType::Properties& _joint
= BodyNode::createJointProperties<JointType>());
#else
const typename JointType::Properties& _joint
= typename JointType::Properties());
#endif
// TODO: Workaround for MSVC bug on template function specialization with
// default argument. Please see #487 for detail
/// Remove this BodyNode and all of its children (recursively) from their
/// current Skeleton and move them into a newly created Skeleton. The newly
/// created Skeleton will have the same Skeleton::Properties as the current
/// Skeleton, except it will use the specified name. The return value is a
/// shared_ptr to the newly created Skeleton.
///
/// Note that the parent Joint of this BodyNode will remain the same. If you
/// want to change the Joint type of this BodyNode's parent Joint (for
/// example, make it a FreeJoint), then use the templated split<JointType>()
/// function.
SkeletonPtr split(const std::string& _skeletonName);
/// A version of split(const std::string&) that also changes the Joint type of
/// the parent Joint of this BodyNode.
template <class JointType>
SkeletonPtr split(const std::string& _skeletonName,
#ifdef _WIN32
const typename JointType::Properties& _joint
= BodyNode::createJointProperties<JointType>());
#else
const typename JointType::Properties& _joint
= typename JointType::Properties());
#endif
// TODO: Workaround for MSVC bug on template function specialization with
// default argument. Please see #487 for detail
/// Change the Joint type of this BodyNode's parent Joint.
///
/// Note that this function will change the indexing of (potentially) all
/// BodyNodes and Joints in the Skeleton.
template <class JointType>
JointType* changeParentJointType(
#ifdef _WIN32
const typename JointType::Properties& _joint
= BodyNode::createJointProperties<JointType>());
#else
const typename JointType::Properties& _joint
= typename JointType::Properties());
#endif
// TODO: Workaround for MSVC bug on template function specialization with
// default argument. Please see #487 for detail
/// Create clones of this BodyNode and all of its children recursively (unless
/// _recursive is set to false) and attach the clones to the specified
/// BodyNode. The specified BodyNode can be in this Skeleton or a different
/// Skeleton. Passing in nullptr will set the copy as a root node of the
/// current Skeleton.
///
/// The return value is a pair of pointers to the root of the newly created
/// BodyNode tree.
std::pair<Joint*, BodyNode*> copyTo(BodyNode* _newParent,
bool _recursive=true);
/// Create clones of this BodyNode and all of its children recursively (unless
/// recursive is set to false) and attach the clones to the specified BodyNode
/// of the specified Skeleton.
///
/// The key differences between this function and the copyTo(BodyNode*)
/// version is that this one allows the copied BodyNode to be const and allows
/// you to copy it as a root node of another Skeleton.
///
/// The return value is a pair of pointers to the root of the newly created
/// BodyNode tree.
std::pair<Joint*, BodyNode*> copyTo(const SkeletonPtr& _newSkeleton,
BodyNode* _newParent,
bool _recursive=true) const;
/// A version of copyTo(BodyNode*) that also changes the Joint type of the
/// parent Joint of this BodyNode.
template <class JointType>
std::pair<JointType*, BodyNode*> copyTo(
BodyNode* _newParent,
#ifdef _WIN32
const typename JointType::Properties& _joint
= BodyNode::createJointProperties<JointType>(),
#else
const typename JointType::Properties& _joint
= typename JointType::Properties(),
#endif
bool _recursive = true);
// TODO: Workaround for MSVC bug on template function specialization with
// default argument. Please see #487 for detail
/// A version of copyTo(Skeleton*,BodyNode*) that also changes the Joint type
/// of the parent Joint of this BodyNode.
template <class JointType>
std::pair<JointType*, BodyNode*> copyTo(
const SkeletonPtr& _newSkeleton, BodyNode* _newParent,
#ifdef _WIN32
const typename JointType::Properties& _joint
= BodyNode::createJointProperties<JointType>(),
#else
const typename JointType::Properties& _joint
= typename JointType::Properties(),
#endif
bool _recursive = true) const;
// TODO: Workaround for MSVC bug on template function specialization with
// default argument. Please see #487 for detail
/// Create clones of this BodyNode and all of its children (recursively) and
/// create a new Skeleton with the specified name to attach them to. The
/// Skeleton::Properties of the current Skeleton will also be copied into the
/// new Skeleton that gets created.
SkeletonPtr copyAs(const std::string& _skeletonName,
bool _recursive=true) const;
/// A version of copyAs(const std::string&) that also changes the Joint type
/// of the root BodyNode.
template <class JointType>
SkeletonPtr copyAs(
const std::string& _skeletonName,
#ifdef _WIN32
const typename JointType::Properties& _joint
= BodyNode::createJointProperties<JointType>(),
#else
const typename JointType::Properties& _joint
= typename JointType::Properties(),
#endif
bool _recursive=true) const;
// TODO: Workaround for MSVC bug on template function specialization with
// default argument. Please see #487 for detail
// Documentation inherited
SkeletonPtr getSkeleton() override;
// Documentation inherited
ConstSkeletonPtr getSkeleton() const override;
/// Return the parent Joint of this BodyNode
Joint* getParentJoint();
/// Return the (const) parent Joint of this BodyNode
const Joint* getParentJoint() const;
/// Return the parent BodyNdoe of this BodyNode
BodyNode* getParentBodyNode();
/// Return the (const) parent BodyNode of this BodyNode
const BodyNode* getParentBodyNode() const;
/// Create a Joint and BodyNode pair as a child of this BodyNode
template <class JointType, class NodeType = BodyNode>
std::pair<JointType*, NodeType*> createChildJointAndBodyNodePair(
#ifdef _WIN32
const typename JointType::Properties& _jointProperties
= BodyNode::createJointProperties<JointType>(),
const typename NodeType::Properties& _bodyProperties
= BodyNode::createBodyNodeProperties<NodeType>());
#else
const typename JointType::Properties& _jointProperties
= typename JointType::Properties(),
const typename NodeType::Properties& _bodyProperties
= typename NodeType::Properties());
#endif
// TODO: Workaround for MSVC bug on template function specialization with
// default argument. Please see #487 for detail
/// Return the number of child BodyNodes
size_t getNumChildBodyNodes() const;
/// Return the _index-th child BodyNode of this BodyNode
BodyNode* getChildBodyNode(size_t _index);
/// Return the (const) _index-th child BodyNode of this BodyNode
const BodyNode* getChildBodyNode(size_t _index) const;
/// Return the number of child Joints
size_t getNumChildJoints() const;
/// Return the _index-th child Joint of this BodyNode
Joint* getChildJoint(size_t _index);
/// Return the (const) _index-th child Joint of this BodyNode
const Joint* getChildJoint(size_t _index) const;
/// Return the number of EndEffectors attached to this BodyNode
size_t getNumEndEffectors() const;
/// Return an EndEffector attached to this BodyNode
EndEffector* getEndEffector(size_t _index);
/// Return an EndEffector attached to this BodyNode
const EndEffector* getEndEffector(size_t _index) const;
/// Create an EndEffector attached to this BodyNode
EndEffector* createEndEffector(const EndEffector::Properties& _properties);
/// Create an EndEffector with the specified name
EndEffector* createEndEffector(const std::string& _name = "EndEffector");
/// Add a marker into the bodynode
void addMarker(Marker* _marker);
/// Return the number of markers of the bodynode
size_t getNumMarkers() const;
/// Return _index-th marker of the bodynode
Marker* getMarker(size_t _index);
/// Return (const) _index-th marker of the bodynode
const Marker* getMarker(size_t _index) const;
// Documentation inherited
bool dependsOn(size_t _genCoordIndex) const override;
// Documentation inherited
size_t getNumDependentGenCoords() const override;
// Documentation inherited
size_t getDependentGenCoordIndex(size_t _arrayIndex) const override;
// Documentation inherited
const std::vector<size_t>& getDependentGenCoordIndices() const override;
// Documentation inherited
size_t getNumDependentDofs() const override;
// Documentation inherited
DegreeOfFreedom* getDependentDof(size_t _index) override;
// Documentation inherited
const DegreeOfFreedom* getDependentDof(size_t _index) const override;
// Documentation inherited
const std::vector<DegreeOfFreedom*>& getDependentDofs() override;
// Documentation inherited
const std::vector<const DegreeOfFreedom*>& getDependentDofs() const override;
// Documentation inherited
const std::vector<const DegreeOfFreedom*> getChainDofs() const override;
//--------------------------------------------------------------------------
// Properties updated by dynamics (kinematics)
//--------------------------------------------------------------------------
/// Get the transform of this BodyNode with respect to its parent BodyNode,
/// which is also its parent Frame.
const Eigen::Isometry3d& getRelativeTransform() const override;
// Documentation inherited
const Eigen::Vector6d& getRelativeSpatialVelocity() const override;
// Documentation inherited
const Eigen::Vector6d& getRelativeSpatialAcceleration() const override;
// Documentation inherited
const Eigen::Vector6d& getPrimaryRelativeAcceleration() const override;
/// Return the partial acceleration of this body
const Eigen::Vector6d& getPartialAcceleration() const override;
/// Return the generalized Jacobian targeting the origin of this BodyNode. The
/// Jacobian is expressed in the Frame of this BodyNode.
const math::Jacobian& getJacobian() const override final;
// Prevent the inherited getJacobian functions from being shadowed
using TemplatedJacobianNode<BodyNode>::getJacobian;
/// Return the generalized Jacobian targeting the origin of this BodyNode. The
/// Jacobian is expressed in the World Frame.
const math::Jacobian& getWorldJacobian() const override final;
// Prevent the inherited getWorldJacobian functions from being shadowed
using TemplatedJacobianNode<BodyNode>::getWorldJacobian;
/// Return the spatial time derivative of the generalized Jacobian targeting
/// the origin of this BodyNode. The Jacobian is expressed in this BodyNode's
/// coordinate Frame.
///
/// NOTE: Since this is a spatial time derivative, it should be used with
/// spatial vectors. If you are using classical linear and angular
/// acceleration vectors, then use getJacobianClassicDeriv(),
/// getLinearJacobianDeriv(), or getAngularJacobianDeriv() instead.
const math::Jacobian& getJacobianSpatialDeriv() const override final;
// Prevent the inherited getJacobianSpatialDeriv functions from being shadowed
using TemplatedJacobianNode<BodyNode>::getJacobianSpatialDeriv;
/// Return the classical time derivative of the generalized Jacobian targeting
/// the origin of this BodyNode. The Jacobian is expressed in the World
/// coordinate Frame.
///
/// NOTE: Since this is a classical time derivative, it should be used with
/// classical linear and angular vectors. If you are using spatial vectors,
/// use getJacobianSpatialDeriv() instead.
const math::Jacobian& getJacobianClassicDeriv() const override final;
// Prevent the inherited getJacobianClassicDeriv functions from being shadowed
using TemplatedJacobianNode<BodyNode>::getJacobianClassicDeriv;
/// Return the velocity change due to the constraint impulse
const Eigen::Vector6d& getBodyVelocityChange() const;
/// Set whether this body node is colliding with others. This is called by
/// collision detector.
/// \param[in] True if this body node is colliding.
void setColliding(bool _isColliding);
/// Return whether this body node is colliding with others
/// \return True if this body node is colliding.
bool isColliding();
/// Add applying linear Cartesian forces to this node
///
/// A force is defined by a point of application and a force vector. The
/// last two parameters specify frames of the first two parameters.
/// Coordinate transformations are applied when needed. The point of
/// application and the force in local coordinates are stored in mContacts.
/// When conversion is needed, make sure the transformations are avaialble.
void addExtForce(const Eigen::Vector3d& _force,
const Eigen::Vector3d& _offset = Eigen::Vector3d::Zero(),
bool _isForceLocal = false,
bool _isOffsetLocal = true);
/// Set Applying linear Cartesian forces to this node.
void setExtForce(const Eigen::Vector3d& _force,
const Eigen::Vector3d& _offset = Eigen::Vector3d::Zero(),
bool _isForceLocal = false,
bool _isOffsetLocal = true);
/// Add applying Cartesian torque to the node.
///
/// The torque in local coordinates is accumulated in mExtTorqueBody.
void addExtTorque(const Eigen::Vector3d& _torque, bool _isLocal = false);
/// Set applying Cartesian torque to the node.
///
/// The torque in local coordinates is accumulated in mExtTorqueBody.
void setExtTorque(const Eigen::Vector3d& _torque, bool _isLocal = false);
/// Clean up structures that store external forces: mContacts, mFext,
/// mExtForceBody and mExtTorqueBody.
///
/// Called by Skeleton::clearExternalForces.
virtual void clearExternalForces();
/// Clear out the generalized forces of the parent Joint and any other forces
/// related to this BodyNode that are internal to the Skeleton. For example,
/// the point mass forces for SoftBodyNodes.
virtual void clearInternalForces();
///
const Eigen::Vector6d& getExternalForceLocal() const;
///
Eigen::Vector6d getExternalForceGlobal() const;
/// Get spatial body force transmitted from the parent joint.
///
/// The spatial body force is transmitted to this BodyNode from the parent
/// body through the connecting joint. It is expressed in this BodyNode's
/// frame.
const Eigen::Vector6d& getBodyForce() const;
//----------------------------------------------------------------------------
// Constraints
// - Following functions are managed by constraint solver.
//----------------------------------------------------------------------------
/// Return true if the body can react to force or constraint impulse.
///
/// A body node is reactive if the skeleton is mobile and the number of
/// dependent generalized coordinates is non zero.
bool isReactive() const;
/// Set constraint impulse
/// \param[in] _constImp Spatial constraint impulse w.r.t. body frame
void setConstraintImpulse(const Eigen::Vector6d& _constImp);
/// Add constraint impulse
/// \param[in] _constImp Spatial constraint impulse w.r.t. body frame
void addConstraintImpulse(const Eigen::Vector6d& _constImp);
/// Add constraint impulse
void addConstraintImpulse(const Eigen::Vector3d& _constImp,
const Eigen::Vector3d& _offset,
bool _isImpulseLocal = false,
bool _isOffsetLocal = true);
/// Clear constraint impulses and cache data used for impulse-based forward
/// dynamics algorithm
virtual void clearConstraintImpulse();
/// Return constraint impulse
const Eigen::Vector6d& getConstraintImpulse() const;
//----------------------------------------------------------------------------
// Energies
//----------------------------------------------------------------------------
/// Return kinetic energy.
virtual double getKineticEnergy() const;
/// Return potential energy.
virtual double getPotentialEnergy(const Eigen::Vector3d& _gravity) const;
/// Return linear momentum.
Eigen::Vector3d getLinearMomentum() const;
/// Return angular momentum.
Eigen::Vector3d getAngularMomentum(
const Eigen::Vector3d& _pivot = Eigen::Vector3d::Zero());
//----------------------------------------------------------------------------
// Rendering
//----------------------------------------------------------------------------
/// Render the markers
void drawMarkers(renderer::RenderInterface* _ri = nullptr,
const Eigen::Vector4d& _color = Eigen::Vector4d::Ones(),
bool _useDefaultColor = true) const;
//----------------------------------------------------------------------------
// Notifications
//----------------------------------------------------------------------------
// Documentation inherited
void notifyTransformUpdate() override;
// Documentation inherited
void notifyVelocityUpdate() override;
// Documentation inherited
void notifyAccelerationUpdate() override;
/// Notify the Skeleton that the tree of this BodyNode needs an articulated
/// inertia update
void notifyArticulatedInertiaUpdate();
/// Tell the Skeleton that the external forces need to be updated
void notifyExternalForcesUpdate();
/// Tell the Skeleton that the coriolis forces need to be update
void notifyCoriolisUpdate();
//----------------------------------------------------------------------------
// Friendship
//----------------------------------------------------------------------------
friend class Skeleton;
friend class Joint;
friend class EndEffector;
friend class SoftBodyNode;
friend class PointMass;
friend class Node;
protected:
/// Constructor called by Skeleton class
BodyNode(BodyNode* _parentBodyNode, Joint* _parentJoint,
const Properties& _properties);
/// Create a clone of this BodyNode. This may only be called by the Skeleton
/// class.
virtual BodyNode* clone(BodyNode* _parentBodyNode, Joint* _parentJoint) const;
/// Initialize the vector members with proper sizes.
virtual void init(const SkeletonPtr& _skeleton);
/// Add a child bodynode into the bodynode
void addChildBodyNode(BodyNode* _body);
//----------------------------------------------------------------------------
/// \{ \name Recursive dynamics routines
//----------------------------------------------------------------------------
/// Separate generic child Entities from child BodyNodes for more efficient
/// update notices
void processNewEntity(Entity* _newChildEntity) override;
/// Remove this Entity from mChildBodyNodes or mNonBodyNodeEntities
void processRemovedEntity(Entity* _oldChildEntity) override;
/// Update transformation
virtual void updateTransform();
/// Update spatial body velocity.
virtual void updateVelocity();
/// Update partial spatial body acceleration due to parent joint's velocity.
virtual void updatePartialAcceleration() const;
/// Update articulated body inertia for forward dynamics.
/// \param[in] _timeStep Rquired for implicit joint stiffness and damping.
virtual void updateArtInertia(double _timeStep) const;
/// Update bias force associated with the articulated body inertia for forward
/// dynamics.
/// \param[in] _gravity Vector of gravitational acceleration
/// \param[in] _timeStep Rquired for implicit joint stiffness and damping.
virtual void updateBiasForce(const Eigen::Vector3d& _gravity,
double _timeStep);
/// Update bias impulse associated with the articulated body inertia for
/// impulse-based forward dynamics.
virtual void updateBiasImpulse();
/// Update spatial body acceleration with the partial spatial body
/// acceleration for inverse dynamics.
virtual void updateAccelerationID();
/// Update spatial body acceleration for forward dynamics.
virtual void updateAccelerationFD();
/// Update spatical body velocity change for impluse-based forward dynamics.
virtual void updateVelocityChangeFD();
/// Update spatial body force for inverse dynamics.
///
/// The spatial body force is transmitted to this BodyNode from the parent
/// body through the connecting joint. It is expressed in this BodyNode's
/// frame.
virtual void updateTransmittedForceID(const Eigen::Vector3d& _gravity,
bool _withExternalForces = false);
/// Update spatial body force for forward dynamics.
///
/// The spatial body force is transmitted to this BodyNode from the parent
/// body through the connecting joint. It is expressed in this BodyNode's
/// frame.
virtual void updateTransmittedForceFD();
/// Update spatial body force for impulse-based forward dynamics.
///
/// The spatial body impulse is transmitted to this BodyNode from the parent
/// body through the connecting joint. It is expressed in this BodyNode's
/// frame.
virtual void updateTransmittedImpulse();
// TODO: Rename to updateTransmittedImpulseFD if impulse-based inverse
// dynamics is implemented.
/// Update the joint force for inverse dynamics.
virtual void updateJointForceID(double _timeStep,
double _withDampingForces,
double _withSpringForces);
/// Update the joint force for forward dynamics.
virtual void updateJointForceFD(double _timeStep,
double _withDampingForces,
double _withSpringForces);
/// Update the joint impulse for forward dynamics.
virtual void updateJointImpulseFD();
/// Update constrained terms due to the constraint impulses for foward
/// dynamics.
virtual void updateConstrainedTerms(double _timeStep);
/// \}
//----------------------------------------------------------------------------
/// \{ \name Equations of motion related routines
//----------------------------------------------------------------------------
///
virtual void updateMassMatrix();
virtual void aggregateMassMatrix(Eigen::MatrixXd& _MCol, size_t _col);
virtual void aggregateAugMassMatrix(Eigen::MatrixXd& _MCol, size_t _col,
double _timeStep);
///
virtual void updateInvMassMatrix();
virtual void updateInvAugMassMatrix();
virtual void aggregateInvMassMatrix(Eigen::MatrixXd& _InvMCol, size_t _col);
virtual void aggregateInvAugMassMatrix(Eigen::MatrixXd& _InvMCol, size_t _col,
double _timeStep);
///
virtual void aggregateCoriolisForceVector(Eigen::VectorXd& _C);
///
virtual void aggregateGravityForceVector(Eigen::VectorXd& _g,
const Eigen::Vector3d& _gravity);
///
virtual void updateCombinedVector();
virtual void aggregateCombinedVector(Eigen::VectorXd& _Cg,
const Eigen::Vector3d& _gravity);
/// Aggregate the external forces mFext in the generalized coordinates
/// recursively
virtual void aggregateExternalForces(Eigen::VectorXd& _Fext);
///
virtual void aggregateSpatialToGeneralized(Eigen::VectorXd& _generalized,
const Eigen::Vector6d& _spatial);
/// Update body Jacobian. getJacobian() calls this function if
/// mIsBodyJacobianDirty is true.
void updateBodyJacobian() const;
/// Update the World Jacobian. The commonality of using the World Jacobian
/// makes it worth caching.
void updateWorldJacobian() const;
/// Update spatial time derivative of body Jacobian.
/// getJacobianSpatialTimeDeriv() calls this function if
/// mIsBodyJacobianSpatialDerivDirty is true.
void updateBodyJacobianSpatialDeriv() const;
/// Update classic time derivative of body Jacobian.
/// getJacobianClassicDeriv() calls this function if
/// mIsWorldJacobianClassicDerivDirty is true.
void updateWorldJacobianClassicDeriv() const;
/// \}
protected:
//--------------------------------------------------------------------------
// General properties
//--------------------------------------------------------------------------
/// A unique ID of this node globally.
int mID;
/// Counts the number of nodes globally.
static size_t msBodyNodeCount;
/// BodyNode-specific properties
UniqueProperties mBodyP;
/// Whether the node is currently in collision with another node.
bool mIsColliding;
//--------------------------------------------------------------------------
// Structural Properties
//--------------------------------------------------------------------------
/// Index of this BodyNode in its Skeleton
size_t mIndexInSkeleton;
/// Index of this BodyNode in its Tree
size_t mIndexInTree;
/// Index of this BodyNode's tree
size_t mTreeIndex;
/// Parent joint
Joint* mParentJoint;
/// Parent body node
BodyNode* mParentBodyNode;
/// Array of child body nodes
std::vector<BodyNode*> mChildBodyNodes;
/// Array of child Entities that are not BodyNodes. Organizing them separately
/// allows some performance optimizations.
std::set<Entity*> mNonBodyNodeEntities;
/// List of EndEffectors that are attached to this BodyNode
std::vector<EndEffector*> mEndEffectors;
/// List of markers associated
std::vector<Marker*> mMarkers;
/// Map that retrieves the destructors for a given Node
std::unordered_map<const Node*, std::shared_ptr<NodeDestructor>> mNodeMap;
/// A increasingly sorted list of dependent dof indices.
std::vector<size_t> mDependentGenCoordIndices;
/// A version of mDependentGenCoordIndices that holds DegreeOfFreedom pointers
/// instead of indices
std::vector<DegreeOfFreedom*> mDependentDofs;
/// Same as mDependentDofs, but holds const pointers
std::vector<const DegreeOfFreedom*> mConstDependentDofs;
//--------------------------------------------------------------------------
// Dynamical Properties
//--------------------------------------------------------------------------
/// Body Jacobian
///
/// Do not use directly! Use getJacobian() to access this quantity
mutable math::Jacobian mBodyJacobian;
/// Cached World Jacobian
///
/// Do not use directly! Use getJacobian() to access this quantity
mutable math::Jacobian mWorldJacobian;
/// Spatial time derivative of body Jacobian.
///
/// Do not use directly! Use getJacobianSpatialDeriv() to access this quantity
mutable math::Jacobian mBodyJacobianSpatialDeriv;
/// Classic time derivative of Body Jacobian
///
/// Do not use directly! Use getJacobianClassicDeriv() to access this quantity
mutable math::Jacobian mWorldJacobianClassicDeriv;
/// Partial spatial body acceleration due to parent joint's velocity
///
/// Do not use directly! Use getPartialAcceleration() to access this quantity
mutable Eigen::Vector6d mPartialAcceleration;
// TODO(JS): Rename with more informative name
/// Is the partial acceleration vector dirty
mutable bool mIsPartialAccelerationDirty;
/// Transmitted wrench from parent to the bodynode expressed in body-fixed
/// frame
Eigen::Vector6d mF;
/// External spatial force
Eigen::Vector6d mFext;
/// Spatial gravity force
Eigen::Vector6d mFgravity;
/// Articulated body inertia
///
/// Do not use directly! Use getArticulatedInertia() to access this quantity
mutable math::Inertia mArtInertia;
/// Articulated body inertia for implicit joint damping and spring forces
///
/// DO not use directly! Use getArticulatedInertiaImplicit() to access this
mutable math::Inertia mArtInertiaImplicit;
/// Bias force
Eigen::Vector6d mBiasForce;
/// Cache data for combined vector of the system.
Eigen::Vector6d mCg_dV;
Eigen::Vector6d mCg_F;
/// Cache data for gravity force vector of the system.
Eigen::Vector6d mG_F;
/// Cache data for external force vector of the system.
Eigen::Vector6d mFext_F;
/// Cache data for mass matrix of the system.
Eigen::Vector6d mM_dV;
Eigen::Vector6d mM_F;
/// Cache data for inverse mass matrix of the system.
Eigen::Vector6d mInvM_c;
Eigen::Vector6d mInvM_U;
/// Cache data for arbitrary spatial value
Eigen::Vector6d mArbitrarySpatial;
//------------------------- Impulse-based Dyanmics ---------------------------
/// Velocity change due to to external impulsive force exerted on
/// bodies of the parent skeleton.
Eigen::Vector6d mDelV;
/// Impulsive bias force due to external impulsive force exerted on
/// bodies of the parent skeleton.
Eigen::Vector6d mBiasImpulse;
/// Constraint impulse: contact impulse, dynamic joint impulse
Eigen::Vector6d mConstraintImpulse;
// TODO(JS): rename with more informative one
/// Generalized impulsive body force w.r.t. body frame.
Eigen::Vector6d mImpF;
/// Collision shape added signal
ColShapeAddedSignal mColShapeAddedSignal;
/// Collision shape removed signal
ColShapeRemovedSignal mColShapeRemovedSignal;
/// Structural change signal
StructuralChangeSignal mStructuralChangeSignal;
public:
// To get byte-aligned Eigen vectors
EIGEN_MAKE_ALIGNED_OPERATOR_NEW
//----------------------------------------------------------------------------
/// \{ \name Slot registers
//----------------------------------------------------------------------------
/// Slot register for collision shape added signal
common::SlotRegister<ColShapeAddedSignal> onColShapeAdded;
/// Slot register for collision shape removed signal
common::SlotRegister<ColShapeRemovedSignal> onColShapeRemoved;
/// Raised when (1) parent BodyNode is changed, (2) moved between Skeletons,
/// (3) parent Joint is changed
mutable common::SlotRegister<StructuralChangeSignal> onStructuralChange;
/// \}
private:
/// Hold onto a reference to this BodyNode's own Destructor to make sure that
/// it never gets destroyed.
std::shared_ptr<NodeDestructor> mSelfDestructor;
};
#include "kido/dynamics/detail/BodyNode.hpp"
} // namespace dynamics
} // namespace kido
#endif // KIDO_DYNAMICS_BODYNODE_HPP_
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