void Skeleton::computeForwardDynamicsID2( const Eigen::Vector3d& _gravity, bool _equationsOfMotion) { int n = getDOF(); // skip immobile objects in forward simulation if (getImmobileState() == true || n == 0) { return; } // Save current tau Eigen::VectorXd tau_old = get_tau(); // Set ddq as zero set_ddq(Eigen::VectorXd::Zero(n)); // mM = Eigen::MatrixXd::Zero(n,n); // M(q) * ddq + b(q,dq) = tau computeInverseDynamicsLinear(_gravity); Eigen::VectorXd b = get_tau(); mCg = b; // Calcualtion M column by column for (int i = 0; i < n; ++i) { Eigen::VectorXd basis = Eigen::VectorXd::Zero(n); basis(i) = 1; set_ddq(basis); computeInverseDynamicsLinear(_gravity); mM.col(i) = get_tau() - b; } // Restore the torque set_tau(tau_old); // Evaluate external forces in generalized coordinate. updateExternalForces(); Eigen::VectorXd qddot = this->getInvMassMatrix() * (-this->getCombinedVector() + this->getExternalForces() + this->getInternalForces() + this->getDampingForces() + this->getConstraintForces() ); //mMInv = mM.inverse(); mMInv = mM.ldlt().solve(Eigen::MatrixXd::Identity(n,n)); this->set_ddq(qddot); clearExternalForces(); }
void Skeleton::computeEquationsOfMotionID( const Eigen::Vector3d& _gravity) { int n = getDOF(); // skip immobile objects in forward simulation if (getImmobileState() == true || n == 0) { return; } // Save current tau Eigen::VectorXd tau_old = get_tau(); // Set ddq as zero set_ddq(Eigen::VectorXd::Zero(n)); // M(q) * ddq + b(q,dq) = tau computeInverseDynamicsLinear(_gravity, true); mCg = get_tau(); // Calcualtion mass matrix, M mM = Eigen::MatrixXd::Zero(n,n); for (int i = 0; i < getNumBodyNodes(); i++) { BodyNode *nodei = getBodyNode(i); nodei->updateMassMatrix(); nodei->aggregateMass(mM); } // Inverse of mass matrix mMInv = mM.ldlt().solve(Eigen::MatrixXd::Identity(n,n)); // Restore the torque set_tau(tau_old); // Evaluate external forces in generalized coordinate. updateExternalForces(); // Update damping forces updateDampingForces(); }
void GSystem::getEquationsOfMotion(RMatrix &M, RMatrix &b) { RMatrix ddq = get_ddq(), tau = get_tau(); // save current ddq and tau int n = getNumCoordinates(); M.ReNew(n,n); set_ddq(Zeros(n,1)); GSystem::calcInverseDynamics(); b = get_tau(); for (int i=0; i<n; i++) { RMatrix unit = Zeros(n,1); unit[i] = 1; set_ddq(unit); GSystem::calcInverseDynamics(); get_tau(&M[i*n]); for (int j=0; j<n; j++) { M[i*n+j] -= b[j]; } } set_ddq(ddq); set_tau(tau); // restore ddq and tau }
Eigen::VectorXd Skeleton::computeInverseDynamicsLinear( const Eigen::Vector3d& _gravity, const Eigen::VectorXd* _qdot, const Eigen::VectorXd* _qdotdot, bool _computeJacobians, bool _withExternalForces, bool _withDampingForces) { int n = getDOF(); if (_qdot == NULL) set_dq(Eigen::VectorXd::Zero(n)); if (_qdotdot == NULL) set_ddq(Eigen::VectorXd::Zero(n)); _updateJointKinematics(); // Forward recursion for (std::vector<dynamics::BodyNode*>::iterator itrBody = mBodyNodes.begin(); itrBody != mBodyNodes.end(); ++itrBody) { (*itrBody)->updateTransform(); (*itrBody)->updateVelocity(_computeJacobians); (*itrBody)->updateEta(); (*itrBody)->updateAcceleration(_computeJacobians); } // Backward recursion for (std::vector<dynamics::BodyNode*>::reverse_iterator ritrBody = mBodyNodes.rbegin(); ritrBody != mBodyNodes.rend(); ++ritrBody) { (*ritrBody)->updateBodyForce(_gravity, _withExternalForces); (*ritrBody)->updateGeneralizedForce(_withDampingForces); } return get_tau(); }
void IAGRID::assign_tau(double* tau) { for(int m=0; m<M; m++) tau[m] = get_tau(m); }
Eigen::VectorXd Skeleton::getInternalForces() const { return get_tau(); }