public override void OnUpdate() { base.OnUpdate(); multiBody.AddJointTorque(0, 20.0f); if (IsDebugDrawEnabled) { Vector3 from = multiBody.BaseWorldTransform.Origin; Vector3 to = multiBody.GetLink(0).Collider.WorldTransform.Origin; Vector3 color = new Vector3(1, 0, 0); World.DebugDrawer.DrawLine(ref from, ref to, ref color); } }
// Update is called once per frame void FixedUpdate() { MultiBody mb = m_cachedMultibody.GetMultiBody(); if (m_inverseModel == null) { // construct inverse model MultiBodyTreeCreator id_creator = new MultiBodyTreeCreator(); if (-1 == id_creator.CreateFromMultiBody(mb)) { Debug.LogError("error creating tree\n"); } else { m_inverseModel = id_creator.CreateMultiBodyTree(); } Debug.Log("Created inverse model"); } ReadCurrentPose(); GetDesiredPose(); CalculatedDesiredAccelerations(); int baseDofs = mb.HasFixedBase ? 0 : 6; int numDofs = mb.NumDofs; float[] qq, qqdot, ddesiredAcceleration; if (mb.HasFixedBase) { qq = q; qqdot = qdot; ddesiredAcceleration = desiredAcceleration; } else { // inverseModel stores dofs for the base if floating base. Need to prepad to handle this. qq = new float[baseDofs + numDofs]; qqdot = new float[baseDofs + numDofs]; ddesiredAcceleration = new float[baseDofs + numDofs]; for (int i = 0; i < numDofs; i++) { qq[i + baseDofs] = q[i]; qqdot[i + baseDofs] = qdot[i]; ddesiredAcceleration[i + baseDofs] = desiredAcceleration[i]; } } float[] joint_force = new float[numDofs + baseDofs]; if (-1 != m_inverseModel.CalculateInverseDynamics(mb.HasFixedBase, qq, qqdot, ddesiredAcceleration, joint_force)) { // use inverse model: apply joint force corresponding to // desired acceleration nu. for floating base will have been padded by baseDofs for (int dof = 0; dof < numDofs; dof++) { mb.AddJointTorque(dof, joint_force[dof + baseDofs]); } } else { Debug.LogError("Bad return from CalculateInverseDynamics"); } }
public override void OnUpdate() { if (true) //(m_multiBody != null) { int baseDofs = m_multiBody.HasFixedBase ? 0 : 6; int num_dofs = m_multiBody.NumDofs; float[] nu = new float[num_dofs + baseDofs]; float[] qdot = new float[num_dofs + baseDofs]; float[] q = new float[num_dofs + baseDofs]; float[] joint_force = new float[num_dofs + baseDofs]; float[] pd_control = new float[num_dofs + baseDofs]; // compute joint forces from one of two control laws: // 1) "computed torque" control, which gives perfect, decoupled, // linear second order error dynamics per dof in case of a // perfect model and (and negligible time discretization effects) // 2) decoupled PD control per joint, without a model for (int dof = 0; dof < num_dofs; dof++) { q[dof] = m_multiBody.GetJointPos(dof); qdot[dof] = m_multiBody.GetJointVel(dof); float qd_dot = 0; float qd_ddot = 0; //if (m_timeSeriesCanvas) // m_timeSeriesCanvas.insertDataAtCurrentTime(q[dof], dof, true); // pd_control is either desired joint torque for pd control, // or the feedback contribution to nu pd_control[dof] = kd * (qd_dot - qdot[dof]) + kp * (qd[dof] - q[dof]); // nu is the desired joint acceleration for computed torque control nu[dof] = qd_ddot + pd_control[dof]; } if (true) { // calculate joint forces corresponding to desired accelerations nu if (m_multiBody.HasFixedBase) { Debug.Log("Adding body forces."); for (int dof = 0; dof < num_dofs; dof++) { m_inverseModel.AddUserForce(dof, new BulletSharp.Math.Vector3(0, 1, 1)); } if (-1 != m_inverseModel.CalculateInverseDynamics(m_multiBody.HasFixedBase, q, qdot, nu, joint_force)) { //joint_force(dof) += damping*dot_q(dof); // use inverse model: apply joint force corresponding to // desired acceleration nu for (int dof = 0; dof < num_dofs; dof++) { m_multiBody.AddJointTorque(dof, joint_force[dof]); } } else { Debug.LogError("Bad return from CalculateInverseDynamics"); } } else { //the inverse dynamics model represents the 6 DOFs of the base, unlike btMultiBody. //append some dummy values to represent the 6 DOFs of the base float[] nu6 = new float[num_dofs + 6], qdot6 = new float[num_dofs + 6], q6 = new float[num_dofs + 6], joint_force6 = new float[num_dofs + 6]; for (int i = 0; i < num_dofs; i++) { nu6[6 + i] = nu[i]; qdot6[6 + i] = qdot[i]; q6[6 + i] = q[i]; joint_force6[6 + i] = joint_force[i]; } if (-1 != m_inverseModel.CalculateInverseDynamics(m_multiBody.HasFixedBase, q6, qdot6, nu6, joint_force6)) { //joint_force(dof) += damping*dot_q(dof); // use inverse model: apply joint force corresponding to // desired acceleration nu for (int dof = 0; dof < num_dofs; dof++) { m_multiBody.AddJointTorque(dof, joint_force6[dof + 6]); } } else { Debug.LogError("Bad return from CalculateInverseDynamics"); } } } else { for (int dof = 0; dof < num_dofs; dof++) { // no model: just apply PD control law m_multiBody.AddJointTorque(dof, pd_control[dof]); } } } // if (m_timeSeriesCanvas) // m_timeSeriesCanvas.nextTick(); //todo: joint damping for btMultiBody, tune parameters // step the simulation if (m_dynamicsWorld != null) { // todo(thomas) check that this is correct: // want to advance by 10ms, with 1ms timesteps m_dynamicsWorld.StepSimulation(1e-3f, 0);//,1e-3); /* * btAlignedObjectArray<BulletSharp.Math.Quaternion> scratch_q; * btAlignedObjectArray<BulletSharp.Math.Vector3> scratch_m; * m_multiBody.ForwardKinematics(scratch_q, scratch_m); */ //"TODO forward kinematics"; /* #if 0 * for (int i = 0; i < m_multiBody.getNumLinks(); i++) * { * //BulletSharp.Math.Vector3 pos = m_multiBody.getLink(i).m_cachedWorldTransform.getOrigin(); * btTransform tr = m_multiBody.getLink(i).m_cachedWorldTransform; * BulletSharp.Math.Vector3 pos = tr.getOrigin() - quatRotate(tr.getRotation(), m_multiBody.getLink(i).m_dVector); * BulletSharp.Math.Vector3 localAxis = m_multiBody.getLink(i).m_axes[0].m_topVec; * //printf("link %d: %f,%f,%f, local axis:%f,%f,%f\n", i, pos.x(), pos.y(), pos.z(), localAxis.x(), localAxis.y(), localAxis.z()); * } #endif */ } }
public void OnUpdate() { if (true) //(m_multiBody != null) { int baseDofs = m_multiBody.HasFixedBase ? 0 : 6; int num_dofs = m_multiBody.NumDofs; float[] nu = new float[num_dofs + baseDofs]; float[] qdot = new float[num_dofs + baseDofs]; float[] q = new float[num_dofs + baseDofs]; float[] joint_force = new float[num_dofs + baseDofs]; float[] pd_control = new float[num_dofs + baseDofs]; // compute joint forces from one of two control laws: // 1) "computed torque" control, which gives perfect, decoupled, // linear second order error dynamics per dof in case of a // perfect model and (and negligible time discretization effects) // 2) decoupled PD control per joint, without a model for (int dof = 0; dof < num_dofs; dof++) { q[dof] = m_multiBody.GetJointPos(dof); qdot[dof] = m_multiBody.GetJointVel(dof); float qd_dot = 0; float qd_ddot = 0; //if (m_timeSeriesCanvas) // m_timeSeriesCanvas.insertDataAtCurrentTime(q[dof], dof, true); // pd_control is either desired joint torque for pd control, // or the feedback contribution to nu pd_control[dof] = kd * (qd_dot - qdot[dof]) + kp * (qd[dof] - q[dof]); // nu is the desired joint acceleration for computed torque control nu[dof] = qd_ddot + pd_control[dof]; } if (true) { // calculate joint forces corresponding to desired accelerations nu if (m_multiBody.HasFixedBase) { Debug.Log("FixedBase Adding body forces."); for (int dof = 0; dof < num_dofs; dof++) { m_inverseModel.AddUserForce(dof, new BulletSharp.Math.Vector3(0, 1, 1)); } Debug.LogFormat("{0}, {1}, {2}, {3}, {4}", m_multiBody.HasFixedBase, q.Length, qdot.Length, nu.Length, joint_force.Length); if (-1 != m_inverseModel.CalculateInverseDynamics(m_multiBody.HasFixedBase, q, qdot, nu, joint_force)) { //joint_force(dof) += damping*dot_q(dof); // use inverse model: apply joint force corresponding to // desired acceleration nu for (int dof = 0; dof < num_dofs; dof++) { m_multiBody.AddJointTorque(dof, joint_force[dof]); } } else { Debug.LogError("Bad return from CalculateInverseDynamics"); } } else { Debug.Log("NotFixedBase Adding body forces."); Debug.Log("Tree num bodies " + m_inverseModel.NumBodies); Debug.Log("Tree num dofs " + m_inverseModel.NumDoFs); Debug.Log("Tree num dofs " + m_inverseModel.GetAcceptInvalidMassProperties()); int bodyIdx = m_inverseModel.NumBodies - 2; BulletSharp.Math.Vector3 v = new BulletSharp.Math.Vector3(); m_inverseModel.GetBodyAngularAcceleration(bodyIdx, out v); Debug.Log("AngularAcceleration " + v); m_inverseModel.GetBodyAngularVelocity(bodyIdx, out v); Debug.Log("Ang Vel " + v); m_inverseModel.GetBodyAxisOfMotion(bodyIdx, out v); Debug.Log("AxisOfMotion " + v); m_inverseModel.GetBodyCoM(bodyIdx, out v); Debug.Log("CoM " + v); m_inverseModel.GetBodyDotJacobianRotU(bodyIdx, out v); Debug.Log("GetBodyDotJacobianRotU " + v); m_inverseModel.GetBodyDotJacobianTransU(bodyIdx, out v); Debug.Log("GetBodyDotJacobianTransU " + v); m_inverseModel.GetBodyFirstMassMoment(bodyIdx, out v); Debug.Log("GetBodyFirstMassMoment " + v); m_inverseModel.GetBodyLinearAcceleration(bodyIdx, out v); Debug.Log("GetBodyLinearAcceleration " + v); m_inverseModel.GetBodyLinearVelocity(bodyIdx, out v); Debug.Log("GetBodyLinearVelocity " + v); m_inverseModel.GetBodyLinearVelocityCoM(bodyIdx, out v); Debug.Log("GetBodyLinearVelocityCoM " + v); float m = 0; m_inverseModel.GetBodyMass(bodyIdx, out m); Debug.Log("GetBodyMass " + m); m_inverseModel.GetBodyOrigin(bodyIdx, out v); Debug.Log("GetBodyOrigin " + v); Matrix3x3FloatData fd; m_inverseModel.GetBodySecondMassMoment(bodyIdx, out fd); Debug.Log("GetBodySecondMassMoment " + fd); m_inverseModel.GetBodyTParentRef(bodyIdx, out fd); Debug.Log("GetBodyTParentRef " + fd); m_inverseModel.GetBodyTransform(bodyIdx, out fd); Debug.Log("GetBodyTransform " + fd); int dofOffset; m_inverseModel.GetDoFOffset(bodyIdx, out dofOffset); Debug.Log("GetDoFOffset " + dofOffset); int pIdx; m_inverseModel.GetParentIndex(bodyIdx, out pIdx); Debug.Log("GetParentIndex" + pIdx); m_inverseModel.GetParentRParentBodyRef(bodyIdx, out v); Debug.Log("GetParentRParentBodyRef" + v); int uIdx; m_inverseModel.GetUserInt(bodyIdx, out uIdx); Debug.Log("GetUserInt " + uIdx); bool acceptInvalidMassParams = true; m_inverseModel.SetAcceptInvalidMassParameters(acceptInvalidMassParams); Debug.Assert(m_inverseModel.GetAcceptInvalidMassProperties() == acceptInvalidMassParams); v = new BulletSharp.Math.Vector3(3, 0, 0); BulletSharp.Math.Vector3 vv; m_inverseModel.SetBodyFirstMassMoment(bodyIdx, ref v); m_inverseModel.GetBodyFirstMassMoment(bodyIdx, out vv); Debug.Assert(v.Equals(vv)); float bMass; m_inverseModel.SetBodyMass(bodyIdx, 4); m_inverseModel.GetBodyMass(bodyIdx, out bMass); Debug.Assert(bMass == 4, " body mass " + bMass); v = new BulletSharp.Math.Vector3(.1f, -10f, .1f); m_inverseModel.SetGravityInWorldFrame(v); JointType jt; m_inverseModel.GetJointType(bodyIdx, out jt); Debug.Log("JointType " + jt); m_inverseModel.GetBodySecondMassMoment(bodyIdx, out fd); m_inverseModel.SetBodySecondMassMoment(bodyIdx, ref fd); float[] jacobianTrans = new float[3 * num_dofs]; m_inverseModel.GetBodyJacobianTrans(bodyIdx, num_dofs, 6, jacobianTrans); float[] jacobianRot = new float[3 * num_dofs]; m_inverseModel.GetBodyJacobianRot(bodyIdx, num_dofs, 6, jacobianRot); //===================================== m_inverseModel.ClearAllUserForcesAndMoments(); for (int dof = 0; dof < num_dofs; dof++) { m_inverseModel.AddUserForce(dof, new BulletSharp.Math.Vector3(0, 1, 1)); m_inverseModel.AddUserMoment(dof, new BulletSharp.Math.Vector3(1, 0, 1)); } //the inverse dynamics model represents the 6 DOFs of the base, unlike btMultiBody. //append some dummy values to represent the 6 DOFs of the base float[] nu6 = new float[num_dofs + 6], qdot6 = new float[num_dofs + 6], q6 = new float[num_dofs + 6], joint_force6 = new float[num_dofs + 6]; for (int i = 0; i < num_dofs; i++) { nu6[6 + i] = nu[i]; qdot6[6 + i] = qdot[i]; q6[6 + i] = q[i]; joint_force6[6 + i] = joint_force[i]; } Debug.LogFormat("{0}, {1}, {2}, {3}, {4}, {5}", m_multiBody.HasFixedBase, q6.Length, qdot6.Length, nu6.Length, joint_force6.Length, num_dofs); if (-1 != m_inverseModel.CalculateInverseDynamics(m_multiBody.HasFixedBase, q6, qdot6, nu6, joint_force6)) { //joint_force(dof) += damping*dot_q(dof); // use inverse model: apply joint force corresponding to // desired acceleration nu for (int dof = 0; dof < num_dofs; dof++) { m_multiBody.AddJointTorque(dof, joint_force6[dof + 6]); } } else { Debug.LogError("Bad return from CalculateInverseDynamics"); } float[] massMatrix = new float[num_dofs * num_dofs]; if (-1 == m_inverseModel.CalculateMassMatrix(m_multiBody.HasFixedBase, q6, massMatrix)) { Debug.LogError("Bad return from CalculateMassMatrix"); } if (-1 == m_inverseModel.CalculateMassMatrix(m_multiBody.HasFixedBase, q6, true, true, true, massMatrix)) { Debug.LogError("Bad return from CalculateMassMatrix"); } if (-1 == m_inverseModel.CalculateJacobians(m_multiBody.HasFixedBase, q6)) { Debug.LogError("Bad return from CalculateJacobians"); } if (-1 == m_inverseModel.CalculateJacobians(m_multiBody.HasFixedBase, q6, qdot6)) { Debug.LogError("Bad return from CalculateJacobians"); } if (-1 == m_inverseModel.CalculateKinematics(m_multiBody.HasFixedBase, q6, qdot6, nu6)) { Debug.LogError("Bad return from CalculateKinematics"); } if (-1 == m_inverseModel.CalculatePositionAndVelocityKinematics(m_multiBody.HasFixedBase, q6, qdot6)) { Debug.LogError("Bad return from CalculatePositionAndVelocityKinematics"); } if (-1 == m_inverseModel.CalculatePositionKinematics(m_multiBody.HasFixedBase, q6)) { Debug.LogError("Bad return from CalculatePositionKinematics"); } } } else { for (int dof = 0; dof < num_dofs; dof++) { // no model: just apply PD control law m_multiBody.AddJointTorque(dof, pd_control[dof]); } } } // if (m_timeSeriesCanvas) // m_timeSeriesCanvas.nextTick(); //todo: joint damping for btMultiBody, tune parameters // step the simulation if (m_dynamicsWorld != null) { // todo(thomas) check that this is correct: // want to advance by 10ms, with 1ms timesteps m_dynamicsWorld.StepSimulation(1e-3f, 0);//,1e-3); /* * btAlignedObjectArray<BulletSharp.Math.Quaternion> scratch_q; * btAlignedObjectArray<BulletSharp.Math.Vector3> scratch_m; * m_multiBody.ForwardKinematics(scratch_q, scratch_m); */ //"TODO forward kinematics"; /* #if 0 * for (int i = 0; i < m_multiBody.getNumLinks(); i++) * { * //BulletSharp.Math.Vector3 pos = m_multiBody.getLink(i).m_cachedWorldTransform.getOrigin(); * btTransform tr = m_multiBody.getLink(i).m_cachedWorldTransform; * BulletSharp.Math.Vector3 pos = tr.getOrigin() - quatRotate(tr.getRotation(), m_multiBody.getLink(i).m_dVector); * BulletSharp.Math.Vector3 localAxis = m_multiBody.getLink(i).m_axes[0].m_topVec; * //printf("link %d: %f,%f,%f, local axis:%f,%f,%f\n", i, pos.x(), pos.y(), pos.z(), localAxis.x(), localAxis.y(), localAxis.z()); * } #endif */ } }