// Copyright (C) 2009 Ruben Smits // Version: 1.0 // Author: Ruben Smits // Maintainer: Ruben Smits // URL: http://www.orocos.org/kdl // This library is free software; you can redistribute it and/or // modify it under the terms of the GNU Lesser General Public // License as published by the Free Software Foundation; either // version 2.1 of the License, or (at your option) any later version. // This library is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU // Lesser General Public License for more details. // You should have received a copy of the GNU Lesser General Public // License along with this library; if not, write to the Free Software // Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA #ifndef KDL_ARTICULATEDBODYINERTIA_HPP #define KDL_ARTICULATEDBODYINERTIA_HPP #include "frames.hpp" #include "rotationalinertia.hpp" #include "rigidbodyinertia.hpp" #include namespace KDL { /** * \brief 6D Inertia of a articulated body * * The inertia is defined in a certain reference point and a certain reference base. * The reference point does not have to coincide with the origin of the reference frame. */ class ArticulatedBodyInertia{ public: /** * This constructor creates a zero articulated body inertia matrix, */ ArticulatedBodyInertia(){ *this=ArticulatedBodyInertia::Zero(); } /** * This constructor creates a cartesian space articulated body inertia matrix, * the arguments is a rigid body inertia. */ ArticulatedBodyInertia(const RigidBodyInertia& rbi); /** * This constructor creates a cartesian space inertia matrix, * the arguments are the mass, the vector from the reference point to cog and the rotational inertia in the cog. */ explicit ArticulatedBodyInertia(double m, const Vector& oc=Vector::Zero(), const RotationalInertia& Ic=RotationalInertia::Zero()); /** * Creates an inertia with zero mass, and zero RotationalInertia */ static inline ArticulatedBodyInertia Zero(){ return ArticulatedBodyInertia(Eigen::Matrix3d::Zero(),Eigen::Matrix3d::Zero(),Eigen::Matrix3d::Zero()); }; ~ArticulatedBodyInertia(){}; friend ArticulatedBodyInertia operator*(double a,const ArticulatedBodyInertia& I); friend ArticulatedBodyInertia operator+(const ArticulatedBodyInertia& Ia,const ArticulatedBodyInertia& Ib); friend ArticulatedBodyInertia operator+(const ArticulatedBodyInertia& Ia,const RigidBodyInertia& Ib); friend ArticulatedBodyInertia operator-(const ArticulatedBodyInertia& Ia,const ArticulatedBodyInertia& Ib); friend ArticulatedBodyInertia operator-(const ArticulatedBodyInertia& Ia,const RigidBodyInertia& Ib); friend Wrench operator*(const ArticulatedBodyInertia& I,const Twist& t); friend ArticulatedBodyInertia operator*(const Frame& T,const ArticulatedBodyInertia& I); friend ArticulatedBodyInertia operator*(const Rotation& R,const ArticulatedBodyInertia& I); /** * Reference point change with v the vector from the old to * the new point expressed in the current reference frame */ ArticulatedBodyInertia RefPoint(const Vector& p); ArticulatedBodyInertia(const Eigen::Matrix3d& M,const Eigen::Matrix3d& H,const Eigen::Matrix3d& I); Eigen::Matrix3d M; Eigen::Matrix3d H; Eigen::Matrix3d I; }; /** * Scalar product: I_new = double * I_old */ ArticulatedBodyInertia operator*(double a,const ArticulatedBodyInertia& I); /** * addition I: I_new = I_old1 + I_old2, make sure that I_old1 * and I_old2 are expressed in the same reference frame/point, * otherwise the result is worth nothing */ ArticulatedBodyInertia operator+(const ArticulatedBodyInertia& Ia,const ArticulatedBodyInertia& Ib); ArticulatedBodyInertia operator+(const ArticulatedBodyInertia& Ia,const RigidBodyInertia& Ib); ArticulatedBodyInertia operator-(const ArticulatedBodyInertia& Ia,const ArticulatedBodyInertia& Ib); ArticulatedBodyInertia operator-(const ArticulatedBodyInertia& Ia,const RigidBodyInertia& Ib); /** * calculate spatial momentum: h = I*v * make sure that the twist v and the inertia are expressed in the same reference frame/point */ Wrench operator*(const ArticulatedBodyInertia& I,const Twist& t); /** * Coordinate system transform Ia = T_a_b*Ib with T_a_b the frame from a to b. */ ArticulatedBodyInertia operator*(const Frame& T,const ArticulatedBodyInertia& I); /** * Reference frame orientation change Ia = R_a_b*Ib with R_a_b * the rotation of b expressed in a */ ArticulatedBodyInertia operator*(const Rotation& R,const ArticulatedBodyInertia& I); } #endif