// 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_RIGIDBODYINERTIA_HPP #define KDL_RIGIDBODYINERTIA_HPP #include "frames.hpp" #include "rotationalinertia.hpp" namespace KDL { /** * \brief 6D Inertia of a rigid 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 RigidBodyInertia{ public: /** * 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 RigidBodyInertia(double m=0, const Vector& oc=Vector::Zero(), const RotationalInertia& Ic=RotationalInertia::Zero()); /** * Creates an inertia with zero mass, and zero RotationalInertia */ static inline RigidBodyInertia Zero(){ return RigidBodyInertia(0.0,Vector::Zero(),RotationalInertia::Zero()); }; ~RigidBodyInertia(){}; friend RigidBodyInertia operator*(double a,const RigidBodyInertia& I); friend RigidBodyInertia operator+(const RigidBodyInertia& Ia,const RigidBodyInertia& Ib); friend Wrench operator*(const RigidBodyInertia& I,const Twist& t); friend RigidBodyInertia operator*(const Frame& T,const RigidBodyInertia& I); friend RigidBodyInertia operator*(const Rotation& R,const RigidBodyInertia& I); /** * Reference point change with v the vector from the old to * the new point expressed in the current reference frame */ RigidBodyInertia RefPoint(const Vector& p); /** * Get the mass of the rigid body */ double getMass() const{ return m; }; /** * Get the spatial momentum of the rigid body */ const Vector& getSpatialMomentum() const { return h; } /** * Get the center of gravity of the rigid body */ Vector getCOG() const{ if(m==0) return Vector::Zero(); else return h/m; }; /** * Get the rotational inertia expressed in the reference frame (not the cog) */ RotationalInertia getRotationalInertia() const{ return I; }; private: RigidBodyInertia(double m,const Vector& h,const RotationalInertia& I,bool mhi); double m; Vector h; RotationalInertia I; friend class ArticulatedBodyInertia; }; /** * Scalar product: I_new = double * I_old */ RigidBodyInertia operator*(double a,const RigidBodyInertia& 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 */ RigidBodyInertia operator+(const RigidBodyInertia& 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 RigidBodyInertia& I,const Twist& t); /** * Coordinate system transform Ia = T_a_b*Ib with T_a_b the frame from a to b. */ RigidBodyInertia operator*(const Frame& T,const RigidBodyInertia& I); /** * Reference frame orientation change Ia = R_a_b*Ib with R_a_b * the rotation of b expressed in a */ RigidBodyInertia operator*(const Rotation& R,const RigidBodyInertia& I); }//namespace #endif