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/*
* Copyright (c) 2011-2021, The DART development contributors
* All rights reserved.
*
* The list of contributors can be found at:
* https://github.com/dartsim/dart/blob/master/LICENSE
*
* 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.
*/
#include <dart/dart.hpp>
#include <dart/gui/gui.hpp>
const double default_height = 1.0; // m
const double default_width = 0.2; // m
const double default_depth = 0.2; // m
const double default_torque = 15.0; // N-m
const double default_force = 15.0; // N
const int default_countdown = 200; // Number of timesteps for applying force
const double default_rest_position = 0.0;
const double delta_rest_position = dart::math::toRadian(10.0);
const double default_stiffness = 0.0;
const double delta_stiffness = 10;
const double default_damping = 5.0;
const double delta_damping = 1.0;
using namespace dart::dynamics;
using namespace dart::simulation;
class MyWindow : public dart::gui::glut::SimWindow
{
public:
/// Constructor
MyWindow(WorldPtr world)
: mBallConstraint(nullptr), mPositiveSign(true), mBodyForce(false)
{
setWorld(world);
// Find the Skeleton named "pendulum" within the World
mPendulum = world->getSkeleton("pendulum");
// Make sure that the pendulum was found in the World
assert(mPendulum != nullptr);
mForceCountDown.resize(mPendulum->getNumDofs(), 0);
ArrowShape::Properties arrow_properties;
arrow_properties.mRadius = 0.05;
mArrow = std::shared_ptr<ArrowShape>(new ArrowShape(
Eigen::Vector3d(-default_height, 0.0, default_height / 2.0),
Eigen::Vector3d(-default_width / 2.0, 0.0, default_height / 2.0),
arrow_properties,
dart::Color::Orange(1.0)));
}
void changeDirection()
{
mPositiveSign = !mPositiveSign;
if (mPositiveSign)
{
mArrow->setPositions(
Eigen::Vector3d(-default_height, 0.0, default_height / 2.0),
Eigen::Vector3d(-default_width / 2.0, 0.0, default_height / 2.0));
}
else
{
mArrow->setPositions(
Eigen::Vector3d(default_height, 0.0, default_height / 2.0),
Eigen::Vector3d(default_width / 2.0, 0.0, default_height / 2.0));
}
}
void applyForce(std::size_t index)
{
if (index < mForceCountDown.size())
mForceCountDown[index] = default_countdown;
}
void changeRestPosition(double /*delta*/)
{
// Lesson 2a
}
void changeStiffness(double /*delta*/)
{
// Lesson 2b
}
void changeDamping(double /*delta*/)
{
// Lesson 2c
}
/// Add a constraint to attach the final link to the world
void addConstraint()
{
// Lesson 3
}
/// Remove any existing constraint, allowing the pendulum to flail freely
void removeConstraint()
{
// Lesson 3
}
/// Handle keyboard input
void keyboard(unsigned char key, int x, int y) override
{
switch (key)
{
case '-':
changeDirection();
break;
case '1':
applyForce(0);
break;
case '2':
applyForce(1);
break;
case '3':
applyForce(2);
break;
case '4':
applyForce(3);
break;
case '5':
applyForce(4);
break;
case '6':
applyForce(5);
break;
case '7':
applyForce(6);
break;
case '8':
applyForce(7);
break;
case '9':
applyForce(8);
break;
case '0':
applyForce(9);
break;
case 'q':
changeRestPosition(delta_rest_position);
break;
case 'a':
changeRestPosition(-delta_rest_position);
break;
case 'w':
changeStiffness(delta_stiffness);
break;
case 's':
changeStiffness(-delta_stiffness);
break;
case 'e':
changeDamping(delta_damping);
break;
case 'd':
changeDamping(-delta_damping);
break;
case 'r': {
if (mBallConstraint)
removeConstraint();
else
addConstraint();
break;
}
case 'f':
mBodyForce = !mBodyForce;
break;
default:
SimWindow::keyboard(key, x, y);
}
}
void timeStepping() override
{
// Reset all the shapes to be Blue
// Lesson 1a
if (!mBodyForce)
{
// Apply joint torques based on user input, and color the Joint shape red
for (std::size_t i = 0; i < mPendulum->getNumDofs(); ++i)
{
if (mForceCountDown[i] > 0)
{
// Lesson 1b
--mForceCountDown[i];
}
}
}
else
{
// Apply body forces based on user input, and color the body shape red
for (std::size_t i = 0; i < mPendulum->getNumBodyNodes(); ++i)
{
if (mForceCountDown[i] > 0)
{
// Lesson 1c
--mForceCountDown[i];
}
}
}
// Step the simulation forward
SimWindow::timeStepping();
}
protected:
/// An arrow shape that we will use to visualize applied forces
std::shared_ptr<ArrowShape> mArrow;
/// The pendulum that we will be perturbing
SkeletonPtr mPendulum;
/// Pointer to the ball constraint that we will be turning on and off
dart::constraint::BallJointConstraint* mBallConstraint;
/// Number of iterations before clearing a force entry
std::vector<int> mForceCountDown;
/// Whether a force should be applied in the positive or negative direction
bool mPositiveSign;
/// True if 1-9 should be used to apply a body force. Otherwise, 1-9 will be
/// used to apply a joint torque.
bool mBodyForce;
};
void setGeometry(const BodyNodePtr& bn)
{
// Create a BoxShape to be used for both visualization and collision checking
std::shared_ptr<BoxShape> box(new BoxShape(
Eigen::Vector3d(default_width, default_depth, default_height)));
// Create a shape node for visualization and collision checking
auto shapeNode
= bn->createShapeNodeWith<VisualAspect, CollisionAspect, DynamicsAspect>(
box);
shapeNode->getVisualAspect()->setColor(dart::Color::Blue());
// Set the location of the shape node
Eigen::Isometry3d box_tf(Eigen::Isometry3d::Identity());
Eigen::Vector3d center = Eigen::Vector3d(0, 0, default_height / 2.0);
box_tf.translation() = center;
shapeNode->setRelativeTransform(box_tf);
// Move the center of mass to the center of the object
bn->setLocalCOM(center);
}
BodyNode* makeRootBody(const SkeletonPtr& pendulum, const std::string& name)
{
BallJoint::Properties properties;
properties.mName = name + "_joint";
properties.mRestPositions = Eigen::Vector3d::Constant(default_rest_position);
properties.mSpringStiffnesses = Eigen::Vector3d::Constant(default_stiffness);
properties.mDampingCoefficients = Eigen::Vector3d::Constant(default_damping);
BodyNodePtr bn
= pendulum
->createJointAndBodyNodePair<BallJoint>(
nullptr, properties, BodyNode::AspectProperties(name))
.second;
// Make a shape for the Joint
const double& R = default_width;
std::shared_ptr<EllipsoidShape> ball(
new EllipsoidShape(sqrt(2) * Eigen::Vector3d(R, R, R)));
auto shapeNode = bn->createShapeNodeWith<VisualAspect>(ball);
shapeNode->getVisualAspect()->setColor(dart::Color::Blue());
// Set the geometry of the Body
setGeometry(bn);
return bn;
}
BodyNode* addBody(
const SkeletonPtr& pendulum, BodyNode* parent, const std::string& name)
{
// Set up the properties for the Joint
RevoluteJoint::Properties properties;
properties.mName = name + "_joint";
properties.mAxis = Eigen::Vector3d::UnitY();
properties.mT_ParentBodyToJoint.translation()
= Eigen::Vector3d(0, 0, default_height);
properties.mRestPositions[0] = default_rest_position;
properties.mSpringStiffnesses[0] = default_stiffness;
properties.mDampingCoefficients[0] = default_damping;
// Create a new BodyNode, attached to its parent by a RevoluteJoint
BodyNodePtr bn = pendulum
->createJointAndBodyNodePair<RevoluteJoint>(
parent, properties, BodyNode::AspectProperties(name))
.second;
// Make a shape for the Joint
const double R = default_width / 2.0;
const double h = default_depth;
std::shared_ptr<CylinderShape> cyl(new CylinderShape(R, h));
// Line up the cylinder with the Joint axis
Eigen::Isometry3d tf(Eigen::Isometry3d::Identity());
tf.linear() = dart::math::eulerXYZToMatrix(
Eigen::Vector3d(dart::math::toRadian(90.0), 0, 0));
auto shapeNode = bn->createShapeNodeWith<VisualAspect>(cyl);
shapeNode->getVisualAspect()->setColor(dart::Color::Blue());
shapeNode->setRelativeTransform(tf);
// Set the geometry of the Body
setGeometry(bn);
return bn;
}
int main(int argc, char* argv[])
{
// Create an empty Skeleton with the name "pendulum"
SkeletonPtr pendulum = Skeleton::create("pendulum");
// Add each body to the last BodyNode in the pendulum
BodyNode* bn = makeRootBody(pendulum, "body1");
bn = addBody(pendulum, bn, "body2");
bn = addBody(pendulum, bn, "body3");
bn = addBody(pendulum, bn, "body4");
bn = addBody(pendulum, bn, "body5");
// Set the initial position of the first DegreeOfFreedom so that the pendulum
// starts to swing right away
pendulum->getDof(1)->setPosition(dart::math::toRadian(120.0));
// Create a world and add the pendulum to the world
WorldPtr world = World::create();
world->addSkeleton(pendulum);
// Create a window for rendering the world and handling user input
MyWindow window(world);
// Print instructions
std::cout << "space bar: simulation on/off" << std::endl;
std::cout << "'p': replay simulation" << std::endl;
std::cout << "'1' -> '9': apply torque to a pendulum body" << std::endl;
std::cout << "'-': Change sign of applied joint torques" << std::endl;
std::cout << "'q': Increase joint rest positions" << std::endl;
std::cout << "'a': Decrease joint rest positions" << std::endl;
std::cout << "'w': Increase joint spring stiffness" << std::endl;
std::cout << "'s': Decrease joint spring stiffness" << std::endl;
std::cout << "'e': Increase joint damping" << std::endl;
std::cout << "'d': Decrease joint damping" << std::endl;
std::cout << "'r': add/remove constraint on the end of the chain"
<< std::endl;
std::cout << "'f': switch between applying joint torques and body forces"
<< std::endl;
// Initialize glut, initialize the window, and begin the glut event loop
glutInit(&argc, argv);
window.initWindow(640, 480, "Multi-Pendulum Tutorial");
glutMainLoop();
}
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