Drake

Articulated Body Inertia is the inertia that a body appears to have when it is the base (or root) of a rigidbody system, also referred to as Articulated Body in the context of articulated body algorithms. More...
#include <drake/multibody/multibody_tree/articulated_body_inertia.h>
Public Member Functions  
ArticulatedBodyInertia ()=default  
Default ArticulatedBodyInertia constructor initializes all matrix values to NaN for a quick detection of uninitialized values. More...  
ArticulatedBodyInertia (const SpatialInertia< T > &M_SQ_E)  
Constructs an articulated body inertia for an articulated body consisting of a single rigid body given its spatial inertia. More...  
template<typename Derived >  
ArticulatedBodyInertia (const Eigen::MatrixBase< Derived > &matrix)  
Constructs an articulated body inertia from an input matrix. More...  
template<typename Scalar >  
ArticulatedBodyInertia< Scalar >  cast () const 
Returns a new ArticulatedBodyInertia object templated on Scalar with casted values of this articulated body inertia. More...  
template<typename T1 = T>  
std::enable_if_t< scalar_predicate< T1 >::is_bool, bool >  IsPhysicallyValid () const 
Performs a number of checks to verify that this is a physically valid articulated body inertia. More...  
template<typename T1 = T>  
std::enable_if_t<!scalar_predicate< T1 >::is_bool, bool >  IsPhysicallyValid () const 
IsPhysicallyValid() for nonnumeric scalar types is not supported. More...  
Matrix6< T >  CopyToFullMatrix6 () const 
Copy to a full 6x6 matrix representation. More...  
ArticulatedBodyInertia< T > &  ShiftInPlace (const Vector3< T > &p_QR_E) 
Given this articulated body inertia P_AQ_E for some articulated body A, computed about point Q, and expressed in frame E, this method uses the rigid body shift operator to compute the same articulated body inertia about a new point R. More...  
ArticulatedBodyInertia< T >  Shift (const Vector3< T > &p_QR_E) const 
Given this articulated body inertia P_AQ_E for some articulated body A, computed about point Q, and expressed in frame E, this method uses the rigid body shift operator to compute the same articulated body inertia about a new point R. More...  
ArticulatedBodyInertia< T > &  operator+= (const ArticulatedBodyInertia< T > &P_BQ_E) 
Adds in to this articulated body inertia P_AQ_E for an articulated body A about a point Q and expressed in a frame E the articulated body inertia P_BQ_E for a second articulated body B about the same point Q and expressed in the same frame E. More...  
template<typename OtherDerived >  
const Eigen::Product< Eigen::SelfAdjointView< const Matrix6< T >, Eigen::Lower >, OtherDerived >  operator* (const Eigen::MatrixBase< OtherDerived > &rhs) const 
Multiplies this articulated body inertia on the right by a matrix or vector. More...  
Implements CopyConstructible, CopyAssignable, MoveConstructible, MoveAssignable  
ArticulatedBodyInertia (const ArticulatedBodyInertia &)=default  
ArticulatedBodyInertia &  operator= (const ArticulatedBodyInertia &)=default 
ArticulatedBodyInertia (ArticulatedBodyInertia &&)=default  
ArticulatedBodyInertia &  operator= (ArticulatedBodyInertia &&)=default 
Friends  
template<typename >  
class  ArticulatedBodyInertia 
template<typename OtherDerived >  
const Eigen::Product< OtherDerived, Eigen::SelfAdjointView< const Matrix6< T >, Eigen::Lower > >  operator* (const Eigen::MatrixBase< OtherDerived > &lhs, const ArticulatedBodyInertia &rhs) 
Multiplies this articulated body inertia on the left by a matrix or vector. More...  
Articulated Body Inertia is the inertia that a body appears to have when it is the base (or root) of a rigidbody system, also referred to as Articulated Body in the context of articulated body algorithms.
The Articulated Body Inertia is a very useful multibody dynamics concept that was introduced by Featherstone [Featherstone 1983] to develop the remarkable O(n)
Articulated Body Algorithm (ABA) for solving forward dynamics. Recall that the NewtonEuler equations allow us to describe the combined rotational and translational dynamics of a rigid body:
F_BBo_W = M_B_W * A_WB + b_Bo_W (1)
where the spatial inertia (see SpatialInertia) M_B_W
of body B expressed in the world frame W linearly relates the spatial acceleration (see SpatialAcceleration) of body B in the world frame with the total applied spatial forces (see SpatialForce) F_BBo
on body B and where b_Bo_W
contains the velocity dependent gyroscopic terms.
A similar relationship is found for an articulated body with a rigid body B at the base (or root). Even though the bodies in this multibody system are allowed to have relative motions among them, there still is a linear relationship between the spatial force F_BBo_W
applied on this body and the resulting acceleration A_WB
:
F_BBo_W = P_B_W * A_WB + z_Bo_W (2)
where P_B_W
is the articulated body inertia of body B and z_Bo_W
is a bias force that includes the gyroscopic and Coriolis forces and becomes zero when all body velocities and all applied generalized forces outboard from body B are zero [Jain 2010, §7.2.1]. The articulated body inertia P_B_W
is related to the multibody subsystem consisting only of bodies that are outboard of body B. We refer to this subsystem as the articulated body subsystem associated with body B. Equation (2) describes the acceleration response of body B, but also taking into account all outboard bodies connected to B. A special case is that of an articulated body composed of a single rigid body. For this special case, Eq. (2) reduces to Eq. (1) for the dynamics of rigid body B. In other words, the ABI for an articulated body consisting of a single rigid body exactly equals the spatial inertia of that body.
Articulated body inertias are elements of ℝ⁶ˣ⁶ that, as for spatial inertias, are symmetric and positive semidefinite. However, ABI objects are not spatial inertias. The spatial inertia of a rigid body can be described by a reduced set of ten parameters, namely the mass, center of mass and the six components of the rotational inertia for that body. However, this parametrization by ten parameters is just not possible for an ABI and the full 21 elements of the symmetric 6x6
matrix must be specified [Jain 2010, §6.4]. As a result ABI objects can have different properties than spatial inertia objects. As an example, the apparent mass of an articulated body will in general depend on the direction of the applied force. That is, the simple relationship F = m * a
is no longer valid for an articulated body's center of mass (refer to the excellent example 7.1 in [Featherstone 2008]).
We adopt the notation introduced by [Jain 2010] and generally we will use an uppercase P to represent an ABI. Thus, in typeset material we use the symbol \( [P^{A/Q}]_E \) to represent the spatial inertia of an articulated body A, about a point Q, expressed in a frame E. For this inertia, the monogram notation reads P_AQ_E
.
T  The underlying scalar type. Must be a valid Eigen scalar. 
Instantiated templates for the following kinds of T's are provided:
They are already available to link against in the containing library.

default 

default 

default 
Default ArticulatedBodyInertia constructor initializes all matrix values to NaN for a quick detection of uninitialized values.

inlineexplicit 
Constructs an articulated body inertia for an articulated body consisting of a single rigid body given its spatial inertia.
From an input spatial inertia M_SQ_E
for a body or composite body S, about point Q, and expressed in a frame E, this constructor creates an articulated body inertia about the same point Q and expressed in the same frame E.
[in]  M_SQ_E  The spatial inertia of a body or composite body S about point Q and expressed in frame E. 

inlineexplicit 
Constructs an articulated body inertia from an input matrix.
In Debug, this constructor checks for the physical validity of the resulting ArticulatedBodyInertia with IsPhysicallyValid() and throws a std::runtime_error exception in the event the provided input matrix leads to a nonphysically viable articulated body inertia.
[in]  matrix  A matrix or matrix expression representing the articulated body inertia. Only the lower triangular region is used and the strictly upper part is ignored. 
std::exception  in Debug builds if IsPhysicallyValid() for this inertia is false . 

inline 
Returns a new ArticulatedBodyInertia object templated on Scalar
with casted values of this
articulated body inertia.
Scalar  The scalar type on which the new articulated body inertia will be templated. 
ArticulatedBodyInertia<From>::cast<To>()
creates a new ArticulatedBodyInertia<To>
from an ArticulatedBodyInertia<From>
but only if type To
is constructible from type From
. As an example of this, ArticulatedBodyInertia<double>::cast<AutoDiffXd>()
is valid since AutoDiffXd a(1.0)
is valid. However, ArticulatedBodyInertia<AutoDiffXd>::cast<double>()
is not.

inline 
Performs a number of checks to verify that this is a physically valid articulated body inertia.
The checks performed are:

inline 
IsPhysicallyValid() for nonnumeric scalar types is not supported.

inline 
Multiplies this
articulated body inertia on the right by a matrix or vector.

inline 
Adds in to this articulated body inertia P_AQ_E
for an articulated body A about a point Q and expressed in a frame E the articulated body inertia P_BQ_E
for a second articulated body B about the same point Q and expressed in the same frame E.
The result is equivalent to the articulated body inertia P_CQ_E
for the composite articulated body C which has at its base a rigid body composed of the bases of A and B welded together [Featherstone 2008, example 7.1]. The composite articulated body inertia P_CQ_E
is also about the same point Q and expressed in the same frame E as the addends.
[in]  P_BQ_E  An articulated body inertia of some articulated body B to be added to this articulated body inertia. It must be defined about the same point Q as this inertia, and expressed in the same frame E. 
this
articulated body inertia, which has been updated to include the given articulated body inertia P_BQ_E
.

default 

default 

inline 
Given this
articulated body inertia P_AQ_E
for some articulated body A, computed about point Q, and expressed in frame E, this method uses the rigid body shift operator to compute the same articulated body inertia about a new point R.
The result still is expressed in frame E.
[in]  p_QR_E  Vector from the original about point Q to the new about point R, expressed in the same frame E this articulated body inertia is expressed in. 
P_AR_E  This same articulated body inertia for articulated body A but now computed about about a new point R. 

inline 
Given this
articulated body inertia P_AQ_E
for some articulated body A, computed about point Q, and expressed in frame E, this method uses the rigid body shift operator to compute the same articulated body inertia about a new point R.
The result still is expressed in frame E.
Mathematically, this is equivalent to:
P_AR_E = Φ(P_RQ_E) P_AQ_E Φ(p_RQ_E)ᵀ
where Φ(p_RQ_E)
is the rigid body shift operator as defined by [Jain 2010]. The definition of Φ(p_RQ_E)
uses p_QR_E×
, which is the skewsymmetric cross product matrix (defined such that a× b = a.cross(b)
).
Φ(p_RQ_E) =  I₃ p_RQ_E×   0 I₃ 
where p_RQ_E× = p_QR_E×
.
This operation is performed inplace modifying the original object.
For details see Section 6.2.5, Page 105 of [Jain 2010].
[in]  p_QR_E  Vector from the original about point Q to the new about point R, expressed in the same frame E this articulated body inertia is expressed in. 
this
articulated body inertia for articulated body A but now computed about a new point R.

friend 

friend 
Multiplies this
articulated body inertia on the left by a matrix or vector.