Solving Inverse-Kinematic Problem for PUMA via Position Based Dynamics
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// Fill out your copyright notice in the Description page of Project Settings.
#include "Robot.h"
#include "util.h"
ARobot::ARobot(){
PrimaryActorTick.bCanEverTick = true;
}
void ARobot::BeginPlay(){
Super::BeginPlay();
for (auto* Link : Links)
Link->Setup();
ResetPositionAndOrientation();
}
void ARobot::ResetPositionAndOrientation(){
for (const auto* Joint : Joints){
const Vector3d ConnectPosL1 = Joint->FirstLink->Position + Joint->GetFirstWorldDirection();
Joint->SecondLink->Position = ConnectPosL1 - Joint->GetSecondWorldDirection();
Joint->SecondLink->Orientation = Quaterniond::Identity();
}
}
void ARobot::Connect(ULink* L1, ULink* L2){
Links.AddUnique(L1);
Links.Add(L2);
UJoint* Joint = NewObject<UJoint>(this);
Joint->FirstLink = L1;
Joint->SecondLink = L2;
L1->NextJoint = Joint;
L2->PrevJoint = Joint;
Joints.Add(Joint);
}
void ARobot::Tick(const float DeltaTime){
Super::Tick(DeltaTime);
constexpr int SubSteps = 50;
const double h = DeltaTime / SubSteps;
for (int i = 0; i < SubSteps; i++){
for (auto* Link : Links){
Vector3d TransForce = Vector3d::Zero();
Vector3d RotForce = Vector3d::Zero();
if (HasGravity)
TransForce += Link->GetGravityForce();
if (Link->IsEffector){
FVector Translation, Rotation;
GetEffectorForce(Translation, Rotation);
TransForce += Link->Mass * ToEigen(Translation);
RotForce += Link->Mass * ToEigen(Rotation);
}
Link->Update(h, TransForce, RotForce);
}
for (const auto* Joint : Joints)
Joint->SolvePosition(h);
for (auto* Link : Links)
Link->UpdateVelocity(h);
for (const auto* Joint : Joints)
Joint->SolveVelocity(h);
}
for (auto* Link : Links)
Link->UpdateInternalTransform();
}
ULink* ARobot::GetEffector() const{
for (auto* Link : Links)
if (Link->IsEffector)
return Link;
return nullptr;
}
void ARobot::GetEffectorForce_Implementation(FVector& Translation, FVector& Rotation){}