📄 rne_mdh.m
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%RNE_MDH Compute inverse dynamics via recursive Newton-Euler formulation%% TAU = RNE(ROBOT, Q, QD, QDD)% TAU = RNE(ROBOT, [Q QD QDD])%% Returns the joint torque required to achieve the specified joint position,% velocity and acceleration state.%% Gravity vector is an attribute of the robot object but this may be % overriden by providing a gravity acceleration vector [gx gy gz].%% TAU = RNE(ROBOT, Q, QD, QDD, GRAV)% TAU = RNE(ROBOT, [Q QD QDD], GRAV)%% An external force/moment acting on the end of the manipulator may also be% specified by a 6-element vector [Fx Fy Fz Mx My Mz].%% TAU = RNE(ROBOT, Q, QD, QDD, GRAV, FEXT)% TAU = RNE(ROBOT, [Q QD QDD], GRAV, FEXT)%% where Q, QD and QDD are row vectors of the manipulator state; pos, vel, % and accel.%% The torque computed also contains a contribution due to armature% inertia.%% RNE can be either an M-file or a MEX-file. See the manual for details on% how to configure the MEX-file. The M-file is a wrapper which calls either% RNE_DH or RNE_MDH depending on the kinematic conventions used by the robot% object.%% See also: ROBOT, ACCEL, GRAVLOAD, INERTIA.%% Copyright (C) 1995-2002, by Peter I. Corke% MOD.HISTORY% 6/95 make use of passed in FEXT % 4/95 fix bug in use of passed FEXT % 11/96 bug for prismatic case % 3/99 uses objects% $Log: rne_mdh.m,v $% Revision 1.4 2002/09/11 04:53:43 pic% Fixed bug with gear ratio and friction.%% Revision 1.3 2002/04/02 11:24:40 pic% Updated comment blocks, fix function names.%% $Revision: 1.4 $%function tau = rne_mdh(robot, a1, a2, a3, a4, a5) z0 = [0;0;1]; grav = robot.gravity; % default gravity from the object fext = zeros(6, 1); % Set debug to: % 0 no messages % 1 display results of forward and backward recursions % 2 display print R and p* debug = 0; n = robot.n; if numcols(a1) == 3*n, Q = a1(:,1:n); Qd = a1(:,n+1:2*n); Qdd = a1(:,2*n+1:3*n); np = numrows(Q); if nargin >= 3, grav = a2(:); end if nargin == 4, fext = a3; end else np = numrows(a1); Q = a1; Qd = a2; Qdd = a3; if numcols(a1) ~= n | numcols(Qd) ~= n | numcols(Qdd) ~= n | ... numrows(Qd) ~= np | numrows(Qdd) ~= np, error('bad data'); end if nargin >= 5, grav = a4(:); end if nargin == 6, fext = a5; end end tau = zeros(np,n); for p=1:np, q = Q(p,:)'; qd = Qd(p,:)'; qdd = Qdd(p,:)'; Fm = []; Nm = []; pstarm = []; Rm = []; w = zeros(3,1); wd = zeros(3,1); v = zeros(3,1); vd = grav(:); % % init some variables, compute the link rotation matrices % for j=1:n, link = robot.link{j}; Tj = link(q(j)); Rm{j} = tr2rot(Tj); if link.RP == 'R', D = link.D; else D = q(j); end alpha = link.alpha; Pm(:,j) = [link.A; -D*sin(alpha); D*cos(alpha)]; % (i-1) P i if debug>1, Rm{j} Pm(:,j)' end end % % the forward recursion % for j=1:n, link = robot.link{j}; R = Rm{j}'; % transpose!! P = Pm(:,j); Pc = link.r; % % trailing underscore means new value % if link.RP == 'R', % revolute axis w_ = R*w + z0*qd(j); wd_ = R*wd + cross(R*w,z0*qd(j)) + z0*qdd(j); %v = cross(w,P) + R*v; vd_ = R * (cross(wd,P) + ... cross(w, cross(w,P)) + vd); else % prismatic axis w_ = R*w; wd_ = R*wd; %v = R*(z0*qd(j) + v) + cross(w,P); vd_ = R*(cross(wd,P) + ... cross(w, cross(w,P)) + vd ... ) + 2*cross(R*w,z0*qd(j)) + z0*qdd(j); end % update variables w = w_; wd = wd_; vd = vd_; vdC = cross(wd,Pc) + ... cross(w,cross(w,Pc)) + vd; F = link.m*vdC; N = link.I*wd + cross(w,link.I*w); Fm = [Fm F]; Nm = [Nm N]; if debug, fprintf('w: '); fprintf('%.3f ', w) fprintf('\nwd: '); fprintf('%.3f ', wd) fprintf('\nvd: '); fprintf('%.3f ', vd) fprintf('\nvdbar: '); fprintf('%.3f ', vdC) fprintf('\n'); end end % % the backward recursion % fext = fext(:); f = fext(1:3); % force/moments on end of arm nn = fext(4:6); for j=n:-1:1, % % order of these statements is important, since both % nn and f are functions of previous f. % link = robot.link{j}; if j == n, R = eye(3,3); P = [0;0;0]; else R = Rm{j+1}; P = Pm(:,j+1); % i/P/(i+1) end Pc = link.r; f_ = R*f + Fm(:,j); nn_ = Nm(:,j) + R*nn + cross(Pc,Fm(:,j)) + ... cross(P,R*f); f = f_; nn = nn_; if debug, fprintf('f: '); fprintf('%.3f ', f) fprintf('\nn: '); fprintf('%.3f ', nn) fprintf('\n'); end if link.RP == 'R', % revolute tau(p,j) = nn'*z0 + ... link.G^2 * link.Jm*qdd(j) + ... link.G * friction(link, qd(j)); else % prismatic tau(p,j) = f'*z0 + ... link.G^2 * link.Jm*qdd(j) + ... link.G * friction(link, qd(j)); end end end
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