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rbdl / addons / benchmark / model_generator.cc

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#include "model_generator.h"

#include "rbdl/rbdl.h"

using namespace RigidBodyDynamics;
using namespace RigidBodyDynamics::Math;

void generate_planar_tree_recursive (Model *model,
		unsigned int parent_body_id,
		int depth,
		double length) {
	if (depth == 0)
		return;

	// create left child
	Joint joint_rot_z (JointTypeRevolute, Vector3d (0., 0., 1.));
	Body body (length, Vector3d (0., -0.25 * length, 0.), Vector3d (length, length, length));

	Vector3d displacement (-0.5 * length, -0.25 * length, 0.);
	unsigned int child_left = model->AddBody (parent_body_id, Xtrans (displacement), joint_rot_z, body);

	generate_planar_tree_recursive (model,
			child_left,
			depth - 1,
			length * 0.4);

	displacement.set (0.5 * length, -0.25 * length, 0.);
	unsigned int child_right = model->AddBody (parent_body_id, Xtrans (displacement), joint_rot_z, body);

	generate_planar_tree_recursive (model,
			child_right,
			depth - 1,
			length * 0.4);
}

void generate_planar_tree (Model *model, int depth) {
	// we first add a single body that is hanging straight down from 
	// (0, 0, 0). After that we generate the tree recursively such that each
	// call adds two children.
	//
	double length = 1.;

	Joint joint_rot_z (JointTypeRevolute, Vector3d (0., 0., 1.));
	Body body (length, Vector3d (0., -0.25 * length, 0.), Vector3d (length, length, length));

	unsigned int base_child = model->AddBody (0, Xtrans (Vector3d (0., 0., 0.)), joint_rot_z, body);

	generate_planar_tree_recursive (
			model,
			base_child,
			depth,
			length * 0.4);
}