BIPOP
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Tutorial
Trajectory.sci
Brief: defines the trajectory to follow.
Details and location
In the case of this tutorial, the function [q, qdot, qddot] =
Trajectory(time) is defined in the
ActuationModel/NoDynamics/ComputedTorqueControl
directory. In this application, there is no actuators dynamics,
what means that when we want to apply a torque to a joint, it is
applied instantaneously. In our case, the torques to apply are not
known in advance, but we know the trajectory that the model should
follow. The Computed Torque Control will compute the torques to
apply to the joints of the model in order to follow this trajectory.
For this control law to work, the trajectory needs to be fully
specified: position, velocity and acceleration of every joints
at every time.
Definition
Let's propose a simple trajectory to the human model we use here.
In the Trajectory.sci file in
the ActuationModel/NoDynamics/ComputedTorqueControl
directory, write the following lines after the definition of the
SitToStand trajectory and just before the end
command corresponding to the if TrajectoryName == 'SitToStand':
elseif TrajectoryName == 'ArmMovement' then
position = zeros(42,1);
velocity = zeros(42,1);
acceleration = zeros(42,1);
position(20) = sin(%pi*t)*%pi/3 + %pi/2;
velocity(20) = %pi*cos(%pi*t);
acceleration(20) =-%pi^2*sin(%pi*t);
contacts = [1:8, 12+(1:8), 12*2+(1:8)]
The trajectory corresponds to a movement upward and downward of the
arm (20th degree of freedom). Velocity and acceleration are obtained
by direct differentiation. Everything else should not move (a very
simple trajectory, as we said), all this without any changes in the
contacts. To understand the last line, you need to know more about
the contacts in HuMAnS. The toolbox
works with a vector containing the position of all the potential
contact points: in this case, the 8 first points, corresponding to
the feet, are considered to be in contact, out of the 12 potential
contact points. You need to select then all the X, Y and Z components,
which are stored in a single vector in that strict order (see page 25
of the User Documentation), what explains the structure of the vector
contacts here.
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