4. Jacobian IK and Control
This example is also available as a Jupyter notebook that can be run locally The notebook can be found in the examples
directory of the package. If the notebooks are missing, you may need to run using Pkg; Pkg.build()
.
In this notebook, we'll demonstrate an extremely simple approach for computing basic inverse kinematics (IK) and controlling the position of some point on our robot using the Jacobian transpose.
For a brief technical introduction, see https://groups.csail.mit.edu/drl/journal_club/papers/033005/buss-2004.pdf or https://homes.cs.washington.edu/~todorov/courses/cseP590/06_JacobianMethods.pdf
Setup
using RigidBodyDynamics
using StaticArrays
using MeshCatMechanisms, Blink
Updating registry at `~/.julia/registries/General`
Updating git-repo `https://github.com/JuliaRegistries/General.git`
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Fix the random seed, so we get repeatable results
using Random
Random.seed!(42);
First we'll load our double pendulum robot from URDF:
srcdir = dirname(pathof(RigidBodyDynamics))
urdf = joinpath(srcdir, "..", "test", "urdf", "Acrobot.urdf")
mechanism = parse_urdf(urdf)
state = MechanismState(mechanism)
mechanism
Spanning tree:
Vertex: world (root)
Vertex: upper_link, Edge: shoulder
Vertex: lower_link, Edge: elbow
No non-tree joints.
Now we choose a point on the robot to control. We'll pick the end of the second link, which is located 2m from the origin of the lower_link
body:
body = findbody(mechanism, "lower_link")
point = Point3D(default_frame(body), 0., 0, -2)
Point3D in "after_elbow": [0.0, 0.0, -2.0]
Let's visualize the mechanism and its attached point. For visualization, we'll use MeshCatMechanisms.jl with Blink.jl.
# Create the visualizer
vis = MechanismVisualizer(mechanism, URDFVisuals(urdf))
# Render our target point attached to the robot as a sphere with radius 0.07
setelement!(vis, point, 0.07)
MeshCat Visualizer with path /meshcat/world/upper_link/lower_link/after_elbow/<element>
Open the visualizer in a new Blink window:
# open(vis, Window());
Create a MechanismVisualizer
:
mvis = MechanismVisualizer(mechanism, URDFVisuals(urdf));
Inverse Kinematics
First, let's use the point jacobian to solve a simple inverse kinematics problem. Given a target location desired
expressed in world frame, we want to find the joint angles q
such that the point
attached to the robot is at the desired location.
To do that, we'll iteratively update q
by applying:
\begin{align} \Delta q = \alpha \, J_p^\top \, \Delta p \end{align}
where $\alpha$ is our step size (equivalent to a learning rate in gradient descent) and $\Delta p$ is the error in the position of our target point.
function jacobian_transpose_ik!(state::MechanismState,
body::RigidBody,
point::Point3D,
desired::Point3D;
α=0.1,
iterations=100)
mechanism = state.mechanism
world = root_frame(mechanism)
# Compute the joint path from world to our target body
p = path(mechanism, root_body(mechanism), body)
# Allocate the point jacobian (we'll update this in-place later)
Jp = point_jacobian(state, p, transform(state, point, world))
q = copy(configuration(state))
for i in 1:iterations
# Update the position of the point
point_in_world = transform(state, point, world)
# Update the point's jacobian
point_jacobian!(Jp, state, p, point_in_world)
# Compute an update in joint coordinates using the jacobian transpose
Δq = α * Array(Jp)' * (transform(state, desired, world) - point_in_world).v
# Apply the update
q .= configuration(state) .+ Δq
set_configuration!(state, q)
end
state
end
jacobian_transpose_ik! (generic function with 1 method)
To use our IK method, we just have to set our current state and choose a desired location for the tip of the robot's arm:
rand!(state)
set_configuration!(vis, configuration(state))
Choose a desired location. We'll move the tip of the arm to [0.5, 0, 2]
desired_tip_location = Point3D(root_frame(mechanism), 0.5, 0, 2)
Point3D in "world": [0.5, 0.0, 2.0]
Run the IK, updating state
in place
jacobian_transpose_ik!(state, body, point, desired_tip_location)
set_configuration!(vis, configuration(state))
We asked for our point to be close to [0.5, 0, 2], but since the arm cannot move in the y direction at all we end up near [0.5, 0.25, 2] instead
transform(state, point, root_frame(mechanism))
Point3D in "world": [0.500012, 0.25, 2.00236]
We can try varying the target and watching the IK solution change:
qs = typeof(configuration(state))[]
0-element Array{SegmentedVector{JointID,Float64,Base.OneTo{JointID},Array{Float64,1}},1}
Vary the desired x position from -1 to 1
for x in range(-1, stop=1, length=100)
desired = Point3D(root_frame(mechanism), x, 0, 2)
jacobian_transpose_ik!(state, body, point, desired)
push!(qs, copy(configuration(state)))
end
ts = collect(range(0, stop=1, length=length(qs)))
setanimation!(vis, ts, qs)
┌ Warning: atframe(f::Function, anim::Animation, vis::Visualizer, frame::Integer) is deprecated.
│ Please use atframe(g, anim, frame) instead, where g is similar to f but takes
│ no arguments and should call methods on vis.
│ See also the updated animation example notebook.
│ caller = #setanimation!#4(::Int64, ::Bool, ::Int64, ::Function, ::MeshCatMechanisms.MechanismVisualizer{MechanismState{Float64,Float64,Float64,TypeSortedCollections.TypeSortedCollection{Tuple{Array{Joint{Float64,Revolute{Float64}},1}},1}},MeshCat.Visualizer}, ::Array{Float64,1}, ::Array{SegmentedVector{JointID,Float64,Base.OneTo{JointID},Array{Float64,1}},1}) at animate.jl:47
└ @ MeshCatMechanisms ~/.julia/packages/MeshCatMechanisms/L2mYm/src/animate.jl:47
Control
Now let's use the same principle to generate torques and actually control the robot. To make things more interesting, let's get the end of the robot's arm to trace out a circle.
circle_origin = SVector(0., 0.25, 2)
radius = 0.5
ω = 1.0 # radians per second at which the point should move in its circle
using MeshCat
using GeometryTypes: Point
# Draw the circle in the viewer
θ = repeat(range(0, stop=2π, length=100), inner=(2,))[2:end]
cx, cy, cz = circle_origin
geometry = PointCloud(Point.(cx .+ radius .* sin.(θ), cy, cz .+ 0.5 .* cos.(θ)))
setobject!(vis[:circle], LineSegments(geometry, LineBasicMaterial()))
MeshCat Visualizer with path /meshcat/circle
This function will take in the parameters of the circle and the target point and return a function we can use as the controller. By wrapping the construction of the controller in this way, we avoid any issues with accessing non-const global variables.
function make_circle_controller(state::MechanismState,
body::RigidBody,
point::Point3D,
circle_origin::AbstractVector,
radius,
ω)
mechanism = state.mechanism
world = root_frame(mechanism)
joint_path = path(mechanism, root_body(mechanism), body)
point_world = transform(state, point, root_frame(mechanism))
Jp = point_jacobian(state, joint_path, point_world)
v̇ = similar(velocity(state))
function controller!(τ, t, state)
desired = Point3D(world, circle_origin .+ radius .* SVector(sin(t / ω), 0, cos(t / ω)))
point_in_world = transform_to_root(state, body) * point
point_jacobian!(Jp, state, joint_path, point_in_world)
Kp = 200
Kd = 20
Δp = desired - point_in_world
v̇ .= Kp * Array(Jp)' * Δp.v .- 20 .* velocity(state)
τ .= inverse_dynamics(state, v̇)
end
end
controller! = make_circle_controller(state, body, point, circle_origin, radius, ω)
ts, qs, vs = simulate(state, 10, controller!);
Animate the resulting trajectory:
setanimation!(vis, ts, qs)
┌ Warning: atframe(f::Function, anim::Animation, vis::Visualizer, frame::Integer) is deprecated.
│ Please use atframe(g, anim, frame) instead, where g is similar to f but takes
│ no arguments and should call methods on vis.
│ See also the updated animation example notebook.
│ caller = #setanimation!#4(::Int64, ::Bool, ::Int64, ::Function, ::MeshCatMechanisms.MechanismVisualizer{MechanismState{Float64,Float64,Float64,TypeSortedCollections.TypeSortedCollection{Tuple{Array{Joint{Float64,Revolute{Float64}},1}},1}},MeshCat.Visualizer}, ::Array{Float64,1}, ::Array{SegmentedVector{JointID,Float64,Base.OneTo{JointID},Array{Float64,1}},1}) at animate.jl:47
└ @ MeshCatMechanisms ~/.julia/packages/MeshCatMechanisms/L2mYm/src/animate.jl:47
Now we can plot the behavior of the controller. The initial state is quite far from the target, so there's some significant overshoot early in the trajectory, but the controller eventually settles into tracking the desired circular path. This controller isn't very well-tuned, and we could certainly do better with a more advanced approach, but this is still a nice demonstration of a very simple control policy.
using Plots; gr()
xs = Float64[]
zs = Float64[]
# Downsample by 100 just so the plot doesn't become a huge file:
for q in qs[1:100:end]
set_configuration!(state, q)
p = transform(state, point, root_frame(mechanism))
push!(xs, p.v[1])
push!(zs, p.v[3])
end
plot(xs, zs, xlim=(-1, 1), ylim=(1, 3), aspect_ratio=:equal, legend=nothing)
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