I found it a bit confusing. What about if we change its name to Model.jMf? It will follow the naming style of the Data class.
Is this make sense?
Why do want to change it? I don't get the point here?
By the way, 'jMf' would be a transform between the frame Frame and the supporting joint Frame. This is your meaning?
And finally, I don't think it is a good idea to change the API of root classes of Pinocchio.
What are you confusing it with ?
I like the naming of frames. It's clear and descriptive without having to look at the description for a member (or searching the source code for comments, which still is frequently required). It's also clear that it's _all the frames_ defined in a scene/tree, and not just the actuated (or mimic or etc.) joints - i.e., fixed joints and custom-defined frames and everything else.
I often feel the other way round, I am searching for what notation is used in short-hands to make sure I am picking the right quantity. Typing a few more characters of a descriptive member is better in my opinion than having to repeatedly search for what the correct member is (especially with auto-complete these days). This is particularly important when onboarding new users.
By the way, 'jMf' would be a transform between the frame Frame and the supporting joint Frame. This is your meaning?
I wanted to say iMf.
And finally, I don't think it is a good idea to change the API of root classes of Pinocchio.
I agree with this. But we could add a deprecated thing.
What are you confusing it with ?
I don't have any confusion. I just think users might want to confuse with oMf and it is nice to have same notation that in Data.
I like the naming of
frames. It's clear and descriptive without having to look at the description for a member (or searching the source code for comments, which still is frequently required).
See my comment regarding possible confusion, I don't find it quite clear (it could represent different transform). On the other hand, iMf is not new notation, we use it a lot in data and I like it.
@jcarpent feel free to close this issue if you disagree. My issue was more a suggestion, I am OK to that if most people disagree.
I don't understand. frames contains Frame objects, seems right; and a Frame object defines a frame, name, frame type, parent frame... Not only the transformation. With the current naming, the absolute placement of frames[i] corresponds to data.oMf[i], which is logical. iMf looks to me like a transformation in the current "data notation"; iMf would rather correspond to frames[i].placement. I find the name frames much more intuitive
@gabrielebndn you're right. I made a mistake when I explained my point. Let me correct myself, something like frames[i].iMf
We might think to add a nickname for the placement quantity. Maybe be it would be worthy do discuss it later if you don't mind, when talking about Pinocchio 3.
Most helpful comment
I like the naming of
frames. It's clear and descriptive without having to look at the description for a member (or searching the source code for comments, which still is frequently required). It's also clear that it's _all the frames_ defined in a scene/tree, and not just the actuated (or mimic or etc.) joints - i.e., fixed joints and custom-defined frames and everything else.I often feel the other way round, I am searching for what notation is used in short-hands to make sure I am picking the right quantity. Typing a few more characters of a descriptive member is better in my opinion than having to repeatedly search for what the correct member is (especially with auto-complete these days). This is particularly important when onboarding new users.