int main(int argc, char **argv) { cout << "--------------------------------------------------------------------------------" << endl; cout << " Multi-Body System Benchmark in OpenSim" << endl; cout << " Benchmark reference url: http://lim.ii.udc.es/mbsbenchmark/" << endl; cout << " Problem A03: Andrew's Mechanism Model Creator" << endl; cout << " Copyright (C) 2013-2015 Luca Tagliapietra, Michele Vivian, Elena Ceseracciu, and Monica Reggiani" << endl; cout << "--------------------------------------------------------------------------------" << endl; if (argc != 2){ cout << " ******************************************************************************" << endl; cout << " Multi-Body System Benchmark in OpenSim: Creator for Model A03" << endl; cout << " Usage: ./AndrewsMechanismCreateModel dataDirectory" << endl; cout << " dataDirectory must contain a vtpFiles folder" << endl; cout << " ******************************************************************************" << endl; exit(EXIT_FAILURE); } const std::string dataDir = argv[1]; cout << "Data directory: " + dataDir << endl; OpenSim::Model andrewsMechanism; andrewsMechanism.setName("Andrew's Mechanism"); andrewsMechanism.setAuthors("L.Tagliapietra, M. Vivian, M.Reggiani"); // Get a reference to the model's ground body OpenSim::Body& ground = andrewsMechanism.getGroundBody(); andrewsMechanism.setGravity(gravityVector); //****************************** // Create OF element //****************************** SimTK::Inertia OFbarInertia(0.1,0.1,OFinertia); OpenSim::Body *OF = new OpenSim::Body("OF", OFmass, OFMassCenter, OFbarInertia); //Set transformation for visualization pourpose SimTK::Rotation rot(SimTK::Pi/2, SimTK::UnitVec3(0,0,1)); SimTK::Transform trans = SimTK::Transform(rot); //Set visualization properties OF->addDisplayGeometry(rodGeometry); OpenSim::VisibleObject* visOF = OF->updDisplayer(); visOF -> updTransform() = trans; visOF -> setScaleFactors(SimTK::Vec3(0.001,OFlength, 0.001)); visOF -> setDisplayPreference(OpenSim::DisplayGeometry::DisplayPreference(1)); SimTK::Vec3 orientationInParent(0), orientationInBody(0); OpenSim::PinJoint *OJoint = new OpenSim::PinJoint("joint_O", ground, SimTK::Vec3(0), orientationInParent, *OF, SimTK::Vec3(-OFlength/2,0,0), orientationInBody); OpenSim::CoordinateSet& OCoordinateSet = OJoint -> upd_CoordinateSet(); OCoordinateSet[0].setName("joint_O"); OCoordinateSet[0].setDefaultValue(OAngleAtZero); andrewsMechanism.addBody(OF); //******************************** // Create FE element //******************************** SimTK::Inertia EFbarInertia(0.1,0.1,EFinertia); OpenSim::Body *EF = new OpenSim::Body("EF", EFmass, EFMassCenter, EFbarInertia); //Set visualization properties EF->addDisplayGeometry(rodGeometry); OpenSim::VisibleObject* visEF = EF->updDisplayer(); visEF -> updTransform() = trans; visEF -> setScaleFactors(SimTK::Vec3(0.001,EFlength, 0.001)); visEF -> setDisplayPreference(OpenSim::DisplayGeometry::DisplayPreference(1)); OpenSim::PinJoint *FJoint = new OpenSim::PinJoint("joint_F", *OF, SimTK::Vec3(OFlength/2,0,0), orientationInParent, *EF, SimTK::Vec3(EFlength/2,0,0), orientationInBody); OpenSim::CoordinateSet& FCoordinateSet = FJoint -> upd_CoordinateSet(); FCoordinateSet[0].setName("joint_F"); FCoordinateSet[0].setDefaultValue(FAngleAtZero); andrewsMechanism.addBody(EF); //******************************** // Create EG element //******************************** SimTK::Inertia GEbarInertia(0.1,0.1,GEinertia); OpenSim::Body *GE = new OpenSim::Body("GE", GEmass, GEMassCenter, GEbarInertia); //Set visualization properties GE->addDisplayGeometry(rodGeometry); OpenSim::VisibleObject* visGE = GE->updDisplayer(); visGE -> updTransform() = trans; visGE -> setScaleFactors(SimTK::Vec3(0.001,GElength, 0.001)); visGE -> setDisplayPreference(OpenSim::DisplayGeometry::DisplayPreference(1)); OpenSim::PinJoint *E1Joint = new OpenSim::PinJoint("joint_E1", *EF, SimTK::Vec3(-EFlength/2,0,0), orientationInParent, *GE, SimTK::Vec3(GElength/2,0,0), orientationInBody); OpenSim::CoordinateSet& E1CoordinateSet = E1Joint -> upd_CoordinateSet(); E1CoordinateSet[0].setName("joint_E1"); E1CoordinateSet[0].setDefaultValue(E1AngleAtZero); andrewsMechanism.addBody(GE); //******************************** // Create AG element //******************************** SimTK::Inertia AGbarInertia(0.1,0.1,AGinertia); OpenSim::Body *AG = new OpenSim::Body("AG", AGmass, AGMassCenter, AGbarInertia); //Set visualization properties AG->addDisplayGeometry(rodGeometry); OpenSim::VisibleObject* visAG = AG->updDisplayer(); visAG -> updTransform() = trans; visAG -> setScaleFactors(SimTK::Vec3(0.001,AGlength, 0.001)); visAG -> setDisplayPreference(OpenSim::DisplayGeometry::DisplayPreference(1)); OpenSim::PinJoint *GJoint = new OpenSim::PinJoint("joint_G", *GE, SimTK::Vec3(-GElength/2,0,0), orientationInParent, *AG, SimTK::Vec3(AGlength/2,0,0), orientationInBody); OpenSim::CoordinateSet& GCoordinateSet = GJoint -> upd_CoordinateSet(); GCoordinateSet[0].setName("joint_G"); GCoordinateSet[0].setDefaultValue(GAngleAtZero); andrewsMechanism.addBody(AG); //******************************** // Create point constraint between AG element and ground to simulate joint A //******************************** createPointCostraint(andrewsMechanism, std::string("ground"), SimTK::Vec3(-0.06934, -0.00227,0), std::string("AG"), SimTK::Vec3(-AGlength/2,0,0)); //******************************** // Create HE element //******************************** SimTK::Inertia HEbarInertia(0.1,0.1,GEinertia); OpenSim::Body *HE = new OpenSim::Body("HE", HEmass, HEMassCenter, HEbarInertia); //Set visualization properties HE->addDisplayGeometry(rodGeometry); OpenSim::VisibleObject* visHE = HE->updDisplayer(); visHE -> updTransform() = trans; visHE -> setScaleFactors(SimTK::Vec3(0.001,HElength, 0.001)); visHE -> setDisplayPreference(OpenSim::DisplayGeometry::DisplayPreference(1)); OpenSim::PinJoint *E2Joint = new OpenSim::PinJoint("joint_E2", *EF, SimTK::Vec3(-EFlength/2,0,0), orientationInParent, *HE, SimTK::Vec3(HElength/2,0,0), orientationInBody); OpenSim::CoordinateSet& E2CoordinateSet = E2Joint -> upd_CoordinateSet(); E2CoordinateSet[0].setName("joint_E2"); E2CoordinateSet[0].setDefaultValue(E2AngleAtZero); andrewsMechanism.addBody(HE); //******************************** //Create AH element //******************************** SimTK::Inertia AHbarInertia(0.1,0.1,AHinertia); OpenSim::Body *AH = new OpenSim::Body("AH", AHmass, AHMassCenter, AHbarInertia); //Set visualization properties AH->addDisplayGeometry(rodGeometry); OpenSim::VisibleObject* visAH = AH->updDisplayer(); visAH -> updTransform() = trans; visAH -> setScaleFactors(SimTK::Vec3(0.001,AHlength, 0.001)); visAH -> setDisplayPreference(OpenSim::DisplayGeometry::DisplayPreference(1)); OpenSim::PinJoint *HJoint = new OpenSim::PinJoint("joint_H", *HE, SimTK::Vec3(-HElength/2,0,0), orientationInParent, *AH, SimTK::Vec3(AHlength/2,0,0), orientationInBody); OpenSim::CoordinateSet& HCoordinateSet = HJoint -> upd_CoordinateSet(); HCoordinateSet[0].setName("joint_H"); HCoordinateSet[0].setDefaultValue(HAngleAtZero); andrewsMechanism.addBody(AH); //******************************** //Create point constraint between AH element and ground to simulate joint A //******************************** createPointCostraint(andrewsMechanism, std::string("ground"), SimTK::Vec3(-0.06934, -0.00227,0), std::string("AH"), SimTK::Vec3(-AHlength/2,0,0)); //******************************** // Create BDE element //******************************** SimTK::Inertia BDEInertia(0.1,0.1,BDEinertia); OpenSim::Body *BDE = new OpenSim::Body("BDE", BDEmass, BDEMassCenter, BDEInertia); //Set visualization properties BDE->addDisplayGeometry(triangleGeometry); OpenSim::VisibleObject* visBDE = BDE->updDisplayer(); visBDE -> updTransform() = trans; visBDE -> setScaleFactors(SimTK::Vec3(0.01, 0.01, 0.0005)); visBDE -> setDisplayPreference(OpenSim::DisplayGeometry::DisplayPreference(1)); OpenSim::PinJoint *E3Joint = new OpenSim::PinJoint("joint_E3", *EF, SimTK::Vec3(-EFlength/2,0,0), orientationInParent, *BDE, SimTK::Vec3(BElength/2,0,0), orientationInBody); OpenSim::CoordinateSet& E3CoordinateSet = E3Joint -> upd_CoordinateSet(); E3CoordinateSet[0].setName("joint_E3"); E3CoordinateSet[0].setDefaultValue(E3AngleAtZero); andrewsMechanism.addBody(BDE); //******************************** // Create point constraint between BDE element and ground to simulate joint B //******************************** createPointCostraint(andrewsMechanism, std::string("ground"), SimTK::Vec3(-0.03635, 0.03273,0), std::string("BDE"), SimTK::Vec3(-BElength/2,0,0)); //******************************** // Add the spring between BDE and ground //******************************** OpenSim::PointToPointSpring *spring = new OpenSim::PointToPointSpring(std::string("ground"), SimTK::Vec3(0.014,0.072,0), std::string("BDE"), SimTK::Vec3(-BElength/2+0.018, 0.02,0), springK, springRestLength); andrewsMechanism.addComponent(spring); // Save to file the model andrewsMechanism.print((dataDir+"/"+modelName+std::string(".osim")).c_str()); cout << "Model stored in: " << dataDir << "/" << modelName << ".osim" << endl; }
/** * Method for building the Luxo Jr articulating model. It sets up the system of * rigid bodies and joint articulations to define Luxo Jr lamp geometry. */ void createLuxoJr(OpenSim::Model &model){ // Create base //-------------- OpenSim::Body* base = new OpenSim::Body("base", baseMass, Vec3(0.0), Inertia::cylinderAlongY(0.1, baseHeight)); // Add visible geometry base->attachMeshGeometry("Base_meters.obj"); // Define base to float relative to ground via free joint FreeJoint* base_ground = new FreeJoint("base_ground", // parent body, location in parent body, orientation in parent model.getGround(), Vec3(0.0), Vec3(0.0), // child body, location in child body, orientation in child *base, Vec3(0.0,-baseHeight/2.0,0.0),Vec3(0.0)); // add base to model model.addBody(base); model.addJoint(base_ground); /*for (int i = 0; i<base_ground->get_CoordinateSet().getSize(); ++i) { base_ground->upd_CoordinateSet()[i].set_locked(true); }*/ // Fix a frame to the base axis for attaching the bottom bracket SimTK::Transform* shift_and_rotate = new SimTK::Transform(); //shift_and_rotate->setToZero(); shift_and_rotate->set(Rotation(-1*SimTK::Pi/2, SimTK::CoordinateAxis::XCoordinateAxis()), Vec3(0.0, bracket_location, 0.0)); PhysicalOffsetFrame pivot_frame_on_base("pivot_frame_on_base", *base, *shift_and_rotate); // Create bottom bracket //----------------------- OpenSim::Body* bottom_bracket = new OpenSim::Body("bottom_bracket", bracket_mass, Vec3(0.0), Inertia::brick(0.03, 0.03, 0.015)); // add bottom bracket to model model.addBody(bottom_bracket); // Fix a frame to the bracket for attaching joint shift_and_rotate->setP(Vec3(0.0)); PhysicalOffsetFrame pivot_frame_on_bottom_bracket( "pivot_frame_on_bottom_bracket", *bottom_bracket, *shift_and_rotate); // Add visible geometry bottom_bracket->attachMeshGeometry("bottom_bracket_meters.obj"); // Make bottom bracket to twist on base with vertical pin joint. // You can create a joint from any existing physical frames attached to // rigid bodies. One way to reference them is by name, like this... PinJoint* base_pivot = new PinJoint("base_pivot", pivot_frame_on_base, pivot_frame_on_bottom_bracket); base_pivot->append_frames(pivot_frame_on_base); base_pivot->append_frames(pivot_frame_on_bottom_bracket); // add base pivot joint to the model model.addJoint(base_pivot); // add some damping to the pivot // initialized to zero stiffness and damping BushingForce* pivotDamper = new BushingForce("pivot_bushing", "pivot_frame_on_base", "pivot_frame_on_bottom_bracket"); pivotDamper->set_rotational_damping(pivot_damping); model.addForce(pivotDamper); // Create posterior leg //----------------------- OpenSim::Body* posteriorLegBar = new OpenSim::Body("posterior_leg_bar", bar_mass, Vec3(0.0), Inertia::brick(leg_bar_dimensions/2.0)); posteriorLegBar->attachMeshGeometry("Leg_meters.obj"); PhysicalOffsetFrame posterior_knee_on_bottom_bracket( "posterior_knee_on_bottom_bracket", *bottom_bracket, Transform(posterior_bracket_hinge_location) ); PhysicalOffsetFrame posterior_knee_on_posterior_bar( "posterior_knee_on_posterior_bar", *posteriorLegBar, Transform(inferior_bar_hinge_location) ); // Attach posterior leg to bottom bracket using another pin joint. // Another way to reference physical frames in a joint is by creating them // in place, like this... OpenSim::PinJoint* posteriorKnee = new OpenSim::PinJoint("posterior_knee", posterior_knee_on_bottom_bracket, posterior_knee_on_posterior_bar); // posteriorKnee will own and serialize the attachment offset frames posteriorKnee->append_frames(posterior_knee_on_bottom_bracket); posteriorKnee->append_frames(posterior_knee_on_posterior_bar); // add posterior leg to model model.addBody(posteriorLegBar); model.addJoint(posteriorKnee); // allow this joint's coordinate to float freely when assembling constraints // the joint we create next will drive the pose of the 4-bar linkage posteriorKnee->upd_CoordinateSet()[0] .set_is_free_to_satisfy_constraints(true); // Create anterior leg Hlink //---------------------------- OpenSim::Body* leg_Hlink = new OpenSim::Body("leg_Hlink", bar_mass, Vec3(0.0), Inertia::brick(leg_Hlink_dimensions/2.0)); leg_Hlink->attachMeshGeometry("H_Piece_meters.obj"); PhysicalOffsetFrame anterior_knee_on_bottom_bracket( "anterior_knee_on_bottom_bracket", *bottom_bracket, Transform(anterior_bracket_hinge_location)); PhysicalOffsetFrame anterior_knee_on_anterior_bar( "anterior_knee_on_anterior_bar", *leg_Hlink, Transform(inferior_Hlink_hinge_location)); // Connect anterior leg to bottom bracket via pin joint OpenSim::PinJoint* anterior_knee = new OpenSim::PinJoint("anterior_knee", anterior_knee_on_bottom_bracket, anterior_knee_on_anterior_bar); anterior_knee->append_frames(anterior_knee_on_bottom_bracket); anterior_knee->append_frames(anterior_knee_on_anterior_bar); // add anterior leg to model model.addBody(leg_Hlink); model.addJoint(anterior_knee); // this anterior knee joint defines the motion of the lower 4-bar linkage // set it's default coordinate value to a slightly flexed position. anterior_knee->upd_CoordinateSet()[0].set_default_value(SimTK::Pi/6); // Create pelvis bracket //----------------------- OpenSim::Body* pelvisBracket = new OpenSim::Body("pelvis_bracket", bracket_mass, Vec3(0.0), Inertia::brick(pelvis_dimensions/2.0)); pelvisBracket->attachMeshGeometry("Pelvis_bracket_meters.obj"); // Connect pelvis to Hlink via pin joint SimTK::Transform pelvis_anterior_shift( anterior_superior_pelvis_pin_location); PhysicalOffsetFrame anterior_hip_on_Hlink( "anterior_hip_on_Hlink", *leg_Hlink, Transform(superior_Hlink_hinge_location)); PhysicalOffsetFrame anterior_hip_on_pelvis( "anterior_hip_on_pelvis", *pelvisBracket, pelvis_anterior_shift); OpenSim::PinJoint* anteriorHip = new OpenSim::PinJoint("anterior_hip", anterior_hip_on_Hlink, anterior_hip_on_pelvis); anteriorHip->append_frames(anterior_hip_on_Hlink); anteriorHip->append_frames(anterior_hip_on_pelvis); // add anterior leg to model model.addBody(pelvisBracket); model.addJoint(anteriorHip); // since the previous, anterior knee joint drives the pose of the lower // 4-bar linkage, set the anterior hip angle such that it's free to satisfy // constraints that couple it to the 4-bar linkage. anteriorHip->upd_CoordinateSet()[0] .set_is_free_to_satisfy_constraints(true); // Close the loop for the lower, four-bar linkage with a constraint //------------------------------------------------------------------ // Create and configure point on line constraint OpenSim::PointOnLineConstraint* posteriorHip = new OpenSim::PointOnLineConstraint(); posteriorHip->setLineBodyByName(pelvisBracket->getName()); posteriorHip->setLineDirection(Vec3(0.0,0.0,1.0)); posteriorHip->setPointOnLine(inferior_pelvis_pin_location); posteriorHip->setFollowerBodyByName(posteriorLegBar->getName()); posteriorHip->setPointOnFollower(superior_bar_hinge_location); // add constraint to model model.addConstraint(posteriorHip); // Create chest piece //----------------------- OpenSim::Body* chest = new OpenSim::Body("chest_bar", bar_mass, Vec3(0.0), Inertia::brick(torso_bar_dimensions/2.0)); chest->attachMeshGeometry("Anterior_torso_bar.obj"); PhysicalOffsetFrame anterior_torso_hinge_on_pelvis( "anterior_torso_hinge_on_pelvis", *pelvisBracket, Transform(anterior_superior_pelvis_pin_location) ); PhysicalOffsetFrame anterior_torso_hinge_on_chest( "anterior_torso_hinge_on_chest", *chest, Transform(inferior_torso_hinge_location) ); // Attach chest piece to pelvice with pin joint OpenSim::PinJoint* anteriorTorsoHinge = new OpenSim::PinJoint( "anterior_torso_hinge", anterior_torso_hinge_on_pelvis, anterior_torso_hinge_on_chest); anteriorTorsoHinge->append_frames(anterior_torso_hinge_on_pelvis); anteriorTorsoHinge->append_frames(anterior_torso_hinge_on_chest); // add posterior leg to model model.addBody(chest); model.addJoint(anteriorTorsoHinge); // set torso rotation slightly anterior anteriorTorsoHinge->upd_CoordinateSet()[0].setDefaultValue(-1*SimTK::Pi/4); // Create chest piece //----------------------- OpenSim::Body* back = new OpenSim::Body("back_bar", bar_mass, Vec3(0.0), Inertia::brick(torso_bar_dimensions/2.0)); back->attachMeshGeometry("Posterior_torso_bar.obj"); PhysicalOffsetFrame posterior_torso_hinge_on_pelvis( "posterior_torso_hinge_on_pelvis", *pelvisBracket, Transform(posterior_superior_pelvis_pin_location) ); PhysicalOffsetFrame posterior_torso_hinge_on_back( "posterior_torso_hinge_on_back", *back, Transform(back_peg_center) ); // Attach chest piece to pelvis with pin joint OpenSim::PinJoint* posteriorTorsoHinge = new OpenSim::PinJoint( "posterior_torso_hinge", posterior_torso_hinge_on_pelvis, posterior_torso_hinge_on_back); posteriorTorsoHinge->append_frames(posterior_torso_hinge_on_pelvis); posteriorTorsoHinge->append_frames(posterior_torso_hinge_on_back); // add posterior leg to model model.addBody(back); model.addJoint(posteriorTorsoHinge); // set posterior back joint to freely follow anterior joint through 4-bar // linkage coupling. posteriorTorsoHinge->upd_CoordinateSet()[0] .set_is_free_to_satisfy_constraints(true); // Create shoulder bracket //----------------------- OpenSim::Body* shoulderBracket = new OpenSim::Body("shoulder_bracket", bracket_mass, Vec3(0.0), Inertia::brick(shoulder_dimensions/2.0)); shoulderBracket->attachMeshGeometry("Shoulder_meters.obj"); // add anterior leg to model model.addBody(shoulderBracket); PhysicalOffsetFrame anterior_thoracic_joint_on_chest( "anterior_thoracic_joint_on_chest", *chest, Transform(superior_torso_hinge_location) ); PhysicalOffsetFrame anterior_thoracic_joint_on_shoulder( "anterior_thoracic_joint_on_shoulder", *shoulderBracket, Transform(anterior_thoracic_joint_center)); // Connect pelvis to Hlink via pin joint OpenSim::PinJoint* anteriorThoracicJoint = new OpenSim::PinJoint("anterior_thoracic_joint", anterior_thoracic_joint_on_chest, anterior_thoracic_joint_on_shoulder); anteriorThoracicJoint->append_frames(anterior_thoracic_joint_on_chest); anteriorThoracicJoint->append_frames(anterior_thoracic_joint_on_shoulder); // add back joint model.addJoint(anteriorThoracicJoint); // since the previous, anterior thoracic joint drives the pose of the lower // 4-bar linkage, set the anterior shoulder angle such that it's free to // satisfy constraints that couple it to the 4-bar linkage. anteriorThoracicJoint->upd_CoordinateSet()[0] .set_is_free_to_satisfy_constraints(true); // Close the loop for the lower, four-bar linkage with a constraint //------------------------------------------------------------------ // Create and configure point on line constraint OpenSim::PointOnLineConstraint* posteriorShoulder = new OpenSim::PointOnLineConstraint(); posteriorShoulder->setLineBodyByName(shoulderBracket->getName()); posteriorShoulder->setLineDirection(Vec3(0.0,0.0,1.0)); posteriorShoulder->setPointOnLine(posterior_thoracic_joint_center); posteriorShoulder->setFollowerBodyByName(back->getName()); posteriorShoulder->setPointOnFollower(superior_torso_hinge_location); // add constraint to model model.addConstraint(posteriorShoulder); // Create and add luxo head OpenSim::Body* head = new OpenSim::Body("head", head_mass, Vec3(0), Inertia::cylinderAlongX(0.5*head_dimension[1], head_dimension[1])); head->attachMeshGeometry("luxo_head_meters.obj"); head->attachMeshGeometry("Bulb_meters.obj"); model.addBody(head); PhysicalOffsetFrame cervical_joint_on_shoulder("cervical_joint_on_shoulder", *shoulderBracket, Transform(superior_shoulder_hinge_location) ); PhysicalOffsetFrame cervical_joint_on_head("cervical_joint_on_head", *head, Transform(cervicle_joint_center)); // attach to shoulder via pin joint OpenSim::PinJoint* cervicalJoint = new OpenSim::PinJoint("cervical_joint", cervical_joint_on_shoulder, cervical_joint_on_head); cervicalJoint->append_frames(cervical_joint_on_shoulder); cervicalJoint->append_frames(cervical_joint_on_head); // add a neck joint model.addJoint(cervicalJoint); // lock the kneck coordinate so the head doens't spin without actuators or // passive forces cervicalJoint->upd_CoordinateSet()[0].set_locked(true); // Coordinate Limit forces for restricting leg range of motion. //----------------------------------------------------------------------- CoordinateLimitForce* kneeLimitForce = new CoordinateLimitForce( anterior_knee->get_CoordinateSet()[0].getName(), knee_flexion_max, joint_softstop_stiffness, knee_flexion_min, joint_softstop_stiffness, joint_softstop_damping, transition_region); model.addForce(kneeLimitForce); // Coordinate Limit forces for restricting back range motion. //----------------------------------------------------------------------- CoordinateLimitForce* backLimitForce = new CoordinateLimitForce( anteriorTorsoHinge->get_CoordinateSet()[0].getName(), back_extension_max, joint_softstop_stiffness, back_extension_min, joint_softstop_stiffness, joint_softstop_damping, transition_region); model.addForce(backLimitForce); // Contact //----------------------------------------------------------------------- ContactHalfSpace* floor_surface = new ContactHalfSpace(SimTK::Vec3(0), SimTK::Vec3(0, 0, -0.5*SimTK::Pi), model.updGround(), "floor_surface"); OpenSim::ContactMesh* foot_surface = new ContactMesh( "thin_disc_0.11_by_0.01_meters.obj", SimTK::Vec3(0), SimTK::Vec3(0), *base, "foot_surface"); // add contact geometry to model model.addContactGeometry(floor_surface); model.addContactGeometry(foot_surface); // define contact as an elastic foundation force OpenSim::ElasticFoundationForce::ContactParameters* contactParameters = new OpenSim::ElasticFoundationForce::ContactParameters( stiffness, dissipation, friction, friction, viscosity); contactParameters->addGeometry("foot_surface"); contactParameters->addGeometry("floor_surface"); OpenSim::ElasticFoundationForce* contactForce = new OpenSim::ElasticFoundationForce(contactParameters); contactForce->setName("contact_force"); model.addForce(contactForce); // MUSCLES //----------------------------------------------------------------------- // add a knee extensor to control the lower 4-bar linkage Millard2012EquilibriumMuscle* kneeExtensorRight = new Millard2012EquilibriumMuscle( "knee_extensor_right", knee_extensor_F0, knee_extensor_lm0, knee_extensor_lts, pennationAngle); kneeExtensorRight->addNewPathPoint("knee_extensor_right_origin", *leg_Hlink, knee_extensor_origin); kneeExtensorRight->addNewPathPoint("knee_extensor_right_insertion", *bottom_bracket, knee_extensor_insertion); kneeExtensorRight->set_ignore_tendon_compliance(true); model.addForce(kneeExtensorRight); // add a second copy of this knee extensor for the left side Millard2012EquilibriumMuscle* kneeExtensorLeft = new Millard2012EquilibriumMuscle(*kneeExtensorRight); kneeExtensorLeft->setName("kneeExtensorLeft"); // flip the z coordinates of all path points PathPointSet& points = kneeExtensorLeft->updGeometryPath().updPathPointSet(); for (int i=0; i<points.getSize(); ++i) { points[i].setLocationCoord(2, -1*points[i].getLocationCoord(2)); } kneeExtensorLeft->set_ignore_tendon_compliance(true); model.addForce(kneeExtensorLeft); // add a back extensor to controll the upper 4-bar linkage Millard2012EquilibriumMuscle* backExtensorRight = new Millard2012EquilibriumMuscle( "back_extensor_right", back_extensor_F0, back_extensor_lm0, back_extensor_lts, pennationAngle); backExtensorRight->addNewPathPoint("back_extensor_right_origin", *chest, back_extensor_origin); backExtensorRight->addNewPathPoint("back_extensor_right_insertion", *back, back_extensor_insertion); backExtensorRight->set_ignore_tendon_compliance(true); model.addForce(backExtensorRight); // copy right back extensor and use to make left extensor Millard2012EquilibriumMuscle* backExtensorLeft = new Millard2012EquilibriumMuscle(*backExtensorRight); backExtensorLeft->setName("back_extensor_left"); PathPointSet& pointsLeft = backExtensorLeft->updGeometryPath() .updPathPointSet(); for (int i=0; i<points.getSize(); ++i) { pointsLeft[i].setLocationCoord(2, -1*pointsLeft[i].getLocationCoord(2)); } backExtensorLeft->set_ignore_tendon_compliance(true); model.addForce(backExtensorLeft); // MUSCLE CONTROLLERS //________________________________________________________________________ // specify a piecwise linear function for the muscle excitations PiecewiseConstantFunction* x_of_t = new PiecewiseConstantFunction(3, times, excitations); PrescribedController* kneeController = new PrescribedController(); kneeController->addActuator(*kneeExtensorLeft); kneeController->addActuator(*kneeExtensorRight); kneeController->prescribeControlForActuator(0, x_of_t); kneeController->prescribeControlForActuator(1, x_of_t->clone()); model.addController(kneeController); PrescribedController* backController = new PrescribedController(); backController->addActuator(*backExtensorLeft); backController->addActuator(*backExtensorRight); backController->prescribeControlForActuator(0, x_of_t->clone()); backController->prescribeControlForActuator(1, x_of_t->clone()); model.addController(backController); /* You'll find that these muscles can make Luxo Myo stand, but not jump. * Jumping will require an assistive device. We'll add two frames for * attaching a point to point assistive actuator. */ // add frames for connecting a back assitance device between the chest // and pelvis PhysicalOffsetFrame* back_assist_origin_frame = new PhysicalOffsetFrame("back_assist_origin", *chest, back_assist_origin_transform); PhysicalOffsetFrame* back_assist_insertion_frame = new PhysicalOffsetFrame("back_assist_insertion", *pelvisBracket, back_assist_insertion_transform); model.addFrame(back_assist_origin_frame); model.addFrame(back_assist_insertion_frame); // add frames for connecting a knee assistance device between the posterior // leg and bottom bracket. PhysicalOffsetFrame* knee_assist_origin_frame = new PhysicalOffsetFrame("knee_assist_origin", *posteriorLegBar, knee_assist_origin_transform); PhysicalOffsetFrame* knee_assist_insertion_frame = new PhysicalOffsetFrame("knee_assist_insertion", *bottom_bracket, knee_assist_insertion_transform); model.addFrame(knee_assist_origin_frame); model.addFrame(knee_assist_insertion_frame); // Temporary: make the frame geometry disappear. for (auto& c : model.getComponentList<OpenSim::FrameGeometry>()) { const_cast<OpenSim::FrameGeometry*>(&c)->set_scale_factors( SimTK::Vec3(0.001, 0.001, 0.001)); } }
/** * Creates two cat models for flipping. The first is simply two segments * connected by a 2-degree-of-freedom (no twist) joint. It exhibits the * counter-rotation mechanism of flipping. The second adds actuate-able * legs to the first model, as well as unlocking the twist degree of * freedom between the model's two halves. This model exhibits the variable- * inertia mechanism of flipping. * */ int main(int argc, char *argv[]) { // First model: exhibiting the counter-rotation mechanism of flipping // ======================================================================== // Properties // ------------------------------------------------------------------------ double segmentalLength = 0.175; // m double segmentalDiam = 0.15; // m double segmentalMass = 1; // kg double segmentalTransverseMomentOfInertia = 1; // kg-m^2 // Ratio of transverse to axial moment of inertia (Kane and Scher, 1969): double JIratio = 0.25; // For actuators: double maxTorque = 40.0; // N-m // Basics // ------------------------------------------------------------------------ // Create the cat model. OpenSim::Model cat; // Name the cat after the founder of Stanford University. // This model will be able to hunch and wag (see the joints below). cat.setName("Leland_hunch_wag"); // 'Turn off' gravity so it's easier to watch an animation of the flip. using SimTK::Vec3; cat.setGravity(Vec3(0, 0, 0)); // Define anterior and posterior halves of the cat // ------------------------------------------------------------------------ // Prepare inertia properties for the 2 primary segments of the cat. double segmentalAxialMomentOfInertia = JIratio * segmentalTransverseMomentOfInertia; double Ixx = segmentalAxialMomentOfInertia; double Iyy = segmentalTransverseMomentOfInertia; double Izz = segmentalTransverseMomentOfInertia; double Ixy = 0; double Ixz = 0; double Iyz = 0; using SimTK::Inertia; Inertia segmentalInertia = Inertia(Ixx, Iyy, Izz, Ixz, Ixz, Iyz); // Anterior half of cat. using OpenSim::Body; Body * anteriorBody = new Body(); anteriorBody->setName("anteriorBody"); anteriorBody->setMass(segmentalMass); // By choosing the following as the mass center, we choose the origin of // the anteriorBody frame to be at the body's positive-X extent. That is, // the anterior body sits to the -X direction from its origin. anteriorBody->setMassCenter(Vec3(-0.5 * segmentalLength, 0, 0)); anteriorBody->setInertia(segmentalInertia); // Posterior half of cat (same mass properties as anterior half). Body * posteriorBody = new Body(); posteriorBody->setName("posteriorBody"); posteriorBody->setMass(segmentalMass); // Posterior body sits to the +X direction from its origin. posteriorBody->setMassCenter(Vec3(0.5 * segmentalLength, 0, 0)); posteriorBody->setInertia(segmentalInertia); // Define joints between bodies (ground and two halves) // ------------------------------------------------------------------------ Body & ground = cat.getGroundBody(); // Anterior body to the ground via a CustomJoint // ````````````````````````````````````````````` using OpenSim::CustomJoint; // Rotation is defined via YZX Euler angles, named yaw, pitch, and // roll respectively. // To pass to the CustomJoint (farther down), define a SpatialTransform. // The SpatialTransfrom has 6 transform axes. The first 3 are rotations, // defined about the axes of our choosing. The remaining 3 are translations, // which we choose to be along the X, Y, and Z directions of the ground's // frame. using OpenSim::Array; OpenSim::SpatialTransform groundAnteriorST; groundAnteriorST.updTransformAxis(0).setCoordinateNames( Array<std::string>("yaw", 1)); groundAnteriorST.updTransformAxis(0).setAxis(Vec3(0, 1, 0)); groundAnteriorST.updTransformAxis(1).setCoordinateNames( Array<std::string>("pitch", 1)); groundAnteriorST.updTransformAxis(1).setAxis(Vec3(0, 0, 1)); groundAnteriorST.updTransformAxis(2).setCoordinateNames( Array<std::string>("roll", 1)); groundAnteriorST.updTransformAxis(2).setAxis(Vec3(1, 0, 0)); groundAnteriorST.updTransformAxis(3).setCoordinateNames( Array<std::string>("tx", 1)); groundAnteriorST.updTransformAxis(3).setAxis(Vec3(1, 0, 0)); groundAnteriorST.updTransformAxis(4).setCoordinateNames( Array<std::string>("ty", 1)); groundAnteriorST.updTransformAxis(4).setAxis(Vec3(0, 1, 0)); groundAnteriorST.updTransformAxis(5).setCoordinateNames( Array<std::string>("tz", 1)); groundAnteriorST.updTransformAxis(5).setAxis(Vec3(0, 0, 1)); Vec3 locGAInGround(0); Vec3 orientGAInGround(0); Vec3 locGAInAnterior(0); Vec3 orientGAInAnterior(0); CustomJoint * groundAnterior = new CustomJoint("ground_anterior", ground, locGAInGround, orientGAInGround, *anteriorBody, locGAInAnterior, orientGAInAnterior, groundAnteriorST); // Edit the Coordinate's created by the CustomJoint. The 6 coordinates // correspond to the TransformAxis's we set above. using OpenSim::CoordinateSet; using SimTK::convertDegreesToRadians; using SimTK::Pi; CoordinateSet & groundAnteriorCS = groundAnterior->upd_CoordinateSet(); // yaw // As is, the range only affects how one can vary this coordinate in the // GUI. The range is not a joint limit, and does not affect dynamics. double groundAnteriorCS0range[2] = {-Pi, Pi}; groundAnteriorCS[0].setRange(groundAnteriorCS0range); groundAnteriorCS[0].setDefaultValue(0); groundAnteriorCS[0].setDefaultLocked(false); // pitch double groundAnteriorCS1range[2] = {-Pi, Pi}; groundAnteriorCS[1].setRange(groundAnteriorCS1range); groundAnteriorCS[1].setDefaultValue(convertDegreesToRadians(-15)); groundAnteriorCS[1].setDefaultLocked(false); // roll double groundAnteriorCS2range[2] = {-Pi, Pi}; groundAnteriorCS[2].setRange(groundAnteriorCS2range); groundAnteriorCS[2].setDefaultValue(0); groundAnteriorCS[2].setDefaultLocked(false); // tx double groundAnteriorCS3range[2] = {-1, 1}; groundAnteriorCS[3].setRange(groundAnteriorCS3range); groundAnteriorCS[3].setDefaultValue(0); groundAnteriorCS[3].setDefaultLocked(false); // ty double groundAnteriorCS4range[2] = {-1, 5}; groundAnteriorCS[4].setRange(groundAnteriorCS4range); groundAnteriorCS[4].setDefaultValue(0); groundAnteriorCS[4].setDefaultLocked(false); // tz double groundAnteriorCS5range[2] = {-1, 1}; groundAnteriorCS[5].setRange(groundAnteriorCS5range); groundAnteriorCS[5].setDefaultValue(0); groundAnteriorCS[5].setDefaultLocked(false); // Anterior to posterior body via a CustomJoint // ```````````````````````````````````````````` // Rotation is defined via ZYX Euler angles. OpenSim::SpatialTransform anteriorPosteriorST; anteriorPosteriorST.updTransformAxis(0).setCoordinateNames( Array<std::string>("hunch", 1)); anteriorPosteriorST.updTransformAxis(0).setAxis(Vec3(0, 0, 1)); anteriorPosteriorST.updTransformAxis(1).setCoordinateNames( Array<std::string>("wag", 1)); anteriorPosteriorST.updTransformAxis(1).setAxis(Vec3(0, 1, 0)); anteriorPosteriorST.updTransformAxis(2).setCoordinateNames( Array<std::string>("twist", 1)); anteriorPosteriorST.updTransformAxis(2).setAxis(Vec3(1, 0, 0)); // There is no translation between the segments, and so we do not name the // remaining 3 TransformAxis's in the SpatialTransform. Vec3 locAPInAnterior(0); Vec3 orientAPInAnterior(0); Vec3 locAPInPosterior(0); Vec3 orientAPInPosterior(0); CustomJoint * anteriorPosterior = new CustomJoint("anterior_posterior", *anteriorBody, locAPInAnterior, orientAPInAnterior, *posteriorBody, locAPInPosterior, orientAPInPosterior, anteriorPosteriorST); // Set coordinate limits and default values from empirical data (i.e., // photos & video). CoordinateSet & anteriorPosteriorCS = anteriorPosterior->upd_CoordinateSet(); // hunch: [-20, +90] degrees double anteriorPosteriorCS0range[2] = {convertDegreesToRadians(-20), convertDegreesToRadians(90)}; anteriorPosteriorCS[0].setRange(anteriorPosteriorCS0range); anteriorPosteriorCS[0].setDefaultValue(convertDegreesToRadians(30)); anteriorPosteriorCS[0].setDefaultLocked(false); // wag: [-45, 45] degrees double anteriorPosteriorCS1range[2] = {-0.25 * Pi, 0.25 * Pi}; anteriorPosteriorCS[1].setRange(anteriorPosteriorCS1range); anteriorPosteriorCS[1].setDefaultValue(0); anteriorPosteriorCS[1].setDefaultLocked(false); // twist: [-80, 80] degrees double anteriorPosteriorCS2range[2] = {convertDegreesToRadians(-80), convertDegreesToRadians(80)}; anteriorPosteriorCS[2].setRange(anteriorPosteriorCS2range); anteriorPosteriorCS[2].setDefaultValue(0); // This first model can't twist; we'll unlock this for the next model. anteriorPosteriorCS[2].setDefaultLocked(true); // Add bodies to the model // ------------------------------------------------------------------------ // ...now that we have connected the bodies via joints. cat.addBody(anteriorBody); cat.addBody(posteriorBody); // Display geometry // ------------------------------------------------------------------------ using OpenSim::DisplayGeometry; // So that we can see what the cat's up to. // By default, the cylinder has a diameter of 1 meter, height of 1 meter, // its centroid is at (0, 0, 0) (its origin), and its axis of symmetry is // its Y axis. // Anterior body // ````````````` // 'cylinder.vtp' is in the Geometry folder of an OpenSim installation. DisplayGeometry * anteriorDisplay = new DisplayGeometry("cylinder.vtp"); anteriorDisplay->setOpacity(0.5); anteriorDisplay->setColor(Vec3(0.5, 0.5, 0.5)); // We want the centroid to be at (-0.5 * segmentalLength, 0, 0), and for // its axis of symmetry to be its body's (i.e., the body it's helping us // to visualize) X axis. SimTK::Rotation rot; // Rotate the cylinder's symmetry (Y) axis to align with the body's X axis: rot.setRotationFromAngleAboutZ(0.5 * Pi); // Tranform combines rotation and translation: anteriorDisplay->setTransform( SimTK::Transform(rot, Vec3(-0.5 * segmentalLength, 0, 0))); anteriorDisplay->setScaleFactors( Vec3(segmentalDiam, segmentalLength, segmentalDiam)); anteriorBody->updDisplayer()->updGeometrySet().adoptAndAppend(anteriorDisplay); anteriorBody->updDisplayer()->setShowAxes(true); // Posterior body // `````````````` DisplayGeometry * posteriorDisplay = new DisplayGeometry("cylinder.vtp"); posteriorDisplay->setOpacity(0.5); posteriorDisplay->setColor(Vec3(0.7, 0.7, 0.7)); posteriorDisplay->setTransform( SimTK::Transform(rot, Vec3(0.5 * segmentalLength, 0, 0))); posteriorDisplay->setScaleFactors( Vec3(segmentalDiam, segmentalLength, segmentalDiam)); posteriorBody->updDisplayer()->updGeometrySet().adoptAndAppend(posteriorDisplay); posteriorBody->updDisplayer()->setShowAxes(true); // Actuation // ------------------------------------------------------------------------ // Since the coordinates between the segments are angles, the actuators are // effectively torque actuators. The reason to use a CoordinateActuator // instead of a TorqueActuator is that for a CoordinateActuator we needn't // specify the axis of the actuation, or the bodies on which it acts. using OpenSim::CoordinateActuator; // hunch CoordinateActuator * hunchAct = new CoordinateActuator("hunch"); hunchAct->setName("hunch_actuator"); hunchAct->setMinControl(-maxTorque); hunchAct->setMaxControl(maxTorque); cat.addForce(hunchAct); // wag CoordinateActuator * wagAct = new CoordinateActuator("wag"); wagAct->setName("wag_actuator"); wagAct->setMinControl(-maxTorque); wagAct->setMaxControl(maxTorque); cat.addForce(wagAct); // Print the model // ------------------------------------------------------------------------ cat.print("flippinfelines_hunch_wag.osim"); // Second model: adding legs for the variable-inertia mechanism of flipping // ======================================================================== // NOTE: Most of the set-up for this model has already been done. Many of // ---- the variables defined above are simply updated or renamed below. // This model will additionally be able to twist, and has legs. cat.setName("Leland_hunch_wag_twist_legs"); // Allow twist. anteriorPosteriorCS[2].setDefaultLocked(false); CoordinateActuator * twistAct = new CoordinateActuator("twist"); twistAct->setName("twist_actuator"); twistAct->setMinControl(-maxTorque); twistAct->setMaxControl(maxTorque); cat.addForce(twistAct); // Leg properties // ------------------------------------------------------------------------ double legsLength = 0.125; // m double legsDiam = 0.1 * legsLength; // m // Sum of both legs (60% distance across the belly): double legsWidth = 0.6 * segmentalDiam; // m double legsMass = 0.2; // kg // Define leg bodies // ------------------------------------------------------------------------ // Scale the segmental inertia. Inertia legsInertia = (legsMass/segmentalMass) * segmentalInertia; // Anterior and posterior legs. Body * anteriorLegs = new Body(); anteriorLegs->setName("anteriorLegs"); anteriorLegs->setMass(legsMass); anteriorLegs->setMassCenter(Vec3(0.5 * legsLength, 0, 0)); anteriorLegs->setInertia(legsInertia); Body * posteriorLegs = new Body(); posteriorLegs->setName("posteriorLegs"); posteriorLegs->setMass(legsMass); posteriorLegs->setMassCenter(Vec3(0.5 * legsLength, 0, 0)); posteriorLegs->setInertia(legsInertia); // Define leg joints (i.e., between legs and two halves of cat) // ------------------------------------------------------------------------ using OpenSim::PinJoint; // Anterior leg // ```````````` Vec3 locALegsInAnterior(-0.75 * segmentalLength, 0.5 * segmentalDiam, 0); Vec3 orientALegsInAnterior(0); Vec3 locALegsInLegs(0); // Rotate the leg about what will become the pin-joint axis (the leg's // Z axis) so that it points straight out from the belly when leg angle // is 0. In other words, position the leg's long (X) axis normal to the // half of the cat. Vec3 orientALegsInLegs(0, 0, -0.5 * Pi); PinJoint * anteriorToLegs = new PinJoint("anterior_legs", *anteriorBody, locALegsInAnterior, orientALegsInAnterior, *anteriorLegs, locALegsInLegs, orientALegsInLegs); CoordinateSet & anteriorToLegsCS = anteriorToLegs->upd_CoordinateSet(); anteriorToLegsCS[0].setName("frontLegs"); double anteriorToLegsCS0range[2] = {-0.5 * Pi, 0.5 * Pi}; anteriorToLegsCS[0].setRange(anteriorToLegsCS0range); // So that the legs are directed strictly upwards initially: double pitch = groundAnteriorCS[1].getDefaultValue(); anteriorToLegsCS[0].setDefaultValue(-pitch); anteriorToLegsCS[0].setDefaultLocked(false); // Posterior leg // ````````````` Vec3 locPLegsInPosterior(0.75 * segmentalLength, 0.5 * segmentalDiam, 0); Vec3 orientPLegsInPosterior(0, Pi, 0); Vec3 locPLegsInLegs(0); Vec3 orientPLegsInLegs(0, 0, -0.5 * Pi); PinJoint * posteriorToLegs = new PinJoint("posterior_legs", *posteriorBody, locPLegsInPosterior, orientPLegsInPosterior, *posteriorLegs, locPLegsInLegs, orientPLegsInLegs); CoordinateSet & posteriorToLegsCS = posteriorToLegs->upd_CoordinateSet(); posteriorToLegsCS[0].setName("backLegs"); double posteriorToLegsCS0range[2] = {-0.5 * Pi, 0.5 * Pi}; posteriorToLegsCS[0].setRange(posteriorToLegsCS0range); posteriorToLegsCS[0].setDefaultValue(-pitch); posteriorToLegsCS[0].setDefaultLocked(false); // Add bodies to the model // ------------------------------------------------------------------------ // ...now that we have connected the bodies via joints. cat.addBody(anteriorLegs); cat.addBody(posteriorLegs); // Display geometry // ------------------------------------------------------------------------ // Both legs have the same display geometry. // 'box.vtp' is in the Geometry folder of an OpenSim installation. DisplayGeometry legsDisplay = DisplayGeometry("box.vtp"); legsDisplay.setOpacity(0.5); legsDisplay.setColor(Vec3(0.7, 0.7, 0.7)); legsDisplay.setTransform(Transform(Vec3(0.3 * legsLength, 0, 0))); legsDisplay.setScaleFactors(Vec3(legsLength, legsDiam, legsWidth)); anteriorLegs->updDisplayer()->updGeometrySet().cloneAndAppend(legsDisplay); anteriorLegs->updDisplayer()->setShowAxes(true); posteriorLegs->updDisplayer()->updGeometrySet().cloneAndAppend(legsDisplay); posteriorLegs->updDisplayer()->setShowAxes(true); // Actuation // ------------------------------------------------------------------------ // front legs. CoordinateActuator * frontLegsAct = new CoordinateActuator("frontLegs"); frontLegsAct->setName("frontLegs_actuator"); frontLegsAct->setMinControl(-maxTorque); frontLegsAct->setMaxControl(maxTorque); cat.addForce(frontLegsAct); // back legs. CoordinateActuator * backLegsAct = new CoordinateActuator("backLegs"); backLegsAct->setName("backLegs_actuator"); backLegsAct->setMinControl(-maxTorque); backLegsAct->setMaxControl(maxTorque); cat.addForce(backLegsAct); // Enforce joint limits on the legs // ------------------------------------------------------------------------ using OpenSim::CoordinateLimitForce; CoordinateLimitForce * frontLegsLimitForce = new CoordinateLimitForce( "frontLegs", 90, 1.0E2, -90, 1.0E2, 1.0E1, 2.0, false); cat.addForce(frontLegsLimitForce); CoordinateLimitForce * backLegsLimitForce = new CoordinateLimitForce( "backLegs", 90, 1.0E2, -90, 1.0E2, 1.0E1, 2.0, false); cat.addForce(backLegsLimitForce); // Print the model // ------------------------------------------------------------------------ cat.print("flippinfelines_hunch_wag_twist_legs.osim"); return EXIT_SUCCESS; };