int main() { // Create the system. MultibodySystem system; system.setUseUniformBackground(true); SimbodyMatterSubsystem matter(system); GeneralForceSubsystem forces(system); Force::UniformGravity gravity(forces, matter, Vec3(0, -9.8, 0)); Body::Rigid pendulumBody(MassProperties(1.0, Vec3(0), Inertia(1))); pendulumBody.addDecoration(Transform(), DecorativeSphere(0.1)); MobilizedBody lastBody = matter.Ground(); for (int i = 0; i < 10; ++i) { MobilizedBody::Ball pendulum(lastBody, Transform(Vec3(0)), pendulumBody, Transform(Vec3(0, 1, 0))); lastBody = pendulum; } system.addEventReporter(new Visualizer::Reporter(system, 1./30)); // Initialize the system and state. system.realizeTopology(); State state = system.getDefaultState(); Random::Gaussian random; for (int i = 0; i < state.getNQ(); ++i) state.updQ()[i] = random.getValue(); // Simulate it. RungeKuttaMersonIntegrator integ(system); TimeStepper ts(system, integ); ts.initialize(state); ts.stepTo(10.0); }
void testConstraintForces() { // Weld one body to ground, push on it, verify that it reacts to match the load. MultibodySystem system; SimbodyMatterSubsystem matter(system); GeneralForceSubsystem forces(system); Body::Rigid body(MassProperties(1.0, Vec3(0), Inertia(1))); MobilizedBody::Weld welded(matter.Ground(), Transform(), body, Transform()); MobilizedBody::Free loose(matter.Ground(), Transform(), body, Transform()); Constraint::Weld glue(matter.Ground(), Transform(), loose, Transform()); // Apply forces to the body welded straight to ground. Force::ConstantForce(forces, welded, Vec3(0,0,0), Vec3(1,2,3)); Force::ConstantTorque(forces, welded, Vec3(20,30,40)); // Apply the same forces to the "free" body which is welded by constraint. Force::ConstantForce(forces, loose, Vec3(0,0,0), Vec3(1,2,3)); Force::ConstantTorque(forces, loose, Vec3(20,30,40)); State state = system.realizeTopology(); system.realize(state, Stage::Acceleration); Vector_<SpatialVec> mobilizerReactions; matter.calcMobilizerReactionForces(state, mobilizerReactions); //NOT IMPLEMENTED YET: //cout << "Weld constraint reaction on Ground: " << glue.getWeldReactionOnBody1(state) << endl; //cout << "Weld constraint reaction on Body: " << glue.getWeldReactionOnBody2(state) << endl; // Note that constraint forces have opposite sign to applied forces, because // we calculate the multiplier lambda from M udot + ~G lambda = f_applied. We'll negate // the calculated multipliers to turn these into applied forces. const Vector mults = -state.getMultipliers(); Vector_<SpatialVec> constraintForces; Vector mobilityForces; matter.calcConstraintForcesFromMultipliers(state, mults, constraintForces, mobilityForces); MACHINE_TEST(constraintForces[loose.getMobilizedBodyIndex()], mobilizerReactions[welded.getMobilizedBodyIndex()]); // This returns just the forces on the weld's two bodies: in this // case Ground and "loose", in that order. Vector_<SpatialVec> glueForces = glue.getConstrainedBodyForcesAsVector(state); MACHINE_TEST(-glueForces[1], // watch the sign! mobilizerReactions[welded.getMobilizedBodyIndex()]); }
void testCompositeInertia() { MultibodySystem mbs; SimbodyMatterSubsystem pend(mbs); Body::Rigid pointMass(MassProperties(3, Vec3(0), Inertia(0))); // Point mass at x=1.5 rotating about (0,0,0). MobilizedBody::Pin body1( pend.Ground(), Transform(), pointMass, Vec3(1.5,0,0)); const MobilizedBodyIndex body1x = body1.getMobilizedBodyIndex(); // A second body 2 units further along x, rotating about the // first point mass origin. MobilizedBody::Pin body2( body1, Transform(), pointMass, Vec3(2,0,0)); const MobilizedBodyIndex body2x = body2.getMobilizedBodyIndex(); State state = mbs.realizeTopology(); mbs.realize(state, Stage::Position); Array_<SpatialInertia, MobilizedBodyIndex> R(pend.getNumBodies()); pend.calcCompositeBodyInertias(state, R); // Calculate expected inertias about the joint axes. Real expInertia2 = body2.getBodyMassProperties(state).getMass()*square(2); Real expInertia1 = body1.getBodyMassProperties(state).getMass()*square(1.5) + body2.getBodyMassProperties(state).getMass()*square(3.5); // Should be able to recover these inertias by projecting the composite // body inertias onto the joint axes using H matrices. const SpatialVec H1 = body1.getHCol(state, MobilizerUIndex(0)); const SpatialVec H2 = body2.getHCol(state, MobilizerUIndex(0)); SimTK_TEST_EQ(~H2*(R[body2x]*H2), expInertia2); SimTK_TEST_EQ(~H1*(R[body1x]*H1), expInertia1); // This should force realization of the composite body inertias. SpatialInertia cbi = pend.getCompositeBodyInertia(state, body1); body2.setAngle(state, Pi/4); // This is not allowed until Position stage. SimTK_TEST_MUST_THROW(pend.getCompositeBodyInertia(state, body1)); mbs.realize(state, Stage::Position); // Now it should be OK. cbi = pend.getCompositeBodyInertia(state, body1); mbs.realize(state, Stage::Acceleration); //cout << "udots=" << state.getUDot() << endl; body1.setRate(state, 27); mbs.realize(state, Stage::Acceleration); //cout << "udots=" << state.getUDot() << endl; }
void testCalculationMethods() { // Create a system with two bodies. MultibodySystem system; SimbodyMatterSubsystem matter(system); GeneralForceSubsystem forces(system); Body::Rigid body(MassProperties(1.0, Vec3(0), Inertia(1))); MobilizedBody::Free b1(matter.Ground(), body); MobilizedBody::Free b2(matter.Ground(), body); // Set all the state variables to random values. system.realizeTopology(); State state = system.getDefaultState(); Random::Gaussian random; for (int i = 0; i < state.getNY(); ++i) state.updY()[i] = random.getValue(); system.realize(state, Stage::Acceleration); // Test the low level methods for transforming points and vectors. const Vec3 point(0.5, 1, -1.5); SimTK_TEST_EQ(b1.findStationLocationInGround(state, Vec3(0)), b1.getBodyOriginLocation(state)); SimTK_TEST_EQ(b1.findStationAtGroundPoint(state, b1.findStationLocationInGround(state, point)), point); SimTK_TEST_EQ(b2.findStationAtGroundPoint(state, b1.findStationLocationInGround(state, point)), b1.findStationLocationInAnotherBody(state, point, b2)); SimTK_TEST_EQ(b2.findStationAtGroundPoint(state, b1.findStationLocationInGround(state, Vec3(0))).norm(), (b1.getBodyOriginLocation(state)-b2.getBodyOriginLocation(state)).norm()); SimTK_TEST_EQ(b2.findMassCenterLocationInGround(state), b2.findStationLocationInGround(state, b2.getBodyMassCenterStation(state))); SimTK_TEST_EQ(b1.expressVectorInGroundFrame(state, Vec3(0)), Vec3(0)); SimTK_TEST_EQ(b1.expressVectorInGroundFrame(state, point), b1.getBodyRotation(state)*point); SimTK_TEST_EQ(b1.expressGroundVectorInBodyFrame(state, b1.expressVectorInGroundFrame(state, point)), point); SimTK_TEST_EQ(b2.expressGroundVectorInBodyFrame(state, b1.expressVectorInGroundFrame(state, point)), b1.expressVectorInAnotherBodyFrame(state, point, b2)); // Test the routines for mapping locations, velocities, and accelerations. Vec3 r, v, a; b1.findStationLocationVelocityAndAccelerationInGround(state, point, r, v, a); SimTK_TEST_EQ(v, b1.findStationVelocityInGround(state, point)); SimTK_TEST_EQ(a, b1.findStationAccelerationInGround(state, point)); { Vec3 r2, v2; b1.findStationLocationAndVelocityInGround(state, point, r2, v2); SimTK_TEST_EQ(r, r2); SimTK_TEST_EQ(v, v2); } SimTK_TEST_EQ(b1.findStationVelocityInGround(state, Vec3(0)), b1.getBodyOriginVelocity(state)); SimTK_TEST_EQ(b1.findStationAccelerationInGround(state, Vec3(0)), b1.getBodyOriginAcceleration(state)); SimTK_TEST_EQ(b1.findStationVelocityInGround(state, point), b1.findStationVelocityInAnotherBody(state, point, matter.Ground())); }
void createState(MultibodySystem& system, State& state, const Vector& qOverride=Vector()) { system.realizeTopology(); state = system.getDefaultState(); Random::Uniform random; for (int i = 0; i < state.getNY(); ++i) state.updY()[i] = random.getValue(); if (qOverride.size()) state.updQ() = qOverride; system.realize(state, Stage::Velocity); Vector dummy; system.project(state, ConstraintTol); system.realize(state, Stage::Acceleration); }
void createState(MultibodySystem& system, State& state, const Vector& y=Vector()) { system.realizeTopology(); state = system.getDefaultState(); if (y.size() > 0) state.updY() = y; else { Random::Uniform random; for (int i = 0; i < state.getNY(); ++i) state.updY()[i] = random.getValue(); } system.realize(state, Stage::Velocity); // Solve to tight tolerance here system.project(state, 1e-12); system.realize(state, Stage::Acceleration); }
int main() { try { // catch errors if any // Create the system, with subsystems for the bodies and some forces. MultibodySystem system; SimbodyMatterSubsystem matter(system); GeneralForceSubsystem forces(system); Force::Gravity gravity(forces, matter, -YAxis, 9.8); // Describe a body with a point mass at (0, -3, 0) and draw a sphere there. Real mass = 3; Vec3 pos(0,-3,0); Body::Rigid bodyInfo(MassProperties(mass, pos, UnitInertia::pointMassAt(pos))); bodyInfo.addDecoration(pos, DecorativeSphere(.2).setOpacity(.5)); // Create the tree of mobilized bodies, reusing the above body description. MobilizedBody::Pin bodyT (matter.Ground(), Vec3(0), bodyInfo, Vec3(0)); MobilizedBody::Pin leftArm(bodyT, Vec3(-2, 0, 0), bodyInfo, Vec3(0)); MobilizedBody::Pin rtArm (bodyT, Vec3(2, 0, 0), bodyInfo, Vec3(0)); // Add a joint stop to the left arm restricting it to q in [0,Pi/5]. Force::MobilityLinearStop stop(forces, leftArm, MobilizerQIndex(0), 10000, // stiffness 0.5, // dissipation coefficient 0*Pi, // lower stop Pi/5); // upper stop // Ask for visualization every 1/30 second. system.setUseUniformBackground(true); // turn off floor system.addEventReporter(new Visualizer::Reporter(system, 1./30)); // Initialize the system and state. State state = system.realizeTopology(); leftArm.setAngle(state, Pi/5); // Simulate for 10 seconds. RungeKuttaMersonIntegrator integ(system); TimeStepper ts(system, integ); ts.initialize(state); ts.stepTo(10); } catch (const std::exception& e) { std::cout << "ERROR: " << e.what() << std::endl; return 1; } return 0; }
void testWeld() { MultibodySystem system; SimbodyMatterSubsystem matter(system); GeneralForceSubsystem forces(system); Force::UniformGravity gravity(forces, matter, Vec3(0, -1, 0)); Body::Rigid body(MassProperties(1.0, Vec3(0), Inertia(1))); // Create two pendulums, each with two welded bodies. One uses a Weld MobilizedBody, // and the other uses a Weld constraint. Transform inboard(Vec3(0.1, 0.5, -1)); Transform outboard(Vec3(0.2, -0.2, 0)); MobilizedBody::Ball p1(matter.updGround(), Vec3(0), body, Vec3(0, 1, 0)); MobilizedBody::Ball p2(matter.updGround(), Vec3(0), body, Vec3(0, 1, 0)); MobilizedBody::Weld c1(p1, inboard, body, outboard); MobilizedBody::Free c2(p2, inboard, body, outboard); Constraint::Weld constraint(p2, inboard, c2, outboard); // It is not a general test unless the Weld mobilizer has children! MobilizedBody::Pin wchild1(c1, inboard, body, outboard); MobilizedBody::Pin wchild2(c2, inboard, body, outboard); Force::MobilityLinearSpring(forces, wchild1, 0, 1000, 0); Force::MobilityLinearSpring(forces, wchild2, 0, 1000, 0); State state = system.realizeTopology(); p1.setU(state, Vec3(1, 2, 3)); p2.setU(state, Vec3(1, 2, 3)); system.realize(state, Stage::Velocity); system.project(state, 1e-10); SimTK_TEST_EQ(c1.getBodyTransform(state), c2.getBodyTransform(state)); SimTK_TEST_EQ(c1.getBodyVelocity(state), c2.getBodyVelocity(state)); // Simulate it and see if both pendulums behave identically. RungeKuttaMersonIntegrator integ(system); TimeStepper ts(system, integ); ts.initialize(state); ts.stepTo(5); system.realize(integ.getState(), Stage::Velocity); SimTK_TEST_EQ_TOL(c1.getBodyTransform(integ.getState()), c2.getBodyTransform(integ.getState()), 1e-10); SimTK_TEST_EQ_TOL(c1.getBodyVelocity(integ.getState()), c2.getBodyVelocity(integ.getState()), 1e-10); }
int main() { try { // Create the system. MultibodySystem system; system.setUseUniformBackground(true); SimbodyMatterSubsystem matter(system); GeneralForceSubsystem forces(system); Force::UniformGravity gravity(forces, matter, Vec3(0, -9.8, 0)); Body::Rigid pendulumBody(MassProperties(1.0, Vec3(0), Inertia(1))); pendulumBody.addDecoration(Transform(), DecorativeSphere(0.1)); MobilizedBody::Pin pendulum(matter.Ground(), Transform(Vec3(0)), pendulumBody, Transform(Vec3(0, 1, 0))); //Motion::Steady(pendulum, 1); Visualizer viz(system); system.addEventReporter(new Visualizer::Reporter(viz, 1./30)); // Initialize the system and state. system.realizeTopology(); State state = system.getDefaultState(); pendulum.setOneU(state, 0, 1.0); // Simulate it. RungeKuttaMersonIntegrator integ(system); TimeStepper ts(system, integ); ts.initialize(state); ts.stepTo(100.0); } catch (const std::exception& e) { std::printf("EXCEPTION THROWN: %s\n", e.what()); exit(1); } catch (...) { std::printf("UNKNOWN EXCEPTION THROWN\n"); exit(1); } return 0; }
void ObservedPointFitter:: createClonedSystem(const MultibodySystem& original, MultibodySystem& copy, const Array_<MobilizedBodyIndex>& originalBodyIxs, Array_<MobilizedBodyIndex>& copyBodyIxs, bool& hasArtificialBaseBody) { const SimbodyMatterSubsystem& originalMatter = original.getMatterSubsystem(); SimbodyMatterSubsystem copyMatter(copy); Body::Rigid body = Body::Rigid(MassProperties(1, Vec3(0), Inertia(1))); body.addDecoration(Transform(), DecorativeSphere(Real(.1))); std::map<MobilizedBodyIndex, MobilizedBodyIndex> idMap; hasArtificialBaseBody = false; for (int i = 0; i < (int)originalBodyIxs.size(); ++i) { const MobilizedBody& originalBody = originalMatter.getMobilizedBody(originalBodyIxs[i]); MobilizedBody* copyBody; if (i == 0) { if (originalBody.isGround()) copyBody = ©Matter.Ground(); else { hasArtificialBaseBody = true; // not using the original joint here MobilizedBody::Free free(copyMatter.Ground(), body); copyBody = ©Matter.updMobilizedBody(free.getMobilizedBodyIndex()); } } else { MobilizedBody& parent = copyMatter.updMobilizedBody(idMap[originalBody.getParentMobilizedBody().getMobilizedBodyIndex()]); copyBody = &originalBody.cloneForNewParent(parent); } copyBodyIxs.push_back(copyBody->getMobilizedBodyIndex()); idMap[originalBodyIxs[i]] = copyBody->getMobilizedBodyIndex(); } copy.realizeTopology(); State& s = copy.updDefaultState(); copyMatter.setUseEulerAngles(s, true); copy.realizeModel(s); }
void testConservationOfEnergy() { // Create the system. MultibodySystem system; SimbodyMatterSubsystem matter(system); GeneralForceSubsystem forces(system); Force::UniformGravity gravity(forces, matter, Vec3(0, -9.8, 0)); const Real Mass = 1; const Vec3 HalfShape = Vec3(1,.5,.25)/2; const Transform BodyAttach(Rotation(), Vec3(HalfShape[0],0,0)); Body::Rigid brickBody(MassProperties(Mass, Vec3(.1,.2,.3), Mass*Inertia(1,1.1,1.2,0.01,0.02,0.03))); //Body::Rigid brickBody(MassProperties(Mass, Vec3(0), // Mass*UnitInertia::ellipsoid(HalfShape))); brickBody.addDecoration(Transform(), DecorativeEllipsoid(HalfShape) .setOpacity(0.25) .setColor(Blue)); brickBody.addDecoration(BodyAttach, DecorativeFrame(0.5).setColor(Red)); const int NBod=50; MobilizedBody::Free brick1(matter.Ground(), Transform(), brickBody, BodyAttach); MobilizedBody::Free brick2(brick1, Transform(), brickBody, BodyAttach); MobilizedBody prev=brick2; MobilizedBody body25; for (int i=0; i<NBod; ++i) { MobilizedBody::Ball next(prev, -1*BodyAttach.p(), brickBody, BodyAttach); if (i==25) body25=next; //Force::TwoPointLinearSpring(forces, // prev, Vec3(0), next, Vec3(0), 1000, 1); prev=next; } Constraint::Ball(matter.Ground(), Vec3(0,1,0)-2*NBod/3*BodyAttach.p(), prev, BodyAttach.p()); Constraint::Ball(matter.Ground(), Vec3(0,1,0)-1*NBod/3*BodyAttach.p(), body25, BodyAttach.p()); Vec6 k1(1,100,1,100,100,100), c1(0); Force::LinearBushing(forces, matter.Ground(), -2*NBod/3*BodyAttach.p(), prev, BodyAttach.p(), k1, c1); matter.Ground().addBodyDecoration(-2*NBod/3*BodyAttach.p(), DecorativeFrame().setColor(Green)); Force::Thermostat thermo(forces, matter, SimTK_BOLTZMANN_CONSTANT_MD, 5000, .1); Vec6 k(1,100,1,100,100,100), c(0); Force::LinearBushing bushing1(forces, matter.Ground(), -1*NBod/3*BodyAttach.p(), brick1, BodyAttach, k, c); Force::LinearBushing bushing2(forces, brick1, Transform(), brick2, BodyAttach, k, c); matter.Ground().addBodyDecoration(-1*NBod/3*BodyAttach.p(), DecorativeFrame().setColor(Green)); Visualizer viz(system); Visualizer::Reporter* reporter = new Visualizer::Reporter(viz, 1./30); viz.setBackgroundType(Visualizer::SolidColor); system.addEventReporter(reporter); ThermoReporter* thermoReport = new ThermoReporter (system, thermo, bushing1, bushing2, 1./10); system.addEventReporter(thermoReport); // Initialize the system and state. system.realizeTopology(); State state = system.getDefaultState(); viz.report(state); printf("Default state -- hit ENTER\n"); cout << "t=" << state.getTime() << " q=" << brick1.getQAsVector(state) << brick2.getQAsVector(state) << " u=" << brick1.getUAsVector(state) << brick2.getUAsVector(state) << "\nnChains=" << thermo.getNumChains(state) << " T=" << thermo.getBathTemperature(state) << "\nt_relax=" << thermo.getRelaxationTime(state) << " kB=" << thermo.getBoltzmannsConstant() << endl; getchar(); state.setTime(0); system.realize(state, Stage::Acceleration); Vector initU(state.getNU()); initU = Test::randVector(state.getNU()); state.updU()=initU; RungeKuttaMersonIntegrator integ(system); //integ.setMinimumStepSize(1e-1); integ.setAccuracy(1e-2); TimeStepper ts(system, integ); ts.initialize(state); const State& istate = integ.getState(); viz.report(integ.getState()); viz.zoomCameraToShowAllGeometry(); printf("After initialize -- hit ENTER\n"); cout << "t=" << integ.getTime() << "\nE=" << system.calcEnergy(istate) << "\nEbath=" << thermo.calcBathEnergy(istate) << endl; thermoReport->handleEvent(istate); getchar(); // Simulate it. ts.stepTo(20.0); viz.report(integ.getState()); viz.zoomCameraToShowAllGeometry(); printf("After simulation:\n"); cout << "t=" << integ.getTime() << "\nE=" << system.calcEnergy(istate) << "\nEbath=" << thermo.calcBathEnergy(istate) << "\nNsteps=" << integ.getNumStepsTaken() << endl; thermoReport->handleEvent(istate); }
//============================================================================== // MAIN //============================================================================== int main() { try { // catch errors if any // Create the system, with subsystems for the bodies and some forces. MultibodySystem system; SimbodyMatterSubsystem matter(system); GeneralForceSubsystem forces(system); ContactTrackerSubsystem tracker(system); CompliantContactSubsystem contact(system, tracker); contact.setTransitionVelocity(transitionVelocity); Force::Gravity(forces, matter, -YAxis, 9.81); // Set up visualization and ask for a frame every 1/30 second. Visualizer viz(system); viz.setShowSimTime(true); viz.setShowFrameRate(true); viz.addSlider("Speed", SpeedControlSlider, -10, 10, 0); Visualizer::InputSilo* silo = new Visualizer::InputSilo(); viz.addInputListener(silo); #ifdef ANIMATE system.addEventReporter(new Visualizer::Reporter(viz, 1./30)); #endif DecorativeText help("Any input to start; ESC to quit"); help.setIsScreenText(true); viz.addDecoration(MobilizedBodyIndex(0),Vec3(0),help); matter.setShowDefaultGeometry(false); // Add the Ground contact geometry. Contact half space has -XAxis normal // (right hand wall) so we have to rotate. MobilizedBody& Ground = matter.updGround(); // Nicer name for Ground. Ground.updBody().addContactSurface(Transform(YtoX,Vec3(0)), ContactSurface(ContactGeometry::HalfSpace(),concrete)); // Add some speed bumps. const int NBumps = 2; const Vec3 BumpShape(.8,0.2,2); for (int i=0; i < NBumps; ++i) { const Real x = -2*(i+1); Ground.updBody().addContactSurface(Vec3(x,0,0), ContactSurface(ContactGeometry::Ellipsoid(BumpShape), rubber)); Ground.updBody().addDecoration(Vec3(x,0,0), DecorativeEllipsoid(BumpShape).setColor(Gray).setResolution(3)); } // TORSO const Real TorsoHeight = 1.1; const Vec3 torsoHDims(1,.08,.8); const Real torsoVolume = 8*torsoHDims[0]*torsoHDims[1]*torsoHDims[2]; const Real torsoMass = torsoVolume*rubber_density/10; const Vec3 torsoCOM(0,-.75,0); // put it low for stability Body::Rigid torsoInfo(MassProperties(torsoMass,torsoCOM, UnitInertia::brick(torsoHDims).shiftFromCentroidInPlace(-torsoCOM))); torsoInfo.addDecoration(Vec3(0), DecorativeBrick(torsoHDims).setColor(Cyan)); // CRANK const Vec3 crankCenter(0,0,0); // in torso frame const Vec3 crankOffset(0,0,torsoHDims[2]+LinkDepth); // left/right offset const Real MLen=15/100.; // crank radius Body::Rigid crankInfo(MassProperties(.1,Vec3(0), UnitInertia::cylinderAlongZ(MLen, LinkDepth))); crankInfo.addDecoration(Vec3(0), DecorativeBrick(Vec3(LinkWidth,LinkWidth,torsoHDims[2])) .setColor(Black)); const Vec3 CrankConnect(MLen,0,0); // in crank frame // Add the torso and crank mobilized bodies. MobilizedBody::Free torso(Ground,Vec3(0,TorsoHeight,0), torsoInfo,Vec3(0)); MobilizedBody::Pin crank(torso,crankCenter, crankInfo, Vec3(0)); // Add the legs. for (int i=-1; i<=1; ++i) { const Vec3 offset = crankCenter + i*crankOffset; const Vec3 linkSpace(0,0,2*LinkDepth); const Rotation R_CP(i*2*Pi/3,ZAxis); // Add crank bars for looks. crank.addBodyDecoration( Transform(R_CP, offset+1.5*MLen/2*R_CP.x()+(i==0?linkSpace:Vec3(0))), DecorativeBrick(Vec3(1.5*MLen/2,LinkWidth,LinkDepth)) .setColor(Yellow)); addOneLeg(viz, torso, offset + i*linkSpace, crank, R_CP*CrankConnect); addOneLeg(viz, torso, Transform(Rotation(Pi,YAxis), offset + i*linkSpace), crank, R_CP*CrankConnect); } // Add speed control. Motion::Steady motor(crank, 0); // User controls speed. system.addEventHandler (new UserInputHandler(*silo, motor, Real(0.1))); //check input every 100ms // Initialize the system and state. State state = system.realizeTopology(); system.realize(state); printf("Theo Jansen Strandbeest in 3D:\n"); printf("%d bodies, %d mobilities, -%d constraint equations -%d motions\n", matter.getNumBodies(), state.getNU(), state.getNMultipliers(), matter.getMotionMultipliers(state).size()); viz.report(state); printf("Hit any key to assemble ..."); silo->waitForAnyUserInput(); silo->clear(); Assembler(system).assemble(state); printf("ASSEMBLED\n"); // Simulate. SemiExplicitEuler2Integrator integ(system); integ.setAccuracy(0.1); integ.setConstraintTolerance(.001); integ.setMaximumStepSize(1./60); TimeStepper ts(system, integ); ts.initialize(state); viz.report(ts.getState()); printf("Hit ENTER to simulate ... (ESC to quit)\n"); silo->waitForAnyUserInput(); silo->clear(); const double startCPU = cpuTime(), startTime = realTime(); ts.stepTo(Infinity); // RUN dumpIntegratorStats(startCPU, startTime, integ); } catch (const std::exception& e) { std::cout << "ERROR: " << e.what() << std::endl; return 1; } return 0; }
int main() { try { // Create geometry Real r = 0.5; //ContactGeometry::Sphere geom(r); // ContactGeometry::Cylinder geom(r); ContactGeometry::Torus geom(2*r, r); Vec3 radii(0.2,0.4,0.6); //ContactGeometry::Ellipsoid geom(radii); Real startLength = 0.5; //startLength=5; Real phiP = 0.0*Pi; Real thetaP = 0.0*Pi; Real phiQ = 0.0*Pi; Real thetaQ = 1.2*Pi; Real heightP = 0.5; Real heightQ = -0.5; Vec3 P(r*sin(thetaP)*cos(phiP), r*sin(thetaP)*sin(phiP), r*cos(thetaP)); Vec3 Q(r*sin(thetaQ)*cos(phiQ), r*sin(thetaQ)*sin(phiQ), r*cos(thetaQ)); Vec3 O(-2, 0, heightP); Vec3 I(-2, 0, heightQ); // move points off surface for testing Q(0) -= r/2; Q(1) -= -r*0.5; P(1) -= r*0.5; P(0) -= r/2; //Q=P+Vec3(1.25,-1,0); P+=Vec3(-1,-.9,0); //Q=P+Vec3(1,-1,-1.5); P+=Vec3(-1,-.9,0); // project back to surface for testing Vec3 tmpPt; tmpPt = geom.projectDownhillToNearestPoint(P); P = tmpPt; tmpPt = geom.projectDownhillToNearestPoint(Q); Q = tmpPt; Vec3 r_OP = P - O; Vec3 r_IQ = Q - I; UnitVec3 e_OP(r_OP); UnitVec3 e_IQ(r_IQ); Vec3 r_PQ = Q - P; int n = 2; // problem size Vector x(n), dx(n), Fx(n), xold(n); Matrix J(n, n); bool inside; UnitVec3 nP, nQ; cout << "before P,Q=" << P << ", " << Q << " -- " << geom.calcSurfaceValue(P) << " " << geom.calcSurfaceValue(Q) << endl; Vec3 newP = geom.findNearestPoint(P,inside,nP); UnitVec3 tP = nP.perp(); Vec3 newQ = geom.findNearestPoint(Q,inside,nQ); UnitVec3 tQ = nQ.perp(); cout << "after newP,Q=" << newP << ", " << newQ << " -- " << geom.calcSurfaceValue(newP) << " " << geom.calcSurfaceValue(newQ) << endl; cout << "curvature at newP along " << tP << ": " << geom.calcSurfaceCurvatureInDirection(newP,tP) << "\n"; cout << "curvature at newQ along " << tQ << ": " << geom.calcSurfaceCurvatureInDirection(newQ,tQ) << "\n"; cout << "gradient at newP " << ": " << geom.calcSurfaceGradient(newP) << " |gP|=" << geom.calcSurfaceGradient(newP).norm() << "\n"; cout << "gradient at newQ " << ": " << geom.calcSurfaceGradient(newQ) << " |gQ|=" << geom.calcSurfaceGradient(newQ).norm() << "\n"; Rotation R_GP(nP, ZAxis, tP, XAxis); for (int i=0; i <=10; ++i) { Real a = i*(Pi/2)/10; UnitVec3 u_P(-sin(a), cos(a), 0); UnitVec3 dir = R_GP*u_P; cout << a << ": " << geom.calcSurfaceCurvatureInDirection(newP,dir) << " 2*sin^2(a)=" << 2*square(sin(a)) << "\n"; } cout << "Gaussian curvature P,Q=" << geom.calcGaussianCurvature(newP) << "," << geom.calcGaussianCurvature(newQ) << endl; Geodesic geod; // Create a dummy mb system for visualization MultibodySystem dummySystem; SimbodyMatterSubsystem matter(dummySystem); // matter.updGround().addBodyDecoration(Transform(), DecorativeEllipsoid(radii) matter.updGround().addBodyDecoration(Transform(), geom.createDecorativeGeometry() .setColor(Gray) .setOpacity(0.5) .setResolution(5)); matter.updGround().addBodyDecoration(Transform(), DecorativeLine(Vec3(newP), Vec3(newP)+.5*tP).setColor(Green)); matter.updGround().addBodyDecoration(Transform(), DecorativeLine(Vec3(newQ), Vec3(newQ)+.5*tQ).setColor(Red)); // Visualize with default options; ask for a report every 1/30 of a second // to match the Visualizer's default 30 frames per second rate. Visualizer viz(dummySystem); viz.setBackgroundType(Visualizer::SolidColor); // add vizualization callbacks for geodesics, contact points, etc. Vector tmp(6); // tmp = ~[P Q] tmp[0]=P[0]; tmp[1]=P[1]; tmp[2]=P[2]; tmp[3]=Q[0]; tmp[4]=Q[1]; tmp[5]=Q[2]; viz.addDecorationGenerator(new PathDecorator(tmp, O, I, Green)); //viz.addDecorationGenerator(new PlaneDecorator(geom.getPlane(), Gray)); viz.addDecorationGenerator(new GeodesicDecorator(geom.getGeodP(), Red)); viz.addDecorationGenerator(new GeodesicDecorator(geom.getGeodQ(), Blue)); viz.addDecorationGenerator(new GeodesicDecorator(geod, Orange)); //ExtremePointDecorator* expd = new ExtremePointDecorator(geom, P); //viz.addDecorationGenerator(expd); dummySystem.realizeTopology(); State dummyState = dummySystem.getDefaultState(); /* Sherm playing with separation tracking ... expd->setStartPoint(Vec3(1,0,0)); for (int outer=0; ; ++outer) { for (int i=0; i <10; ++i) { Real x = i*.2; expd->moveLine(Vec3(x,-3,-2), Vec3(0,3,1)); if (outer) expd->setStartPoint(expd->getStartPoint()-Vec3(.1,0,0)); expd->setShowStartFrameOnly(true); viz.report(dummyState); if (outer) getchar(); viz.report(dummyState); if (outer) getchar(); else sleepInSec(.25); //sleepInSec(.5); } for (int i=0; i <10; ++i) { Real z = 1+i*.2; Real x = 2-i*.2; expd->moveLine(Vec3(x,-3,-2), Vec3(0,3,z)); expd->setShowStartFrameOnly(true); viz.report(dummyState); viz.report(dummyState); sleepInSec(.25); //sleepInSec(.5); } for (int i=0; i <10; ++i) { Real z = 3-i*.5; expd->moveLine(Vec3(0,-3,-2), Vec3(0,3,z)); expd->setShowStartFrameOnly(true); viz.report(dummyState); viz.report(dummyState); sleepInSec(.25); //sleepInSec(.5); } } exit(0); */ // calculate the geodesic //geom.addVizReporter(new VizPeriodicReporter(viz, dummyState, vizInterval)); viz.report(dummyState); const Real startReal = realTime(), startCpu = cpuTime(); //geom.calcGeodesic(P, Q, e_OP, -e_IQ, geod); //geom.calcGeodesicAnalytical(P, Q, e_OP, -e_IQ, geod); //geom.calcGeodesicUsingOrthogonalMethod(P, Q, geod); //geom.calcGeodesicUsingOrthogonalMethod(P, Q, e_OP, .5, geod); Rotation R(-Pi/8*0, YAxis); // TODO: 2.7 vs. 2.78 geom.calcGeodesicUsingOrthogonalMethod(P, Q, R*Vec3(0.9,0,-.3), startLength, geod); //geom.makeStraightLineGeodesic(P, Q, e_OP, GeodesicOptions(), geod); cout << "realTime=" << realTime()-startReal << " cpuTime=" << cpuTime()-startCpu << endl; viz.report(dummyState); printf("Geodesic has %d points; %d geodesics shot\n", geod.getNumPoints(), geom.getNumGeodesicsShot()); const Array_<Real>& arcLength = geod.getArcLengths(); const Array_<Transform>& frenet = geod.getFrenetFrames(); const Array_<Vec2>& rotPtoQ = geod.getDirectionalSensitivityPtoQ(); const Array_<Vec2>& rotQtoP = geod.getDirectionalSensitivityQtoP(); const Array_<Vec2>& transPtoQ = geod.getPositionalSensitivityPtoQ(); const Array_<Vec2>& transQtoP = geod.getPositionalSensitivityQtoP(); const Array_<Real>& curvature = geod.getCurvatures(); bool showTrans = !transPtoQ.empty(); cout << "torsion at P=" << geod.getTorsionP() << " binormal curvature kb at P=" << geod.getBinormalCurvatureP() << endl; for (int i=0; i < geod.getNumPoints(); ++i) { cout << "\ns=" << arcLength[i] << " kt=" << curvature[i] << ":\n"; cout << "p=" << frenet[i].p() << "\n"; cout << "t=" << frenet[i].y() << "\n"; cout << "b=" << frenet[i].x() << "\n"; cout << "n=" << frenet[i].z() << "\n"; cout << "jrQ=" << rotPtoQ[i] << " jrP=" << rotQtoP[i] << "\n"; if (showTrans) cout << "jtQ=" << transPtoQ[i] << " jtP=" << transQtoP[i] << "\n"; } cout << "torsion at Q=" << geod.getTorsionQ() << " binormal curvature kb at Q=" << geod.getBinormalCurvatureQ() << endl; // geom.addVizReporter(new VizPeriodicReporter(viz, dummyState, 1/30.)); // viz.report(dummyState); // GeodesicOptions opts; // geom.shootGeodesicInDirectionUntilLengthReached(P, UnitVec3(tP), 20, opts, geod); // geom.shootGeodesicInDirectionUntilPlaneHit(P, UnitVec3(tP), geom.getPlane(), opts, geod); viz.report(dummyState); cout << "geod shooting count = " << geom.getNumGeodesicsShot() << endl; cout << "num geod pts = " << geod.getFrenetFrames().size() << endl; } catch (const std::exception& e) { std::printf("EXCEPTION THROWN: %s\n", e.what()); exit(1); } catch (...) { std::printf("UNKNOWN EXCEPTION THROWN\n"); exit(1); } return 0; }
void testRollingOnSurfaceConstraint() { using namespace SimTK; cout << endl; cout << "=================================================================" << endl; cout << " OpenSim RollingOnSurfaceConstraint Simulation " << endl; cout << "=================================================================" << endl; // angle of the rot w.r.t. vertical double theta = -SimTK::Pi / 6; // 30 degs double omega = -2.1234567890; double halfRodLength = 1.0 / (omega*omega); UnitVec3 surfaceNormal(0,1,0); double planeHeight = 0.0; Vec3 comInRod(0, halfRodLength, 0); Vec3 contactPointOnRod(0, 0, 0); double mass = 7.0; SimTK::Inertia inertiaAboutCom = mass*SimTK::Inertia::cylinderAlongY(0.1, 1.0); SimTK::MassProperties rodMass(7.0, comInRod, inertiaAboutCom.shiftFromMassCenter(comInRod, mass)); // Define the Simbody system MultibodySystem system; SimbodyMatterSubsystem matter(system); GeneralForceSubsystem forces(system); SimTK::Force::UniformGravity gravity(forces, matter, gravity_vec); // Create a free joint between the rod and ground MobilizedBody::Planar rod(matter.Ground(), Transform(Vec3(0)), SimTK::Body::Rigid(rodMass), Transform()); // Get underlying mobilized bodies SimTK::MobilizedBody surface = matter.getGround(); // Add a fictitious massless body to be the "Case" reference body coincident with surface for the no-slip constraint SimTK::MobilizedBody::Weld cb(surface, SimTK::Body::Massless()); // Constrain the rod to move on the ground surface SimTK::Constraint::PointInPlane contactY(surface, surfaceNormal, planeHeight, rod, contactPointOnRod); SimTK::Constraint::ConstantAngle contactTorqueAboutY(surface, SimTK::UnitVec3(1, 0, 0), rod, SimTK::UnitVec3(0, 0, 1)); // Constrain the rod to roll on surface and not slide SimTK::Constraint::NoSlip1D contactPointXdir(cb, SimTK::Vec3(0), SimTK::UnitVec3(1, 0, 0), surface, rod); SimTK::Constraint::NoSlip1D contactPointZdir(cb, SimTK::Vec3(0), SimTK::UnitVec3(0, 0, 1), surface, rod); // Simbody model state setup system.realizeTopology(); State state = system.getDefaultState(); //state = system.realizeTopology(); state.updQ()[0] = theta; state.updQ()[1] = 0; state.updQ()[2] = 0; state.updU()[0] = omega; system.realize(state, Stage::Acceleration); state.getUDot().dump("Simbody Accelerations"); Vec3 pcom = system.getMatterSubsystem().calcSystemMassCenterLocationInGround(state); Vec3 vcom = system.getMatterSubsystem().calcSystemMassCenterVelocityInGround(state); Vec3 acom = system.getMatterSubsystem().calcSystemMassCenterAccelerationInGround(state); //========================================================================================================== // Setup OpenSim model Model *osimModel = new Model; osimModel->setGravity(gravity_vec); //OpenSim bodies Ground& ground = osimModel->updGround();; Mesh arrowGeom("arrow.vtp"); arrowGeom.setColor(Vec3(1, 0, 0)); ground.attachGeometry(arrowGeom.clone()); //OpenSim rod auto osim_rod = new OpenSim::Body("rod", mass, comInRod, inertiaAboutCom); OpenSim::PhysicalOffsetFrame* cylFrame = new PhysicalOffsetFrame(*osim_rod, Transform(comInRod)); cylFrame->setName("comInRod"); osimModel->addFrame(cylFrame); Mesh cylGeom("cylinder.vtp"); cylGeom.set_scale_factors(2 * halfRodLength*Vec3(0.1, 1, 0.1)); cylFrame->attachGeometry(cylGeom.clone()); // create rod as a free joint auto rodJoint = new PlanarJoint("rodToGround", ground, *osim_rod); // Add the thigh body which now also contains the hip joint to the model osimModel->addBody(osim_rod); osimModel->addJoint(rodJoint); // add a point on line constraint auto roll = new RollingOnSurfaceConstraint(); roll->setRollingBodyByName("rod"); roll->setSurfaceBodyByName("ground"); /*double h = */roll->get_surface_height(); osimModel->addConstraint(roll); osimModel->setGravity(gravity_vec); //Add analyses before setting up the model for simulation Kinematics *kinAnalysis = new Kinematics(osimModel); kinAnalysis->setInDegrees(false); osimModel->addAnalysis(kinAnalysis); // Need to setup model before adding an analysis since it creates the AnalysisSet // for the model if it does not exist. //osimModel->setUseVisualizer(true); State osim_state = osimModel->initSystem(); roll->setDisabled(osim_state, false); osim_state.updY() = state.getY(); // compute model accelerations osimModel->computeStateVariableDerivatives(osim_state); osim_state.getUDot().dump("Osim Accelerations"); //osimModel->updVisualizer().updSimbodyVisualizer() // .setBackgroundType(SimTK::Visualizer::GroundAndSky); //osimModel->getVisualizer().show(osim_state); Vec3 osim_pcom = osimModel->calcMassCenterPosition(osim_state); Vec3 osim_vcom = osimModel->calcMassCenterVelocity(osim_state); Vec3 osim_acom = osimModel->calcMassCenterAcceleration(osim_state); Vec3 tol(SimTK::SignificantReal); ASSERT_EQUAL(pcom, osim_pcom, tol); ASSERT_EQUAL(vcom, osim_vcom, tol); ASSERT_EQUAL(acom, osim_acom, tol); //========================================================================================================== // Compare Simbody system and OpenSim model simulations compareSimulations(system, state, osimModel, osim_state, "testRollingOnSurfaceConstraint FAILED\n"); }
int main(int argc, char** argv) { static const Transform GroundFrame; static const Rotation ZUp(UnitVec3(XAxis), XAxis, UnitVec3(YAxis), ZAxis); static const Vec3 TestLoc(1,0,0); try { // If anything goes wrong, an exception will be thrown. // CREATE MULTIBODY SYSTEM AND ITS SUBSYSTEMS MultibodySystem mbs; SimbodyMatterSubsystem matter(mbs); GeneralForceSubsystem forces(mbs); DecorationSubsystem viz(mbs); //Force::UniformGravity gravity(forces, matter, Vec3(0, -g, 0)); // ADD BODIES AND THEIR MOBILIZERS Body::Rigid particle = Body::Rigid(MassProperties(m, Vec3(0), Inertia(0))); particle.addDecoration(DecorativeSphere(.1).setColor(Red).setOpacity(.3)); MobilizedBody::SphericalCoords anAtom(matter.Ground(), Transform(ZUp, TestLoc), particle, Transform(), 0*Deg2Rad, false, // azimuth offset, negated 0, false, // zenith offset, negated ZAxis, true); // translation axis, negated anAtom.setDefaultRadius(.1); anAtom.setDefaultAngles(Vec2(0, 30*Deg2Rad)); viz.addRubberBandLine(matter.Ground(), TestLoc, anAtom, Vec3(0), DecorativeLine().setColor(Orange).setLineThickness(4)); Force::MobilityLinearSpring(forces, anAtom, 0, 2, -30*Deg2Rad); // harmonic bend Force::MobilityLinearSpring(forces, anAtom, 1, 2, 45*Deg2Rad); // harmonic bend Force::MobilityLinearSpring(forces, anAtom, 2, 20, .5); // harmonic stretch Force::MobilityLinearDamper(forces, anAtom, 0, .1); // harmonic bend Force::MobilityLinearDamper(forces, anAtom, 1, .1); // harmonic bend Force::MobilityLinearDamper(forces, anAtom, 2, .1); // harmonic stretch State s = mbs.realizeTopology(); // returns a reference to the the default state mbs.realizeModel(s); // define appropriate states for this System mbs.realize(s, Stage::Instance); // instantiate constraints if any Visualizer display(mbs); display.setBackgroundType(Visualizer::SolidColor); mbs.realize(s, Stage::Velocity); display.report(s); cout << "q=" << s.getQ() << endl; cout << "u=" << s.getU() << endl; char c; cout << "Default configuration shown. 1234 to move on.\n"; //anAtom.setQToFitRotation(s, Rotation(-.9*Pi/2,YAxis)); while (true) { Real x; cout << "Torsion (deg)? "; cin >> x; if (x==1234) break; Vec2 a = anAtom.getAngles(s); a[0]=x*Deg2Rad; anAtom.setAngles(s, a); display.report(s); cout << "Bend (deg)? "; cin >> x; if (x==1234) break; a = anAtom.getAngles(s); a[1]=x*Deg2Rad; anAtom.setAngles(s, a); display.report(s); cout << "Radius? "; cin >> x; if (x==1234) break; anAtom.setRadius(s, x); display.report(s); } anAtom.setUToFitAngularVelocity(s, Vec3(.1,.2,.3)); //anAtom.setAngle(s, 45*Deg2Rad); //anAtom.setTranslation(s, Vec2(.4, .1)); mbs.realize(s, Stage::Dynamics); mbs.realize(s, Stage::Acceleration); cout << "q=" << s.getQ() << endl; cout << "u=" << s.getU() << endl; cout << "qdot=" << s.getQDot() << endl; cout << "udot=" << s.getUDot() << endl; cout << "qdotdot=" << s.getQDotDot() << endl; display.report(s); cout << "Initialized configuration shown. Ready? "; cin >> c; RungeKuttaMersonIntegrator myStudy(mbs); myStudy.setAccuracy(1e-4); const Real dt = .02; // output intervals const Real finalTime = 20; myStudy.setFinalTime(finalTime); // Peforms assembly if constraints are violated. myStudy.initialize(s); cout << "Using Integrator " << std::string(myStudy.getMethodName()) << ":\n"; cout << "ACCURACY IN USE=" << myStudy.getAccuracyInUse() << endl; cout << "CTOL IN USE=" << myStudy.getConstraintToleranceInUse() << endl; cout << "TIMESCALE=" << mbs.getDefaultTimeScale() << endl; cout << "U WEIGHTS=" << s.getUWeights() << endl; cout << "Z WEIGHTS=" << s.getZWeights() << endl; cout << "1/QTOLS=" << s.getQErrWeights() << endl; cout << "1/UTOLS=" << s.getUErrWeights() << endl; Integrator::SuccessfulStepStatus status; int nextReport = 0; while ((status=myStudy.stepTo(nextReport*dt)) != Integrator::EndOfSimulation) { const State& s = myStudy.getState(); mbs.realize(s); printf("%5g %10.4g %10.4g %10.4g E=%10.8g h%3d=%g %s%s\n", s.getTime(), anAtom.getAngles(s)[0], anAtom.getAngles(s)[1], anAtom.getRadius(s), //anAtom.getAngle(s), anAtom.getTranslation(s)[0], anAtom.getTranslation(s)[1], //anAtom.getQ(s)[0], anAtom.getQ(s)[1], anAtom.getQ(s)[2], mbs.calcEnergy(s), myStudy.getNumStepsTaken(), myStudy.getPreviousStepSizeTaken(), Integrator::getSuccessfulStepStatusString(status).c_str(), myStudy.isStateInterpolated()?" (INTERP)":""); display.report(s); if (status == Integrator::ReachedReportTime) ++nextReport; } printf("Using Integrator %s:\n", myStudy.getMethodName()); printf("# STEPS/ATTEMPTS = %d/%d\n", myStudy.getNumStepsTaken(), myStudy.getNumStepsAttempted()); printf("# ERR TEST FAILS = %d\n", myStudy.getNumErrorTestFailures()); printf("# REALIZE/PROJECT = %d/%d\n", myStudy.getNumRealizations(), myStudy.getNumProjections()); } catch (const std::exception& e) { printf("EXCEPTION THROWN: %s\n", e.what()); exit(1); } catch (...) { printf("UNKNOWN EXCEPTION THROWN\n"); exit(1); } }
int main(int argc, char** argv) { std::vector<State> saveEm; saveEm.reserve(1000); try // If anything goes wrong, an exception will be thrown. { int nseg = NSegments; int shouldFlop = 0; if (argc > 1) sscanf(argv[1], "%d", &nseg); if (argc > 2) sscanf(argv[2], "%d", &shouldFlop); // Create a multibody system using Simbody. MultibodySystem mbs; MyRNAExample myRNA(mbs, nseg, shouldFlop != 0); GeneralForceSubsystem forces(mbs); Force::UniformGravity ugs(forces, myRNA, Vec3(0, -g, 0), -0.8); const Vec3 attachPt(150, -40, -50); Force::TwoPointLinearSpring(forces, myRNA.Ground(), attachPt, myRNA.getMobilizedBody(MobilizedBodyIndex(myRNA.getNumBodies()-1)), Vec3(0), 1000., // stiffness 1.); // natural length Force::GlobalDamper(forces, myRNA, 1000); State s = mbs.realizeTopology(); //myRNA.getConstraint(ConstraintIndex(myRNA.getNConstraints()-4)).disable(s); //myRNA.setUseEulerAngles(s,true); mbs.realizeModel(s); mbs.realize(s, Stage::Position); for (ConstraintIndex cid(0); cid < myRNA.getNumConstraints(); ++cid) { const Constraint& c = myRNA.getConstraint(cid); int mp,mv,ma; c.getNumConstraintEquationsInUse(s, mp,mv,ma); cout << "CONSTRAINT " << cid << " constrained bodies=" << c.getNumConstrainedBodies() << " ancestor=" << c.getAncestorMobilizedBody().getMobilizedBodyIndex() << " constrained mobilizers/nq/nu=" << c.getNumConstrainedMobilizers() << "/" << c.getNumConstrainedQ(s) << "/" << c.getNumConstrainedU(s) << " mp,mv,ma=" << mp << "," << mv << "," << ma << endl; for (ConstrainedBodyIndex cid(0); cid < c.getNumConstrainedBodies(); ++cid) { cout << " constrained body: " << c.getMobilizedBodyFromConstrainedBody(cid).getMobilizedBodyIndex(); cout << endl; } for (ConstrainedMobilizerIndex cmx(0); cmx < c.getNumConstrainedMobilizers(); ++cmx) { cout << " constrained mobilizer " << c.getMobilizedBodyFromConstrainedMobilizer(cmx).getMobilizedBodyIndex() << ", q(" << c.getNumConstrainedQ(s, cmx) << ")="; for (MobilizerQIndex i(0); i < c.getNumConstrainedQ(s, cmx); ++i) cout << " " << c.getConstrainedQIndex(s, cmx, i); cout << ", u(" << c.getNumConstrainedU(s, cmx) << ")="; for (MobilizerUIndex i(0); i < c.getNumConstrainedU(s, cmx); ++i) cout << " " << c.getConstrainedUIndex(s, cmx, i); cout << endl; } cout << c.getSubtree(); cout << " d(perrdot)/du=" << c.calcPositionConstraintMatrixP(s); cout << " d(perrdot)/du=" << ~c.calcPositionConstraintMatrixPt(s); cout << " d(perr)/dq=" << c.calcPositionConstraintMatrixPNInv(s); } SimbodyMatterSubtree sub(myRNA); sub.addTerminalBody(myRNA.getMobilizedBody(MobilizedBodyIndex(7))); sub.addTerminalBody(myRNA.getMobilizedBody(MobilizedBodyIndex(10))); //sub.addTerminalBody(myRNA.getMobilizedBody(MobilizedBodyIndex(20))); sub.realizeTopology(); cout << "sub.ancestor=" << sub.getAncestorMobilizedBodyIndex(); // cout << " sub.terminalBodies=" << sub.getTerminalBodies() << endl; // cout << "sub.allBodies=" << sub.getAllBodies() << endl; for (SubtreeBodyIndex i(0); i < (int)sub.getAllBodies().size(); ++i) { cout << "sub.parent[" << i << "]=" << sub.getParentSubtreeBodyIndex(i); // cout << " sub.children[" << i << "]=" << sub.getChildSubtreeBodyIndexs(i) << endl; } printf("# quaternions in use = %d\n", myRNA.getNumQuaternionsInUse(s)); for (MobilizedBodyIndex i(0); i<myRNA.getNumBodies(); ++i) { printf("body %2d: using quat? %s; quat index=%d\n", (int)i, myRNA.isUsingQuaternion(s,i) ? "true":"false", (int)myRNA.getQuaternionPoolIndex(s,i)); } // And a study using the Runge Kutta Merson integrator bool suppressProject = false; RungeKuttaMersonIntegrator myStudy(mbs); //RungeKuttaFeldbergIntegrator myStudy(mbs); //RungeKutta3Integrator myStudy(mbs); //CPodesIntegrator myStudy(mbs); //VerletIntegrator myStudy(mbs); //ExplicitEulerIntegrator myStudy(mbs); myStudy.setAccuracy(1e-2); myStudy.setConstraintTolerance(1e-3); myStudy.setProjectEveryStep(false); Visualizer display(mbs); display.setBackgroundColor(White); display.setBackgroundType(Visualizer::SolidColor); display.setMode(Visualizer::RealTime); for (MobilizedBodyIndex i(1); i<myRNA.getNumBodies(); ++i) myRNA.decorateBody(i, display); myRNA.decorateGlobal(display); DecorativeLine rbProto; rbProto.setColor(Orange).setLineThickness(3); display.addRubberBandLine(GroundIndex, attachPt,MobilizedBodyIndex(myRNA.getNumBodies()-1),Vec3(0), rbProto); //display.addRubberBandLine(GroundIndex, -attachPt,myRNA.getNumBodies()-1,Vec3(0), rbProto); const Real dt = 1./30; // output intervals printf("time nextStepSize\n"); s.updTime() = 0; for (int i=0; i<50; ++i) saveEm.push_back(s); // delay display.report(s); myStudy.initialize(s); cout << "Using Integrator " << std::string(myStudy.getMethodName()) << ":\n"; cout << "ACCURACY IN USE=" << myStudy.getAccuracyInUse() << endl; cout << "CTOL IN USE=" << myStudy.getConstraintToleranceInUse() << endl; cout << "TIMESCALE=" << mbs.getDefaultTimeScale() << endl; cout << "U WEIGHTS=" << s.getUWeights() << endl; cout << "Z WEIGHTS=" << s.getZWeights() << endl; cout << "1/QTOLS=" << s.getQErrWeights() << endl; cout << "1/UTOLS=" << s.getUErrWeights() << endl; saveEm.push_back(myStudy.getState()); for (int i=0; i<50; ++i) saveEm.push_back(myStudy.getState()); // delay display.report(myStudy.getState()); const double startReal = realTime(), startCPU = cpuTime(); int stepNum = 0; for (;;) { const State& ss = myStudy.getState(); mbs.realize(ss); if ((stepNum++%100)==0) { printf("%5g qerr=%10.4g uerr=%10.4g hNext=%g\n", ss.getTime(), myRNA.getQErr(ss).normRMS(), myRNA.getUErr(ss).normRMS(), myStudy.getPredictedNextStepSize()); printf(" E=%14.8g (pe=%10.4g ke=%10.4g)\n", mbs.calcEnergy(ss), mbs.calcPotentialEnergy(ss), mbs.calcKineticEnergy(ss)); cout << "QERR=" << ss.getQErr() << endl; cout << "UERR=" << ss.getUErr() << endl; } //if (s.getTime() - std::floor(s.getTime()) < 0.2) // display.addEphemeralDecoration( DecorativeSphere(10).setColor(Green) ); display.report(ss); saveEm.push_back(ss); if (ss.getTime() >= 10) break; // TODO: should check for errors or have or teach RKM to throw. myStudy.stepTo(ss.getTime() + dt, Infinity); } printf("CPU time=%gs, REAL time=%gs\n", cpuTime()-startCPU, realTime()-startReal); printf("Using Integrator %s:\n", myStudy.getMethodName()); printf("# STEPS/ATTEMPTS = %d/%d\n", myStudy.getNumStepsTaken(), myStudy.getNumStepsAttempted()); printf("# ERR TEST FAILS = %d\n", myStudy.getNumErrorTestFailures()); printf("# CONVERGENCE FAILS = %d\n", myStudy.getNumConvergenceTestFailures()); printf("# REALIZE/PROJECT = %d/%d\n", myStudy.getNumRealizations(), myStudy.getNumProjections()); printf("# PROJECTION FAILS = %d\n", myStudy.getNumProjectionFailures()); display.dumpStats(std::cout); while(true) { for (int i=0; i < (int)saveEm.size(); ++i) { display.report(saveEm[i]); //display.report(saveEm[i]); // half speed } getchar(); } } catch (const exception& e) { printf("EXCEPTION THROWN: %s\n", e.what()); exit(1); } }
int main() { try { // setup test problem double r = .5; double uP = -Pi/2; double vP = Pi/3; double uQ = 0; double vQ = 2; Vec3 O(-r, -r, 0.2); Vec3 I(r, r, -r); Vec3 P(r*cos(uP)*sin(vP), r*sin(uP)*sin(vP), r*cos(vP)); Vec3 Q(r*cos(uQ)*sin(vQ), r*sin(uQ)*sin(vQ), r*cos(vQ)); Vec3 r_OP = P-O; Vec3 r_IQ = Q-I; Vec3 tP = r_OP.normalize(); Vec3 tQ = r_IQ.normalize(); int n = 6; // problem size Vector x(n), dx(n), Fx(n), xold(n); Matrix J(n,n); ContactGeometry::Sphere geom(r); // r = 2; // Vec3 radii(1,2,3); // ContactGeometry::Ellipsoid geom(radii); Geodesic geod; // Create a dummy MultibodySystem for visualization purposes MultibodySystem dummySystem; SimbodyMatterSubsystem matter(dummySystem); matter.updGround().addBodyDecoration(Transform(), geom.createDecorativeGeometry() .setColor(Gray) .setOpacity(0.5) .setResolution(5)); // Visualize with default options; ask for a report every 1/30 of a second // to match the Visualizer's default 30 frames per second rate. Visualizer viz(dummySystem); viz.setBackgroundType(Visualizer::SolidColor); dummySystem.addEventReporter(new Visualizer::Reporter(viz, 1./30)); // add vizualization callbacks for geodesics, contact points, etc. viz.addDecorationGenerator(new GeodesicDecorator(geom.getGeodP(), Red)); viz.addDecorationGenerator(new GeodesicDecorator(geom.getGeodQ(), Blue)); viz.addDecorationGenerator(new GeodesicDecorator(geod, Orange)); viz.addDecorationGenerator(new PlaneDecorator(geom.getPlane(), Gray)); viz.addDecorationGenerator(new PathDecorator(x, O, I, Green)); dummySystem.realizeTopology(); State dummyState = dummySystem.getDefaultState(); // calculate the geodesic geom.addVizReporter(new VizPeriodicReporter(viz, dummyState, vizInterval)); viz.report(dummyState); // creat path error function //PathError pathErrorFnc(n, n, geom, geod, O, I); PathErrorSplit pathErrorFnc(n, n, geom, geod, O, I); pathErrorFnc.setEstimatedAccuracy(estimatedPathErrorAccuracy); Differentiator diff(pathErrorFnc); // set initial conditions x[0]=P[0]; x[1]=P[1]; x[2]=P[2]; x[3]=Q[0]; x[4]=Q[1]; x[5]=Q[2]; Real f, fold, lam; pathErrorFnc.f(x, Fx); viz.report(dummyState); sleepInSec(pauseBetweenPathIterations); f = std::sqrt(~Fx*Fx); for (int i = 0; i < maxNewtonIterations; ++i) { if (f < ftol) { std::cout << "path converged in " << i << " iterations" << std::endl; // cout << "obstacle err = " << Fx << ", x = " << x << endl; break; } diff.calcJacobian(x, Fx, J, Differentiator::ForwardDifference); dx = J.invert()*Fx; fold = f; xold = x; // backtracking lam = 1; while (true) { x = xold - lam*dx; cout << "TRY stepsz=" << lam << " sz*dx=" << lam*dx << endl; pathErrorFnc.f(x, Fx); f = std::sqrt(~Fx*Fx); if (f > fold && lam > minlam) { lam = lam / 2; } else { break; } } if (maxabsdiff(x,xold) < xtol) { std::cout << "converged on step size after " << i << " iterations" << std::endl; std::cout << "error = " << Fx << std::endl; break; } viz.report(dummyState); sleepInSec(pauseBetweenPathIterations); } cout << "obstacle error = " << Fx << endl; cout << "num geodP pts = " << geom.getGeodP().getNumPoints() << endl; } catch (const std::exception& e) { std::printf("EXCEPTION THROWN: %s\n", e.what()); exit(1); } catch (...) { std::printf("UNKNOWN EXCEPTION THROWN\n"); exit(1); } return 0; }
int main() { try { // Create the system, with subsystems for the bodies and some forces. MultibodySystem system; SimbodyMatterSubsystem matter(system); GeneralForceSubsystem forces(system); // Hint to Visualizer: don't show ground plane. system.setUseUniformBackground(true); // Add gravity as a force element. Force::UniformGravity gravity(forces, matter, Vec3(0, -9.81, 0)); // Create the body and some artwork for it. const Vec3 halfLengths(.5, .1, .25); // half-size of brick (m) const Real mass = 2; // total mass of brick (kg) Body::Rigid pendulumBody(MassProperties(mass, Vec3(0), mass*UnitInertia::brick(halfLengths))); pendulumBody.addDecoration(Transform(), DecorativeBrick(halfLengths).setColor(Red)); // Add an instance of the body to the multibody system by connecting // it to Ground via a Ball mobilizer. MobilizedBody::Ball pendulum1(matter.updGround(), Transform(Vec3(-1,-1, 0)), pendulumBody, Transform(Vec3( 0, 1, 0))); // Add a second instance of the pendulum nearby. MobilizedBody::Ball pendulum2(matter.updGround(), Transform(Vec3(1,-1, 0)), pendulumBody, Transform(Vec3(0, 1, 0))); // Connect the origins of the two pendulum bodies together with our // rod-like custom constraint. const Real d = 1.5; // desired separation distance Constraint::Custom rod(new ExampleConstraint(pendulum1, pendulum2, d)); // Visualize with default options. Visualizer viz(system); // Add a rubber band line connecting the origins of the two bodies to // represent the rod constraint. viz.addRubberBandLine(pendulum1, Vec3(0), pendulum2, Vec3(0), DecorativeLine().setColor(Blue).setLineThickness(3)); // Ask for a report every 1/30 of a second to match the Visualizer's // default rate of 30 frames per second. system.addEventReporter(new Visualizer::Reporter(viz, 1./30)); // Output total energy to the console once per second. system.addEventReporter(new TextDataEventReporter (system, new MyEvaluateEnergy(), 1.0)); // Initialize the system and state. State state = system.realizeTopology(); // Orient the two pendulums asymmetrically so they'll do something more // interesting than just hang there. pendulum1.setQToFitRotation(state, Rotation(Pi/4, ZAxis)); pendulum2.setQToFitRotation(state, Rotation(BodyRotationSequence, Pi/4, ZAxis, Pi/4, YAxis)); // Evaluate the system at the new state and draw one frame manually. system.realize(state); viz.report(state); // Simulate it. cout << "Hit ENTER to run a short simulation.\n"; cout << "(Energy should be conserved to about four decimal places.)\n"; getchar(); RungeKuttaMersonIntegrator integ(system); integ.setAccuracy(1e-4); // ask for about 4 decimal places (default is 3) TimeStepper ts(system, integ); ts.initialize(state); ts.stepTo(10.0); } catch (const std::exception& e) { std::cout << "ERROR: " << e.what() << std::endl; return 1; } catch (...) { std::cout << "UNKNOWN EXCEPTION\n"; return 1; } return 0; }
int main() { try { // catch errors if any // Create the system, with subsystems for the bodies and some forces. MultibodySystem system; SimbodyMatterSubsystem matter(system); GeneralForceSubsystem forces(system); Force::Gravity gravity(forces, matter, -YAxis, 9.8); system.setUseUniformBackground(true); // request no ground & sky // Describe a body with a point mass at (0, -3, 0) and draw a sphere there. Real mass = 3; Vec3 pos(0,-3,0); Body::Rigid bodyInfo(MassProperties(mass, pos, UnitInertia::pointMassAt(pos))); bodyInfo.addDecoration(pos, DecorativeSphere(.2).setOpacity(.5)); // Create the tree of mobilized bodies, reusing the above body description. MobilizedBody::Pin bodyT (matter.Ground(), Vec3(0), bodyInfo, Vec3(0)); MobilizedBody::Pin leftArm(bodyT, Vec3(-2, 0, 0), bodyInfo, Vec3(0)); MobilizedBody::Pin rtArm (bodyT, Vec3(2, 0, 0), bodyInfo, Vec3(0,-1,0)); // Add some damping. Force::MobilityLinearDamper damper1(forces, bodyT, MobilizerUIndex(0), 10); Force::MobilityLinearDamper damper2(forces, leftArm, MobilizerUIndex(0), 30); Force::MobilityLinearDamper damper3(forces, rtArm, MobilizerUIndex(0), 10); #ifdef USE_TORQUE_LIMITED_MOTOR MyTorqueLimitedMotor* motorp = new MyTorqueLimitedMotor(rtArm, MobilizerUIndex(0), TorqueGain, MaxTorque); const MyTorqueLimitedMotor& motor = *motorp; Force::Custom(forces, motorp); // takes over ownership #else // Use built-in Steady Motion as a low-budget motor model. //Motion::Steady motor(rtArm, InitialMotorRate); // Use built-in ConstantSpeed constraint as a low-budget motor model. Constraint::ConstantSpeed motor(rtArm, InitialMotorRate); #endif // Add a joint stop to the left arm restricting it to q in [0,Pi/5]. Force::MobilityLinearStop stop(forces, leftArm, MobilizerQIndex(0), StopStiffness, InitialDissipation, -Pi/8, // lower stop Pi/8); // upper stop Visualizer viz(system); // Add sliders. viz.addSlider("Motor speed", SliderIdMotorSpeed, -10, 10, InitialMotorRate); viz.addSlider("Dissipation", SliderIdDissipation, 0, 10, InitialDissipation); viz.addSlider("Tach", SliderIdTach, -20, 20, 0); viz.addSlider("Torque", SliderIdTorque, -MaxTorque, MaxTorque, 0); // Add Run menu. Array_<std::pair<String,int> > runMenuItems; runMenuItems.push_back(std::make_pair("Reset", ResetItem)); runMenuItems.push_back(std::make_pair("Quit", QuitItem)); viz.addMenu("Run", MenuIdRun, runMenuItems); Visualizer::InputSilo* userInput = new Visualizer::InputSilo(); viz.addInputListener(userInput); // Initialize the system and state. State initState = system.realizeTopology(); // Simulate forever with a small max step size. Check for user input // in between steps. Note: an alternate way to do this is to let the // integrator take whatever steps it wants but use a TimeStepper to // manage a periodic event handler to poll for user input. Here we're // treating completion of a step as an event. const Real MaxStepSize = 0.01*3; // 10ms const int DrawEveryN = 3/3; // 3 steps = 30ms //RungeKuttaMersonIntegrator integ(system); //RungeKutta2Integrator integ(system); SemiExplicitEuler2Integrator integ(system); //SemiExplicitEulerIntegrator integ(system, .001); integ.setAccuracy(1e-1); //integ.setAccuracy(1e-3); // Don't permit interpolation because we want the state returned after // a step to be modifiable. integ.setAllowInterpolation(false); integ.initialize(initState); int stepsSinceViz = DrawEveryN-1; while (true) { if (++stepsSinceViz % DrawEveryN == 0) { const State& s = integ.getState(); viz.report(s); const Real uActual = rtArm.getOneU(s, MobilizerUIndex(0)); viz.setSliderValue(SliderIdTach, uActual); #ifdef USE_TORQUE_LIMITED_MOTOR viz.setSliderValue(SliderIdTorque, motor.getTorque(s)); #else system.realize(s); // taus are acceleration stage //viz.setSliderValue(SliderIdTorque, // rtArm.getOneTau(s, MobilizerUIndex(0))); viz.setSliderValue(SliderIdTorque, motor.getMultiplier(s)); #endif stepsSinceViz = 0; } // Advance time by MaxStepSize (might take multiple steps to get there). integ.stepBy(MaxStepSize); // Now poll for user input. int whichSlider, whichMenu, whichItem; Real newValue; // Did a slider move? if (userInput->takeSliderMove(whichSlider, newValue)) { State& state = integ.updAdvancedState(); switch(whichSlider) { case SliderIdMotorSpeed: // TODO: momentum balance? //motor.setRate(state, newValue); motor.setSpeed(state, newValue); system.realize(state, Stage::Position); system.prescribeU(state); system.realize(state, Stage::Velocity); system.projectU(state); break; case SliderIdDissipation: stop.setMaterialProperties(state, StopStiffness, newValue); system.realize(state, Stage::Position); break; } } // Was there a menu pick? if (userInput->takeMenuPick(whichMenu, whichItem)) { if (whichItem == QuitItem) break; // done // If Reset, stop the motor and restore default dissipation. // Tell visualizer to update the sliders to match. // Zero out all the q's and u's. if (whichItem == ResetItem) { State& state = integ.updAdvancedState(); //motor.setRate(state, 0); motor.setSpeed(state, 0); viz.setSliderValue(SliderIdMotorSpeed, 0); stop.setMaterialProperties(state, StopStiffness, InitialDissipation); viz.setSliderValue(SliderIdDissipation, InitialDissipation); state.updQ() = 0; // all positions to zero state.updU() = 0; // all velocities to zero system.realize(state, Stage::Position); system.prescribeU(state); system.realize(state, Stage::Velocity); system.projectU(state); } } } const int evals = integ.getNumRealizations(); std::cout << "Done -- simulated " << integ.getTime() << "s with " << integ.getNumStepsTaken() << " steps, avg step=" << (1000*integ.getTime())/integ.getNumStepsTaken() << "ms " << (1000*integ.getTime())/evals << "ms/eval\n"; printf("Used Integrator %s at accuracy %g:\n", integ.getMethodName(), integ.getAccuracyInUse()); printf("# STEPS/ATTEMPTS = %d/%d\n", integ.getNumStepsTaken(), integ.getNumStepsAttempted()); printf("# ERR TEST FAILS = %d\n", integ.getNumErrorTestFailures()); printf("# REALIZE/PROJECT = %d/%d\n", integ.getNumRealizations(), integ.getNumProjections()); } catch (const std::exception& e) { std::cout << "ERROR: " << e.what() << std::endl; return 1; } return 0; }
int main() { try { // Create the system. MultibodySystem system; SimbodyMatterSubsystem matter(system); GeneralForceSubsystem forces(system); Force::Gravity gravity(forces, matter, UnitVec3(.1,-1,0), 9.81); ContactTrackerSubsystem tracker(system); CompliantContactSubsystem contactForces(system, tracker); contactForces.setTrackDissipatedEnergy(true); contactForces.setTransitionVelocity(1e-3); const Vec3 hdim(1,2,3); const Real fFac =.15; // to turn off friction const Real fDis = .5; // to turn off dissipation const Real fVis = .1; // to turn off viscous friction const Real fK = .1*1e6; // pascals // Halfspace floor const Rotation R_xdown(-Pi/2,ZAxis); matter.Ground().updBody().addDecoration( Transform(Vec3(0,-.5,0)), DecorativeBrick(Vec3(10,.5,20)).setColor(Green).setOpacity(.1)); matter.Ground().updBody().addContactSurface( Transform(R_xdown, Vec3(0,0,0)), ContactSurface(ContactGeometry::HalfSpace(), ContactMaterial(fK*.1,fDis*.9, fFac*.8,fFac*.7,fVis*10))); const Real brickMass = 10; Body::Rigid brickBody(MassProperties(brickMass, Vec3(0), UnitInertia::brick(hdim))); brickBody.addDecoration(Transform(), DecorativeBrick(hdim).setColor(Cyan).setOpacity(.3)); const int surfx = brickBody.addContactSurface(Transform(), ContactSurface(ContactGeometry::Brick(hdim), ContactMaterial(fK,fDis, fFac*.8,fFac*.7,fVis)) ); //brickBody.addContactSurface(Transform(), // ContactSurface(ContactGeometry::Ellipsoid(hdim), // ContactMaterial(fK*.1,fDis*.9, // .1*fFac*.8,.1*fFac*.7,fVis*1)) // ); const ContactSurface& surf = brickBody.getContactSurface(surfx); const ContactGeometry& cg = surf.getShape(); const ContactGeometry::Brick& cgbrick = ContactGeometry::Brick::getAs(cg); cout << "cgbrick.hdim=" << cgbrick.getHalfLengths() << endl; const Geo::Box& box = cgbrick.getGeoBox(); cout << "box.hdim=" << box.getHalfLengths() << endl; // Vertices for (int i=0; i<8; ++i) { const Vec3 vpos = box.getVertexPos(i); const UnitVec3 vn = box.getVertexNormal(i); brickBody.addDecoration (DecorativePoint(vpos).setColor(Orange)); brickBody.addDecoration (DecorativeText(String(i)).setTransform(vpos).setColor(White) .setScale(.5)); brickBody.addDecoration (DecorativeLine(vpos, vpos + 0.5*vn).setColor(Orange)); printf("vertex %d:\n", i); int e[3],ew[3],f[3],fw[3]; box.getVertexEdges(i,e,ew); box.getVertexFaces(i,f,fw); for (int ex=0; ex<3; ++ex) { int ev[2]; box.getEdgeVertices(e[ex], ev); printf(" e%2d(%d) ev=%d\n", e[ex], ew[ex], ev[ew[ex]]); } for (int fx=0; fx<3; ++fx) { int fv[4]; box.getFaceVertices(f[fx], fv); printf(" f%2d(%d) fv=%d\n", f[fx], fw[fx], fv[fw[fx]]); } } // Edges for (int i=0; i<12; ++i) { const UnitVec3 n = box.getEdgeNormal(i); const UnitVec3 d = box.getEdgeDirection(i); const Vec3 ctr = box.getEdgeCenter(i); const Real len = .75; brickBody.addDecoration (DecorativePoint(ctr).setColor(Green).setScale(2)); brickBody.addDecoration (DecorativeText(String(i)).setTransform(ctr+len*n) .setColor(Green).setScale(.3)); brickBody.addDecoration (DecorativeLine(ctr, ctr + len*n).setColor(Green)); brickBody.addDecoration (DecorativeLine(ctr, ctr + len*d).setColor(Green)); printf("edge %d:\n", i); int f[2],fw[2]; box.getEdgeFaces(i,f,fw); for (int fx=0; fx<2; ++fx) { int fe[4]; box.getFaceEdges(f[fx], fe); printf(" f%2d(%d) fe=%d\n", f[fx], fw[fx], fe[fw[fx]]); } } // Faces for (int i=0; i<6; ++i) { int vertices[4]; box.getFaceVertices(i,vertices); const UnitVec3 n = box.getFaceNormal(i); const Vec3 ctr = box.getFaceCenter(i); brickBody.addDecoration (DecorativePoint(ctr).setColor(Magenta).setScale(3)); brickBody.addDecoration (Transform(Rotation(n,ZAxis,Vec3(0,1,0),YAxis),ctr), DecorativeText(String(i)).setColor(Magenta) .setScale(.75).setFaceCamera(false)); brickBody.addDecoration (DecorativeLine(ctr, ctr + 1.*n).setColor(Magenta)); } MobilizedBody::Free brick(matter.Ground(), Transform(Vec3(0,3,0)), brickBody, Transform(Vec3(0))); Visualizer viz(system); viz.addDecorationGenerator(new ForceArrowGenerator(system,contactForces)); viz.setShowShadows(true); viz.setShowSimTime(true); viz.setDesiredFrameRate(FrameRate); viz.setShowFrameRate(true); viz.setBackgroundType(Visualizer::SolidColor); viz.setBackgroundColor(White*.9); Visualizer::InputSilo* silo = new Visualizer::InputSilo(); viz.addInputListener(silo); Array_<std::pair<String,int> > runMenuItems; runMenuItems.push_back(std::make_pair("Go", GoItem)); runMenuItems.push_back(std::make_pair("Replay", ReplayItem)); runMenuItems.push_back(std::make_pair("Quit", QuitItem)); viz.addMenu("Run", RunMenuId, runMenuItems); Array_<std::pair<String,int> > helpMenuItems; helpMenuItems.push_back(std::make_pair("TBD - Sorry!", 1)); viz.addMenu("Help", HelpMenuId, helpMenuItems); system.addEventReporter(new MyReporter(system,contactForces,ReportInterval)); system.addEventReporter(new Visualizer::Reporter(viz, ReportInterval)); // Check for a Run->Quit menu pick every 1/4 second. system.addEventHandler(new UserInputHandler(*silo, .25)); // Initialize the system and state. system.realizeTopology(); State state = system.getDefaultState(); brick.setQToFitRotation(state, Rotation(SpaceRotationSequence, .1, ZAxis, .05, XAxis)); brick.setUToFitLinearVelocity(state, Vec3(2,0,0)); saveEm.reserve(10000); viz.report(state); printf("Default state\n"); cout << "t=" << state.getTime() << " q=" << brick.getQAsVector(state) << " u=" << brick.getUAsVector(state) << endl; cout << "\nChoose 'Go' from Run menu to simulate:\n"; int menuId, item; do { silo->waitForMenuPick(menuId, item); if (menuId != RunMenuId || item != GoItem) cout << "\aDude ... follow instructions!\n"; } while (menuId != RunMenuId || item != GoItem); // Simulate it. // The system as parameterized is very stiff (mostly due to friction) // and thus runs best with CPodes which is extremely stable for // stiff problems. To get reasonable performance out of the explicit // integrators (like the RKs) you'll have to run at a very loose // accuracy like 0.1, or reduce the friction coefficients and // maybe the stiffnesses. //SemiExplicitEuler2Integrator integ(system); //CPodesIntegrator integ(system,CPodes::BDF,CPodes::Newton); RungeKuttaMersonIntegrator integ(system); //RungeKutta3Integrator integ(system); //VerletIntegrator integ(system); //integ.setMaximumStepSize(1e-0001); //integ.setAccuracy(1e-3); // minimum for CPodes integ.setAccuracy(1e-5); //integ.setAccuracy(.01); TimeStepper ts(system, integ); ts.initialize(state); double cpuStart = cpuTime(); double realStart = realTime(); ts.stepTo(20.0); const double timeInSec = realTime() - realStart; const int evals = integ.getNumRealizations(); cout << "Done -- took " << integ.getNumStepsTaken() << " steps in " << timeInSec << "s elapsed for " << ts.getTime() << "s sim (avg step=" << (1000*ts.getTime())/integ.getNumStepsTaken() << "ms) " << (1000*ts.getTime())/evals << "ms/eval\n"; cout << " CPU time was " << cpuTime() - cpuStart << "s\n"; printf("Using Integrator %s at accuracy %g:\n", integ.getMethodName(), integ.getAccuracyInUse()); printf("# STEPS/ATTEMPTS = %d/%d\n", integ.getNumStepsTaken(), integ.getNumStepsAttempted()); printf("# ERR TEST FAILS = %d\n", integ.getNumErrorTestFailures()); printf("# REALIZE/PROJECT = %d/%d\n", integ.getNumRealizations(), integ.getNumProjections()); viz.dumpStats(std::cout); // Add as slider to control playback speed. viz.addSlider("Speed", 1, 0, 4, 1); viz.setMode(Visualizer::PassThrough); silo->clear(); // forget earlier input double speed = 1; // will change if slider moves while(true) { cout << "Choose Run/Replay to see that again ...\n"; int menuId, item; silo->waitForMenuPick(menuId, item); if (menuId != RunMenuId) { cout << "\aUse the Run menu!\n"; continue; } if (item == QuitItem) break; if (item != ReplayItem) { cout << "\aHuh? Try again.\n"; continue; } for (double i=0; i < (int)saveEm.size(); i += speed ) { int slider; Real newValue; if (silo->takeSliderMove(slider,newValue)) { speed = newValue; } viz.report(saveEm[(int)i]); } } } catch (const std::exception& e) { std::printf("EXCEPTION THROWN: %s\n", e.what()); exit(1); } catch (...) { std::printf("UNKNOWN EXCEPTION THROWN\n"); exit(1); } return 0; }
int main(int argc, char** argv) { try { // If anything goes wrong, an exception will be thrown. // CREATE MULTIBODY SYSTEM AND ITS SUBSYSTEMS MultibodySystem mbs; SimbodyMatterSubsystem matter(mbs); GeneralForceSubsystem forces(mbs); DecorationSubsystem viz(mbs); Force::UniformGravity gravity(forces, matter, Vec3(0, -g, 0)); // ADD BODIES AND THEIR MOBILIZERS Body::Rigid body = Body::Rigid(MassProperties(m, Vec3(0), m*UnitInertia::brick(hl[0],hl[1],hl[2]))); body.addDecoration(DecorativeBrick(hl).setOpacity(.5)); body.addDecoration(DecorativeLine(Vec3(0), Vec3(0,1,0)).setColor(Green)); MobilizedBody::Free mobilizedBody(matter.Ground(), Transform(), body, Transform()); MobilizedBody::Free mobilizedBody0(mobilizedBody, Transform(Vec3(1,2,0)), body, Transform(Vec3(0,1,0))); MobilizedBody::Free mobilizedBody2(mobilizedBody0, Vec3(-5,0,0), body, Transform()); Body::Rigid gear1body = Body::Rigid(MassProperties(m, Vec3(0), m*UnitInertia::cylinderAlongZ(.5, .1))); gear1body.addDecoration(DecorativeCircle(.5).setColor(Green).setOpacity(.7)); gear1body.addDecoration(DecorativeLine(Vec3(0), Vec3(.5,0,0)).setColor(Black).setLineThickness(4)); Body::Rigid gear2body = Body::Rigid(MassProperties(m, Vec3(0), m*UnitInertia::cylinderAlongZ(1.5, .1))); gear2body.addDecoration(Transform(), DecorativeCircle(1.5).setColor(Blue).setOpacity(.7)); gear2body.addDecoration(Transform(), DecorativeLine(Vec3(0), Vec3(1.5,0,0)).setColor(Black).setLineThickness(4)); MobilizedBody::Pin gear1(mobilizedBody2, Vec3(-1,0,0), gear1body, Transform()); // along z MobilizedBody::Pin gear2(mobilizedBody2, Vec3(1,0,0), gear2body, Transform()); // along z Constraint::NoSlip1D(mobilizedBody2, Vec3(-.5,0,0), UnitVec3(0,1,0), gear1, gear2); Constraint::ConstantSpeed(gear1, 100.); //Constraint::Ball myc2(matter.Ground(), Vec3(-4,2,0), mobilizedBody2, Vec3(0,1,0)); Constraint::Weld myc(matter.Ground(), Vec3(1,2,0), mobilizedBody, Vec3(0,1,0)); Constraint::Ball ball1(mobilizedBody, Vec3(2,0,0), mobilizedBody0, Vec3(3,1,1)); Constraint::Ball ball2(mobilizedBody0, Vec3(2,0,0), mobilizedBody2, Vec3(3,0,0)); //Constraint::PointInPlane pip(mobilizedBody0, UnitVec3(0,-1,0), 3, mobilizedBody2, Vec3(3,0,0)); //Constraint::ConstantOrientation ori(mobilizedBody, Rotation(), mobilizedBody0, Rotation()); //Constraint::ConstantOrientation ori2(mobilizedBody2, Rotation(), mobilizedBody0, Rotation()); //Constraint::Weld weld(mobilizedBody, Transform(Rotation(Pi/4, ZAxis), Vec3(1,1,0)), // mobilizedBody2, Transform(Rotation(-Pi/4, ZAxis), Vec3(-1,-1,0))); //MyConstraint xyz(gear1, 100.); viz.addBodyFixedDecoration(mobilizedBody, Transform(Vec3(1,2,3)), DecorativeText("hello world").setScale(.1)); /* class MyHandler : public ScheduledEventHandler { public: MyHandler(const Constraint& cons) : c(cons) { } Real getNextEventTime(const State&, bool includeCurrentTime) const { return .314; } void handleEvent(State& s, Real acc, const Vector& ywts, const Vector& cwts, Stage& modified, bool& shouldTerminate) const { cout << "<<<< TRIGGERED AT T=" << s.getTime() << endl; c.enable(s); modified = Stage::Model; } private: const Constraint& c; }; mbs.addEventHandler(new MyHandler(xyz)); */ State s = mbs.realizeTopology(); // returns a reference to the the default state //xyz.disable(s); //matter.setUseEulerAngles(s, true); mbs.realizeModel(s); // define appropriate states for this System //mobilizedBody0.setQ(s, .1); //mobilizedBody.setQ(s, .2); Visualizer display(mbs); display.setBackgroundColor(White); display.setBackgroundType(Visualizer::SolidColor); mbs.realize(s, Stage::Velocity); display.report(s); cout << "q=" << s.getQ() << endl; cout << "u=" << s.getU() << endl; cout << "qErr=" << s.getQErr() << endl; cout << "uErr=" << s.getUErr() << endl; for (ConstraintIndex cid(0); cid < matter.getNumConstraints(); ++cid) { const Constraint& c = matter.getConstraint(cid); int mp,mv,ma; c.getNumConstraintEquationsInUse(s, mp,mv,ma); cout << "CONSTRAINT " << cid << (c.isDisabled(s) ? "**DISABLED** " : "") << " constrained bodies=" << c.getNumConstrainedBodies(); if (c.getNumConstrainedBodies()) cout << " ancestor=" << c.getAncestorMobilizedBody().getMobilizedBodyIndex(); cout << " constrained mobilizers/nq/nu=" << c.getNumConstrainedMobilizers() << "/" << c.getNumConstrainedQ(s) << "/" << c.getNumConstrainedU(s) << " mp,mv,ma=" << mp << "," << mv << "," << ma << endl; for (ConstrainedBodyIndex cid(0); cid < c.getNumConstrainedBodies(); ++cid) { cout << " constrained body: " << c.getMobilizedBodyFromConstrainedBody(cid).getMobilizedBodyIndex(); cout << endl; } for (ConstrainedMobilizerIndex cmx(0); cmx < c.getNumConstrainedMobilizers(); ++cmx) { cout << " constrained mobilizer " << c.getMobilizedBodyFromConstrainedMobilizer(cmx).getMobilizedBodyIndex() << ", q(" << c.getNumConstrainedQ(s, cmx) << ")="; for (MobilizerQIndex i(0); i < c.getNumConstrainedQ(s, cmx); ++i) cout << " " << c.getConstrainedQIndex(s, cmx, i); cout << ", u(" << c.getNumConstrainedU(s, cmx) << ")="; for (MobilizerUIndex i(0); i < c.getNumConstrainedU(s, cmx); ++i) cout << " " << c.getConstrainedUIndex(s, cmx, i); cout << endl; } cout << c.getSubtree(); if (mp) { cout << "perr=" << c.getPositionErrorsAsVector(s) << endl; cout << " d(perrdot)/du=" << c.calcPositionConstraintMatrixP(s); cout << " ~d(Pt lambda)/dlambda=" << ~c.calcPositionConstraintMatrixPt(s); cout << " d(perr)/dq=" << c.calcPositionConstraintMatrixPNInv(s); Matrix P = c.calcPositionConstraintMatrixP(s); Matrix PQ(mp,matter.getNQ(s)); Vector out(matter.getNQ(s)); for (int i=0; i<mp; ++i) { Vector in = ~P[i]; matter.multiplyByNInv(s, true, in, out); PQ[i] = ~out; } cout << " calculated d(perr)/dq=" << PQ; } if (mv) { cout << "verr=" << c.getVelocityErrorsAsVector(s) << endl; //cout << " d(verrdot)/dudot=" << c.calcVelocityConstraintMatrixV(s); cout << " ~d(Vt lambda)/dlambda=" << ~c.calcVelocityConstraintMatrixVt(s); } } const Constraint& c = matter.getConstraint(myc.getConstraintIndex()); cout << "Default configuration shown. Ready? "; getchar(); mobilizedBody.setQToFitTransform (s, Transform(Rotation(.05,Vec3(1,1,1)),Vec3(.1,.2,.3))); mobilizedBody0.setQToFitTransform (s, Transform(Rotation(.05,Vec3(1,-1,1)),Vec3(.2,.2,.3))); mobilizedBody2.setQToFitTransform (s, Transform(Rotation(.05,Vec3(-1,1,1)),Vec3(.1,.2,.1))); mobilizedBody.setUToFitAngularVelocity(s, 10*Vec3(.1,.2,.3)); mobilizedBody0.setUToFitAngularVelocity(s, 10*Vec3(.1,.2,.3)); mobilizedBody2.setUToFitAngularVelocity(s, 10*Vec3(.1,.2,.3)); //gear1.setUToFitAngularVelocity(s, Vec3(0,0,500)); // these should be opposite directions! //gear2.setUToFitAngularVelocity(s, Vec3(0,0,100)); mbs.realize(s, Stage::Velocity); display.report(s); cout << "q=" << s.getQ() << endl; cout << "u=" << s.getU() << endl; cout << "qErr=" << s.getQErr() << endl; cout << "uErr=" << s.getUErr() << endl; cout << "p_MbM=" << mobilizedBody.getMobilizerTransform(s).p() << endl; cout << "v_MbM=" << mobilizedBody.getMobilizerVelocity(s)[1] << endl; cout << "Unassembled configuration shown. Ready to assemble? "; getchar(); // These are the SimTK Simmath integrators: RungeKuttaMersonIntegrator myStudy(mbs); //CPodesIntegrator myStudy(mbs, CPodes::BDF, CPodes::/*Newton*/Functional); //myStudy.setOrderLimit(2); // cpodes only //VerletIntegrator myStudy(mbs); // ExplicitEulerIntegrator myStudy(mbs, .0005); // fixed step //ExplicitEulerIntegrator myStudy(mbs); // variable step //myStudy.setMaximumStepSize(0.001); myStudy.setAccuracy(1e-6); myStudy.setAccuracy(1e-1); //myStudy.setProjectEveryStep(true); //myStudy.setProjectInterpolatedStates(false); myStudy.setConstraintTolerance(1e-7); myStudy.setConstraintTolerance(1e-2); //myStudy.setAllowInterpolation(false); //myStudy.setMaximumStepSize(.1); const Real dt = .02; // output intervals const Real finalTime = 2; myStudy.setFinalTime(finalTime); std::vector<State> saveEm; saveEm.reserve(2000); for (int i=0; i<50; ++i) saveEm.push_back(s); // delay // Peforms assembly if constraints are violated. myStudy.initialize(s); for (int i=0; i<50; ++i) saveEm.push_back(s); // delay cout << "Using Integrator " << std::string(myStudy.getMethodName()) << ":\n"; cout << "ACCURACY IN USE=" << myStudy.getAccuracyInUse() << endl; cout << "CTOL IN USE=" << myStudy.getConstraintToleranceInUse() << endl; cout << "TIMESCALE=" << mbs.getDefaultTimeScale() << endl; cout << "U WEIGHTS=" << s.getUWeights() << endl; cout << "Z WEIGHTS=" << s.getZWeights() << endl; cout << "1/QTOLS=" << s.getQErrWeights() << endl; cout << "1/UTOLS=" << s.getUErrWeights() << endl; { const State& s = myStudy.getState(); display.report(s); cout << "q=" << s.getQ() << endl; cout << "u=" << s.getU() << endl; cout << "qErr=" << s.getQErr() << endl; cout << "uErr=" << s.getUErr() << endl; cout << "p_MbM=" << mobilizedBody.getMobilizerTransform(s).p() << endl; cout << "PE=" << mbs.calcPotentialEnergy(s) << " KE=" << mbs.calcKineticEnergy(s) << " E=" << mbs.calcEnergy(s) << endl; cout << "angle=" << std::acos(~mobilizedBody.expressVectorInGroundFrame(s, Vec3(0,1,0)) * UnitVec3(1,1,1)) << endl; cout << "Assembled configuration shown. Ready to simulate? "; getchar(); } Integrator::SuccessfulStepStatus status; int nextReport = 0; mbs.resetAllCountersToZero(); int stepNum = 0; while ((status=myStudy.stepTo(nextReport*dt)) != Integrator::EndOfSimulation) { const State& s = myStudy.getState(); mbs.realize(s, Stage::Acceleration); if ((stepNum++%10)==0) { const Real angle = std::acos(~mobilizedBody.expressVectorInGroundFrame(s, Vec3(0,1,0)) * UnitVec3(1,1,1)); printf("%5g %10.4g E=%10.8g h%3d=%g %s%s\n", s.getTime(), angle, mbs.calcEnergy(s), myStudy.getNumStepsTaken(), myStudy.getPreviousStepSizeTaken(), Integrator::getSuccessfulStepStatusString(status).c_str(), myStudy.isStateInterpolated()?" (INTERP)":""); printf(" qerr=%10.8g uerr=%10.8g uderr=%10.8g\n", matter.getQErr(s).normRMS(), matter.getUErr(s).normRMS(), s.getSystemStage() >= Stage::Acceleration ? matter.getUDotErr(s).normRMS() : Real(-1)); #ifdef HASC cout << "CONSTRAINT perr=" << c.getPositionError(s) << " verr=" << c.getVelocityError(s) << " aerr=" << c.getAccelerationError(s) << endl; #endif //cout << " d(perrdot)/du=" << c.calcPositionConstraintMatrixP(s); //cout << " ~d(f)/d lambda=" << c.calcPositionConstraintMatrixPT(s); //cout << " d(perr)/dq=" << c.calcPositionConstraintMatrixPQInverse(s); cout << "Q=" << matter.getQ(s) << endl; cout << "U=" << matter.getU(s) << endl; cout << "Multipliers=" << matter.getMultipliers(s) << endl; } Vector qdot; matter.calcQDot(s, s.getU(), qdot); // cout << "===> qdot =" << qdot << endl; Vector qdot2; matter.multiplyByN(s, false, s.getU(), qdot2); // cout << "===> qdot2=" << qdot2 << endl; Vector u1,u2; matter.multiplyByNInv(s, false, qdot, u1); matter.multiplyByNInv(s, false, qdot2, u2); // cout << "===> u =" << s.getU() << endl; // cout << "===> u1=" << u1 << endl; // cout << "===> u2=" << u2 << endl; // cout << " norm=" << (s.getU()-u2).normRMS() << endl; display.report(s); saveEm.push_back(s); if (status == Integrator::ReachedReportTime) ++nextReport; } printf("Using Integrator %s:\n", myStudy.getMethodName()); printf("# STEPS/ATTEMPTS = %d/%d\n", myStudy.getNumStepsTaken(), myStudy.getNumStepsAttempted()); printf("# ERR TEST FAILS = %d\n", myStudy.getNumErrorTestFailures()); printf("# REALIZE/PROJECT = %d/%d\n", myStudy.getNumRealizations(), myStudy.getNumProjections()); printf("System stats: realize %dP %dV %dA, projectQ %d, projectU %d\n", mbs.getNumRealizationsOfThisStage(Stage::Position), mbs.getNumRealizationsOfThisStage(Stage::Velocity), mbs.getNumRealizationsOfThisStage(Stage::Acceleration), mbs.getNumProjectQCalls(), mbs.getNumProjectUCalls()); while(true) { for (int i=0; i < (int)saveEm.size(); ++i) { display.report(saveEm[i]); //display.report(saveEm[i]); // half speed } getchar(); } } catch (const exception& e) { printf("EXCEPTION THROWN: %s\n", e.what()); exit(1); } catch (...) { printf("UNKNOWN EXCEPTION THROWN\n"); exit(1); } }
int main() { try { std::cout << "Current working directory: " << Pathname::getCurrentWorkingDirectory() << std::endl; // Create the system. MultibodySystem system; system.setUseUniformBackground(true); SimbodyMatterSubsystem matter(system); GeneralForceSubsystem forces(system); Force::UniformGravity gravity(forces, matter, 0*Vec3(2, -9.8, 0)); ContactTrackerSubsystem tracker(system); CompliantContactSubsystem contactForces(system, tracker); contactForces.setTrackDissipatedEnergy(true); GeneralContactSubsystem OLDcontact(system); const ContactSetIndex OLDcontactSet = OLDcontact.createContactSet(); contactForces.setTransitionVelocity(1e-3); std::ifstream meshFile1, meshFile2; PolygonalMesh femurMesh; meshFile1.open("ContactBigMeshes_Femur.obj"); femurMesh.loadObjFile(meshFile1); meshFile1.close(); PolygonalMesh patellaMesh; meshFile2.open("ContactBigMeshes_Patella.obj"); patellaMesh.loadObjFile(meshFile2); meshFile2.close(); ContactGeometry::TriangleMesh femurTri(femurMesh); ContactGeometry::TriangleMesh patellaTri(patellaMesh); DecorativeMesh showFemur(femurTri.createPolygonalMesh()); Array_<DecorativeLine> femurNormals; const Real NormalLength = .02; //for (int fx=0; fx < femurTri.getNumFaces(); ++fx) // femurNormals.push_back( // DecorativeLine(femurTri.findCentroid(fx), // femurTri.findCentroid(fx) // + NormalLength*femurTri.getFaceNormal(fx))); DecorativeMesh showPatella(patellaTri.createPolygonalMesh()); Array_<DecorativeLine> patellaNormals; //for (int fx=0; fx < patellaTri.getNumFaces(); ++fx) // patellaNormals.push_back( // DecorativeLine(patellaTri.findCentroid(fx), // patellaTri.findCentroid(fx) // + NormalLength*patellaTri.getFaceNormal(fx))); // This transform has the meshes close enough that their OBBs overlap // but in the end none of the faces are touching. const Transform X_FP( Rotation(Mat33( 0.97107625831404454, 0.23876955530133021, 0, -0.23876955530133021, 0.97107625831404454, 0, 0, 0, 1), true), Vec3(0.057400580865008571, 0.43859170879135373, -0.00016506240185135300) ); const Real fFac =1; // to turn off friction const Real fDis = .5*0.2; // to turn off dissipation const Real fVis = .1*.1; // to turn off viscous friction const Real fK = 100*1e6; // pascals // Put femur on ground at origin matter.Ground().updBody().addDecoration(Vec3(0,0,0), showFemur.setColor(Cyan).setOpacity(.2)); matter.Ground().updBody().addContactSurface(Vec3(0,0,0), ContactSurface(femurTri, ContactMaterial(fK*.01,fDis*.9,fFac*.8,fFac*.7,fVis*10), .01 /*thickness*/)); Body::Rigid patellaBody(MassProperties(1.0, Vec3(0), Inertia(1))); patellaBody.addDecoration(Transform(), showPatella.setColor(Red).setOpacity(.2)); patellaBody.addContactSurface(Transform(), ContactSurface(patellaTri, ContactMaterial(fK*.001,fDis*.9,fFac*.8,fFac*.7,fVis*10), .01 /*thickness*/)); MobilizedBody::Free patella(matter.Ground(), Transform(Vec3(0)), patellaBody, Transform(Vec3(0))); //// The old way ... //OLDcontact.addBody(OLDcontactSet, ball, // pyramid, Transform()); //OLDcontact.addBody(OLDcontactSet, matter.updGround(), // ContactGeometry::HalfSpace(), Transform(R_xdown, Vec3(0,-3,0))); //ElasticFoundationForce ef(forces, OLDcontact, OLDcontactSet); //Real stiffness = 1e6, dissipation = 0.01, us = 0.1, // ud = 0.05, uv = 0.01, vt = 0.01; ////Real stiffness = 1e6, dissipation = 0.1, us = 0.8, //// ud = 0.7, uv = 0.01, vt = 0.01; //ef.setBodyParameters(ContactSurfaceIndex(0), // stiffness, dissipation, us, ud, uv); //ef.setTransitionVelocity(vt); //// end of old way. Visualizer viz(system); Visualizer::Reporter& reporter = *new Visualizer::Reporter(viz, ReportInterval); viz.addDecorationGenerator(new ForceArrowGenerator(system,contactForces)); MyReporter& myRep = *new MyReporter(system,contactForces,ReportInterval); system.addEventReporter(&myRep); system.addEventReporter(&reporter); // Initialize the system and state. system.realizeTopology(); State state = system.getDefaultState(); viz.report(state); printf("Reference state -- hit ENTER\n"); cout << "t=" << state.getTime() << " q=" << patella.getQAsVector(state) << " u=" << patella.getUAsVector(state) << endl; char c=getchar(); patella.setQToFitTransform(state, ~X_FP); viz.report(state); printf("Initial state -- hit ENTER\n"); cout << "t=" << state.getTime() << " q=" << patella.getQAsVector(state) << " u=" << patella.getUAsVector(state) << endl; c=getchar(); // Simulate it. const clock_t start = clock(); RungeKutta3Integrator integ(system); TimeStepper ts(system, integ); ts.initialize(state); ts.stepTo(2.0); const double timeInSec = (double)(clock()-start)/CLOCKS_PER_SEC; const int evals = integ.getNumRealizations(); cout << "Done -- took " << integ.getNumStepsTaken() << " steps in " << timeInSec << "s for " << ts.getTime() << "s sim (avg step=" << (1000*ts.getTime())/integ.getNumStepsTaken() << "ms) " << (1000*ts.getTime())/evals << "ms/eval\n"; printf("Using Integrator %s at accuracy %g:\n", integ.getMethodName(), integ.getAccuracyInUse()); printf("# STEPS/ATTEMPTS = %d/%d\n", integ.getNumStepsTaken(), integ.getNumStepsAttempted()); printf("# ERR TEST FAILS = %d\n", integ.getNumErrorTestFailures()); printf("# REALIZE/PROJECT = %d/%d\n", integ.getNumRealizations(), integ.getNumProjections()); while(true) { for (int i=0; i < (int)saveEm.size(); ++i) { viz.report(saveEm[i]); } getchar(); } } catch (const std::exception& e) { std::printf("EXCEPTION THROWN: %s\n", e.what()); exit(1); } catch (...) { std::printf("UNKNOWN EXCEPTION THROWN\n"); exit(1); } return 0; }
int main() { try { // Create the system. MultibodySystem system; SimbodyMatterSubsystem matter(system); GeneralForceSubsystem forces(system); Force::Gravity gravity(forces, matter, UnitVec3(-1,0,0), 9.81); ContactTrackerSubsystem tracker(system); CompliantContactSubsystem contactForces(system, tracker); contactForces.setTrackDissipatedEnergy(true); contactForces.setTransitionVelocity(1e-2); // m/s // Ground's normal is +x for this model system.setUpDirection(+XAxis); // Uncomment this if you want a more elegant movie. //matter.setShowDefaultGeometry(false); const Real ud = .3; // dynamic const Real us = .6; // static const Real uv = 0; // viscous (force/velocity) const Real k = 1e8; // pascals const Real c = 0.01; // dissipation (1/v) // Halfspace default is +x, this one occupies -x instead, so flip. const Rotation R_xdown(Pi,ZAxis); matter.Ground().updBody().addContactSurface( Transform(R_xdown, Vec3(0,0,0)), ContactSurface(ContactGeometry::HalfSpace(), ContactMaterial(k,c,us,ud,uv))); const Real ellipsoidMass = 1; // kg const Vec3 halfDims(2*Cm2m, 20*Cm2m, 3*Cm2m); // m (read in cm) const Vec3 comLoc(-1*Cm2m, 0, 0); const Inertia centralInertia(Vec3(17,2,16)*CmSq2mSq, Vec3(0,0,.2)*CmSq2mSq); // now kg-m^2 const Inertia inertia(centralInertia.shiftFromMassCenter(-comLoc, ellipsoidMass)); // in S Body::Rigid ellipsoidBody(MassProperties(ellipsoidMass, comLoc, inertia)); ellipsoidBody.addDecoration(Transform(), DecorativeEllipsoid(halfDims).setColor(Cyan) //.setOpacity(.5) .setResolution(3)); ellipsoidBody.addContactSurface(Transform(), ContactSurface(ContactGeometry::Ellipsoid(halfDims), ContactMaterial(k,c,us,ud,uv)) ); MobilizedBody::Free ellipsoid(matter.Ground(), Transform(Vec3(0,0,0)), ellipsoidBody, Transform(Vec3(0))); Visualizer viz(system); viz.addDecorationGenerator(new ForceArrowGenerator(system,contactForces)); viz.setMode(Visualizer::RealTime); viz.setDesiredFrameRate(FrameRate); viz.setCameraClippingPlanes(0.1, 10); Visualizer::InputSilo* silo = new Visualizer::InputSilo(); viz.addInputListener(silo); Array_<std::pair<String,int> > runMenuItems; runMenuItems.push_back(std::make_pair("Go", GoItem)); runMenuItems.push_back(std::make_pair("Replay", ReplayItem)); runMenuItems.push_back(std::make_pair("Quit", QuitItem)); viz.addMenu("Run", RunMenuId, runMenuItems); Array_<std::pair<String,int> > helpMenuItems; helpMenuItems.push_back(std::make_pair("TBD - Sorry!", 1)); viz.addMenu("Help", HelpMenuId, helpMenuItems); system.addEventReporter(new MyReporter(system,contactForces,ReportInterval)); system.addEventReporter(new Visualizer::Reporter(viz, ReportInterval)); // Check for a Run->Quit menu pick every 1/4 second. system.addEventHandler(new UserInputHandler(*silo, .25)); // Initialize the system and state. system.realizeTopology(); State state = system.getDefaultState(); matter.setUseEulerAngles(state, true); system.realizeModel(state); ellipsoid.setQToFitTransform(state, Transform( Rotation(BodyRotationSequence, 0 *Deg2Rad, XAxis, 0.5*Deg2Rad, YAxis, -0.5*Deg2Rad, ZAxis), Vec3(2.1*Cm2m, 0, 0))); ellipsoid.setUToFitAngularVelocity(state, 2*Vec3(5,0,0)); // rad/s viz.report(state); printf("Default state\n"); cout << "\nChoose 'Go' from Run menu to simulate:\n"; int menuId, item; do { silo->waitForMenuPick(menuId, item); if (menuId != RunMenuId || item != GoItem) cout << "\aDude ... follow instructions!\n"; } while (menuId != RunMenuId || item != GoItem); // Simulate it. //ExplicitEulerIntegrator integ(system); //CPodesIntegrator integ(system,CPodes::BDF,CPodes::Newton); //RungeKuttaFeldbergIntegrator integ(system); RungeKuttaMersonIntegrator integ(system); //RungeKutta3Integrator integ(system); //VerletIntegrator integ(system); //integ.setMaximumStepSize(1e-0001); integ.setAccuracy(1e-4); // minimum for CPodes //integ.setAccuracy(.01); TimeStepper ts(system, integ); ts.initialize(state); double cpuStart = cpuTime(); double realStart = realTime(); ts.stepTo(10.0); const double timeInSec = realTime() - realStart; const int evals = integ.getNumRealizations(); cout << "Done -- took " << integ.getNumStepsTaken() << " steps in " << timeInSec << "s elapsed for " << ts.getTime() << "s sim (avg step=" << (1000*ts.getTime())/integ.getNumStepsTaken() << "ms) " << (1000*ts.getTime())/evals << "ms/eval\n"; cout << " CPU time was " << cpuTime() - cpuStart << "s\n"; printf("Using Integrator %s at accuracy %g:\n", integ.getMethodName(), integ.getAccuracyInUse()); printf("# STEPS/ATTEMPTS = %d/%d\n", integ.getNumStepsTaken(), integ.getNumStepsAttempted()); printf("# ERR TEST FAILS = %d\n", integ.getNumErrorTestFailures()); printf("# REALIZE/PROJECT = %d/%d\n", integ.getNumRealizations(), integ.getNumProjections()); viz.dumpStats(std::cout); // Add as slider to control playback speed. viz.addSlider("Speed", 1, 0, 4, 1); viz.setMode(Visualizer::PassThrough); silo->clear(); // forget earlier input double speed = 1; // will change if slider moves while(true) { cout << "Choose Run/Replay to see that again ...\n"; int menuId, item; silo->waitForMenuPick(menuId, item); if (menuId != RunMenuId) { cout << "\aUse the Run menu!\n"; continue; } if (item == QuitItem) break; if (item != ReplayItem) { cout << "\aHuh? Try again.\n"; continue; } for (double i=0; i < (int)saveEm.size(); i += speed ) { int slider; Real newValue; if (silo->takeSliderMove(slider,newValue)) { speed = newValue; } viz.report(saveEm[(int)i]); } } } catch (const std::exception& e) { std::printf("EXCEPTION THROWN: %s\n", e.what()); exit(1); } catch (...) { std::printf("UNKNOWN EXCEPTION THROWN\n"); exit(1); } return 0; }
void testConstantDistanceConstraint() { using namespace SimTK; cout << endl; cout << "==================================================================" << endl; cout << " OpenSim ConstantDistanceConstraint vs. Simbody Constraint::Rod " << endl; cout << "==================================================================" << endl; Random::Uniform randomLocation(-1, 1); Vec3 pointOnFoot(randomLocation.getValue(), randomLocation.getValue(), randomLocation.getValue()); Vec3 pointOnGround(0,0,0); /** for some reason, adding another Random::Uniform causes testWeldConstraint to fail. Why doesn't it cause this test to fail???? */ //Random::Uniform randomLength(0.01, 0.2); //randomLength.setSeed(1024); //double rodLength = randomLength.getValue(); double rodLength = 0.05; //std::cout << "Random Length = " << rodLength2 << ", used length = " << rodLength << std::endl; // Define the Simbody system MultibodySystem system; SimbodyMatterSubsystem matter(system); GeneralForceSubsystem forces(system); SimTK::Force::UniformGravity gravity(forces, matter, gravity_vec); // Create a free joint between the foot and ground MobilizedBody::Free foot(matter.Ground(), Transform(Vec3(0)), SimTK::Body::Rigid(footMass), Transform(Vec3(0))); // Constrain foot to point on ground SimTK::Constraint::Rod simtkRod(matter.Ground(), pointOnGround, foot, pointOnFoot, rodLength); // Simbody model state setup system.realizeTopology(); State state = system.getDefaultState(); matter.setUseEulerAngles(state, true); system.realizeModel(state); //========================================================================================================== // Setup OpenSim model Model *osimModel = new Model; //OpenSim bodies const Ground& ground = osimModel->getGround();; //OpenSim foot OpenSim::Body osim_foot("foot", footMass.getMass(), footMass.getMassCenter(), footMass.getInertia()); // create foot as a free joint FreeJoint footJoint("footToGround", ground, Vec3(0), Vec3(0), osim_foot, Vec3(0), Vec3(0)); // Add the thigh body which now also contains the hip joint to the model osimModel->addBody(&osim_foot); osimModel->addJoint(&footJoint); // add a constant distance constraint ConstantDistanceConstraint rodConstraint(ground, pointOnGround, osim_foot, pointOnFoot,rodLength); osimModel->addConstraint(&rodConstraint); // BAD: have to set memoryOwner to false or program will crash when this test is complete. osimModel->disownAllComponents(); osimModel->setGravity(gravity_vec); //Add analyses before setting up the model for simulation Kinematics *kinAnalysis = new Kinematics(osimModel); kinAnalysis->setInDegrees(false); osimModel->addAnalysis(kinAnalysis); // Need to setup model before adding an analysis since it creates the AnalysisSet // for the model if it does not exist. State& osim_state = osimModel->initSystem(); //========================================================================================================== // Compare Simbody system and OpenSim model simulations compareSimulations(system, state, osimModel, osim_state, "testConstantDistanceConstraint FAILED\n"); }
void main_simulation() #endif { // inputs double fitness; #ifdef OPTI double *optiParams; #endif Loop_inputs *loop_inputs; // initialization loop_inputs = init_simulation(); // optimization init #ifdef OPTI optiParams = (double*) malloc(NB_PARAMS_TO_OPTIMIZE*sizeof(double)); get_real_params_to_opt(optiNorms, optiParams); erase_for_opti(optiParams, loop_inputs->MBSdata); free(optiParams); #endif // -- Simbody -- // #ifdef SIMBODY // / Create the system. Define all "system" objects - system, matterm forces, tracker, contactForces. MultibodySystem system; SimbodyMatterSubsystem matter(system); ContactTrackerSubsystem tracker(system); CompliantContactSubsystem contactForces(system, tracker); system.setUpDirection(+ZAxis); // that is for visualization only. The default direction is +X SimbodyVariables simbodyVariables; // set all the mechanical parameters of the contact simbodyVariables.p_system = &system; simbodyVariables.p_matter = &matter; simbodyVariables.p_tracker = &tracker; simbodyVariables.p_contactForces = &contactForces; // cout<<"BoxInd in Main = "<<BoxInd<<" -- should be default \n"; //init_Simbody(&simbodyVariables); init_Simbody(&simbodyVariables, loop_inputs->MBSdata->user_IO->simbodyBodies); //it is "system" commands. We cannot avoid them. system.realizeTopology(); State state = system.getDefaultState(); simbodyVariables.p_state = &state; //it is "system" command. We cannot avoid them. system.realizeModel(state); p_simbodyVariables = &simbodyVariables; #endif // loop fitness = loop_simulation(loop_inputs); // end of the simulation finish_simulation(loop_inputs); #ifdef OPTI return fitness; #else #if defined(PRINT_REPORT) printf("fitness: %f\n", fitness); #endif #endif }
void testWeldConstraint() { using namespace SimTK; cout << endl; cout << "==================================================================" << endl; cout << " OpenSim WeldConstraint vs. Simbody Constraint::Weld " << endl; cout << "==================================================================" << endl; Random::Uniform randomValue(-0.05, 0.1); Vec3 weldInGround(randomValue.getValue(), randomValue.getValue(), 0); Vec3 weldInFoot(0.1*randomValue.getValue(), 0.1*randomValue.getValue(), 0); // Define the Simbody system MultibodySystem system; SimbodyMatterSubsystem matter(system); GeneralForceSubsystem forces(system); SimTK::Force::UniformGravity gravity(forces, matter, gravity_vec); // Thigh connected by hip MobilizedBody::Pin thigh(matter.Ground(), SimTK::Transform(hipInGround), SimTK::Body::Rigid(MassProperties(femurMass, femurCOM, femurInertiaAboutCOM.shiftFromMassCenter(femurCOM, femurMass))), Transform(hipInFemur)); // Pin knee connects shank MobilizedBody::Pin shank(thigh, Transform(kneeInFemur), SimTK::Body::Rigid(tibiaMass), Transform(kneeInTibia)); // Pin ankle connects foot MobilizedBody::Pin foot(shank, Transform(ankleInTibia), SimTK::Body::Rigid(footMass), Transform(ankleInFoot)); SimTK::Constraint::Weld weld(matter.Ground(), Transform(weldInGround), foot, Transform(weldInFoot)); // Simbody model state setup system.realizeTopology(); State state = system.getDefaultState(); matter.setUseEulerAngles(state, true); system.realizeModel(state); //========================================================================================================== // Setup OpenSim model Model *osimModel = new Model; //OpenSim bodies const Ground& ground = osimModel->getGround();; //OpenSim thigh OpenSim::Body osim_thigh("thigh", femurMass, femurCOM, femurInertiaAboutCOM); // create Pin hip joint PinJoint hip("hip", ground, hipInGround, Vec3(0), osim_thigh, hipInFemur, Vec3(0)); // Add the thigh body which now also contains the hip joint to the model osimModel->addBody(&osim_thigh); osimModel->addJoint(&hip); //OpenSim shank OpenSim::Body osim_shank("shank", tibiaMass.getMass(), tibiaMass.getMassCenter(), tibiaMass.getInertia()); // create Pin knee joint PinJoint knee("knee", osim_thigh, kneeInFemur, Vec3(0), osim_shank, kneeInTibia, Vec3(0)); // Add the thigh body which now also contains the hip joint to the model osimModel->addBody(&osim_shank); osimModel->addJoint(&knee); //OpenSim foot OpenSim::Body osim_foot("foot", footMass.getMass(), footMass.getMassCenter(), footMass.getInertia()); // create Pin ankle joint PinJoint ankle("ankle", osim_shank, ankleInTibia, Vec3(0), osim_foot, ankleInFoot, Vec3(0)); // Add the foot body which now also contains the hip joint to the model osimModel->addBody(&osim_foot); osimModel->addJoint(&ankle); // add a point on line constraint WeldConstraint footConstraint( "footConstraint", ground, SimTK::Transform(weldInGround), osim_foot, SimTK::Transform(weldInFoot) ); osimModel->addConstraint(&footConstraint); // BAD: but if model maintains ownership, it will attempt to delete stack allocated objects osimModel->disownAllComponents(); osimModel->setGravity(gravity_vec); //Add analyses before setting up the model for simulation Kinematics *kinAnalysis = new Kinematics(osimModel); kinAnalysis->setInDegrees(false); osimModel->addAnalysis(kinAnalysis); osimModel->setup(); osimModel->print("testWeldConstraint.osim"); // Need to setup model before adding an analysis since it creates the AnalysisSet // for the model if it does not exist. State& osim_state = osimModel->initSystem(); //========================================================================= // Compare Simbody system and OpenSim model simulations compareSimulations(system, state, osimModel, osim_state, "testWeldConstraint FAILED\n"); }
int main() { try { // Create the system. MultibodySystem system; system.setUpDirection(ZAxis); SimbodyMatterSubsystem matter(system); GeneralForceSubsystem forces(system); Force::Gravity gravity(forces, matter, -ZAxis, 9.81); ContactTrackerSubsystem tracker(system); CompliantContactSubsystem contactForces(system, tracker); contactForces.setTrackDissipatedEnergy(true); contactForces.setTransitionVelocity(1e-3); const Vec3 hdim(.2,.3,.4); // Brick half dimensions const Real rad = .1; // Contact sphere radius const Real brickMass = 2; #ifdef USE_SHERM_PARAMETERS const Real mu_d =.3; // dynamic friction const Real mu_s =.3; // static friction const Real mu_v = 0; // viscous friction (1/v) const Real dissipation = .1; const Real fK = 1e6; // stiffness in pascals const Real simDuration = 5.; #endif #ifdef USE_TOM_PARAMETERS const Real mu_d =.3; // dynamic friction const Real mu_s =.3; // static friction const Real mu_v = 0; // viscous friction (1/v) const Real dissipation = .1756; //Second impact at 0.685 s. const Real fK = 1e6; // stiffness in pascals const Real simDuration = 0.5; //3.0; //0.8; #endif const ContactMaterial material(fK,dissipation,mu_s,mu_d,mu_v); // Halfspace floor const Rotation R_xdown(Pi/2,YAxis); matter.Ground().updBody().addContactSurface( Transform(R_xdown, Vec3(0,0,0)), ContactSurface(ContactGeometry::HalfSpace(), material)); Body::Rigid brickBody(MassProperties(brickMass, Vec3(0), UnitInertia::brick(hdim))); brickBody.addDecoration(Transform(), DecorativeBrick(hdim).setColor(BrickColor).setOpacity(.7)); for (int i=-1; i<=1; i+=2) for (int j=-1; j<=1; j+=2) for (int k=-1; k<=1; k+=2) { const Vec3 pt = Vec3(i,j,k).elementwiseMultiply(hdim); brickBody.addContactSurface(pt, ContactSurface(ContactGeometry::Sphere(rad), material)); brickBody.addDecoration(pt, DecorativeSphere(rad).setColor(SphereColor)); } MobilizedBody::Free brick(matter.Ground(), Transform(), brickBody, Transform()); Visualizer viz(system); viz.addDecorationGenerator(new ForceArrowGenerator(system,contactForces, brick)); //viz.addFrameController(new BodyWatcher(brick)); viz.addFrameController(new BodyWatcher(matter.Ground())); //viz.setShowSimTime(true); //viz.setShowFrameNumber(true); viz.setDesiredFrameRate(FrameRate); //viz.setShowFrameRate(true); Visualizer::InputSilo* silo = new Visualizer::InputSilo(); viz.addInputListener(silo); Array_<std::pair<String,int> > runMenuItems; runMenuItems.push_back(std::make_pair("Go", GoItem)); runMenuItems.push_back(std::make_pair("Replay", ReplayItem)); runMenuItems.push_back(std::make_pair("Quit", QuitItem)); viz.addMenu("Run", RunMenuId, runMenuItems); Array_<std::pair<String,int> > helpMenuItems; helpMenuItems.push_back(std::make_pair("TBD - Sorry!", 1)); viz.addMenu("Help", HelpMenuId, helpMenuItems); // Check for a Run->Quit menu pick every 1/4 second. //system.addEventHandler(new UserInputHandler(*silo, .25)); // Initialize the system and state. system.realizeTopology(); State state = system.getDefaultState(); // SET INITIAL CONDITIONS #ifdef USE_SHERM_PARAMETERS brick.setQToFitTranslation(state, Vec3(0,2,.8)); brick.setQToFitRotation(state, Rotation(BodyRotationSequence, Pi/4, XAxis, Pi/6, YAxis)); brick.setUToFitLinearVelocity(state, Vec3(-5,0,0)); #endif #ifdef USE_TOM_PARAMETERS Vector initQ = Vector(Vec7(1,0,0,0, 0,1,0.8)); initQ(0,4) = Vector(Quaternion(Rotation(SimTK::Pi/4, XAxis) * Rotation(SimTK::Pi/6, YAxis)) .asVec4()); Vector initU = Vector(Vec6(0,0,0, 0,0,6)); initQ[6] = 1.5; initU[5] = -3.96; //First impact at 0.181 s. initU[3] = -5.0; state.setQ(initQ); state.setU(initU); #endif saveEm.reserve(10000); viz.report(state); printf("Default state\n"); cout << "t=" << state.getTime() << " q=" << brick.getQAsVector(state) << " u=" << brick.getUAsVector(state) << endl; cout << "\nChoose 'Go' from Run menu to simulate:\n"; int menuId, item; do { silo->waitForMenuPick(menuId, item); if (menuId != RunMenuId || item != GoItem) cout << "\aDude ... follow instructions!\n"; } while (menuId != RunMenuId || item != GoItem); // Simulate it. // The system as parameterized is very stiff (mostly due to friction) // and thus runs best with CPodes which is extremely stable for // stiff problems. To get reasonable performance out of the explicit // integrators (like the RKs) you'll have to run at a very loose // accuracy like 0.1, or reduce the friction coefficients and // maybe the stiffnesses. //SemiExplicitEuler2Integrator integ(system); //CPodesIntegrator integ(system,CPodes::BDF,CPodes::Newton); RungeKuttaMersonIntegrator integ(system); integ.setReturnEveryInternalStep(true); integ.setAllowInterpolation(false); //RungeKutta3Integrator integ(system); //VerletIntegrator integ(system); //integ.setMaximumStepSize(1e-0001); //integ.setAccuracy(1e-3); // minimum for CPodes integ.setAccuracy(1e-5); //integ.setAccuracy(.01); integ.initialize(state); double cpuStart = cpuTime(); double realStart = realTime(); Real lastReport = -Infinity; while (integ.getTime() < simDuration) { // Advance time by no more than ReportInterval. Might require multiple // internal steps. integ.stepBy(ReportInterval); if (integ.getTime() >= lastReport + VizReportInterval) { // The state being used by the integrator. const State& s = integ.getState(); viz.report(s); saveEm.push_back(s); // save state for playback lastReport = s.getTime(); } } const double timeInSec = realTime() - realStart; const int evals = integ.getNumRealizations(); cout << "Done -- took " << integ.getNumStepsTaken() << " steps in " << timeInSec << "s elapsed for " << integ.getTime() << "s sim (avg step=" << (1000*integ.getTime())/integ.getNumStepsTaken() << "ms) " << (1000*integ.getTime())/evals << "ms/eval\n"; cout << " CPU time was " << cpuTime() - cpuStart << "s\n"; printf("Using Integrator %s at accuracy %g:\n", integ.getMethodName(), integ.getAccuracyInUse()); printf("# STEPS/ATTEMPTS = %d/%d\n", integ.getNumStepsTaken(), integ.getNumStepsAttempted()); printf("# ERR TEST FAILS = %d\n", integ.getNumErrorTestFailures()); printf("# REALIZE/PROJECT = %d/%d\n", integ.getNumRealizations(), integ.getNumProjections()); viz.dumpStats(std::cout); // Add as slider to control playback speed. viz.addSlider("Speed", 1, 0, 2, 1); viz.setMode(Visualizer::PassThrough); silo->clear(); // forget earlier input double speed = 1; // will change if slider moves while(true) { cout << "Choose Run/Replay to see that again ...\n"; int menuId, item; silo->waitForMenuPick(menuId, item); if (menuId != RunMenuId) { cout << "\aUse the Run menu!\n"; continue; } if (item == QuitItem) break; if (item != ReplayItem) { cout << "\aHuh? Try again.\n"; continue; } for (double i=0; i < (int)saveEm.size(); i += speed ) { int slider; Real newValue; if (silo->takeSliderMove(slider,newValue)) { speed = newValue; } viz.report(saveEm[(int)i]); } } } catch (const std::exception& e) { std::printf("EXCEPTION THROWN: %s\n", e.what()); exit(1); } catch (...) { std::printf("UNKNOWN EXCEPTION THROWN\n"); exit(1); } return 0; }
void testPointOnLineConstraint() { using namespace SimTK; cout << endl; cout << "==================================================================" << endl; cout << "OpenSim PointOnLineConstraint vs. Simbody Constraint::PointOnLine " << endl; cout << "==================================================================" << endl; Random::Uniform randomDirection(-1, 1); Vec3 lineDirection(randomDirection.getValue(), randomDirection.getValue(), randomDirection.getValue()); UnitVec3 normLineDirection(lineDirection.normalize()); Vec3 pointOnLine(0,0,0); Vec3 pointOnFollower(0,0,0); // Define the Simbody system MultibodySystem system; SimbodyMatterSubsystem matter(system); GeneralForceSubsystem forces(system); SimTK::Force::UniformGravity gravity(forces, matter, gravity_vec); // Create a free joint between the foot and ground MobilizedBody::Free foot(matter.Ground(), Transform(Vec3(0)), SimTK::Body::Rigid(footMass), Transform(Vec3(0))); // Constrain foot to line on ground SimTK::Constraint::PointOnLine simtkPointOnLine(matter.Ground(), normLineDirection, pointOnLine, foot, pointOnFollower); // Simbody model state setup system.realizeTopology(); State state = system.getDefaultState(); matter.setUseEulerAngles(state, true); system.realizeModel(state); //========================================================================= // Setup OpenSim model Model *osimModel = new Model; //OpenSim bodies const Ground& ground = osimModel->getGround();; //OpenSim foot OpenSim::Body osim_foot("foot", footMass.getMass(), footMass.getMassCenter(), footMass.getInertia()); // create foot as a free joint FreeJoint footJoint("footToGround", ground, Vec3(0), Vec3(0), osim_foot, Vec3(0), Vec3(0)); // Add the thigh body which now also contains the hip joint to the model osimModel->addBody(&osim_foot); osimModel->addJoint(&footJoint); // add a point on line constraint PointOnLineConstraint lineConstraint(ground, normLineDirection, pointOnLine, osim_foot, pointOnFollower); osimModel->addConstraint(&lineConstraint); // BAD: have to set memoryOwner to false or program will crash when this test is complete. osimModel->disownAllComponents(); osimModel->setGravity(gravity_vec); //Add analyses before setting up the model for simulation Kinematics *kinAnalysis = new Kinematics(osimModel); kinAnalysis->setInDegrees(false); osimModel->addAnalysis(kinAnalysis); // Need to setup model before adding an analysis since it creates the AnalysisSet // for the model if it does not exist. State& osim_state = osimModel->initSystem(); //========================================================================================================== // Compare Simbody system and OpenSim model simulations compareSimulations(system, state, osimModel, osim_state, "testPointOnLineConstraint FAILED\n"); } // end testPointOnLineConstraint
int main() { try { // Create the system. MultibodySystem system; SimbodyMatterSubsystem matter(system); GeneralForceSubsystem forces(system); /// uncoment gravity to get some sort of collision interaction /// for cylinder mesh // Force::UniformGravity gravity(forces, matter,Vec3(0,0.001,0), 2); ContactTrackerSubsystem tracker(system); //GeneralContactSubsystem contactsys(system); CompliantContactSubsystem contactForces(system, tracker); contactForces.setTrackDissipatedEnergy(true); for(SubsystemIndex i(0); i<system.getNumSubsystems(); ++i) { fprintf(stderr,"subsytem name %d %s\n", (int)i, system.getSubsystem((SubsystemIndex)i).getName().c_str()); } const Real rad = .4; PolygonalMesh pyramidMesh1,pyramidMesh2; /// load cylinder forces drawn, but interaction depends on gravity??? const Real fFac =1; // to turn off friction const Real fDis = .5*0.2; // to turn off dissipation const Real fVis = .1*.1; // to turn off viscous friction const Real fK = 100*1e6; // pascals Body::Rigid pendulumBody3(MassProperties(100.0, Vec3(0), 100*Inertia(1))); PolygonalMesh body3contact = PolygonalMesh::createSphereMesh(rad, 2); ContactGeometry::TriangleMesh geo3(body3contact); const DecorativeMesh mesh3(geo3.createPolygonalMesh()); pendulumBody3.addDecoration(Transform(), DecorativeMesh(mesh3).setOpacity(.2)); pendulumBody3.addDecoration(Transform(), DecorativeMesh(mesh3).setColor(Gray) .setRepresentation(DecorativeGeometry::DrawWireframe) .setOpacity(.1)); ContactSurface s1(geo3, ContactMaterial(fK*.1,fDis*.9,fFac*.8,fFac*.7,fVis*10)); s1.setThickness(1); s1.setShape(geo3); //ContactGeometry::Sphere geo3(rad); pendulumBody3.addContactSurface(Transform(),s1); /* std::ifstream meshFile1,meshFile2; meshFile1.open("cyl3.obj"); pyramidMesh1.loadObjFile(meshFile1); meshFile1.close(); */ pyramidMesh1 = PolygonalMesh::createSphereMesh(rad, 2); ContactGeometry::TriangleMesh pyramid1(pyramidMesh1); DecorativeMesh showPyramid1(pyramid1.createPolygonalMesh()); const Real ballMass = 200; Body::Rigid ballBody(MassProperties(ballMass, Vec3(0), ballMass*UnitInertia::sphere(1))); ballBody.addDecoration(Transform(), showPyramid1.setColor(Cyan).setOpacity(.2)); ballBody.addDecoration(Transform(), showPyramid1.setColor(Gray) .setRepresentation(DecorativeGeometry::DrawWireframe)); ContactSurface s2(pyramid1, ContactMaterial(fK*.1,fDis*.9, .1*fFac*.8,.1*fFac*.7,fVis*1)); s2.setThickness(1); s2.setShape(pyramid1); ballBody.addContactSurface(Transform(),/*ContactSurface(ContactGeometry::Sphere(rad),ContactMaterial(fK*.1,fDis*.9, .1*fFac*.8,.1*fFac*.7,fVis*1))*/ s2/*.joinClique(clique1)*/); /* Body::Rigid d(MassProperties(1.0, Vec3(0),Inertia(1))); MobilizedBody::Pin dud(matter.Ground(),Transform(),d,Transform()); */ MobilizedBody::Free ball(matter.Ground(), Transform(Vec3(-2,-2,0)), ballBody, Transform(Vec3(0))); MobilizedBody::Free ball1(matter.Ground(), Transform(Vec3(0,0,0)), ballBody, Transform(Vec3(0))); /* MobilizedBody::Free ball2(matter.Ground(), Transform(Vec3(-4,0,0)), ballBody, Transform(Vec3(0))); */ MobilizedBody::Free ball3(matter.Ground(), Transform(Vec3(-1,-2,0)), ballBody, Transform(Vec3(0))); MobilizedBody::Pin pendulum3(matter.Ground(), Transform(Vec3(-2,0,0)), pendulumBody3, Transform(Vec3(0, 2, 0))); ball.updBody(); ball1.updBody(); Visualizer viz(system); viz.addDecorationGenerator(new ForceArrowGenerator(system,contactForces)); viz.setMode(Visualizer::RealTime); viz.setDesiredBufferLengthInSec(1); viz.setDesiredFrameRate(FrameRate); viz.setGroundHeight(-3); viz.setShowShadows(true); viz.setBackgroundType(Visualizer::SolidColor); Visualizer::InputSilo* silo = new Visualizer::InputSilo(); viz.addInputListener(silo); Array_<std::pair<String,int> > runMenuItems; runMenuItems.push_back(std::make_pair("Go", GoItem)); runMenuItems.push_back(std::make_pair("Replay", ReplayItem)); runMenuItems.push_back(std::make_pair("Quit", QuitItem)); viz.addMenu("Run", RunMenuId, runMenuItems); Array_<std::pair<String,int> > helpMenuItems; helpMenuItems.push_back(std::make_pair("TBD - Sorry!", 1)); viz.addMenu("Help", HelpMenuId, helpMenuItems); system.addEventReporter(new MyReporter(system,contactForces,ReportInterval)); system.addEventReporter(new Visualizer::Reporter(viz, ReportInterval)); // Check for a Run->Quit menu pick every 1/4 second. system.addEventHandler(new UserInputHandler(*silo, .25)); // system.addEventHandler(new TriggeredEventHandler(Stage::Model)); // Initialize the system and state. system.realizeTopology(); State state = system.getDefaultState(); /* ball.setQToFitTransform(state, Transform(Rotation(Pi/2,XAxis), Vec3(0,-1.8,0))); */ //pendulum.setOneQ(state, 0, -Pi/12); pendulum3.setOneQ(state, 0, -Pi/2); pendulum3.setOneU(state, 0, Pi/4); // ball.setOneU(state, 1, 0.1); viz.report(state); matter.updAllParticleVelocities(state); printf("Default state\n"); /* cout << "t=" << state.getTime() << " q=" << pendulum.getQAsVector(state) << pendulum2.getQAsVector(state) << " u=" << pendulum.getUAsVector(state) << pendulum2.getUAsVector(state) << endl; */ cout << "\nChoose 'Go' from Run menu to simulate:\n"; int menuId, item; do { silo->waitForMenuPick(menuId, item); if (menuId != RunMenuId || item != GoItem) cout << "\aDude ... follow instructions!\n"; } while (menuId != RunMenuId || item != GoItem); // Simulate it. // The system as parameterized is very stiff (mostly due to friction) // and thus runs best with CPodes which is extremely stable for // stiff problems. To get reasonable performance out of the explicit // integrators (like the RKs) you'll have to run at a very loose // accuracy like 0.1, or reduce the friction coefficients and // maybe the stiffnesses. //ExplicitEulerIntegrator integ(system); CPodesIntegrator integ(system,CPodes::BDF,CPodes::Newton); //RungeKuttaFeldbergIntegrator integ(system); //RungeKuttaMersonIntegrator integ(system); //RungeKutta3Integrator integ(system); //VerletIntegrator integ(system); //integ.setMaximumStepSize(1e-1); //integ.setAllowInterpolation(false); integ.setAccuracy(1e-3); // minimum for CPodes //integ.setAccuracy(.1); TimeStepper ts(system, integ); ts.initialize(state); double cpuStart = cpuTime(); double realStart = realTime(); ts.stepTo(2000.0); const double timeInSec = realTime() - realStart; const int evals = integ.getNumRealizations(); /* cout << "Done -- took " << integ.getNumStepsTaken() << " steps in " << timeInSec << "s elapsed for " << ts.getTime() << "s sim (avg step=" << (1000*ts.getTime())/integ.getNumStepsTaken() << "ms) " << (1000*ts.getTime())/evals << "ms/eval\n"; cout << " CPU time was " << cpuTime() - cpuStart << "s\n"; printf("Using Integrator %s at accuracy %g:\n", integ.getMethodName(), integ.getAccuracyInUse()); printf("# STEPS/ATTEMPTS = %d/%d\n", integ.getNumStepsTaken(), integ.getNumStepsAttempted()); printf("# ERR TEST FAILS = %d\n", integ.getNumErrorTestFailures()); printf("# REALIZE/PROJECT = %d/%d\n", integ.getNumRealizations(), integ.getNumProjections()); */ viz.dumpStats(std::cout); // Add as slider to control playback speed. viz.addSlider("Speed", 1, 0, 4, 1); viz.setMode(Visualizer::PassThrough); silo->clear(); // forget earlier input double speed = 1; // will change if slider moves while(true) { cout << "Choose Run/Replay to see that again ...\n"; int menuId, item; silo->waitForMenuPick(menuId, item); if (menuId != RunMenuId) { cout << "\aUse the Run menu!\n"; continue; } if (item == QuitItem) break; if (item != ReplayItem) { cout << "\aHuh? Try again.\n"; continue; } for (double i=0; i < (int)saveEm.size(); i += speed ) { int slider; Real newValue; if (silo->takeSliderMove(slider,newValue)) { speed = newValue; } viz.report(saveEm[(int)i]); } } } catch (const std::exception& e) { std::printf("EXCEPTION THROWN: %s\n", e.what()); exit(1); } catch (...) { std::printf("UNKNOWN EXCEPTION THROWN\n"); exit(1); } return 0; }
void testCoordinateCouplerConstraint() { using namespace SimTK; cout << endl; cout << "=================================================================" << endl; cout << " OpenSim CoordinateCouplerConstraint vs. FunctionBasedMobilizer " << endl; cout << "=================================================================" << endl; // Define spline data for the custom knee joint int npx = 12; double angX[] = {-2.094395102393, -1.745329251994, -1.396263401595, -1.047197551197, -0.698131700798, -0.349065850399, -0.174532925199, 0.197344221443, 0.337394955864, 0.490177570472, 1.521460267071, 2.094395102393}; double kneeX[] = {-0.003200000000, 0.001790000000, 0.004110000000, 0.004100000000, 0.002120000000, -0.001000000000, -0.003100000000, -0.005227000000, -0.005435000000, -0.005574000000, -0.005435000000, -0.005250000000}; int npy = 7; double angY[] = {-2.094395102393, -1.221730476396, -0.523598775598, -0.349065850399, -0.174532925199, 0.159148563428, 2.094395102393}; double kneeY[] = {-0.422600000000, -0.408200000000, -0.399000000000, -0.397600000000, -0.396600000000, -0.395264000000, -0.396000000000 }; for(int i = 0; i<npy; i++) { // Spline data points from experiment w.r.t. hip location. Change to make it w.r.t knee location kneeY[i] += (-kneeInFemur[1]+hipInFemur[1]); } SimmSpline tx(npx, angX, kneeX); SimmSpline ty(npy, angY, kneeY);; // Define the functions that specify the FunctionBased Mobilized Body. std::vector<std::vector<int> > coordIndices; std::vector<const SimTK::Function*> functions; std::vector<bool> isdof(6,false); // Set the 1 spatial rotation about Z-axis isdof[2] = true; //rot Z int nm = 0; for(int i=0; i<6; i++){ if(isdof[i]) { Vector coeff(2); coeff[0] = 1; coeff[1] = 0; std::vector<int> findex(1); findex[0] = nm++; functions.push_back(new SimTK::Function::Linear(coeff)); coordIndices.push_back(findex); } else if(i==3 || i ==4){ std::vector<int> findex(1,0); if(i==3) functions.push_back(tx.createSimTKFunction()); else functions.push_back(ty.createSimTKFunction()); coordIndices.push_back(findex); } else{ std::vector<int> findex(0); functions.push_back(new SimTK::Function::Constant(0, 0)); coordIndices.push_back(findex); } } // Define the Simbody system MultibodySystem system; SimbodyMatterSubsystem matter(system); GeneralForceSubsystem forces(system); SimTK::Force::UniformGravity gravity(forces, matter, gravity_vec); //system.updDefaultSubsystem().addEventReporter(new VTKEventReporter(system, 0.01)); // Thigh connected by hip MobilizedBody::Pin thigh(matter.Ground(), Transform(hipInGround), SimTK::Body::Rigid(MassProperties(femurMass, femurCOM, femurInertiaAboutCOM.shiftFromMassCenter(femurCOM, femurMass))), Transform(hipInFemur)); //Function-based knee connects shank MobilizedBody::FunctionBased shank(thigh, Transform(kneeInFemur), SimTK::Body::Rigid(tibiaMass), Transform(kneeInTibia), nm, functions, coordIndices); //MobilizedBody::Pin shank(thigh, SimTK::Transform(kneeInFemur), SimTK::Body::Rigid(tibiaMass), SimTK::Transform(kneeInTibia)); // Simbody model state setup system.realizeTopology(); State state = system.getDefaultState(); matter.setUseEulerAngles(state, true); system.realizeModel(state); //========================================================================================================== // Setup OpenSim model Model *osimModel = new Model; //OpenSim bodies const Ground& ground = osimModel->getGround();; OpenSim::Body osim_thigh("thigh", femurMass, femurCOM, femurInertiaAboutCOM); // create hip as a pin joint PinJoint hip("hip",ground, hipInGround, Vec3(0), osim_thigh, hipInFemur, Vec3(0)); // Rename hip coordinates for a pin joint hip.getCoordinateSet()[0].setName("hip_flex"); // Add the thigh body which now also contains the hip joint to the model osimModel->addBody(&osim_thigh); osimModel->addJoint(&hip); // Add another body via a knee joint OpenSim::Body osim_shank("shank", tibiaMass.getMass(), tibiaMass.getMassCenter(), tibiaMass.getInertia()); // Define knee coordinates and axes for custom joint spatial transform SpatialTransform kneeTransform; string knee_q_name = "knee_q"; string tx_name = "knee_tx"; string ty_name = "knee_ty"; Array<string> indepCoords(knee_q_name, 1, 1); // knee flexion/extension kneeTransform[2].setCoordinateNames(indepCoords); kneeTransform[2].setFunction(new LinearFunction()); // translation X kneeTransform[3].setCoordinateNames(OpenSim::Array<std::string>(tx_name, 1, 1)); kneeTransform[3].setFunction(new LinearFunction()); // translation Y kneeTransform[4].setCoordinateNames(OpenSim::Array<std::string>(ty_name, 1, 1)); kneeTransform[4].setFunction(new LinearFunction()); // create custom knee joint CustomJoint knee("knee", osim_thigh, kneeInFemur, Vec3(0), osim_shank, kneeInTibia, Vec3(0), kneeTransform); // Add the shank body which now also contains the knee joint to the model osimModel->addBody(&osim_shank); osimModel->addJoint(&knee); // Constrain the knee translations to follow the desired manifold CoordinateCouplerConstraint knee_tx_constraint; CoordinateCouplerConstraint knee_ty_constraint; knee_tx_constraint.setName("knee_tx_coupler"); knee_ty_constraint.setName("knee_ty_coupler"); knee_tx_constraint.setIndependentCoordinateNames(indepCoords); knee_ty_constraint.setIndependentCoordinateNames(indepCoords); knee_tx_constraint.setDependentCoordinateName(tx_name); knee_ty_constraint.setDependentCoordinateName(ty_name); knee_tx_constraint.setFunction(tx); knee_ty_constraint.setFunction(ty); // Add the constraints osimModel->addConstraint(&knee_tx_constraint); osimModel->addConstraint(&knee_ty_constraint); //Add analyses before setting up the model for simulation Kinematics *kinAnalysis = new Kinematics(osimModel); kinAnalysis->setInDegrees(false); osimModel->addAnalysis(kinAnalysis); // OpenSim model must realize the topology to get valid osim_state osimModel->setGravity(gravity_vec); PointKinematics *pointKin = new PointKinematics(osimModel); // Get the point location of the shank origin in space pointKin->setBodyPoint("shank", Vec3(0)); osimModel->addAnalysis(pointKin); // Model cannot own model components created on the stack in this test program osimModel->disownAllComponents(); // write out the model to file osimModel->print("testCouplerConstraint.osim"); //wipe-out the model just constructed delete osimModel; // reconstruct from the model file osimModel = new Model("testCouplerConstraint.osim"); ForceReporter *forceReport = new ForceReporter(osimModel); forceReport->includeConstraintForces(true); osimModel->addAnalysis(forceReport); // Need to setup model before adding an analysis since it creates the AnalysisSet // for the model if it does not exist. State& osim_state = osimModel->initSystem(); //========================================================================================================== // Compare Simbody system and OpenSim model simulations compareSimulations(system, state, osimModel, osim_state, "testCoordinateCouplerConstraint FAILED\n"); // Forces were held in storage during simulation, now write to file forceReport->printResults("CouplerModelForces"); }