void ElasticFoundationForceImpl::calcForce
   (const State& state, Vector_<SpatialVec>& bodyForces, 
    Vector_<Vec3>& particleForces, Vector& mobilityForces) const 
{
    const Array_<Contact>& contacts = subsystem.getContacts(state, set);
    Real& pe = Value<Real>::downcast
                (subsystem.updCacheEntry(state, energyCacheIndex));
    pe = 0.0;
    for (int i = 0; i < (int) contacts.size(); i++) {
        std::map<ContactSurfaceIndex, Parameters>::const_iterator iter1 = 
            parameters.find(contacts[i].getSurface1());
        std::map<ContactSurfaceIndex, Parameters>::const_iterator iter2 = 
            parameters.find(contacts[i].getSurface2());

        // If there are two meshes, scale each one's contributions by 50%.
        Real areaScale = (iter1==parameters.end() || iter2==parameters.end())
                         ? Real(1) : Real(0.5);

        if (iter1 != parameters.end()) {
            const TriangleMeshContact& contact = 
                static_cast<const TriangleMeshContact&>(contacts[i]);
            processContact(state, contact.getSurface1(), 
                contact.getSurface2(), iter1->second, 
                contact.getSurface1Faces(), areaScale, bodyForces, pe);
        }

        if (iter2 != parameters.end()) {
            const TriangleMeshContact& contact = 
                static_cast<const TriangleMeshContact&>(contacts[i]);
            processContact(state, contact.getSurface2(), 
                contact.getSurface1(), iter2->second, 
                contact.getSurface2Faces(), areaScale, bodyForces, pe);
        }
    }
}
예제 #2
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int HuntCrossleyContactRep::realizeSubsystemDynamicsImpl(const State& s) const 
{
    const Parameters& p = getParameters(s);
    if (!p.enabled) return 0;

    const MultibodySystem&        mbs    = getMultibodySystem(); // my owner
    const SimbodyMatterSubsystem& matter = mbs.getMatterSubsystem();
    Real& pe = Value<Real>::updDowncast(s.updCacheEntry(getMySubsystemIndex(), energyCacheIndex)).upd();
    pe = 0;

    // Get access to system-global cache entries.
    Vector_<SpatialVec>&   rigidBodyForces = mbs.updRigidBodyForces(s, Stage::Dynamics);

    for (int s1=0; s1 < (int)p.spheres.size(); ++s1) {
        const SphereParameters& sphere1 = p.spheres[s1];
        const Transform&  X_GB1     = matter.getMobilizedBody(sphere1.body).getBodyTransform(s);
        const SpatialVec& V_GB1     = matter.getMobilizedBody(sphere1.body).getBodyVelocity(s); // in G
        const Real        r1        = sphere1.radius;
        const Vec3        center1_G = X_GB1*sphere1.center;

        for (int s2=s1+1; s2 < (int)p.spheres.size(); ++s2) {
            const SphereParameters& sphere2 = p.spheres[s2];
            if (sphere2.body == sphere1.body) continue;
            const Transform&  X_GB2     = matter.getMobilizedBody(sphere2.body).getBodyTransform(s);
            const SpatialVec& V_GB2     = matter.getMobilizedBody(sphere2.body).getBodyVelocity(s);
            const Real        r2        = sphere2.radius;
            const Vec3        center2_G = X_GB2*sphere2.center; // 18 flops

            const Vec3 c2c1_G    = center1_G - center2_G;   // points at sphere1 (3 flops)
            const Real dsq       = c2c1_G.normSqr();        // 5 flops
            if (dsq >= (r1+r2)*(r1+r2)) continue;           // 4 flops

            // There is a collision
            const Real     d = std::sqrt(dsq);       // distance between the centers (~30 flops)
            const UnitVec3 normal_G(c2c1_G/d, true); // direction from c2 center to c1 center (~12 flops)

            processContact((r1*r2)/(r1+r2), // relative curvature, ~12 flops
                           sphere1.stiffness, sphere1.dissipation, X_GB1, V_GB1,
                           sphere2.stiffness, sphere2.dissipation, X_GB2, V_GB2,
                           center1_G - r1 * normal_G, // undeformed contact point for sphere1 (6 flops)
                           center2_G + r2 * normal_G, // undeformed contact point for sphere2 (6 flops)
                           normal_G,
                           pe, rigidBodyForces[sphere1.body], rigidBodyForces[sphere2.body]);
        }

        // half spaces
        for (int h=0; h < (int)p.halfSpaces.size(); ++h) {
            const HalfspaceParameters& halfSpace = p.halfSpaces[h];
            if (halfSpace.body == sphere1.body) continue;

            // Quick escape in the common case where the half space is on ground (7 flops)
            if (halfSpace.body==0) {
                const UnitVec3& normal_G = halfSpace.normal;
                const Real      hc1_G    = ~center1_G*normal_G; // ht of center over ground
                if  (hc1_G - halfSpace.height < r1) {
                    // Collision of sphere1 with a half space on ground.
                    processContact(r1, // relative curvature is just r1
                        sphere1.stiffness, sphere1.dissipation, X_GB1, V_GB1,
                        halfSpace.stiffness, halfSpace.dissipation, Transform(), SpatialVec(Vec3(0)),
                        center1_G - (r1*normal_G), // undeformed contact point for sphere (6 flops)
                        halfSpace.height*normal_G, //            "             for halfSpace (3 flops)
                        normal_G, pe, rigidBodyForces[sphere1.body], rigidBodyForces[halfSpace.body]);
                }
                continue;
            }

            // Half space is not on ground.

            const Transform&  X_GB2    = matter.getMobilizedBody(halfSpace.body).getBodyTransform(s);
            const SpatialVec& V_GB2    = matter.getMobilizedBody(halfSpace.body).getBodyVelocity(s);
            const UnitVec3    normal_G = X_GB2.R()*halfSpace.normal;    // 15 flops

            // Find the heights of the half space surface and sphere center measured 
            // along the contact normal from the ground origin. Then we can get the
            // height of the sphere center over the half space surface.
            const Real h_G   = ~X_GB2.p()*normal_G + halfSpace.height; // 6 flops
            const Real hc1_G = ~center1_G*normal_G;                    // 5 flops
            const Real d = hc1_G - h_G;                                // 1 flop
            if (d >= r1) continue;                                     // 1 flop

           // There is a collision
            processContact(r1, // relative curvature is just r1
                           sphere1.stiffness, sphere1.dissipation, X_GB1, V_GB1,
                           halfSpace.stiffness, halfSpace.dissipation, X_GB2, V_GB2,
                           center1_G - r1 * normal_G, // undeformed contact point for sphere (6 flops)
                           center1_G -  d * normal_G, // undeformed contact point for halfSpace (6 flops)
                           normal_G,
                           pe, rigidBodyForces[sphere1.body], rigidBodyForces[halfSpace.body]);
        }
    }

    return 0;
}