// setup simulator callback void post_step_callback(Simulator* sim) { const unsigned X = 0, Y = 1, Z = 2; // setup the box height const double H = 1.0; // get the bottoms of the box Transform3d wTs = Pose3d::calc_relative_pose(box->get_pose(), GLOBAL); Vector3d p1 = wTs.transform_point(Vector3d(-.5, -.5, -.5, box->get_pose())); Vector3d p2 = wTs.transform_point(Vector3d(-.5, -.5, .5, box->get_pose())); Vector3d p3 = wTs.transform_point(Vector3d(.5, -.5, -.5, box->get_pose())); Vector3d p4 = wTs.transform_point(Vector3d(.5, -.5, .5, box->get_pose())); // get the bottoms of the box in the global frame shared_ptr<Pose3d> P1(new Pose3d), P2(new Pose3d), P3(new Pose3d), P4(new Pose3d); P1->x = Origin3d(p1); P2->x = Origin3d(p2); P3->x = Origin3d(p3); P4->x = Origin3d(p4); // get the velocity of the box at the contact points SVelocityd v = box->get_velocity(); Vector3d xd1 = Pose3d::calc_relative_pose(v.pose, P1).transform(v).get_linear(); Vector3d xd2 = Pose3d::calc_relative_pose(v.pose, P2).transform(v).get_linear(); Vector3d xd3 = Pose3d::calc_relative_pose(v.pose, P3).transform(v).get_linear(); Vector3d xd4 = Pose3d::calc_relative_pose(v.pose, P4).transform(v).get_linear(); /* SVelocityd v = box->get_velocity(); Origin3d xd(v.get_linear()); Origin3d omega(v.get_angular()); Origin3d s(1.0, 0.0, 0.0); Origin3d t(0.0, 1.0, 0.0); Origin3d crosss = Origin3d::cross(-wTs.x, s); Origin3d crosst = Origin3d::cross(-wTs.x, t); */ // output the sliding velocity at the contact std::ofstream out("contactv.dat", std::ostream::app); out << sim->current_time << " " << xd1[X] << " " << xd1[Y] << " " << xd2[X] << " " << xd2[Y] << " " << xd3[X] << " " << xd3[Y] << " " << xd4[X] << " " << xd4[Y] << std::endl; // out << sim->current_time << " " << (s.dot(xd) + crosss.dot(omega)) << " " << (t.dot(xd) + crosst.dot(omega)) << std::endl; // out << sim->current_time << " " << v[3] << " " << v[4] << " " << v[5] << " " << v[0] << " " << v[1] << " " << v[2] << std::endl; out.close(); out.open("ke.dat", std::ostream::app); out << sim->current_time << " " << box->calc_kinetic_energy() << std::endl; out.close(); }
// setup simulator callback void post_step_callback(Simulator* s) { const unsigned X = 0, Y = 1, Z = 2; // setup the sphere radius const double R = 1.0; // get the bottom of the sphere Transform3d wTs = Pose3d::calc_relative_pose(sphere->get_pose(), GLOBAL); shared_ptr<Pose3d> Pbot(new Pose3d); Pbot->rpose = GLOBAL; Pbot->x = wTs.x; Pbot->x[Z] -= R; // get the velocity of the sphere at the contact point SVelocityd v = sphere->get_velocity(); Transform3d botTv = Pose3d::calc_relative_pose(v.pose, Pbot); SVelocityd xd = botTv.transform(v); Vector3d linear = xd.get_linear(); /* SVelocityd v = sphere->get_velocity(); Origin3d xd(v.get_linear()); Origin3d omega(v.get_angular()); Origin3d s(1.0, 0.0, 0.0); Origin3d t(0.0, 1.0, 0.0); Origin3d crosss = Origin3d::cross(-wTs.x, s); Origin3d crosst = Origin3d::cross(-wTs.x, t); */ // output the sliding velocity at the contact std::ofstream out("contactv.dat", std::ostream::app); out << sim->current_time << " " << linear[X] << " " << linear[Y] << " " << linear[Z] << std::endl; // out << sim->current_time << " " << (s.dot(xd) + crosss.dot(omega)) << " " << (t.dot(xd) + crosst.dot(omega)) << std::endl; // out << sim->current_time << " " << v[3] << " " << v[4] << " " << v[5] << " " << v[0] << " " << v[1] << " " << v[2] << std::endl; out.close(); out.open("velocity.dat", std::ostream::app); out << sim->current_time << " " << v[3] << " " << v[4] << " " << v[5] << " " << v[0] << " " << v[1] << " " << v[2] << std::endl; out.close(); out.open("ke.dat", std::ostream::app); out << sim->current_time << " " << sphere->calc_kinetic_energy() << std::endl; out.close(); }
// setup simulator mini-callback void post_ministep_callback(ConstraintSimulator* sim) { const unsigned Y = 1; // see whether there is significant undesired rotation AAngled aa = Pose3d::calc_relative_pose(wheel->get_pose(), GLOBAL).q; if ((std::fabs(aa.x) > 1e-4 || std::fabs(aa.z) > 1e-4) && std::fabs(aa.angle) > 1e-6) { std::cerr << "excessive angular rotation out of the plane: " << std::max(std::fabs(aa.x), std::fabs(aa.z)) << std::endl; } // output the velocity std::ofstream out("velocity.dat", std::ostream::app); out << sim->current_time << " " << wheel->get_velocity().get_angular()[Y] << std::endl; out.close(); }
void init(void* separator, const std::map<std::string, Moby::BasePtr>& read_map, double time) { // wipe out existing files std::ofstream out("rke.dat"); out.close(); out.open("telemetry.box"); out.close(); out.open("manifold.change"); out.close(); // get a reference to the TimeSteppingSimulator instance for (std::map<std::string, Moby::BasePtr>::const_iterator i = read_map.begin(); i !=read_map.end(); i++) { // Find the simulator reference if (!sim) sim = boost::dynamic_pointer_cast<TimeSteppingSimulator>(i->second); if (i->first == "box") box = boost::dynamic_pointer_cast<RigidBody>(i->second); if (!grav) grav = boost::dynamic_pointer_cast<GravityForce>(i->second); } sim->post_step_callback_fn = &post_step_callback; sim->constraint_callback_fn = &post_contact_callback; srand(0); // set the position, orientation, and velocities to some random values Pose3d x = *box->get_pose(); rand_pose(x); // add 2.0 to the initial pose for the box x.x[1] += 2.0; box->set_pose(x); // set random velocity for the box shared_ptr<const Pose3d> P = box->get_velocity().pose; box->set_velocity(rand_velocity(P)); }
// setup simulator callback void post_step_callback(Simulator* sim) { const unsigned Z = 2; std::ofstream out("energy.dat", std::ostream::app); double KE = wheel->calc_kinetic_energy(); Transform3d gTw = Pose3d::calc_relative_pose(wheel->get_pose(), GLOBAL); double PE = wheel->get_inertia().m*gTw.x[Z]*-grav->gravity[Z]; out << sim->current_time << " " << KE << " " << PE << " " << (KE+PE) << std::endl; out.close(); // see whether there is significant undesired rotation AAngled aa = Pose3d::calc_relative_pose(wheel->get_pose(), GLOBAL).q; out.open("angular.dat", std::ostream::app); out << sim->current_time << " " << std::fabs(aa.x) << " " << std::fabs(aa.z) << " " << " " << std::fabs(aa.angle) << std::endl; out.close(); // see whether we are in a ballistic flight phase TimeSteppingSimulator* esim = (TimeSteppingSimulator*) sim; boost::shared_ptr<CollisionDetection> coldet = esim->get_collision_detection(); CollisionGeometryPtr cgw = wheel->geometries.front(); CollisionGeometryPtr cgg = ground->geometries.front(); Point3d cpw, cpg; double dist = coldet->calc_signed_dist(cgw, cgg, cpw, cpg); if (dist > 1e-4) std::cerr << "-- in a ballistic flight phase at time " << sim->current_time << std::endl; // fast exit conditions if (FIND_MAP) { if (KE < NEAR_ZERO) { std::cerr << "kinetic energy too small!" << std::endl; out.open("system.state", std::ostream::app); out << "0.0" << std::endl; exit(0); } if (sim->current_time > 100.0) { std::cerr << "simulation ran too long!" << std::endl; out.open("system.state", std::ostream::app); out << "DnF" << std::endl; exit(0); } } // if we're finding the return map, see whether the next step has been // encountered if (FIND_MAP) { // look to see whether the last processed contact was a new spoke std::ifstream in("IPC.token"); if (in.fail()) return; in.close(); // it was, output the state of the system std::ofstream out("system.state", std::ostream::app); out << " " << wheel->get_velocity().get_angular()[1] << std::endl; out.close(); exit(0); } }
void init(void* separator, const std::map<std::string, Moby::BasePtr>& read_map, double time) { const unsigned Z = 2; // overwrite the energy and velocity files std::ofstream out("energy.dat"); out.close(); out.open("velocity.dat"); out.close(); out.open("cvio.dat"); out.close(); // If use robot is active also init dynamixel controllers // get a reference to the TimeSteppingSimulator instance for (std::map<std::string, Moby::BasePtr>::const_iterator i = read_map.begin(); i !=read_map.end(); i++) { // Find the simulator reference if (!sim) sim = boost::dynamic_pointer_cast<TimeSteppingSimulator>(i->second); if (i->first == "WHEEL") wheel = boost::dynamic_pointer_cast<RigidBody>(i->second); if (i->first == "GROUND") ground = boost::dynamic_pointer_cast<RigidBody>(i->second); if (!grav) grav = boost::dynamic_pointer_cast<GravityForce>(i->second); } sim->post_step_callback_fn = &post_step_callback; sim->post_mini_step_callback_fn = &post_ministep_callback; // initialize the system to the fixed point // double theta = M_PI/N_SPOKES; double theta = 0.0; const double ALPHA = 0.2; const double LAMBDA_SQ = 2.0/3; const double MU = 1.0 + LAMBDA_SQ * (std::cos(2*M_PI/N_SPOKES) - 1.0); assert(MU > 0.0 && MU < 1.0); // double theta_dot = std::sqrt((4.0*MU*MU*LAMBDA_SQ*std::sin(M_PI/N_SPOKES)*std::sin(ALPHA))/(1.0 - MU*MU)); // get theta dot char* theta_dot_str = getenv("RIMLESS_WHEEL_THETAD"); if (!theta_dot_str) { std::cerr << "RIMLESS_WHEEL_THETAD not defined!" << std::endl; exit(-1); } double theta_dot = std::atof(theta_dot_str); out.open("system.state", std::ostream::app); out << theta_dot << " "; out.close(); // get the distance per revolution const double DIST_PER_REV = 2*M_PI*R; const double REV_PER_SEC = theta_dot / (M_PI*2.0); const double DIST_PER_SEC = DIST_PER_REV * REV_PER_SEC; // set the rotation about y Quatd q_wheel = Matrix3d::rot_Y(theta); Vector3d lvel(DIST_PER_SEC, 0.0, 0.0, wheel->get_velocity().pose); Vector3d avel(0, theta_dot, 0, wheel->get_velocity().pose); Pose3d P; P.x.set_zero(); P.x[Z] = 0.866025403784439; P.q = q_wheel; wheel->set_pose(P); SVelocityd v; v.set_angular(avel); v.set_linear(lvel); wheel->set_velocity(v); /* // Set initial conditions from ruina paper Ravelin::VectorNd x,xd; part->get_generalized_coordinates( Moby::DynamicBody::eEuler,x); part->get_generalized_velocity( Moby::DynamicBody::eSpatial,xd); x[1] = 0; // x x[2] = 0; // y x[3] = 0.1236; // z // 9.866765986740000e-002 // -9.248610676160000e-003 // -1.601658349552200e-001 // 3.435833890385830e+000 // -1.322096551035500e-001 // -1.990961987794000e-002 // 4.712423746697700e-001 // -3.925591686648300e-001 double PHI = 9.866765986740000e-002, // yaw THE = -1.601658349552200e-001, // pitch + alpha PSI = -9.248610676160000e-003; // roll Ravelin::Matrix3d Rz = Ravelin::Matrix3d::rot_Z(PHI), Ry = Ravelin::Matrix3d::rot_Y(THE), Rx = Ravelin::Matrix3d::rot_X(PSI), Rzxy = Ry.mult(Rx).mult(Rz); Quatd q = Quatd(Rzxy); x[4] = q[0]; x[5] = q[1]; x[6] = q[2]; x[7] = q[3]; x[0] = 3.435833890385830e+000 + THETA_SW_OFFSET; // Theta_sw // Convert Time derivative of RPY to angular velocity (w) double dPHI = -1.322096551035500e-001, // d yaw / dt dTHE = 4.712423746697700e-001, // d pitch / dt dPSI = -1.990961987794000e-002; // d roll / dt // a_dot is time derivative of RPY // Numerically derive skew symmetric // angular velocity tensor matrix W double h = 1e-6; Matrix3d Rz2 = Ravelin::Matrix3d::rot_Z(PHI + h*dPHI), Rx2 = Ravelin::Matrix3d::rot_X(PSI + h*dPSI), Ry2 = Ravelin::Matrix3d::rot_Y(THE + h*dTHE); Matrix3d Rzxy2 = Ry2.mult(Rx2).mult(Rz2); Matrix3d W = ((Rzxy2-Rzxy)/h).mult_transpose(Rzxy); // w is angular velocity Vector3d w((W(2,1)-W(1,2))/2,(W(0,2)-W(2,0))/2,(W(1,0)-W(0,1))/2); xd.set_zero(); xd.set_sub_vec(4,w); xd[0] = -3.925591686648300e-001; // Theta_sw part->set_generalized_coordinates( Moby::DynamicBody::eEuler,x); part->set_generalized_velocity( Moby::DynamicBody::eSpatial,xd); */ }