Пример #1
0
int main(int argc, char** argv)
{
    sofa::simulation::tree::init();
    sofa::component::initComponentBase();
    sofa::component::initComponentCommon();
    sofa::component::initComponentGeneral();
    sofa::component::initComponentAdvanced();
    sofa::component::initComponentMisc();
    sofa::gui::initMain();

    unsigned int sizeHouseOfCards=4;
    SReal angle=20.0;
    SReal distanceInBetween=0.1;
    SReal friction=0.8;
    SReal contactDistance=0.03;
    std::string gui = "";


    std::string gui_help = "choose the UI (";
    gui_help += sofa::gui::GUIManager::ListSupportedGUI('|');
    gui_help += ")";

    sofa::helper::parse("This is a SOFA application. Here are the command line arguments")
    .option(&sizeHouseOfCards,'l',"level","number of level of the house of cards")
    .option(&angle,'a',"angle","angle formed by two cards")
    .option(&distanceInBetween,'d',"distance","distance between two cards")
    .option(&friction,'f',"friction","friction coeff")
    .option(&contactDistance,'c',"contactDistance","contact distance")
    .option(&gui,'g',"gui",gui_help.c_str())
    (argc,argv);


    sofa::simulation::setSimulation(new sofa::simulation::tree::TreeSimulation());

    // The graph root node
    Node::SPtr root = sofa::modeling::createRootWithCollisionPipeline("distanceLMConstraint");
    root->setGravity( Coord3(0,-10,0) );
    root->setDt(0.001);

    sofa::component::collision::MinProximityIntersection *intersection;
    root->get(intersection, sofa::core::objectmodel::BaseContext::SearchDown);
    intersection->alarmDistance.setValue(contactDistance);
    intersection->contactDistance.setValue(contactDistance*0.5);

    //************************************
    //Floor
    Node::SPtr  torusFixed = sofa::modeling::createObstacle(root.get(),"mesh/floor.obj", "mesh/floor.obj", "gray");

    //Add the objects
    createHouseOfCards(root.get(),sizeHouseOfCards,distanceInBetween, angle);


    const SReal contactFriction=sqrt(friction);
    sofa::helper::vector< sofa::core::CollisionModel* > listCollisionModels;
    root->getTreeObjects<sofa::core::CollisionModel>(&listCollisionModels);
    for (unsigned int i=0; i<listCollisionModels.size(); ++i) listCollisionModels[i]->setContactFriction(contactFriction);
    root->setAnimate(false);

    //=======================================
    // Export the scene to file
    const std::string fileName="HouseOfCards.xml";
    sofa::simulation::getSimulation()->exportXML(root.get(),fileName.c_str());

    //=======================================
    // Destroy created scene: step needed, as I can't get rid of the locales (the mass can't init correctly as 0.1 is not considered as a floating point).
    sofa::simulation::DeleteVisitor deleteScene(sofa::core::ExecParams::defaultInstance() );
    root->execute(deleteScene);
    root.reset();

    //=======================================
    // Create the GUI
    if (int err=sofa::gui::GUIManager::Init(argv[0],gui.c_str()))
        return err;

    if (int err=sofa::gui::GUIManager::createGUI(NULL))
        return err;

    sofa::gui::GUIManager::SetDimension(800,600);
    //=======================================
    // Load the Scene

    sofa::simulation::Node::SPtr groot = sofa::core::objectmodel::SPtr_dynamic_cast<sofa::simulation::Node>( sofa::simulation::getSimulation()->load(fileName.c_str()));
    if (groot==NULL)
    {
        groot = sofa::simulation::getSimulation()->createNewGraph("");
    }

    sofa::simulation::getSimulation()->init(groot.get());
    sofa::gui::GUIManager::SetScene(groot,fileName.c_str());


    //=======================================
    // Run the main loop
    if (int err=sofa::gui::GUIManager::MainLoop(groot,fileName.c_str()))
        return err;
    Node* ggroot =  sofa::gui::GUIManager::CurrentSimulation();


    if (ggroot!=NULL) sofa::simulation::getSimulation()->unload(groot);

    sofa::simulation::tree::cleanup();
    return 0;
}
Пример #2
0
/// Create an assembly of a siff hexahedral grid with other objects
simulation::Node::SPtr createGridScene(Vec3 startPoint, Vec3 endPoint, unsigned numX, unsigned numY, unsigned numZ, double totalMass/*, double stiffnessValue, double dampingRatio=0.0*/ )
{
    using helper::vector;

    // The graph root node
    Node::SPtr  root = simulation::getSimulation()->createNewGraph("root");
    root->setGravity( Coord3(0,-10,0) );
    root->setAnimate(false);
    root->setDt(0.01);
    addVisualStyle(root)->setShowVisual(false).setShowCollision(false).setShowMapping(true).setShowBehavior(true);

    Node::SPtr simulatedScene = root->createChild("simulatedScene");

    EulerImplicitSolver::SPtr eulerImplicitSolver = New<EulerImplicitSolver>();
    simulatedScene->addObject( eulerImplicitSolver );
    CGLinearSolver::SPtr cgLinearSolver = New<CGLinearSolver>();
    simulatedScene->addObject(cgLinearSolver);

    // The rigid object
    Node::SPtr rigidNode = simulatedScene->createChild("rigidNode");
    MechanicalObjectRigid3::SPtr rigid_dof = addNew<MechanicalObjectRigid3>(rigidNode, "dof");
    UniformMassRigid3::SPtr rigid_mass = addNew<UniformMassRigid3>(rigidNode,"mass");
    FixedConstraintRigid3::SPtr rigid_fixedConstraint = addNew<FixedConstraintRigid3>(rigidNode,"fixedConstraint");

    // Particles mapped to the rigid object
    Node::SPtr mappedParticles = rigidNode->createChild("mappedParticles");
    MechanicalObject3::SPtr mappedParticles_dof = addNew< MechanicalObject3>(mappedParticles,"dof");
    RigidMappingRigid3_to_3::SPtr mappedParticles_mapping = addNew<RigidMappingRigid3_to_3>(mappedParticles,"mapping");
    mappedParticles_mapping->setModels( rigid_dof.get(), mappedParticles_dof.get() );

    // The independent particles
    Node::SPtr independentParticles = simulatedScene->createChild("independentParticles");
    MechanicalObject3::SPtr independentParticles_dof = addNew< MechanicalObject3>(independentParticles,"dof");

    // The deformable grid, connected to its 2 parents using a MultiMapping
    Node::SPtr deformableGrid = independentParticles->createChild("deformableGrid"); // first parent
    mappedParticles->addChild(deformableGrid);                                       // second parent

    RegularGridTopology::SPtr deformableGrid_grid = addNew<RegularGridTopology>( deformableGrid, "grid" );
    deformableGrid_grid->setNumVertices(numX,numY,numZ);
    deformableGrid_grid->setPos(startPoint[0],endPoint[0],startPoint[1],endPoint[1],startPoint[2],endPoint[2]);

    MechanicalObject3::SPtr deformableGrid_dof = addNew< MechanicalObject3>(deformableGrid,"dof");

    SubsetMultiMapping3_to_3::SPtr deformableGrid_mapping = addNew<SubsetMultiMapping3_to_3>(deformableGrid,"mapping");
    deformableGrid_mapping->addInputModel(independentParticles_dof.get()); // first parent
    deformableGrid_mapping->addInputModel(mappedParticles_dof.get());      // second parent
    deformableGrid_mapping->addOutputModel(deformableGrid_dof.get());

    UniformMass3::SPtr mass = addNew<UniformMass3>(deformableGrid,"mass" );
    mass->mass.setValue( totalMass/(numX*numY*numZ) );

    HexahedronFEMForceField3::SPtr hexaFem = addNew<HexahedronFEMForceField3>(deformableGrid, "hexaFEM");
    hexaFem->f_youngModulus.setValue(1000);
    hexaFem->f_poissonRatio.setValue(0.4);


    // ======  Set up the multimapping and its parents, based on its child
    deformableGrid_grid->init();  // initialize the grid, so that the particles are located in space
    deformableGrid_dof->init();   // create the state vectors
    MechanicalObject3::ReadVecCoord  xgrid = deformableGrid_dof->readPositions(); //    cerr<<"xgrid = " << xgrid << endl;


    // create the rigid frames and their bounding boxes
    unsigned numRigid = 2;
    vector<BoundingBox> boxes(numRigid);
    vector< vector<unsigned> > indices(numRigid); // indices of the particles in each box
    double eps = (endPoint[0]-startPoint[0])/(numX*2);

    // first box, x=xmin
    boxes[0] = BoundingBox(Vec3d(startPoint[0]-eps, startPoint[1]-eps, startPoint[2]-eps),
                           Vec3d(startPoint[0]+eps,   endPoint[1]+eps,   endPoint[2]+eps));

    // second box, x=xmax
    boxes[1] = BoundingBox(Vec3d(endPoint[0]-eps, startPoint[1]-eps, startPoint[2]-eps),
                           Vec3d(endPoint[0]+eps,   endPoint[1]+eps,   endPoint[2]+eps));
    rigid_dof->resize(numRigid);
    MechanicalObjectRigid3::WriteVecCoord xrigid = rigid_dof->writePositions();
    xrigid[0].getCenter()=Vec3d(startPoint[0], 0.5*(startPoint[1]+endPoint[1]), 0.5*(startPoint[2]+endPoint[2]));
    xrigid[1].getCenter()=Vec3d(  endPoint[0], 0.5*(startPoint[1]+endPoint[1]), 0.5*(startPoint[2]+endPoint[2]));

    // find the particles in each box
    vector<bool> isFree(xgrid.size(),true);
    unsigned numMapped = 0;
    for(unsigned i=0; i<xgrid.size(); i++){
        for(unsigned b=0; b<numRigid; b++ )
        {
            if( isFree[i] && boxes[b].contains(xgrid[i]) )
            {
                indices[b].push_back(i); // associate the particle with the box
                isFree[i] = false;
                numMapped++;
            }
        }
    }

    // distribution of the grid particles to the different parents (independent particle or solids.
    vector< pair<MechanicalObject3*,unsigned> > parentParticles(xgrid.size());

    // Copy the independent particles to their parent DOF
    independentParticles_dof->resize( numX*numY*numZ - numMapped );
    MechanicalObject3::WriteVecCoord xindependent = independentParticles_dof->writePositions(); // parent positions
    unsigned independentIndex=0;
    for( unsigned i=0; i<xgrid.size(); i++ ){
        if( isFree[i] ){
            parentParticles[i]=make_pair(independentParticles_dof.get(),independentIndex);
            xindependent[independentIndex] = xgrid[i];
            independentIndex++;
        }
    }

    // Mapped particles. The RigidMapping requires to cluster the particles based on their parent frame.
    mappedParticles_dof->resize(numMapped);
    MechanicalObject3::WriteVecCoord xmapped = mappedParticles_dof->writePositions(); // parent positions
    mappedParticles_mapping->globalToLocalCoords.setValue(true);                      // to define the mapped positions in world coordinates
    vector<unsigned>* pointsPerFrame = mappedParticles_mapping->pointsPerFrame.beginEdit(); // to set how many particles are attached to each frame
    unsigned mappedIndex=0;
    for( unsigned b=0; b<numRigid; b++ )
    {
        const vector<unsigned>& ind = indices[b];
        pointsPerFrame->push_back((unsigned)ind.size()); // Tell the mapping the number of points associated with this frame. One box per frame
        for(unsigned i=0; i<ind.size(); i++)
        {
            parentParticles[ind[i]]=make_pair(mappedParticles_dof.get(),mappedIndex);
            xmapped[mappedIndex] = xgrid[ ind[i] ];
            mappedIndex++;

        }
    }
    mappedParticles_mapping->pointsPerFrame.endEdit();

    // Declare all the particles to the multimapping
    for( unsigned i=0; i<xgrid.size(); i++ )
    {
        deformableGrid_mapping->addPoint( parentParticles[i].first, parentParticles[i].second );
    }

    return root;
}
Пример #3
0
    /// One compliant spring, initially extendes
    void testLinearOneFixedOneComplianceSpringX200( bool debug )
    {
        SReal dt=1;
        Node::SPtr root = clearScene();
        root->setGravity( Vec3(0,0,0) );
        root->setDt(dt);

        // The solver
        typedef odesolver::AssembledSolver OdeSolver;
        OdeSolver::SPtr odeSolver = addNew<OdeSolver>(root);
        odeSolver->debug.setValue(debug);
        odeSolver->alpha.setValue(1.0);
        odeSolver->beta.setValue(1.0);
        SReal precision = 1.0e-6;

        linearsolver::LDLTSolver::SPtr linearSolver = addNew<linearsolver::LDLTSolver>(root);
        linearSolver->debug.setValue(debug);

        // The string
        ParticleString  string1( root, Vec3(0,0,0), Vec3(1,0,0), 2, 1.0*2 ); // two particles
        string1.compliance->isCompliance.setValue(true);
        string1.compliance->compliance.setValue(1.0e-3);

        FixedConstraint3::SPtr fixed = modeling::addNew<FixedConstraint3>(string1.string_node,"fixedConstraint");
        fixed->addConstraint(0);      // attach first particle

        {
        MechanicalObject3::WriteVecCoord x = string1.DOF->writePositions();
        x[1] = Vec3(2,0,0);
        }


        //**************************************************
        sofa::simulation::getSimulation()->init(root.get());
        //**************************************************

        // initial state
        Vector x0 = modeling::getVector( core::VecId::position() );
        Vector v0 = modeling::getVector( core::VecId::velocity() );

        //**************************************************
        sofa::simulation::getSimulation()->animate(root.get(),dt);
        //**************************************************

        Vector x1 = modeling::getVector( core::VecId::position() );
        Vector v1 = modeling::getVector( core::VecId::velocity() );

        // We check the explicit step backward without a solver, because it would not accumulate compliance forces
        core::MechanicalParams mparams;
        mparams.setAccumulateComplianceForces(true);
        simulation::common::MechanicalOperations mop (&mparams,getRoot()->getContext());
        mop.computeForce( 0+dt, core::VecId::force(), core::VecId::position(), core::VecId::velocity() );
        Vector f1 = modeling::getVector( core::VecId::force() );

        // backward step
        Vector v2 = v1 - f1 * dt;
        Vector x2 = x1 - v1 * dt;

//        cerr<<"AssembledSolver_test, initial positions : " << x0.transpose() << endl;
//        cerr<<"AssembledSolver_test, initial velocities: " << v0.transpose() << endl;
//        cerr<<"AssembledSolver_test, new positions     : " << x1.transpose() << endl;
//        cerr<<"AssembledSolver_test, new velocities    : " << v1.transpose() << endl;
//        cerr<<"AssembledSolver_test, new forces        : " << f1.transpose() << endl;
//        cerr<<"AssembledSolver_test, new positions  after backward integration: " << x2.transpose() << endl;
//        cerr<<"AssembledSolver_test, new velocities after backward integration: " << v2.transpose() << endl;

        // check that the implicit integration satisfies the implicit integration equation
        ASSERT_TRUE( (x2-x0).lpNorm<Eigen::Infinity>() < precision );
        ASSERT_TRUE( (v2-v0).lpNorm<Eigen::Infinity>() < precision );

        // The particle is initially in (2,0,0) and the closest rest configuration is (1,0,0)
        // The solution should therefore be inbetween.
        ASSERT_TRUE( x1(3)>1.0 ); // the spring should not get inversed


    }
Пример #4
0
    /// Same as @testLinearOneFixedOneStiffnessSpringV100, with a compliant spring instead of a stiff spring
    void testLinearOneFixedOneComplianceSpringV100( bool debug )
    {
        SReal dt=0.1; // currently, this must be set in the root node AND passed to the animate function
        Node::SPtr root = clearScene();
        root->setGravity( Vec3(0,0,0) );
        root->setDt(dt);

        // The solver
        using odesolver::AssembledSolver;
        AssembledSolver::SPtr complianceSolver = addNew<AssembledSolver>(root);
        complianceSolver->debug.setValue( debug );
        complianceSolver->alpha.setValue(1.0);
        complianceSolver->beta.setValue(1.0);
        SReal precision = 1.0e-6;

        linearsolver::LDLTSolver::SPtr linearSolver = addNew<linearsolver::LDLTSolver>(root);
        linearSolver->debug.setValue(debug);

        // The string
        ParticleString  string1( root, Vec3(0,0,0), Vec3(1,0,0), 2, 1.0*2 ); // two particles
        string1.compliance->isCompliance.setValue(true);
        string1.compliance->compliance.setValue(1.0e-3);

        FixedConstraint3::SPtr fixed = modeling::addNew<FixedConstraint3>(string1.string_node,"fixedConstraint");
        fixed->addConstraint(0);      // attach first particle

        // velocity parallel to the spring
        {
        MechanicalObject3::WriteVecCoord v = string1.DOF->writeVelocities();
        v[1] = Vec3(1,0,0);
        }


        //**************************************************
        sofa::simulation::getSimulation()->init(root.get());
        //**************************************************

        // initial state
        Vector x0 = modeling::getVector( core::VecId::position() );
        Vector v0 = modeling::getVector( core::VecId::velocity() );

        //**************************************************
        sofa::simulation::getSimulation()->animate(root.get(),dt);
        //**************************************************

        Vector x1 = modeling::getVector( core::VecId::position() );
        Vector v1 = modeling::getVector( core::VecId::velocity() );

        // We check the explicit step backward without a solver, because it would not accumulate compliance forces
        core::MechanicalParams mparams;
        mparams.setAccumulateComplianceForces(true);
        simulation::common::MechanicalOperations mop (&mparams,getRoot()->getContext());
        mop.computeForce( 0+dt, core::VecId::force(), core::VecId::position(), core::VecId::velocity() );
        Vector f1 = modeling::getVector( core::VecId::force() );
//        cerr<<"test, f1 = " << f1.transpose() << endl;

        // backward step
        Vector v2 = v1 - f1 * dt;
        Vector x2 = x1 - v1 * dt;

//        cerr<<"AssembledSolver_test, initial positions : " << x0.transpose() << endl;
//        cerr<<"AssembledSolver_test, initial velocities: " << v0.transpose() << endl;
//        cerr<<"AssembledSolver_test, new positions : " << x1.transpose() << endl;
//        cerr<<"AssembledSolver_test, new velocities: " << v1.transpose() << endl;
//        cerr<<"AssembledSolver_test, new positions  after backward integration: " << x2.transpose() << endl;
//        cerr<<"AssembledSolver_test, new velocities after backward integration: " << v2.transpose() << endl;

        ASSERT_TRUE( (x2-x0).lpNorm<Eigen::Infinity>() < precision );
        ASSERT_TRUE( (v2-v0).lpNorm<Eigen::Infinity>() < precision );
    }
Пример #5
0
    /** Test in the linear case, with velocity parallel to the spring.
      Convergence should occur in one iteration.
      Integrate using backward Euler (alpha=1, beta=1).
      Post-condition: an explicit Euler step with step -dt brings the system back to the original state.
      */
    void testLinearOneFixedOneStiffnessSpringV100(bool debug)
    {
        SReal dt=0.1; // currently, this must be set in the root node AND passed to the animate function
        Node::SPtr root = clearScene();
        root->setGravity( Vec3(0,0,0) );
        root->setDt(dt);

        // The solver
        using odesolver::AssembledSolver;
        AssembledSolver::SPtr complianceSolver = addNew<AssembledSolver>(getRoot());
        complianceSolver->debug.setValue(debug);
        complianceSolver->alpha.setValue(1.0);
        complianceSolver->beta.setValue(1.0);
        SReal precision = 1.0e-6;

        linearsolver::LDLTSolver::SPtr linearSolver = addNew<linearsolver::LDLTSolver>(getRoot());
        linearSolver->debug.setValue(debug);

        // The string
        ParticleString  string1( root, Vec3(0,0,0), Vec3(1,0,0), 2, 1.0*2 ); // two particles
        string1.compliance->isCompliance.setValue(false); // handle it as a stiffness
        string1.compliance->compliance.setValue(1.0e-3);

        FixedConstraint3::SPtr fixed = addNew<FixedConstraint3>(string1.string_node,"fixedConstraint");
        fixed->addConstraint(0);      // attach first particle

        // velocity parallel to the spring
        {
        MechanicalObject3::WriteVecCoord v = string1.DOF->writeVelocities();
        v[1] = Vec3(1,0,0);
        }


        //**************************************************
        sofa::simulation::getSimulation()->init(root.get());
        //**************************************************

        // initial state
        Vector x0 = getVector( core::VecId::position() );
        Vector v0 = getVector( core::VecId::velocity() );

        //**************************************************
        sofa::simulation::getSimulation()->animate(root.get(),dt);
        //**************************************************

        Vector x1 = getVector( core::VecId::position() );
        Vector v1 = getVector( core::VecId::velocity() );

        // Replace the backward (i.e. implicit) Euler solver with a forward (i.e. explicit) Euler solver.
        // An integration step using the opposite dt should bring us back to the initial state
        getRoot()->removeObject(complianceSolver);
        odesolver::EulerSolver::SPtr eulerSolver = New<odesolver::EulerSolver>();
        getRoot()->addObject(eulerSolver);
        eulerSolver->symplectic.setValue(false);
        sofa::simulation::getSimulation()->animate(root.get(),-dt);

        Vector x2 = getVector( core::VecId::position() );
        Vector v2 = getVector( core::VecId::velocity() );

//        cerr<<"AssembledSolver_test, initial positions : " << x0.transpose() << endl;
//        cerr<<"AssembledSolver_test, initial velocities: " << v0.transpose() << endl;
//        cerr<<"AssembledSolver_test, new positions : " << x1.transpose() << endl;
//        cerr<<"AssembledSolver_test, new velocities: " << v1.transpose() << endl;
//        cerr<<"AssembledSolver_test, new positions  after backward integration: " << x2.transpose() << endl;
//        cerr<<"AssembledSolver_test, new velocities after backward integration: " << v2.transpose() << endl;

        ASSERT_TRUE( (x2-x0).lpNorm<Eigen::Infinity>() < precision );
        ASSERT_TRUE( (v2-v0).lpNorm<Eigen::Infinity>() < precision );
    }