示例#1
0
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);
}
示例#3
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() {
    
    // Build a system consisting of a chain of bodies with every possible mobilizer.
    
    MultibodySystem mbs;
    SimbodyMatterSubsystem matter(mbs);
    Body::Rigid body = Body::Rigid(MassProperties(1, Vec3(0), Inertia(1)));
    body.addDecoration(DecorativeSphere(.1));
    Random::Uniform random(0.0, 2.0);
    MobilizedBody lastBody = MobilizedBody::Pin(matter.Ground(), Transform(Vec3(0, 0, 0)), body, Transform(Vec3(random.getValue(), random.getValue(), random.getValue())));
    lastBody = MobilizedBody::Slider(lastBody, Transform(Vec3(0, 0, 0)), body, Transform(Vec3(random.getValue(), random.getValue(), random.getValue())));
    lastBody = MobilizedBody::Universal(lastBody, Transform(Vec3(0, 0, 0)), body, Transform(Vec3(random.getValue(), random.getValue(), random.getValue())));
    lastBody = MobilizedBody::Cylinder(lastBody, Transform(Vec3(0, 0, 0)), body, Transform(Vec3(random.getValue(), random.getValue(), random.getValue())));
    lastBody = MobilizedBody::BendStretch(lastBody, Transform(Vec3(0, 0, 0)), body, Transform(Vec3(random.getValue(), random.getValue(), random.getValue())));
    lastBody = MobilizedBody::Planar(lastBody, Transform(Vec3(0, 0, 0)), body, Transform(Vec3(random.getValue(), random.getValue(), random.getValue())));
    lastBody = MobilizedBody::Gimbal(lastBody, Transform(Vec3(0, 0, 0)), body, Transform(Vec3(random.getValue(), random.getValue(), random.getValue())));
    lastBody = MobilizedBody::Ball(lastBody, Transform(Vec3(0, 0, 0)), body, Transform(Vec3(random.getValue(), random.getValue(), random.getValue())));
    lastBody = MobilizedBody::Translation(lastBody, Transform(Vec3(0, 0, 0)), body, Transform(Vec3(random.getValue(), random.getValue(), random.getValue())));
    lastBody = MobilizedBody::Free(lastBody, Transform(Vec3(0, 0, 0)), body, Transform(Vec3(random.getValue(), random.getValue(), random.getValue())));
    lastBody = MobilizedBody::LineOrientation(lastBody, Transform(Vec3(0, 0, 0)), body, Transform(Vec3(random.getValue(), random.getValue(), random.getValue())));
    lastBody = MobilizedBody::FreeLine(lastBody, Transform(Vec3(0, 0, 0)), body, Transform(Vec3(random.getValue(), random.getValue(), random.getValue())));
    lastBody = MobilizedBody::Weld(lastBody, Transform(Vec3(0, 0, 0)), body, Transform(Vec3(random.getValue(), random.getValue(), random.getValue())));
    lastBody = MobilizedBody::Screw(lastBody, Transform(Vec3(0, 0, 0)), body, Transform(Vec3(random.getValue(), random.getValue(), random.getValue())), 0.5);
    lastBody = MobilizedBody::Ellipsoid(lastBody, Transform(Vec3(0, 0, 0)), body, Transform(Vec3(random.getValue(), random.getValue(), random.getValue())));
    mbs.realizeTopology();
    State& s = mbs.updDefaultState();
    mbs.realizeModel(s);
    
    // Choose a random initial conformation.
    
    for (int i = 0; i < s.getNQ(); ++i)
        s.updQ()[i] = random.getValue();
    mbs.realize(s, Stage::Instance);
    // The only constraints are the quaternions -- normalize them.
    Vector temp;
    mbs.project(s, 0.01);
    mbs.realize(s, Stage::Position);
    
    // Convert to Euler angles and make sure the positions are all the same.
    
    State euler = s;
    matter.convertToEulerAngles(s, euler);
    mbs.realize(euler, Stage::Position);
    for (int i = 0; i < matter.getNumBodies(); ++i) {
        const MobilizedBody& body = matter.getMobilizedBody(MobilizedBodyIndex(i));
        Real dist = (body.getBodyOriginLocation(euler)-body.getBodyOriginLocation(s)).norm();
        ASSERT(dist < 1e-5);
    }

    // Now convert back to quaternions and make sure the positions are still the same.
    
    State quaternions = s;
    matter.convertToQuaternions(euler, quaternions);
    mbs.realize(quaternions, Stage::Position);
    for (int i = 0; i < matter.getNumBodies(); ++i) {
        const MobilizedBody& body = matter.getMobilizedBody(MobilizedBodyIndex(i));
        Real dist = (body.getBodyOriginLocation(quaternions)-body.getBodyOriginLocation(s)).norm();
        ASSERT(dist < 1e-5);
    }
    
    // Compare the state variables to see if they have been accurately reproduced.
    
    mbs.project(s, 0.01); // Normalize the quaternions
    Real diff = std::sqrt((s.getQ()-quaternions.getQ()).normSqr()/s.getNQ());
    ASSERT(diff < 1e-5);

    std::cout << "Done" << std::endl;
}
示例#5
0
void testBushing() {
    MultibodySystem system;
    SimbodyMatterSubsystem matter(system);
    GeneralForceSubsystem forces(system);
    Force::UniformGravity gravity(forces, matter, Vec3(0, -9.81, 0));
    Body::Rigid lumpy(MassProperties(3.1, Vec3(.1, .2, .3),
                      UnitInertia(1.2,1.1,1.3,.01,.02,.03)));
    Body::Rigid massless(MassProperties(0,Vec3(0),UnitInertia(0)));

    Vec3 inboard(0.1, 0.5, -1);
    Vec3 outboard(0.2, -0.2, 0);
    MobilizedBody::Bushing p1(matter.updGround(), inboard, lumpy, outboard);

    Rotation axisX(Pi/2, YAxis); // rotate z into x
    Rotation axisY(-Pi/2, XAxis); // rotate z into y
    Rotation axisZ; // leave z where it is
    MobilizedBody::Translation dummy0(matter.updGround(), inboard,
        massless, Transform());
    MobilizedBody::Pin dummy1(dummy0, Transform(axisX,Vec3(0)),
        massless, Transform(axisX, Vec3(0)));
    MobilizedBody::Pin dummy2(dummy1, Transform(axisY, Vec3(0)),
        massless, Transform(axisY, Vec3(0)));
    MobilizedBody::Pin p2(dummy2, Transform(axisZ, Vec3(0)),
        lumpy, Transform(axisZ, outboard));

    MobilizedBody::Weld c1(p1, inboard, lumpy, outboard);
    MobilizedBody::Weld c2(p2, inboard, lumpy, outboard);

    c1.addBodyDecoration(Transform(), DecorativeBrick(.1*Vec3(1,2,3))
        .setColor(Cyan).setOpacity(0.2));
    c2.addBodyDecoration(Transform(), DecorativeBrick(.1*Vec3(1,2,3))
        .setColor(Red).setRepresentation(DecorativeGeometry::DrawWireframe));

    //Visualizer viz(system); viz.setBackgroundType(Visualizer::SolidColor);
    //system.addEventReporter(new Visualizer::Reporter(viz, 1./30));

    State state = system.realizeTopology();
    p1.setQ(state, Vec6(.1,.2,.3,1,2,3));
    dummy0.setMobilizerTranslation(state, Vec3(1,2,3));
    dummy1.setAngle(state, .1);
    dummy2.setAngle(state, .2);
    p2.setAngle(state, .3);

    p1.setU(state, Vec6(1, 2, 3, -.1, -.2, -.3));
    dummy0.setMobilizerVelocity(state, Vec3(-.1, -.2, -.3));
    dummy1.setRate(state, 1);
    dummy2.setRate(state, 2);
    p2.setRate(state, 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);
}