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/* -------------------------------------------------------------------------- *
* Simbody(tm) *
* -------------------------------------------------------------------------- *
* This is part of the SimTK biosimulation toolkit originating from *
* Simbios, the NIH National Center for Physics-Based Simulation of *
* Biological Structures at Stanford, funded under the NIH Roadmap for *
* Medical Research, grant U54 GM072970. See https://simtk.org/home/simbody. *
* *
* Portions copyright (c) 2006-12 Stanford University and the Authors. *
* Authors: Michael Sherman *
* Contributors: *
* *
* Licensed under the Apache License, Version 2.0 (the "License"); you may *
* not use this file except in compliance with the License. You may obtain a *
* copy of the License at http://www.apache.org/licenses/LICENSE-2.0. *
* *
* Unless required by applicable law or agreed to in writing, software *
* distributed under the License is distributed on an "AS IS" BASIS, *
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. *
* See the License for the specific language governing permissions and *
* limitations under the License. *
* -------------------------------------------------------------------------- */
/**@file
*
* Private implementation of HuntCrossleyContact Subsystem.
*/
#include "SimTKcommon.h"
#include "simbody/internal/common.h"
#include "simbody/internal/MultibodySystem.h"
#include "simbody/internal/SimbodyMatterSubsystem.h"
#include "simbody/internal/ForceSubsystem.h"
#include "simbody/internal/HuntCrossleyContact.h"
#include "simbody/internal/ForceSubsystemGuts.h"
namespace SimTK {
class HuntCrossleyContactRep : public ForceSubsystemRep {
// Private class definitions for state entries.
// Note that we take the 2/3 power of the plane-strain modulus
// and store that as "stiffness" here; see comments on the
// client-side class for why.
struct SphereParameters {
SphereParameters() {
center.setToNaN();
radius = stiffness = dissipation = CNT<Real>::getNaN();
}
SphereParameters(MobilizedBodyIndex b, const Vec3& ctr,
const Real& r, const Real& k, const Real& c)
: body(b), center(ctr), radius(r), stiffness(std::pow(k,Real(2./3.))), dissipation(c) {
assert(b.isValid());
assert(radius > 0 && stiffness >= 0 && dissipation >= 0);
}
MobilizedBodyIndex body;
Vec3 center; // in body frame
Real radius, stiffness, dissipation; // r,k,c from H&C
};
struct HalfspaceParameters {
HalfspaceParameters() {
height = stiffness = dissipation = CNT<Real>::getNaN();
}
HalfspaceParameters(MobilizedBodyIndex b, const UnitVec3& n,
const Real& h, const Real& k, const Real& c)
: body(b), normal(n), height(h), stiffness(std::pow(k,Real(2./3.))), dissipation(c) {
assert(b.isValid());
assert(stiffness >= 0 && dissipation >= 0);
}
MobilizedBodyIndex body;
UnitVec3 normal; // in body frame
Real height, stiffness, dissipation;
};
struct Parameters {
Parameters() : enabled(true) { }
bool enabled;
Array_<SphereParameters> spheres;
Array_<HalfspaceParameters> halfSpaces;
};
public:
HuntCrossleyContactRep()
: ForceSubsystemRep("HuntCrossleyContact", "0.0.1")
{
}
int addSphere(MobilizedBodyIndex body, const Vec3& center,
const Real& radius,
const Real& stiffness,
const Real& dissipation)
{
assert(body.isValid() && radius > 0 && stiffness >= 0 && dissipation >= 0);
invalidateSubsystemTopologyCache(); // this is a topological change
defaultParameters.spheres.push_back(
SphereParameters(body,center,radius,stiffness,dissipation));
return (int)defaultParameters.spheres.size() - 1;
}
int addHalfSpace(MobilizedBodyIndex body, const UnitVec3& normal,
const Real& height,
const Real& stiffness,
const Real& dissipation)
{
assert(body.isValid() && stiffness >= 0 && dissipation >= 0);
invalidateSubsystemTopologyCache(); // this is a topological change
defaultParameters.halfSpaces.push_back(
HalfspaceParameters(body,normal,height,stiffness,dissipation));
return (int)defaultParameters.halfSpaces.size() - 1;
}
// OVERRIDE VIRTUAL FUNCTIONS FROM Subsystem::Guts
HuntCrossleyContactRep* cloneImpl() const {return new HuntCrossleyContactRep(*this);}
int realizeSubsystemTopologyImpl(State& s) const {
instanceVarsIndex = s.allocateDiscreteVariable(getMySubsystemIndex(), Stage::Instance,
new Value<Parameters>(defaultParameters));
energyCacheIndex = s.allocateCacheEntry(getMySubsystemIndex(), Stage::Dynamics, new Value<Real>());
return 0;
}
int realizeSubsystemModelImpl(State& s) const {
// Sorry, no choices available at the moment.
return 0;
}
int realizeSubsystemInstanceImpl(const State& s) const {
// Nothing to compute here.
return 0;
}
int realizeSubsystemTimeImpl(const State& s) const {
// Nothing to compute here.
return 0;
}
int realizeSubsystemPositionImpl(const State& s) const {
// Nothing to compute here.
return 0;
}
int realizeSubsystemVelocityImpl(const State& s) const {
// Nothing to compute here.
return 0;
}
// Cost of contact processing here (in flops):
// 30*(ns*ns)/2 + 7*(ns*nhg) + 28*(ns*nhm) -- to determine whether there is contact
// + 156 * (number of actual contacts)
// where ns==# spheres, nhg==# half spaces on ground, nhm==#half spaces on moving bodies.
// It doesn't take many objects before that first term is very expensive.
// TODO: contact test can be made O(n) by calculating neighborhoods, e.g.
int realizeSubsystemDynamicsImpl(const State& s) const;
int realizeSubsystemAccelerationImpl(const State& s) const {
// Nothing to compute here.
return 0;
}
int realizeSubsystemReportImpl(const State& s) const {
// Nothing to compute here.
return 0;
}
Real calcPotentialEnergy(const State& state) const;
private:
// TOPOLOGY "STATE" VARIABLES
Parameters defaultParameters;
// TOPOLOGY "CACHE" VARIABLES
// This must be filled in during realizeTopology and treated
// as const thereafter. These are garbage unless built=true.
mutable DiscreteVariableIndex instanceVarsIndex;
mutable CacheEntryIndex energyCacheIndex;
const Parameters& getParameters(const State& s) const {
assert(subsystemTopologyHasBeenRealized());
return Value<Parameters>::downcast(
getDiscreteVariable(s,instanceVarsIndex)).get();
}
Parameters& updParameters(State& s) const {
assert(subsystemTopologyHasBeenRealized());
return Value<Parameters>::downcast(
updDiscreteVariable(s,instanceVarsIndex)).upd();
}
// We have determined that contact is occurring. The *undeformed* contact points and the
// contact normal along which they lie have been determined. This method calculates and
// applies the force to each body at the *deformed* contact point, accounting for the
// different material properties. (cost ~144 flops)
void processContact(const Real& R, // relative radius of curvature
const Real& k1, const Real& c1, const Transform& X_GB1, const SpatialVec& V_GB1,
const Real& k2, const Real& c2, const Transform& X_GB2, const SpatialVec& V_GB2,
const Vec3& undefContactPt1_G, const Vec3& undefContactPt2_G,
const UnitVec3& contactNormal_G, // points from body2 to body1
Real& pe, SpatialVec& force1, SpatialVec& force2) const;
friend std::ostream& operator<<(std::ostream& o,
const HuntCrossleyContactRep::Parameters&);
};
// Useless, but required by Value<T>.
std::ostream& operator<<(std::ostream& o,
const HuntCrossleyContactRep::Parameters&)
{assert(false);return o;}
/////////////////////////
// HuntCrossleyContact //
/////////////////////////
/*static*/ bool
HuntCrossleyContact::isInstanceOf(const ForceSubsystem& s) {
return HuntCrossleyContactRep::isA(s.getRep());
}
/*static*/ const HuntCrossleyContact&
HuntCrossleyContact::downcast(const ForceSubsystem& s) {
assert(isInstanceOf(s));
return static_cast<const HuntCrossleyContact&>(s);
}
/*static*/ HuntCrossleyContact&
HuntCrossleyContact::updDowncast(ForceSubsystem& s) {
assert(isInstanceOf(s));
return static_cast<HuntCrossleyContact&>(s);
}
const HuntCrossleyContactRep&
HuntCrossleyContact::getRep() const {
return SimTK_DYNAMIC_CAST_DEBUG<const HuntCrossleyContactRep&>(ForceSubsystem::getRep());
}
HuntCrossleyContactRep&
HuntCrossleyContact::updRep() {
return SimTK_DYNAMIC_CAST_DEBUG<HuntCrossleyContactRep&>(ForceSubsystem::updRep());
}
// Create Subsystem but don't associate it with any System. This isn't much use except
// for making std::vector's, which require a default constructor to be available.
HuntCrossleyContact::HuntCrossleyContact()
: ForceSubsystem()
{
adoptSubsystemGuts(new HuntCrossleyContactRep());
}
HuntCrossleyContact::HuntCrossleyContact(MultibodySystem& mbs)
: ForceSubsystem()
{
adoptSubsystemGuts(new HuntCrossleyContactRep());
mbs.addForceSubsystem(*this); // steal ownership
}
int HuntCrossleyContact::addSphere(MobilizedBodyIndex body, const Vec3& center,
const Real& radius,
const Real& stiffness,
const Real& dissipation)
{
return updRep().addSphere(body,center,radius,stiffness,dissipation);
}
int HuntCrossleyContact::addHalfSpace(MobilizedBodyIndex body, const UnitVec3& normal,
const Real& height,
const Real& stiffness,
const Real& dissipation)
{
return updRep().addHalfSpace(body,normal,height,stiffness,dissipation);
}
////////////////////////////
// HuntCrossleyContactRep //
////////////////////////////
// Cost of contact processing here (in flops):
// 30*(ns*ns)/2 + 7*(ns*nhg) + 28*(ns*nhm) -- to determine whether there is contact
// + 210 * (#sphere/sphere contacts) + 156 * (#sphere/halfspace contacts)
// where ns==# spheres, nhg==# half spaces on ground, nhm==#half spaces on moving bodies.
// It doesn't take many spheres before that first term is very expensive.
// TODO: contact test can be made O(n) by calculating neighborhoods, e.g.
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>::downcast(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;
}
Real HuntCrossleyContactRep::calcPotentialEnergy(const State& state) const {
return Value<Real>::downcast(state.getCacheEntry(getMySubsystemIndex(), energyCacheIndex)).get();
}
// We have determined that contact is occurring. The *undeformed* contact points and the
// contact normal along which they lie have been determined. This method calculates and
// applies the force to each body at the *deformed* contact point, accounting for the
// different material properties. (cost ~144 flops)
//
// Note: k1 = E1^(2/3), E1 is plane-strain modulus of material 1, etc.
// R = (r1*r2)/(r1+r2) (sphere-sphere)
// R = r1 (sphere-halfspace)
// We calculate:
// s1 = k2/(k1+k2); s2 = 1-s1
// k = k1*s1
// E = k^(3/2)
// c = c1*s1 + c2*s2
// We need to calculate Hertz force fH
// fH = 4/3 sqrt(R) E x^(3/2)
// We can do this all with one square root like this:
// fH = 4/3 sqrt(R) k sqrt(k) x sqrt(x)
// = 4/3 k x sqrt(R*k*x)
// Then the complete Hunt & Crossley force f is
// fH(1 + 3/2 c v) where v = xdot.
// We also want potential energy
// pe = 2/5 * (4/3 sqrt(R) E)*x^(5/2) = 2/5 fH x
// TODO: If we want the patch radius a also (not currently needed) it is
// a = sqrt(R*x)
// That would take another square root as coded but could be avoided
// by precalculating the combined material properties.
//
// Note that we don't apply the force or count potential energy if the
// calculated value is negative, meaning the bodies would be "sticking".
// That situation can only occur because an outside force is yanking
// the bodies apart.
void HuntCrossleyContactRep::processContact
(const Real& R,
const Real& k1, const Real& c1, const Transform& X_GB1, const SpatialVec& V_GB1,
const Real& k2, const Real& c2, const Transform& X_GB2, const SpatialVec& V_GB2,
const Vec3& undefContactPt1_G, const Vec3& undefContactPt2_G,
const UnitVec3& contactNormal_G, // points from body2 to body1
Real& pe, SpatialVec& force1, SpatialVec& force2) const
{
const Real x = ~(undefContactPt2_G-undefContactPt1_G) * contactNormal_G; // 8 flops
// Body 1 must be "above" body 2, meaning its undeformed contact point must be "below"
// body 2's so that they are interpenetrating.
assert(x > 0);
// Calculate the fraction of total squish x which will be undergone by body 1; body 2's
// squish fraction will be 1-squish1.
const Real squish1 = k2/(k1+k2); // ~11 flops counting divide as ~10
const Real squish2 = 1 - squish1; // 1 flop
// Now we can find the real contact point, which is a little up the normal from pt1
const Vec3 contactPt_G = undefContactPt1_G + (squish1*x)*contactNormal_G; // 7 flops
// Find the body stations coincident with the contact point so that we can calculate
// their velocities.
const Vec3 contactPt1_G = contactPt_G - X_GB1.p(); // 3 flops
const Vec3 contactPt2_G = contactPt_G - X_GB2.p(); // 3 flops
const Vec3 vContactPt1_G = V_GB1[1] + V_GB1[0] % contactPt1_G; // 12 flops
const Vec3 vContactPt2_G = V_GB2[1] + V_GB2[0] % contactPt2_G; // 12 flops
const Real v = ~(vContactPt2_G-vContactPt1_G)*contactNormal_G; // dx/dt (8 flops)
const Real k=k1*squish1; // = k2*squish2 1 flop
const Real c=c1*squish1 + c2*squish2; // 3 flops
const Real fH = Real(4./3.) * k * x * std::sqrt(R*k*x); // ~35 flops
const Real f = fH * (1 + Real(1.5)*c*v); // 4 flops
// If the resulting force is negative, the multibody system is "yanking"
// the objects apart so fast that the material can't undeform fast enough
// to keep up. That means it can't apply any force and that the stored
// potential energy will now be wasted. (I suppose it would be dissipated
// internally as the body's surface oscillated around its undeformed shape.)
if (f > 0) { // 1 flop
pe += Real(2./5.) * fH * x; // 3 flops
const Vec3 fvec = f * contactNormal_G; // points towards body1 (3 flops)
force1 += SpatialVec( contactPt1_G % fvec, fvec); // 15 flops
force2 -= SpatialVec( contactPt2_G % fvec, fvec); // 15 flops
}
}
} // namespace SimTK
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