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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) 2007-12 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
*
* Implementation of SimbodyMatterSubtree and SimbodyMatterSubtreeResults.
*/
#include "SimTKcommon.h"
#include "simbody/internal/SimbodyMatterSubtree.h"
#include "MobilizedBodyImpl.h"
#include "SimbodyMatterSubsystemRep.h"
class RigidBodyNode;
#include <string>
#include <iostream>
using std::cout;
using std::endl;
namespace SimTK {
/////////////////
// SUBTREE REP //
/////////////////
class SimbodyMatterSubtree::SubtreeRep {
public:
SubtreeRep(const SimbodyMatterSubtree& handle, const SimbodyMatterSubsystem& sms)
: myHandle(handle), matter(&sms), stage(Stage::Empty)
{
}
// Here we don't know the matter subsystem yet.
explicit SubtreeRep(const SimbodyMatterSubtree& handle)
: myHandle(handle), matter(0), stage(Stage::Empty)
{
}
void setSimbodyMatterSubsystem(const SimbodyMatterSubsystem& sms) {
clear();
matter = &sms; // just a reference
}
const SimbodyMatterSubsystem& getSimbodyMatterSubsystem() const {
assert(matter != 0);
return *matter;
}
void invalidate(Stage g) {
if (stage >= g)
stage = g.prev();
}
// Note that this retains the current handle and matter subsystem (if any).
void clear() {
invalidate(Stage::Topology);
terminalBodies.clear();
ancestor = InvalidMobilizedBodyIndex;
}
void setTerminalBodies(const Array_<MobilizedBodyIndex>& bids) {
clear();
for (int i=0; i < (int)bids.size(); ++i)
addTerminalBody(bids[i]);
}
void addTerminalBody(MobilizedBodyIndex bid) {
assert(!isTerminalBody(bid)); // can only appear once
invalidate(Stage::Topology);
terminalBodies.push_back(bid);
}
MobilizedBodyIndex getAncestorMobilizedBodyIndex() const {
assert(stage >= Stage::Topology);
return ancestor;
}
MobilizedBodyIndex getSubtreeBodyMobilizedBodyIndex(SubtreeBodyIndex b) const {
assert(stage >= Stage::Topology);
return allBodies[b];
}
SubtreeBodyIndex getParentSubtreeBodyIndex(SubtreeBodyIndex b) const {
assert(b >= 1); // ancestor has no subtree parent
assert(stage >= Stage::Topology);
return parentSubtreeBodies[b];
}
// State must be realized to at least Stage::Model for this call to work.
// The supplied SubtreeResults object is allocated and properly initialized to
// be able to hold computation results from this Subtree.
void initializeSubtreeResults(const State&, SimbodyMatterSubtreeResults::SubtreeResultsRep&) const;
// This can be used as a sanity check that initializeSubtreeResults() was already called
// in this Subtree to produce these SubtreeResults. It is by no means exhaustive but
// will catch egregious errors.
bool isCompatibleSubtreeResults(const SimbodyMatterSubtreeResults::SubtreeResultsRep&) const;
// POSITION STAGE
// State must be realized to at least Stage::Position for this to work. SubtreeResults
// must have already been initialized to work with this Subtree. SubtreeResults stage
// will be Stage::Position after this call. All body transforms will be the same as
// the corresponding ones in the state, except they will be measured from the ancestor
// frame instead of ground. Subtree q's will be identical to corresponding State q's.
void copyPositionsFromState(const State&, SimbodyMatterSubtreeResults::SubtreeResultsRep&) const;
// State must be realized to Stage::Instance. subQ must be the right length for this
// Subtree, and SubtreeResults must have been properly initialized. SubtreeResults
// stage will be Stage::Position after this call.
void calcPositionsFromSubtreeQ(const State&, const Vector& subQ, SimbodyMatterSubtreeResults::SubtreeResultsRep&) const;
// Calculates a perturbed position result starting with the subQ's and position results
// which must already be in SubtreeResults.
void perturbPositions(const State&, SubtreeQIndex subQIndex, Real perturbation, SimbodyMatterSubtreeResults::SubtreeResultsRep&) const;
// VELOCITY STAGE
// State must be realized to at least Stage::Velocity for this to work. SubtreeResults
// must already be at Stage::Position. SubtreeResults stage
// will be Stage::Velocity after this call. All subtree body spatial velocities will be
// the same as in the State, except measured relative to A and expressed in A. Subtree u's
// will be identical to corresponding State u's.
void copyVelocitiesFromState(const State&, SimbodyMatterSubtreeResults::SubtreeResultsRep&) const;
// State must be realized to Stage::Instance. subU must be the right length for this
// Subtree, and SubtreeResults must already be at Stage::Position. SubtreeResults
// stage will be Stage::Velocity after this call.
void calcVelocitiesFromSubtreeU(const State&, const Vector& subU, SimbodyMatterSubtreeResults::SubtreeResultsRep&) const;
// State must be realized to Stage::Instance and SubtreeResults must already be at
// Stage::Position. SubtreeResults stage will be Stage::Velocity after this call, but
// all Subtree u's and body velocities will be zero.
void calcVelocitiesFromZeroU(const State&, SimbodyMatterSubtreeResults::SubtreeResultsRep&) const;
// Calculates a perturbed velocity result starting with the subU's and velocity results
// which must already be in SubtreeResults.
void perturbVelocities(const State&, SubtreeUIndex subUIndex, Real perturbation, SimbodyMatterSubtreeResults::SubtreeResultsRep&) const;
// ACCELERATION STAGE
// State must be realized to at least Stage::Acceleration for this to work. SubtreeResults
// must already be at Stage::Velocity. SubtreeResults stage
// will be Stage::Acceleration after this call. All subtree body spatial accelerations will be
// the same as in the State, except measured relative to A and expressed in A. Subtree udots
// will be identical to corresponding State udots.
void copyAccelerationsFromState(const State&, SimbodyMatterSubtreeResults::SubtreeResultsRep&) const;
// State must be realized to Stage::Instance. subUDot must be the right length for this
// Subtree, and SubtreeResults must already be at Stage::Velocity. SubtreeResults
// stage will be Stage::Acceleration after this call.
void calcAccelerationsFromSubtreeUDot(const State&, const Vector& subUDot, SimbodyMatterSubtreeResults::SubtreeResultsRep&) const;
// State must be realized to Stage::Instance and SubtreeResults must already be at
// Stage::Velocity. SubtreeResults stage will be Stage::Acceleration after this call.
// All Subtree udots's will be zero, body accelerations will have only their bias values
// (coriolis accelerations from nonzero u's).
void calcAccelerationsFromZeroUDot(const State&, SimbodyMatterSubtreeResults::SubtreeResultsRep&) const;
// Calculates a perturbed velocity result starting with the subUDot's and acceleration results
// which must already be in SubtreeResults.
void perturbAccelerations(const State&, SubtreeUIndex subUDotIndex, Real perturbation, SimbodyMatterSubtreeResults::SubtreeResultsRep&) const;
MobilizedBodyIndex getParentMobilizedBodyIndex(MobilizedBodyIndex childIx) const {
return getSimbodyMatterSubsystem().getMobilizedBody(childIx)
.getParentMobilizedBody().getMobilizedBodyIndex();
}
int getLevel(MobilizedBodyIndex mbid) const {
return getSimbodyMatterSubsystem().getMobilizedBody(mbid).getLevelInMultibodyTree();
}
bool hasPathToAncestor(MobilizedBodyIndex bid) const {
assert(ancestor.isValid());
while (bid!=ancestor && bid!=GroundIndex)
bid = getParentMobilizedBodyIndex(bid);
return bid == ancestor; // works if ancestor is Ground also
}
bool isTerminalBody(MobilizedBodyIndex bid) const {
for (int i=0; i < (int)terminalBodies.size(); ++i)
if (bid == terminalBodies[i])
return true;
return false;
}
void realizeTopology() {
if (stage >= Stage::Topology)
return;
allBodies.clear(); parentSubtreeBodies.clear(); childSubtreeBodies.clear();
if (terminalBodies.empty()) {
stage = Stage::Topology; // this is the "empty subtree"
return;
}
ancestor = findAncestorBody();
// We'll collect all the Subtree bodies in a MobilizedBodyIndex->SubtreeBodyIndex
// map. We'll do this in two passes through the map -- the first to eliminate
// duplicates and put the bodies in MobilizedBodyIndex order, the second to assign
// SubtreeBodyIndexs which are just the resulting ordinals.
// Complexity of this first pass is O(N log N) where N is the number
// of unique bodies in the Subtree.
typedef std::map<MobilizedBodyIndex, SubtreeBodyIndex> MapType;
typedef MapType::value_type MapEntry;
MapType subtreeBodyIndexMap;
// Pre-load the map with the ancestor body and its subtree body id 0.
subtreeBodyIndexMap.insert(MapEntry(ancestor, SubtreeBodyIndex(0)));
for (int i=0; i < (int)terminalBodies.size(); ++i) {
// Run down this branch adding any new bodies we encounter
// until we hit one that is already in the map. If we get to
// Ground without hitting the ancestor (OK if Ground *is* the
// ancestor) then we have been given a bad terminal body which
// should have been caught earlier.
MobilizedBodyIndex mbid = terminalBodies[i];
// ".second" will be true if the entry was actually inserted; otherwise
// it was already there.
while (subtreeBodyIndexMap.insert(MapEntry(mbid,SubtreeBodyIndex())).second) {
assert(mbid != GroundIndex);
mbid = getParentMobilizedBodyIndex(mbid);
}
}
// Now assign the SubtreeBodyIndexs in order of MobilizedBodyIndex, and fill
// in allBodies which serves as the SubtreeBodyIndex->MobilizedBodyIndex map,
// and parentSubtreeBodies which maps a subtree body to its unique subtree
// parent, and childSubtreeBodies which goes from a subtree body to the
// list of all bodies for which it is the parent.
// This pass is also O(N log N) because we have to look up the parent
// mobilized body id in the map to get its assigned subtree body id.
allBodies.resize((unsigned)subtreeBodyIndexMap.size());
parentSubtreeBodies.resize((unsigned)subtreeBodyIndexMap.size());
childSubtreeBodies.resize((unsigned)subtreeBodyIndexMap.size());
allBodies[0] = ancestor;
parentSubtreeBodies[0] = InvalidSubtreeBodyIndex;
SubtreeBodyIndex nextFree(1); // ancestor was already assigned 0
MapType::iterator body = subtreeBodyIndexMap.begin();
assert(body->first == ancestor && body->second == 0);
++body; // skip the ancestor
for (; body != subtreeBodyIndexMap.end(); ++body)
{
const MobilizedBodyIndex mbid = body->first;
const SubtreeBodyIndex sbid = nextFree++;
body->second = sbid;
allBodies[sbid] = mbid;
// Look up the parent, which *must* be (a) present, and (b)
// one of the earlier Subtree bodies.
const MobilizedBodyIndex pmbid = getParentMobilizedBodyIndex(mbid);
MapType::const_iterator parent = subtreeBodyIndexMap.find(pmbid);
assert(parent != subtreeBodyIndexMap.end());
const SubtreeBodyIndex psbid = parent->second;
assert(psbid < sbid && allBodies[psbid]==pmbid);
parentSubtreeBodies[sbid] = psbid;
childSubtreeBodies[psbid].push_back(sbid);
}
stage = Stage::Topology;
}
int getNumSubtreeBodies() const {
assert(stage >= Stage::Topology);
return (int)allBodies.size();
}
void realizeModel(const State& s) {
assert(getSimbodyMatterSubsystem().getStage(s) >= Stage::Model);
assert(stage >= Stage::Topology);
if (stage >= Stage::Model)
return;
stage = Stage::Model;
}
void realizePosition(const State& s, const Vector& subQ) {
assert(getSimbodyMatterSubsystem().getStage(s) >= Stage::Instance);
assert(stage >= Stage::Model);
stage = Stage::Position;
}
void realizeVelocity(const State& s, const Vector& subU) {
assert(getSimbodyMatterSubsystem().getStage(s) >= Stage::Position);
assert(stage >= Stage::Model);
stage = Stage::Velocity;
}
void realizeAcceleration(const State& s, const Vector& subUDot) {
assert(getSimbodyMatterSubsystem().getStage(s) >= Stage::Velocity);
assert(stage >= Stage::Model);
stage = Stage::Acceleration;
}
const SimbodyMatterSubtree& getMySubtreeOwnerHandle() const {return myHandle;}
private:
friend class SimbodyMatterSubtree;
const SimbodyMatterSubtree& myHandle; // owner handle
const SimbodyMatterSubsystem* matter; // a reference to the full tree of which this is a subset
Stage stage; // initially invalid
// TOPOLOGY STATE VARIABLES
Array_<MobilizedBodyIndex> terminalBodies;
// TOPOLOGY CACHE VARIABLES
// Maps SubtreeBodyIndex to MobilizedBodyIndex
MobilizedBodyIndex ancestor;
Array_<MobilizedBodyIndex> allBodies; // ancestor body is 0; ids are in increasing order
// Maps each subtree body (by SubtreeBodyIndex) to its unique parent within the subtree
// the base body (SubtreeBodyIndex==SubtreeBaseBodyIndex==0) returns an InvalidSubtreeBodyIndex
// as its parent.
Array_<SubtreeBodyIndex> parentSubtreeBodies;
// Maps each subtree body to its children within the subtree. Note that a subtree terminal
// body may have children in the full matter subsystem, but which are not included in
// the subtree.
Array_< Array_<SubtreeBodyIndex> > childSubtreeBodies;
private:
// This routine finds the terminal body closest to Ground in the
// MobilizedBody tree's graph, then moves down all the other branches
// to find a body in each branch at that same lowest level. That is,
// we "trim" all the branches to be the same height. Then we move
// all the branches in sync one level closer to ground until they
// all hit the same body. That's the outmost common ancestor.
MobilizedBodyIndex findAncestorBody() {
assert(terminalBodies.size());
// Copy the terminal bodies, which are the current branch tips.
Array_<MobilizedBodyIndex> tips(&terminalBodies[0], (&terminalBodies[0])+terminalBodies.size());
// Find the level of the lowest-level tip.
int minTip = 0;
int minLevel = getLevel(tips[minTip]);
for (int i=1; i < (int)tips.size(); ++i)
if (getLevel(tips[i]) < minLevel)
{minTip = i; minLevel = getLevel(tips[minTip]);}
// Trim all the other branches back to the lowest level.
for (int i=0; i < (int)tips.size(); ++i)
while (getLevel(tips[i]) > minLevel)
tips[i] = getParentMobilizedBodyIndex(tips[i]);
// All tips are at the same level now. March them in lockstep down
// to their common ancestor or Ground.
while (!allElementsMatch(tips))
pruneTipsOneLevel(tips);
return tips[0]; // all branches led here
}
static bool allElementsMatch(const Array_<MobilizedBodyIndex>& ids) {
for (int i=1; i < (int)ids.size(); ++i)
if (ids[i] != ids[0]) return false;
return true;
}
void pruneTipsOneLevel(Array_<MobilizedBodyIndex>& tips) const {
for (int i=0; i < (int)tips.size(); ++i) {
assert(tips[i] != GroundIndex); // can't happen: they should have matched!
tips[i] = getParentMobilizedBodyIndex(tips[i]);
}
}
};
/////////////////////////
// SUBTREE RESULTS REP //
/////////////////////////
class SimbodyMatterSubtreeResults::SubtreeResultsRep {
public:
explicit SubtreeResultsRep(const SimbodyMatterSubtreeResults& handle)
: myHandle(&handle), stage(Stage::Empty)
{
clear();
}
void clear() {
qSubset.clear(); uSubset.clear();
qSeg.clear(); uSeg.clear();
subQ.clear(); subU.clear(); subUDot.clear();
bodyTransforms.clear(); perturbedBodyTransforms.clear();
bodyVelocities.clear(); perturbedBodyVelocities.clear();
bodyAccelerations.clear(); perturbedBodyAccelerations.clear();
perturbedQ = InvalidSubtreeQIndex;
perturbedU = perturbedUDot = InvalidSubtreeUIndex;
stage = Stage::Empty;
}
// Set or change the number of Subtree bodies to be accommodated here. A
// "change" is cheap if the number of bodies hasn't actually changed.
void reallocateBodies(int nb) {
assert(nb >= 1); // must be at least the ancestor body
qSeg.resize(nb); uSeg.resize(nb);
bodyTransforms.resize(nb); perturbedBodyTransforms.resize(nb);
bodyVelocities.resize(nb); perturbedBodyVelocities.resize(nb);
bodyAccelerations.resize(nb); perturbedBodyAccelerations.resize(nb);
// Set the unchanging results for the ancestor body, which is treated as Ground.
qSeg[0] = pair<SubtreeQIndex,int>(SubtreeQIndex(0), 0); // no q's
uSeg[0] = pair<SubtreeUIndex,int>(SubtreeUIndex(0), 0); // no u's
bodyTransforms[0] = perturbedBodyTransforms[0] = Transform();
bodyVelocities[0] = perturbedBodyVelocities[0] = SpatialVec(Vec3(0), Vec3(0));
bodyAccelerations[0] = perturbedBodyAccelerations[0] = SpatialVec(Vec3(0), Vec3(0));
// Clear q and u mapping information -- that can't be known until Stage::Model.
qSubset.clear();
uSubset.clear();
perturbedQ = InvalidSubtreeQIndex;
perturbedU = perturbedUDot = InvalidSubtreeUIndex;
stage = Stage::Topology;
}
// Assign the next available Subtree q and u slots to the indicated body, and
// remember them. We are given the MatterSubsystem q's and u's associated with
// the corresponding mobilized body so we can keep a mapping.
void addMobilities(SubtreeBodyIndex sb, QIndex qStart, int nq, UIndex uStart, int nu) {
assert(stage >= Stage::Topology);
assert(nq >= 0 && nu >= 0 && nq >= nu);
assert(1 <= sb && sb < getNumSubtreeBodies());
stage = Stage::Topology; // back up if necessary
qSeg[sb] = pair<SubtreeQIndex,int>(SubtreeQIndex(qSubset.size()), nq);
uSeg[sb] = pair<SubtreeUIndex,int>(SubtreeUIndex(uSubset.size()), nu);
for (int i=0; i<nq; ++i)
qSubset.push_back(QIndex(qStart+i));
for (int i=0; i<nu; ++i)
uSubset.push_back(UIndex(uStart+i));
}
void packStateQIntoSubtreeQ(const Vector& stateQ, Vector& subtreeQ) const {
assert(stage >= Stage::Model);
assert(stateQ.size() >= getNumSubtreeQs());
subtreeQ.resize(getNumSubtreeQs());
for (SubtreeQIndex i(0); i<getNumSubtreeQs(); ++i)
subtreeQ[i] = stateQ[qSubset[i]];
}
void packStateUIntoSubtreeU(const Vector& stateU, Vector& subtreeU) const {
assert(stage >= Stage::Model);
assert(stateU.size() >= getNumSubtreeUs());
subtreeU.resize(getNumSubtreeUs());
for (SubtreeUIndex i(0); i<getNumSubtreeUs(); ++i)
subtreeU[i] = stateU[uSubset[i]];
}
void unpackSubtreeQIntoStateQ(const Vector& subtreeQ, Vector& stateQ) const {
assert(stage >= Stage::Model);
assert(subtreeQ.size() == getNumSubtreeQs());
for (SubtreeQIndex i(0); i<getNumSubtreeQs(); ++i)
stateQ[qSubset[i]] = subtreeQ[i];
}
// Call this when done adding mobilities.
void realizeModel(const Vector& allQ, const Vector& allU) {
stage = Stage::Model; // enable routines used below
assert(allQ.size() >= getNumSubtreeQs() && allU.size() >= getNumSubtreeUs());
subQ.resize(getNumSubtreeQs());
subU.resize(getNumSubtreeUs());
subUDot.resize(getNumSubtreeUs());
packStateQIntoSubtreeQ(allQ,subQ); // set initial values
packStateUIntoSubtreeU(allU,subU);
subUDot = NaN;
}
QIndex mapSubtreeQToSubsystemQ(SubtreeQIndex sq) const {
assert(stage >= Stage::Model);
assert(0 <= sq && sq < (int)qSubset.size());
return qSubset[sq]; // range checked indexing
}
UIndex mapSubtreeUToSubsystemU(SubtreeUIndex su) const {
assert(stage >= Stage::Model);
assert(0 <= su && su < (int)uSubset.size());
return uSubset[su];
}
int getNumSubtreeBodies() const {
assert(stage >= Stage::Topology);
return (int)bodyTransforms.size();
}
int getNumSubtreeQs() const {
assert(stage >= Stage::Model);
return (int)qSubset.size();
}
int getNumSubtreeUs() const {
assert(stage >= Stage::Model);
return (int)uSubset.size();
}
void setMySubtreeResultsOwnerHandle(const SimbodyMatterSubtreeResults& owner) {
myHandle = &owner;
}
const SimbodyMatterSubtreeResults& getMySubtreeResultsOwnerHandle() const {
assert(myHandle);
return *myHandle;
}
Stage getStage() const {return stage;}
void setStage(Stage g) {stage=g;}
const Vector& getSubQ() const {
assert(stage >= Stage::Position);
return subQ;
}
Vector& updSubQ() {
assert(stage >= Stage::Model);
if (stage >= Stage::Position) stage=Stage::Model;
return subQ;
}
const Vector& getSubU() const {
assert(stage >= Stage::Velocity);
return subU;
}
Vector& updSubU() {
assert(stage >= Stage::Model);
if (stage >= Stage::Velocity) stage=Stage::Position;
return subU;
}
const Vector& getSubUDot() const {
assert(stage >= Stage::Acceleration);
return subUDot;
}
Vector& updSubUDot() {
assert(stage >= Stage::Model);
if (stage >= Stage::Acceleration) stage=Stage::Velocity;
return subUDot;
}
const Transform& getSubtreeBodyTransform(SubtreeBodyIndex sb) { // X_AB
assert(stage >= Stage::Position);
assert(0 <= sb && sb < (int)bodyTransforms.size());
return bodyTransforms[sb];
}
const SpatialVec& getSubtreeBodyVelocity(SubtreeBodyIndex sb) {
assert(stage >= Stage::Velocity);
assert(0 <= sb && sb < (int)bodyVelocities.size());
return bodyVelocities[sb];
}
const SpatialVec& getSubtreeBodyAcceleration(SubtreeBodyIndex sb) {
assert(stage >= Stage::Acceleration);
assert(0 <= sb && sb < (int)bodyAccelerations.size());
return bodyAccelerations[sb];
}
void setSubtreeBodyTransform(SubtreeBodyIndex sb, const Transform& X_AB) {
assert(stage >= Stage::Model);
assert(1 <= sb && sb < getNumSubtreeBodies()); // can't set Ancestor transform
bodyTransforms[sb] = X_AB;
}
void setSubtreeBodyVelocity(SubtreeBodyIndex sb, const SpatialVec& V_AB) {
assert(stage >= Stage::Position);
assert(1 <= sb && sb < getNumSubtreeBodies()); // can't set Ancestor velocity
bodyVelocities[sb] = V_AB;
}
void setSubtreeBodyAcceleration(SubtreeBodyIndex sb, const SpatialVec& A_AB) {
assert(stage >= Stage::Velocity);
assert(1 <= sb && sb < getNumSubtreeBodies()); // can't set Ancestor velocity
bodyAccelerations[sb] = A_AB;
}
void findSubtreeBodyQ(SubtreeBodyIndex sb, SubtreeQIndex& q, int& nq) const {
assert(stage >= Stage::Model);
q = qSeg[sb].first;
nq = qSeg[sb].second;
}
void findSubtreeBodyU(SubtreeBodyIndex sb, SubtreeUIndex& u, int& nu) const {
assert(stage >= Stage::Model);
u = uSeg[sb].first;
nu = uSeg[sb].second;
}
private:
friend class SimbodyMatterSubtreeResults;
const SimbodyMatterSubtreeResults* myHandle; // owner handle
Stage stage; // initially invalid
// Model stage information
Array_< QIndex > qSubset; // map from SubtreeQIndex to MatterSubsystem q
Array_< UIndex > uSubset; // map from SubtreeUIndex to MatterSubsystem u (also udot)
// These identify which mobilities go with which bodies.
Array_< pair<SubtreeQIndex,int> > qSeg; // map from SubtreeBodyIndex to qSubset offset, length
Array_< pair<SubtreeUIndex,int> > uSeg; // map from SubtreeBodyIndex to uSubset offset, length
//TODO: make PIMPL
Vector subQ; // generalized coords for Subtree bodies
Array_<Transform> bodyTransforms; // X_AB, index by SubtreeBodyIndex (unperturbed)
SubtreeQIndex perturbedQ; // which Q was perturbed? InvalidSubtreeQIndex if none
Array_<Transform> perturbedBodyTransforms; // X_AB, after perturbation
Vector subU; // generalized speeds for Subtree bodies
Vector_<SpatialVec> bodyVelocities; // V_AB, index by SubtreeBodyIndex
SubtreeUIndex perturbedU; // which u was perturbed? InvalidSubtreeUIndex if none
Vector_<SpatialVec> perturbedBodyVelocities; // V_AB, after perturbation
Vector subUDot; // generalized accelerations for Subtree bodies
Vector_<SpatialVec> bodyAccelerations; // A_AB, index by SubtreeBodyIndex
SubtreeUIndex perturbedUDot; // which udot was perturbed? InvalidSubtreeUIndex if none
Vector_<SpatialVec> perturbedBodyAccelerations; // A_AB, after perturbation
};
////////////////////////////
// SIMBODY MATTER SUBTREE //
////////////////////////////
// Default constructor -- we don't know the SimbodyMatterSubsystem yet.
SimbodyMatterSubtree::SimbodyMatterSubtree()
: rep(0)
{
rep = new SubtreeRep(*this);
}
SimbodyMatterSubtree::SimbodyMatterSubtree(const SimbodyMatterSubsystem& matter)
: rep(0)
{
rep = new SubtreeRep(*this, matter);
}
SimbodyMatterSubtree::SimbodyMatterSubtree(const SimbodyMatterSubsystem& matter,
const Array_<MobilizedBodyIndex>& terminalBodies)
: rep(0)
{
rep = new SubtreeRep(*this, matter);
rep->setTerminalBodies(terminalBodies);
}
// Copy constructor
SimbodyMatterSubtree::SimbodyMatterSubtree(const SimbodyMatterSubtree& src)
: rep(0)
{
if (src.rep)
rep = new SubtreeRep(*src.rep);
}
// Copy assignment
SimbodyMatterSubtree&
SimbodyMatterSubtree::operator=(const SimbodyMatterSubtree& src)
{
if (&src != this) {
if (rep && (this == &rep->getMySubtreeOwnerHandle()))
delete rep;
rep = 0;
if (src.rep)
rep = new SubtreeRep(*src.rep);
}
return *this;
}
// Destructor
SimbodyMatterSubtree::~SimbodyMatterSubtree() {
if (rep && (this == &rep->getMySubtreeOwnerHandle()))
delete rep;
rep=0;
}
const SimbodyMatterSubsystem&
SimbodyMatterSubtree::getSimbodyMatterSubsystem() const {
return getRep().getSimbodyMatterSubsystem();
}
void SimbodyMatterSubtree::setSimbodyMatterSubsystem(const SimbodyMatterSubsystem& matter) {
return updRep().setSimbodyMatterSubsystem(matter);
}
void SimbodyMatterSubtree::clear() {
return updRep().clear();
}
SimbodyMatterSubtree&
SimbodyMatterSubtree::addTerminalBody(MobilizedBodyIndex i) {
updRep().addTerminalBody(i);
return *this;
}
void SimbodyMatterSubtree::realizeTopology() {
updRep().realizeTopology();
}
MobilizedBodyIndex SimbodyMatterSubtree::getAncestorMobilizedBodyIndex() const {
return getRep().ancestor;
}
const Array_<MobilizedBodyIndex>&
SimbodyMatterSubtree::getTerminalBodies() const {
return getRep().terminalBodies;
}
int SimbodyMatterSubtree::getNumSubtreeBodies() const {
return (int)getRep().allBodies.size();
}
const Array_<MobilizedBodyIndex>&
SimbodyMatterSubtree::getAllBodies() const {
assert(getRep().stage >= Stage::Topology);
return getRep().allBodies;
}
SubtreeBodyIndex
SimbodyMatterSubtree::getParentSubtreeBodyIndex(SubtreeBodyIndex sbid) const {
assert(getRep().stage >= Stage::Topology);
return getRep().parentSubtreeBodies[sbid];
}
const Array_<SubtreeBodyIndex>&
SimbodyMatterSubtree::getChildSubtreeBodyIndices(SubtreeBodyIndex sbid) const {
assert(getRep().stage >= Stage::Topology);
return getRep().childSubtreeBodies[sbid];
}
bool SimbodyMatterSubtree::
isCompatibleSubtreeResults(const SimbodyMatterSubtreeResults& sr) const {
return getRep().isCompatibleSubtreeResults(sr.getRep());
}
void SimbodyMatterSubtree::initializeSubtreeResults(const State& s, SimbodyMatterSubtreeResults& sr) const {
getRep().initializeSubtreeResults(s,sr.updRep());
}
void SimbodyMatterSubtree::
copyPositionsFromState(const State& s, SimbodyMatterSubtreeResults& sr) const {
getRep().copyPositionsFromState(s,sr.updRep());
}
void SimbodyMatterSubtree::
calcPositionsFromSubtreeQ(const State& s, const Vector& subQ, SimbodyMatterSubtreeResults& sr) const {
getRep().calcPositionsFromSubtreeQ(s,subQ,sr.updRep());
}
void SimbodyMatterSubtree::
perturbPositions(const State& s, SubtreeQIndex subQIndex, Real perturbation, SimbodyMatterSubtreeResults& sr) const {
getRep().perturbPositions(s,subQIndex,perturbation,sr.updRep());
}
void SimbodyMatterSubtree::
copyVelocitiesFromState(const State& s, SimbodyMatterSubtreeResults& sr) const {
getRep().copyVelocitiesFromState(s,sr.updRep());
}
void SimbodyMatterSubtree::
calcVelocitiesFromSubtreeU(const State& s, const Vector& subU, SimbodyMatterSubtreeResults& sr) const {
getRep().calcVelocitiesFromSubtreeU(s,subU,sr.updRep());
}
void SimbodyMatterSubtree::
calcVelocitiesFromZeroU(const State& s, SimbodyMatterSubtreeResults& sr) const {
getRep().calcVelocitiesFromZeroU(s,sr.updRep());
}
void SimbodyMatterSubtree::
perturbVelocities(const State& s, SubtreeUIndex subUIndex, Real perturbation, SimbodyMatterSubtreeResults& sr) const {
getRep().perturbVelocities(s,subUIndex,perturbation,sr.updRep());
}
void SimbodyMatterSubtree::
copyAccelerationsFromState(const State& s, SimbodyMatterSubtreeResults& sr) const {
getRep().copyAccelerationsFromState(s,sr.updRep());
}
void SimbodyMatterSubtree::
calcAccelerationsFromSubtreeUDot(const State& s, const Vector& subUDot, SimbodyMatterSubtreeResults& sr) const {
getRep().calcAccelerationsFromSubtreeUDot(s,subUDot,sr.updRep());
}
void SimbodyMatterSubtree::
calcAccelerationsFromZeroUDot(const State& s, SimbodyMatterSubtreeResults& sr) const {
getRep().calcAccelerationsFromZeroUDot(s,sr.updRep());
}
void SimbodyMatterSubtree::
perturbAccelerations(const State& s, SubtreeUIndex subUDotIndex, Real perturbation, SimbodyMatterSubtreeResults& sr) const {
getRep().perturbAccelerations(s,subUDotIndex,perturbation,sr.updRep());
}
////////////////////////////////////
// SIMBODY MATTER SUBTREE RESULTS //
////////////////////////////////////
SimbodyMatterSubtreeResults::SimbodyMatterSubtreeResults() : rep(0) {
rep = new SubtreeResultsRep(*this);
}
SimbodyMatterSubtreeResults::~SimbodyMatterSubtreeResults() {
if (rep && this == rep->myHandle)
delete rep;
rep = 0;
}
SimbodyMatterSubtreeResults::SimbodyMatterSubtreeResults(const SimbodyMatterSubtreeResults& src) : rep(0) {
if (src.rep) {
rep = new SubtreeResultsRep(*src.rep);
rep->setMySubtreeResultsOwnerHandle(*this);
}
}
SimbodyMatterSubtreeResults&
SimbodyMatterSubtreeResults::operator=(const SimbodyMatterSubtreeResults& src) {
if (&src != this) {
if (rep && this == rep->myHandle)
delete rep;
rep = 0;
if (src.rep) {
rep = new SubtreeResultsRep(*src.rep);
rep->setMySubtreeResultsOwnerHandle(*this);
}
}
return *this;
}
int SimbodyMatterSubtreeResults::getNumSubtreeBodies() const {
return getRep().getNumSubtreeBodies();
}
int SimbodyMatterSubtreeResults::getNumSubtreeQs() const {
return getRep().getNumSubtreeQs();
}
int SimbodyMatterSubtreeResults::getNumSubtreeUs() const {
return getRep().getNumSubtreeUs();
}
void SimbodyMatterSubtreeResults::reallocateBodies(int nb) {
updRep().reallocateBodies(nb);
}
void SimbodyMatterSubtreeResults::addMobilities
(SubtreeBodyIndex sb, QIndex qStart, int nq, UIndex uStart, int nu)
{
updRep().addMobilities(sb, qStart, nq, uStart, nu);
}
void SimbodyMatterSubtreeResults::realizeModel(const Vector& stateQ, const Vector& stateU) {
updRep().realizeModel(stateQ, stateU);
}
Stage SimbodyMatterSubtreeResults::getStage() const {
return getRep().stage;
}
const Array_<QIndex>& SimbodyMatterSubtreeResults::getQSubset() const {
assert(getRep().stage >= Stage::Model);
return getRep().qSubset;
}
const Array_<UIndex>& SimbodyMatterSubtreeResults::getUSubset() const {
assert(getRep().stage >= Stage::Model);
return getRep().uSubset;
}
void SimbodyMatterSubtreeResults::findSubtreeBodyQ(SubtreeBodyIndex sbid, SubtreeQIndex& qStart, int& nq) const {
assert(getStage() >= Stage::Model);
const pair<SubtreeQIndex,int>& seg = getRep().qSeg[sbid];
qStart = seg.first;
nq = seg.second;
}
void SimbodyMatterSubtreeResults::findSubtreeBodyU(SubtreeBodyIndex sbid, SubtreeUIndex& uStart, int& nu) const {
assert(getStage() >= Stage::Model);
const pair<SubtreeUIndex,int>& seg = getRep().uSeg[sbid];
uStart = seg.first;
nu = seg.second;
}
const Vector& SimbodyMatterSubtreeResults::getSubtreeQ() const {
assert(getStage() >= Stage::Position);
return getRep().subQ;
}
const Transform& SimbodyMatterSubtreeResults::getSubtreeBodyTransform(SubtreeBodyIndex sbid) const {
assert(getStage() >= Stage::Position);
return getRep().bodyTransforms[sbid];
}
const Vector& SimbodyMatterSubtreeResults::getSubtreeU() const {
assert(getStage() >= Stage::Velocity);
return getRep().subU;
}
const SpatialVec& SimbodyMatterSubtreeResults::getSubtreeBodyVelocity(SubtreeBodyIndex sbid) const {
assert(getStage() >= Stage::Velocity);
return getRep().bodyVelocities[sbid];
}
const Vector& SimbodyMatterSubtreeResults::getSubtreeUDot() const {
assert(getStage() >= Stage::Acceleration);
return getRep().subUDot;
}
const SpatialVec& SimbodyMatterSubtreeResults::getSubtreeBodyAcceleration(SubtreeBodyIndex sbid) const {
assert(getStage() >= Stage::Acceleration);
return getRep().bodyAccelerations[sbid];
}
std::ostream& operator<<(std::ostream& o, const SimbodyMatterSubtree& sub) {
o << "SUBTREE:" << endl;
o << " ancestor=" << sub.getAncestorMobilizedBodyIndex();
o << " terminalBodies=";
for (int i=0; i < (int)sub.getTerminalBodies().size(); ++i)
o << sub.getTerminalBodies()[i] << " ";
o << endl;
o << " allBodies=";
for (int i=0; i < (int)sub.getAllBodies().size(); ++i)
o << sub.getAllBodies()[i] << " ";
o << endl;
for (SubtreeBodyIndex b(0); b < (int)sub.getAllBodies().size(); ++b) {
o << " parent[" << b << "]=" << sub.getParentSubtreeBodyIndex(b);
o << " children[" << b << "]=";
for (int i=0; i < (int)sub.getChildSubtreeBodyIndices(b).size(); ++i)
o << sub.getChildSubtreeBodyIndices(b)[i] << " ";
o << endl;
}
return o;
}
static std::ostream& operator<<(std::ostream& o, const Array_<QIndex>& q) {
for (int i=0; i<(int)q.size(); ++i)
o << q[i] << " ";
return o;
}
static std::ostream& operator<<(std::ostream& o, const Array_<UIndex>& u) {
for (int i=0; i<(int)u.size(); ++i)
o << u[i] << " ";
return o;
}
std::ostream& operator<<(std::ostream& o, const SimbodyMatterSubtreeResults& sr) {
o << "SUBTREE RESULTS (stage=" << sr.getStage() << "):" << endl;
if (sr.getStage() >= Stage::Topology)
o << " " << sr.getNumSubtreeBodies() << " subtree bodies" << endl;
if (sr.getStage() >= Stage::Model) {
o << " nq=" << sr.getNumSubtreeQs() << ", nu=" << sr.getNumSubtreeUs() << endl;
o << " QSubset: " << sr.getQSubset() << endl;
o << " USubset: " << sr.getUSubset() << endl;
for (SubtreeBodyIndex sb(1); sb < sr.getNumSubtreeBodies(); ++sb) {
SubtreeQIndex qstart; int nq;
SubtreeUIndex ustart; int nu;
sr.findSubtreeBodyQ(sb,qstart,nq);
sr.findSubtreeBodyU(sb,ustart,nu);
o << " body " << sb << " q=" << qstart << ".." << qstart+nq-1
<< " u=" << ustart << ".." << ustart+nu-1 << endl;
}
}
if (sr.getStage() >= Stage::Position) {
o << " POSITION RESULTS AVAILABLE:\n";
o << " q=" << sr.getSubtreeQ() << endl;
for (SubtreeBodyIndex sb(0); sb < sr.getNumSubtreeBodies(); ++sb)
o << " X_AB" << sb << "=" << sr.getSubtreeBodyTransform(sb);
}
if (sr.getStage() >= Stage::Velocity) {
o << " VELOCITY RESULTS AVAILABLE\n";
o << " u=" << sr.getSubtreeU() << endl;
for (SubtreeBodyIndex sb(0); sb < sr.getNumSubtreeBodies(); ++sb)
o << " V_AB" << sb << "=" << sr.getSubtreeBodyVelocity(sb) << endl;
}
if (sr.getStage() >= Stage::Acceleration) {
o << " ACCELERATION RESULTS AVAILABLE\n";
o << " udot=" << sr.getSubtreeUDot() << endl;
for (SubtreeBodyIndex sb(0); sb < sr.getNumSubtreeBodies(); ++sb)
o << " A_AB" << sb << "=" << sr.getSubtreeBodyAcceleration(sb) << endl;
}
o << "END SUBTREE RESULTS." << endl;
return o;
}
////////////////////////////////////////////////////////
// SIMBODY MATTER SUBSYSTEM :: SUBTREE :: SUBTREE REP //
////////////////////////////////////////////////////////
void SimbodyMatterSubtree::SubtreeRep::
initializeSubtreeResults(const State& s, SimbodyMatterSubtreeResults::SubtreeResultsRep& sr) const {
const SimbodyMatterSubsystemRep& matter = getSimbodyMatterSubsystem().getRep();
SimTK_STAGECHECK_GE_ALWAYS(matter.getStage(s), Stage::Model,
"Subtree::initializeSubtreeResults()");
const int nSubtreeBodies = getNumSubtreeBodies();
sr.reallocateBodies(nSubtreeBodies);
int nSubtreeQ=0, nSubtreeU=0;
// start at 1 because ancestor has no relevant mobilities
for (SubtreeBodyIndex sb(1); sb < nSubtreeBodies; ++sb) {
const MobilizedBodyIndex mb = allBodies[sb];
QIndex qStart; int nq;
UIndex uStart; int nu;
matter.findMobilizerQs(s, mb, qStart, nq);
matter.findMobilizerUs(s, mb, uStart, nu);
nSubtreeQ += nq; nSubtreeU += nu;
sr.addMobilities(sb, qStart, nq, uStart, nu);
}
sr.realizeModel(matter.getQ(s), matter.getU(s));
assert(nSubtreeQ == sr.getNumSubtreeQs() && nSubtreeU == sr.getNumSubtreeUs());
}
bool SimbodyMatterSubtree::SubtreeRep::
isCompatibleSubtreeResults(const SimbodyMatterSubtreeResults::SubtreeResultsRep& sr) const {
// hardly exhaustive but better than nothing
return sr.getStage() >= Stage::Model
&& sr.getNumSubtreeBodies() == getNumSubtreeBodies();
}
void SimbodyMatterSubtree::SubtreeRep::
copyPositionsFromState(const State& s, SimbodyMatterSubtreeResults::SubtreeResultsRep& sr) const {
const SimbodyMatterSubsystemRep& matter = getSimbodyMatterSubsystem().getRep();
SimTK_STAGECHECK_GE_ALWAYS(matter.getStage(s), Stage::Position,
"Subtree::calcPositionsFromState()");
assert(isCompatibleSubtreeResults(sr));
// Copy the q's; adjust the body transforms to be relative to the ancestor
// body instead of ground.
sr.packStateQIntoSubtreeQ(matter.getQ(s), sr.updSubQ());
if (getAncestorMobilizedBodyIndex() == GroundIndex) {
for (SubtreeBodyIndex sb(1); sb < getNumSubtreeBodies(); ++sb) {
const MobilizedBodyIndex mb = getSubtreeBodyMobilizedBodyIndex(sb);
const Transform& X_GB = matter.getBodyTransform(s,mb);
sr.setSubtreeBodyTransform(sb, X_GB); // =X_AB
}
} else {
// Ancestor A differs from Ground G so we have to adjust all the
// Subtree body transforms to measure from A instead of G.
const Transform& X_GA = matter.getBodyTransform(s,getAncestorMobilizedBodyIndex());
for (SubtreeBodyIndex sb(1); sb < getNumSubtreeBodies(); ++sb) {
const MobilizedBodyIndex mb = getSubtreeBodyMobilizedBodyIndex(sb);
const Transform& X_GB = matter.getBodyTransform(s,mb);
sr.setSubtreeBodyTransform(sb, ~X_GA * X_GB); // X_AB
}
}
sr.setStage(Stage::Position);
}
// Here we are given a new set of Subtree q's, and we want to calculate the resulting A-relative
// transforms for all the Subtree bodies. This requires calculating the cross-mobilizer transforms
// X_FM for each Subtree mobilizer and propagating them outwards towards the terminal bodies.
void SimbodyMatterSubtree::SubtreeRep::
calcPositionsFromSubtreeQ(const State& state, const Vector& subQ,
SimbodyMatterSubtreeResults::SubtreeResultsRep& results) const
{
const SimbodyMatterSubsystemRep& matter = getSimbodyMatterSubsystem().getRep();
SimTK_STAGECHECK_GE_ALWAYS(matter.getStage(state), Stage::Instance,
"calcPositionsFromSubtreeQ()");
assert(isCompatibleSubtreeResults(results));
assert(subQ.size() == results.getNumSubtreeQs());
results.updSubQ() = subQ; // copy in the q's
// For high speed, find memory address for the first subQ; they are sequential after this.
const Real* allSubQ = &results.getSubQ()[0];
// Iterate from the ancestor outward to propagate the transforms to the terminal bodies.
for (SubtreeBodyIndex sb(1); sb < getNumSubtreeBodies(); ++sb) {
const SubtreeBodyIndex sp = getParentSubtreeBodyIndex(sb);
const MobilizedBodyIndex mb = getSubtreeBodyMobilizedBodyIndex(sb);
SubtreeQIndex firstSubQ; int nq;
results.findSubtreeBodyQ(sb, firstSubQ, nq);
const Transform X_PB = matter.calcMobilizerTransformFromQ(state, mb, nq, &allSubQ[firstSubQ]);
const Transform& X_AP = results.getSubtreeBodyTransform(sp);
results.setSubtreeBodyTransform(sb, X_AP*X_PB);
}
results.setStage(Stage::Position);
}
void SimbodyMatterSubtree::SubtreeRep::
perturbPositions(const State& s, SubtreeQIndex subQIndex, Real perturbation, SimbodyMatterSubtreeResults::SubtreeResultsRep& sr) const {
const SimbodyMatterSubsystemRep& matter = getSimbodyMatterSubsystem().getRep();
SimTK_STAGECHECK_GE_ALWAYS(matter.getStage(s), Stage::Instance,
"perturbPositions()");
assert(isCompatibleSubtreeResults(sr));
assert(sr.getStage() >= Stage::Position);
assert(!"not implemented yet");
}
void SimbodyMatterSubtree::SubtreeRep::
copyVelocitiesFromState(const State& s, SimbodyMatterSubtreeResults::SubtreeResultsRep& sr) const {
const SimbodyMatterSubsystemRep& matter = getSimbodyMatterSubsystem().getRep();
SimTK_STAGECHECK_GE_ALWAYS(matter.getStage(s), Stage::Velocity,
"calcVelocitiesFromState()");
assert(isCompatibleSubtreeResults(sr));
// Copy the u's; adjust the body velocities to be measured relative to,
// and expressed in, the ancestor body instead of ground.
sr.packStateUIntoSubtreeU(matter.getU(s), sr.updSubU());
if (getAncestorMobilizedBodyIndex() == GroundIndex) {
for (SubtreeBodyIndex sb(1); sb < getNumSubtreeBodies(); ++sb) {
const MobilizedBodyIndex mb = getSubtreeBodyMobilizedBodyIndex(sb);
const SpatialVec& V_GB = matter.getBodyVelocity(s,mb);
sr.setSubtreeBodyVelocity(sb, V_GB); // =V_AB
}
} else {
// Ancestor A differs from Ground G so we have to adjust all the
// Subtree body velocities to measure from A instead of G.
const Transform& X_GA = matter.getBodyTransform(s,getAncestorMobilizedBodyIndex());
const SpatialVec& V_GA = matter.getBodyVelocity(s,getAncestorMobilizedBodyIndex());
for (SubtreeBodyIndex sb(1); sb < getNumSubtreeBodies(); ++sb) {
const MobilizedBodyIndex mb = getSubtreeBodyMobilizedBodyIndex(sb);
const Transform& X_GB = matter.getBodyTransform(s,mb);
const SpatialVec& V_GB = matter.getBodyVelocity(s,mb);
const Vec3 p_AB_G = X_GB.p() - X_GA.p();
const Vec3 p_AB_G_dot = V_GB[1] - V_GA[1]; // time deriv of p taken in G
const Vec3 w_AB_G = V_GB[0] - V_GA[0]; // relative angular velocity
const Vec3 v_AB_G = p_AB_G_dot - V_GA[0] % p_AB_G; // time deriv of p in A, exp in G
const SpatialVec V_AB = ~X_GA.R() * SpatialVec(w_AB_G, v_AB_G); // re-express in A
sr.setSubtreeBodyVelocity(sb, V_AB);
}
}
sr.setStage(Stage::Velocity);
}
void SimbodyMatterSubtree::SubtreeRep::
calcVelocitiesFromSubtreeU(const State& s, const Vector& subU, SimbodyMatterSubtreeResults::SubtreeResultsRep& sr) const {
const SimbodyMatterSubsystemRep& matter = getSimbodyMatterSubsystem().getRep();
SimTK_STAGECHECK_GE_ALWAYS(matter.getStage(s), Stage::Instance,
"calcVelocitiesFromSubtreeU()");
assert(isCompatibleSubtreeResults(sr));
assert(!"not implemented yet");
}
void SimbodyMatterSubtree::SubtreeRep::
calcVelocitiesFromZeroU(const State& s, SimbodyMatterSubtreeResults::SubtreeResultsRep& sr) const {
const SimbodyMatterSubsystemRep& matter = getSimbodyMatterSubsystem().getRep();
SimTK_STAGECHECK_GE_ALWAYS(matter.getStage(s), Stage::Instance,
"calcVelocitiesFromZeroU()");
assert(isCompatibleSubtreeResults(sr));
assert(!"not implemented yet");
}
void SimbodyMatterSubtree::SubtreeRep::
perturbVelocities(const State& s, SubtreeUIndex subUIndex, Real perturbation, SimbodyMatterSubtreeResults::SubtreeResultsRep& sr) const {
const SimbodyMatterSubsystemRep& matter = getSimbodyMatterSubsystem().getRep();
SimTK_STAGECHECK_GE_ALWAYS(matter.getStage(s), Stage::Instance,
"perturbVelocities()");
assert(isCompatibleSubtreeResults(sr));
assert(sr.getStage() >= Stage::Velocity);
assert(!"not implemented yet");
}
void SimbodyMatterSubtree::SubtreeRep::
copyAccelerationsFromState(const State& s, SimbodyMatterSubtreeResults::SubtreeResultsRep& sr) const {
const SimbodyMatterSubsystemRep& matter = getSimbodyMatterSubsystem().getRep();
SimTK_STAGECHECK_GE_ALWAYS(matter.getStage(s), Stage::Acceleration,
"calcAccelerationsFromState()");
assert(isCompatibleSubtreeResults(sr));
// Copy the udot's; adjust the body accelerations to be measured relative to,
// and expressed in, the ancestor body instead of ground.
sr.packStateUIntoSubtreeU(matter.getUDot(s), sr.updSubUDot());
if (getAncestorMobilizedBodyIndex() == GroundIndex) {
for (SubtreeBodyIndex sb(1); sb < getNumSubtreeBodies(); ++sb) {
const MobilizedBodyIndex mb = getSubtreeBodyMobilizedBodyIndex(sb);
const SpatialVec& A_GB = matter.getBodyAcceleration(s,mb);
sr.setSubtreeBodyAcceleration(sb, A_GB); // =A_AB
}
} else {
// Ancestor A differs from Ground G so we have to adjust all the
// Subtree body accelerations to measure from A instead of G.
const Transform& X_GA = matter.getBodyTransform(s,getAncestorMobilizedBodyIndex());
const SpatialVec& V_GA = matter.getBodyVelocity(s,getAncestorMobilizedBodyIndex());
const SpatialVec& A_GA = matter.getBodyAcceleration(s,getAncestorMobilizedBodyIndex());
for (SubtreeBodyIndex sb(1); sb < getNumSubtreeBodies(); ++sb) {
const MobilizedBodyIndex mb = getSubtreeBodyMobilizedBodyIndex(sb);
const Transform& X_GB = matter.getBodyTransform(s,mb);
const SpatialVec& V_GB = matter.getBodyVelocity(s,mb);
const SpatialVec& A_GB = matter.getBodyAcceleration(s,mb);
const Vec3 p_AB_G = X_GB.p() - X_GA.p();
const Vec3 p_AB_G_dot = V_GB[1] - V_GA[1]; // taken in G
const Vec3 p_AB_G_dotdot = A_GB[1] - A_GA[1]; // taken in G
const Vec3 v_AB_G = p_AB_G_dot - V_GA[0] % p_AB_G; // taken in A, exp. in G
const Vec3 b_AB_G = A_GB[0] - A_GA[0]; // relative angular acceleration
const Vec3 a_AB_G = p_AB_G_dotdot - (A_GA[0] % p_AB_G + V_GA[0] % p_AB_G_dot); // taken in A, exp. in G
const SpatialVec A_AB = ~X_GA.R() * SpatialVec(b_AB_G, a_AB_G); // re-express in A
sr.setSubtreeBodyAcceleration(sb, A_AB);
}
}
sr.setStage(Stage::Acceleration);
}
void SimbodyMatterSubtree::SubtreeRep::
calcAccelerationsFromSubtreeUDot(const State& s, const Vector& subUDot, SimbodyMatterSubtreeResults::SubtreeResultsRep& sr) const {
const SimbodyMatterSubsystemRep& matter = getSimbodyMatterSubsystem().getRep();
SimTK_STAGECHECK_GE_ALWAYS(matter.getStage(s), Stage::Instance,
"calcAccelerationsFromSubtreeUDot()");
assert(isCompatibleSubtreeResults(sr));
assert(!"not implemented yet");
}
void SimbodyMatterSubtree::SubtreeRep::
calcAccelerationsFromZeroUDot(const State& s, SimbodyMatterSubtreeResults::SubtreeResultsRep& sr) const {
const SimbodyMatterSubsystemRep& matter = getSimbodyMatterSubsystem().getRep();
SimTK_STAGECHECK_GE_ALWAYS(matter.getStage(s), Stage::Instance,
"calcAccelerationsFromZeroUDot()");
assert(isCompatibleSubtreeResults(sr));
assert(!"not implemented yet");
}
void SimbodyMatterSubtree::SubtreeRep::
perturbAccelerations(const State& s, SubtreeUIndex subUDotIndex, Real perturbation, SimbodyMatterSubtreeResults::SubtreeResultsRep& sr) const {
const SimbodyMatterSubsystemRep& matter = getSimbodyMatterSubsystem().getRep();
SimTK_STAGECHECK_GE_ALWAYS(matter.getStage(s), Stage::Instance,
"perturbAccelerations()");
assert(isCompatibleSubtreeResults(sr));
assert(sr.getStage() >= Stage::Acceleration);
assert(!"not implemented yet");
}
} // namespace SimTK
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