File: GazeboReactionForceWithAppliedForceRigid.cpp

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/* -------------------------------------------------------------------------- *
 *      Simbody(tm): Gazebo Reaction Force With Applied Force  (Rigid)        *
 * -------------------------------------------------------------------------- *
 * 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) 2013 Stanford University and the Authors.           *
 * Authors: Michael Sherman, John Hsu                                         *
 * 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.                                             *
 * -------------------------------------------------------------------------- */

/* This test is drawn from the Open Source Robotics Foundation Gazebo physics
regression test "Joint_TEST::GetForceTorqueWithAppliedForce". Here we are
using Simbody's unilateral rigid contact which should behave very similar to
the Gazebo reference.

See GazeboReactionForceWithAppliedForceCompliant.cpp for the same problem done
using compliant contact. (The rigid test case here was modified from the 
compliant one so may have some dead code left over from that version.)

It is a stack of three cubes hinged together at their edges. The bottom block
is heavy and rests on the ground, the other two are light and have their 
positions maintained by a pair of PD controllers like this:

              / 
     link3  /   \         * = pin joint
           /     \
           \  1  /
             \  /                   z
        ------*  45 degrees         ^                     g = 0 0 -50
  link2 |     |                     |   y                       |
        |  6  |                     |  /                        |
   -----*------                     | /                         v 
  |     | 0 degrees                 ---------> x
  | 100 |
  ------- link1
  contact
   GROUND

All the cube edges are of length 1. Masses are 100,6,1 as shown. The top block 
has a COM that is offset into the +y direction by 0.5. 

Expected reaction force results:
    pin1 on inboard:  tx=-25, ty= 175, fz=-300
    pin1 on outboard: tx= 25, ty=-175, fx=1, fz= 300, 
    pin2 on inboard:  tx=-25, fz=-50
    pin2 in outboard: tx=25*pi/4, tz=-25*pi/4, fx=fz=50*pi/4 

The reason for fx=1 in the second line is that with a gain of only 50000, the
first pin joint must be at an angle of 0.0035 radians to generate a torque of 
175. That tips link2's frame in which (0,0,300)_G is reexpressed.
*/

#include "Simbody.h"

#include <cassert>
#include <iostream>
using std::cout; using std::endl;

using namespace SimTK;

//#define USE_VISUALIZER


// Control gains
const Real Kp1 = 50000; // link1-2 joint stiffness
const Real Kp2 = 10000; // link2-3 joint stiffness
const Real Cd1 = /*30*/100;    // link1-2 joint damping
const Real Cd2 = 30;    // link2-3 joint damping

// Target angles
const Real Target1 = 0;
const Real Target2 = -Pi/4;

const Vec3 Cube(.5,.5,.5); // half-dimensions of cube
const Real Mass1=100, Mass2=5, Mass3=1;
const Vec3 Centroid(.5,0,.5);
const Vec3 COM1=Centroid, COM2=Centroid, COM3=Centroid+Vec3(0,.5,0);

// Simbody requires inertias to be expressed about body origin rather than COM.
const Inertia Inertia1=Inertia(Vec3(1)).shiftFromMassCenter(-COM1,Mass1);
const Inertia Inertia2=Inertia(Vec3(.05)).shiftFromMassCenter(-COM2,Mass2);
const Inertia Inertia3=Inertia(Vec3(.001,.001,0)).shiftFromMassCenter(-COM3,Mass3);

// Define a stiff, lossy material.
const Real Stiffness = 1e8;
const Real Dissipation = 10;
const Real Mu_s = 0.15, Mu_d = 0.1, Mu_v = 0;
const ContactMaterial lossyMaterial(Stiffness,
                                    Dissipation,
                                    Mu_s,
                                    Mu_d,
                                    Mu_v);

const Real MaxStepSize    = Real(1/1000.); // 1 ms (1000 Hz)
const int  DrawEveryN     = 33;            // 33 ms frame update (30.3 Hz)
const Real SimTime        = 5;
const int  NSteps         = // make this a whole number of viz frames
    DrawEveryN*(int(SimTime/MaxStepSize/DrawEveryN+0.5));

// Use this class to hold references into the Simbody system.
struct MyMultibodySystem {
    MyMultibodySystem(); // see below

    MultibodySystem                 m_system;
    SimbodyMatterSubsystem          m_matter;
    ContactTrackerSubsystem         m_tracker;
    CompliantContactSubsystem       m_contact;
    GeneralForceSubsystem           m_forces;
    Force::DiscreteForces           m_discrete;
    #ifdef USE_VISUALIZER
    Visualizer                      m_viz;
    #endif

    MobilizedBody                   m_link1;
    MobilizedBody::Pin              m_link2, m_link3;
};

// Execute the simulation with a given integrator and accuracy, and verify that
// it produces the correct answers.
static void runOnce(const MyMultibodySystem& mbs, Integrator& integ, 
                    Real accuracy);


//==============================================================================
//                                   MAIN
//==============================================================================
int main() {
    SimTK_START_TEST("GazeboReactionForce");
        // Create the system.   
        MyMultibodySystem mbs;

        printf("LOW ACCURACY\n");
        SemiExplicitEuler2Integrator sexpeul2(mbs.m_system);
        SimTK_SUBTEST3(runOnce, mbs, sexpeul2, 1e-2);

        printf("\nHIGH ACCURACY\n");
        RungeKuttaMersonIntegrator rkm(mbs.m_system);
        SimTK_SUBTEST3(runOnce, mbs, rkm, 1e-6);

    SimTK_END_TEST();
}


//==============================================================================
//                           MY MULTIBODY SYSTEM
//==============================================================================
// Construct the multibody system. The dampers are built in here but the springs
// are applied during execution.
MyMultibodySystem::MyMultibodySystem()
:   m_system(), m_matter(m_system), 
    //m_tracker(m_system), m_contact(m_system,m_tracker),
    m_forces(m_system), m_discrete(m_forces,m_matter)
    #ifdef USE_VISUALIZER
    , m_viz(m_system)
    #endif
{
    #ifdef USE_VISUALIZER
    m_viz.setSystemUpDirection(ZAxis);
    m_viz.setCameraTransform(
        Transform(Rotation(BodyRotationSequence,Pi/2,XAxis,Pi/8,YAxis),
        Vec3(5,-8,2)));
    m_viz.setShowFrameNumber(true);
    m_viz.setShowSimTime(true);
    #endif

    Force::Gravity(m_forces, m_matter, -ZAxis, 50);

    DecorativeBrick drawCube(Cube); drawCube.setOpacity(0.5).setColor(Gray);

    Body::Rigid link1Info(MassProperties(Mass1, COM1, Inertia1));
    ContactGeometry::TriangleMesh cubeMesh
        (PolygonalMesh::createBrickMesh(Cube, 3));
    DecorativeMesh showMesh(cubeMesh.createPolygonalMesh());
    showMesh.setRepresentation(DecorativeGeometry::DrawWireframe);
    link1Info.addDecoration(Centroid, drawCube);
    link1Info.addContactSurface(Centroid,
        ContactSurface(cubeMesh, lossyMaterial, 1));
    link1Info.addDecoration(Centroid, showMesh);

    Body::Rigid link2Info(MassProperties(Mass2, COM2, Inertia2));
    link2Info.addDecoration(Centroid, drawCube);

    Body::Rigid link3Info(MassProperties(Mass3, COM3, Inertia3));
    link3Info.addDecoration(Centroid, drawCube);    

    MobilizedBody& Ground = m_matter.updGround(); // Nicer name for Ground.
    Ground.addBodyDecoration(Vec3(0,0,.05),
        DecorativeFrame(2).setColor(Green));

    // Add the Ground contact geometry. Contact half space has -XAxis normal
    // (right hand wall) so we have to rotate.
    const Rotation NegXToZ(Pi/2, YAxis);
    Ground.updBody().addContactSurface(Transform(NegXToZ,Vec3(0)),
        ContactSurface(ContactGeometry::HalfSpace(),lossyMaterial));
    m_link1 = MobilizedBody::Free(Ground,Vec3(0), 
                                    link1Info, Vec3(0));
    const double CoefRest = 0;
    for (int i=-1; i<=1; i+=2)
    for (int j=-1; j<=1; j+=2)
    for (int k=-1; k<=1; k+=2) {
        const Vec3 pt = Centroid + Vec3(i,j,k).elementwiseMultiply(Cube);
        PointPlaneContact* contact = new PointPlaneContact
           (Ground, ZAxis, 0., m_link1, pt, CoefRest, Mu_s, Mu_d, Mu_v);
        m_matter.adoptUnilateralContact(contact);
    }

    // Use this instead of the free joint to remove contact.
    //m_link1 = MobilizedBody::Weld(Ground,Vec3(0), 
    //                              link1Info, Vec3(0));

    const Rotation ZtoY(-Pi/2, XAxis);
    m_link2 = MobilizedBody::Pin(m_link1, Transform(ZtoY,2*Centroid), 
                                    link2Info, Transform(ZtoY,Vec3(0)));
    m_link3 = MobilizedBody::Pin(m_link2, Transform(ZtoY,2*Centroid), 
                                    link3Info, Transform(ZtoY,Vec3(0)));

    // It is more stable to build the springs into the mechanism like
    // this rather than apply them discretely.
    //Force::MobilityLinearSpring
    //   (m_forces, m_link2, MobilizerQIndex(0), Kp1, Target1);
    //Force::MobilityLinearSpring
    //   (m_forces, m_link3, MobilizerQIndex(0), Kp2, Target2);
    Force::MobilityLinearDamper
        (m_forces, m_link2, MobilizerUIndex(0), Cd1);
    Force::MobilityLinearDamper
        (m_forces, m_link3, MobilizerUIndex(0), Cd2);

    m_system.realizeTopology();

}

//==============================================================================
//                                 RUN ONCE
//==============================================================================

// Reaction force information: results are the joint reaction, at the F frame 
// on the parent and M frame on the child, expressed in the parent or child 
// frame, resp. Note that Gazebo's GetForceTorque() method uses the negation of
// the joint reaction, and Gazebo's results are ordered (force,torque) rather 
// than (torque,force) as in a Simbody SpatialVec.
struct ReactionPair {
    SpatialVec reactionOnParentInParent;
    SpatialVec reactionOnChildInChild;
};
static ReactionPair getReactionPair(const State&         state,
                                    const MobilizedBody& mobod); 

// Write interesting integrator info to stdout.
static void dumpIntegratorStats(const Integrator& integ);

// Run the system until it settles down, then check the answers.
void runOnce(const MyMultibodySystem& mbs, Integrator& Xinteg, Real accuracy) 
{
    SemiExplicitEulerTimeStepper integ(mbs.m_system);
    //integ.setImpulseSolverType(SemiExplicitEulerTimeStepper::PGS);
    //integ.setImpulseSolverType(SemiExplicitEulerTimeStepper::PLUS);
    integ.setPositionProjectionMethod(SemiExplicitEulerTimeStepper::Bilateral);
    //integ.setPositionProjectionMethod(SemiExplicitEulerTimeStepper::Unilateral);
    //integ.setPositionProjectionMethod(SemiExplicitEulerTimeStepper::NoPositionProjection);
    //integ.setAllowInterpolation(false);
    integ.setAccuracy(accuracy);
    integ.setConstraintTolerance(.001);
    //integ.setDefaultFrictionTransitionVelocity(.01);
    //integ.setDefaultImpactCaptureVelocity(.01);
    //integ.setDefaultImpactMinCORVelocity(.01);
    printf("Using acc=%g consTol=%g, captureVel=%g, minCORvel=%g, stickVel=%g\n",
        integ.getAccuracyInUse(),
        integ.getConstraintToleranceInUse(),
        integ.getDefaultImpactCaptureVelocityInUse(),
        integ.getDefaultImpactMinCORVelocityInUse(),
        integ.getDefaultFrictionTransitionVelocityInUse());

    ImpulseSolver* solver = 
        //new PGSImpulseSolver
        new PLUSImpulseSolver
        (integ.getDefaultFrictionTransitionVelocityInUse());
    //solver->setMaxIterations(200);
    //solver->setConvergenceTol(1e-10);
    integ.setImpulseSolver(solver);

    integ.initialize(mbs.m_system.getDefaultState());


    //printf("Test with order %d integator %s, Accuracy=%g, MaxStepSize=%g\n",
    //    integ.getMethodMinOrder(), integ.getMethodName(), 
    //    integ.getAccuracyInUse(), MaxStepSize); 

    #ifdef USE_VISUALIZER
    mbs.m_viz.report(integ.getState());
    printf("Hit ENTER to simulate:");
    getchar();
    #endif


    unsigned stepNum = 0;
    while (true) {
        // Get access to State being advanced by the integrator. Interpolation 
        // must be off so that we're modifying the actual trajectory.
        State& state = integ.updAdvancedState();

        #ifdef USE_VISUALIZER
        // Output a frame to the Visualizer if it is time.
        if (stepNum % (DrawEveryN*1) == 0) {
            mbs.m_viz.report(state);
            if ((stepNum) % (DrawEveryN*30) == 0) {
                Vec3 p = mbs.m_link1.getBodyOriginLocation(state);
                Vec3 v = mbs.m_link1.getBodyOriginVelocity(state);
                cout << "t=" << state.getTime() << " p=" << p << " v=" << v << endl;
            }
        }
        #endif

        if (stepNum++ == NSteps)
            break;

        // Apply discrete spring forces.
        const Real a1err = mbs.m_link2.getAngle(state)-Target1;
        const Real a2err = mbs.m_link3.getAngle(state)-Target2;
        mbs.m_discrete.setOneMobilityForce(state, mbs.m_link2, 
            MobilizerUIndex(0), -Kp1*a1err);
        mbs.m_discrete.setOneMobilityForce(state, mbs.m_link3, 
            MobilizerUIndex(0), -Kp2*a2err);

        // Advance time by MaxStepSize. Might take multiple internal steps to 
        // get there, depending on difficulty and required accuracy.
        const Real tNext = stepNum * MaxStepSize;
        //do {integ.stepTo(tNext,tNext);} while (integ.getTime() < tNext);
        do {integ.stepTo(tNext);} while (integ.getTime() < tNext);
    }

    const State& state = integ.getAdvancedState();
    //mbs.m_system.realize(state);
    Rotation R_G1 = mbs.m_link1.getBodyRotation(state);
    Vec3 a = R_G1.convertRotationToBodyFixedXYZ();
    Vec3 w = mbs.m_link1.getBodyAngularVelocity(state);
    ReactionPair reaction2 = getReactionPair(state, mbs.m_link2);
    ReactionPair reaction3 = getReactionPair(state, mbs.m_link3);
    cout << "t=" << state.getTime() << endl;
    cout << "  joint1 a=" << a << " w=" << w << endl;
    cout << "  joint2 qerr=" << mbs.m_link2.getAngle(state)-Target1
            << " u=" << mbs.m_link2.getRate(state) << endl;
    cout << "  joint3 qerr=" << mbs.m_link3.getAngle(state)-Target2
            << " u=" << mbs.m_link3.getRate(state) << endl;
    cout << "  Reaction 2p=" << reaction2.reactionOnParentInParent << "\n"; 
    cout << "  Reaction 2c=" << reaction2.reactionOnChildInChild << "\n"; 
    cout << "  Reaction 3p=" << reaction3.reactionOnParentInParent << "\n"; 
    cout << "  Reaction 3c=" << reaction3.reactionOnChildInChild << "\n"; 

    // Check the answers. Note (torque,force) ordering.
    SimTK_TEST_EQ_TOL(reaction2.reactionOnParentInParent,
                      SpatialVec(Vec3(-25, 175,0), Vec3(0,0,-300)), 0.5);
    SimTK_TEST_EQ_TOL(reaction2.reactionOnChildInChild,
                      SpatialVec(Vec3( 25,-175,0), Vec3(-1,0, 300)), 0.5);
    SimTK_TEST_EQ_TOL(reaction3.reactionOnParentInParent,
                      SpatialVec(Vec3(-25,0,0), Vec3(0,0,-50)), 0.5);
    SimTK_TEST_EQ_TOL(reaction3.reactionOnChildInChild,
                      (Pi/4)*SpatialVec(Vec3(25,0,-25), Vec3(50,0,50)), 0.5);

   // dumpIntegratorStats(integ);
}



//==============================================================================
//                            GET REACTION PAIR
//==============================================================================
static ReactionPair getReactionPair(const State&         state,
                                    const MobilizedBody& mobod) 
{
    SpatialVec p = mobod.findMobilizerReactionOnParentAtFInGround(state);
    SpatialVec c = mobod.findMobilizerReactionOnBodyAtMInGround(state);
    const Rotation& R_GC = mobod.getBodyRotation(state);
    const Rotation& R_GP = mobod.getParentMobilizedBody().getBodyRotation(state);
    ReactionPair pair;
    pair.reactionOnChildInChild   = ~R_GC*c; // from Ground to Child
    pair.reactionOnParentInParent = ~R_GP*p; // from Ground to Parent
    return pair;
}


//==============================================================================
//                        DUMP INTEGRATOR STATS
//==============================================================================
static void dumpIntegratorStats(const Integrator& integ) {
    const int evals = integ.getNumRealizations();
    std::cout << "\nDone -- simulated " << integ.getTime() << "s with " 
            << integ.getNumStepsTaken() << " steps, avg step=" 
        << (1000*integ.getTime())/integ.getNumStepsTaken() << "ms " 
        << (1000*integ.getTime())/evals << "ms/eval\n";

    printf("Used Integrator %s at accuracy %g:\n", 
        integ.getMethodName(), integ.getAccuracyInUse());
    printf("# STEPS/ATTEMPTS = %d/%d\n",  integ.getNumStepsTaken(), 
                                          integ.getNumStepsAttempted());
    printf("# ERR TEST FAILS = %d\n",     integ.getNumErrorTestFailures());
    printf("# REALIZE/PROJECT = %d/%d\n", integ.getNumRealizations(), 
                                          integ.getNumProjections());
}