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/* -------------------------------------------------------------------------- *
* Simbody(tm) Adhoc test: Compliant Block Impact *
* -------------------------------------------------------------------------- *
* 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) 2014 Stanford University and the Authors. *
* Authors: Michael Sherman, Thomas Uchida *
* 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 adhoc test is for use in comparing compliant contact impact with
higher-performance approximations such as the PLUS method. The system is a
single block with contact spheres at each corner. The intent here is
to extract a lot of detailed information from the simulation during the
evolution of the impact so we'll run it slowly.
*/
#include "Simbody.h"
#include <cstdio>
#include <exception>
#include <algorithm>
#include <iostream>
#include <fstream>
using std::cout; using std::endl;
using namespace SimTK;
//#define USE_SHERM_PARAMETERS
#define USE_TOM_PARAMETERS
static const bool GenerateAnimation = true;
Array_<State> saveEm;
static const Real TimeScale = 1;
static const Real FrameRate = GenerateAnimation ? 6000 : 60;
static const Real ForceScale = .25;
static const Real MomentScale = .5;
const Vec3 BrickColor = Blue;
const Vec3 SphereColor = Red;
#ifdef USE_SHERM_PARAMETERS
static const Real ReportInterval = TimeScale/FrameRate;
static const Real VizReportInterval = .001;
#endif
#ifdef USE_TOM_PARAMETERS
static const Real ReportInterval = GenerateAnimation
? TimeScale/FrameRate*10. : 1.e-4;
static const Real VizReportInterval = GenerateAnimation ? 0.00005 : 1.e-4;
#endif
//==============================================================================
// FORCE ARROW GENERATOR
//==============================================================================
// Draws ephemeral geometry that is displayed for only one frame. Also prints
// the velocity of the first contact point to the console for analysis.
class ForceArrowGenerator : public DecorationGenerator {
public:
ForceArrowGenerator(const MultibodySystem& system,
const CompliantContactSubsystem& complCont,
const MobilizedBody& brick)
: m_mbs(system), m_compliant(complCont), m_brick(brick),
m_inContact(false), m_hasCompressionEnded(false) {}
virtual void generateDecorations(const State& state, Array_<DecorativeGeometry>& geometry) override {
const Vec3 frcColors[] = {Red,Orange,Cyan};
const Vec3 momColors[] = {Blue,Green,Purple};
m_mbs.realize(state, Stage::Velocity);
const SimbodyMatterSubsystem& matter = m_mbs.getMatterSubsystem();
const Real TextScale = 3./16.;
m_mbs.realize(state, Stage::Dynamics);
const Real KE=m_mbs.calcKineticEnergy(state), E=m_mbs.calcEnergy(state);
const Real diss=m_compliant.getDissipatedEnergy(state);
const Real PE=m_mbs.calcPotentialEnergy(state);
DecorativeText txt;
//txt.setIsScreenText(true);
//txt.setScale(TextScale);
//txt.setColor(Orange);
//txt.setText("KE/Diss/E: " + String(KE, "%.6f") + String(diss, "/%.6f")
// + String(E+diss, "/%.6f") );
//const Vector qBrick = m_brick.getQAsVector(state);
//geometry.push_back(DecorativeText(txt)
// .setTransform(Vec3(qBrick[4],0,1)));
//geometry.push_back(DecorativeText(txt).setTransform(Vec3(0,0,1)));
txt.setColor(Black).setScale(0.8);
txt.setText("Ed=" + String(diss, "%0.3f") );
geometry.push_back(DecorativeText(txt).setTransform(Vec3(-6.75,-15,6.75)));
txt.setText("Et=" + String(E+diss, "%0.3f") );
geometry.push_back(DecorativeText(txt).setTransform(Vec3(-6.95,-15,5.75)));
int nContPts = 0;
const int ncont = m_compliant.getNumContactForces(state);
if (ncont) {
if (!m_inContact) {
printf("\n\n--------- NEW CONTACT @%g ----------\n",
state.getTime());
m_inContact = true;
}
} else if (m_inContact) {
printf("-------- END OF CONTACT --------\n\n");
m_inContact = false;
m_velLines.clear();
}
for (int i=0; i < ncont; ++i) {
const ContactForce& force = m_compliant.getContactForce(state,i);
const ContactId id = force.getContactId();
const Vec3& pt = force.getContactPoint();
const Vec3& frc = force.getForceOnSurface2()[1];
const Vec3& mom = force.getForceOnSurface2()[0];
Real frcMag = frc.norm(), momMag=mom.norm();
const UnitVec3 frcDir(frc/frcMag, true);
const UnitVec3 momDir(mom/momMag, true);
const Vec3 offs = .1*frcDir; // shift up to clear ground
//int frcThickness = 2, momThickness = 2;
//Real frcScale = ForceScale, momScale = ForceScale;
//while (frcMag > /*10*/1000000)
// frcThickness++, frcScale /= 10, frcMag /= 10;
//while (momMag > /*10*/1000000)
// momThickness++, momScale /= 10, momMag /= 10;
//geometry.push_back(DecorativePoint(pt)
// .setScale(5).setColor(Yellow));
//DecorativeLine frcLine(pt, pt + std::log10(frcMag)*frcDir);
//DecorativeLine momLine(pt+offs, pt+offs + std::log10(momMag)*momDir);
//frcLine.setColor(Black);
//momLine.setColor(Purple);
//frcLine.setLineThickness(frcThickness);
//momLine.setLineThickness(momThickness);
//geometry.push_back(frcLine);
//geometry.push_back(momLine);
ContactPatch patch;
const bool found = m_compliant.calcContactPatchDetailsById(state,id,patch);
//cout << "patch for id" << id << " found=" << found << endl;
//cout << "resultant=" << patch.getContactForce() << endl;
//cout << "num details=" << patch.getNumDetails() << endl;
for (int i=0; i < patch.getNumDetails(); ++i) {
++nContPts;
const ContactDetail& detail = patch.getContactDetail(i);
const Vec3& pt = detail.getContactPoint();
//geometry.push_back(DecorativePoint(pt).setColor(Purple));
const Vec3& force = detail.getForceOnSurface2();
const Real forceMag = force.norm();
//const UnitVec3 forceDir(force/forceMag, true);
//DecorativeLine frcLine(pt, pt+std::log10(forceMag)*forceDir);
//frcLine.setColor(Black);
//geometry.push_back(frcLine);
// Draw a line that extends from the contact
// point in the direction of the slip velocity.
const Vec3 v = detail.getSlipVelocity();
const Real vMag = std::max(0., std::log10(v.norm()*1.e3));
const Vec3 vDraw = v.normalize() * vMag;
const Vec3 pt0 = Vec3(pt[0], pt[1], 5.e-3);
const Vec3 pt1 = Vec3(pt[0]+2.*vDraw[0], pt[1]+2.*vDraw[1],
5.e-3);
Real colorFactor = clamp(0.0, m_velLines.size() / 32., 1.0);
DecorativeLine slip(pt0, pt1);
slip.setLineThickness(3)
.setColor(Vec3(1-colorFactor,0.,colorFactor));
// Store line for displaying in subsequent frames, but only if
// in compression.
if (m_velLines.size() > 0 && v[ZAxis] > 0 && !m_hasCompressionEnded) {
m_hasCompressionEnded = true;
cout << m_velLines.size() << " lines drawn." << endl;
}
const bool inCompression = (v[ZAxis] <= 0)
&& !m_hasCompressionEnded;
if (inCompression && vMag>0)
m_velLines.push_back(slip);
for (int k=0; k<(int)m_velLines.size(); ++k)
geometry.push_back(m_velLines[k]);
if (i==0 && inCompression && !GenerateAnimation) // REPORT ONLY FIRST CONTACT
printf("%8.4f %8.4f %8.4f\n", state.getTime(), v[0], v[1]);
}
}
//txt.setText(String("Num contact points: ") + String(nContPts));
//geometry.push_back(DecorativeText(txt)
// .setTransform(Vec3(state.getQ()[4],0,.75)));
txt.setText("t=" + String(state.getTime(), "%0.3f") + "s");
txt.setColor(Black).setScale(0.8);
geometry.push_back(DecorativeText(txt).setTransform(Vec3(-7.5,-15,7.75)));
if (nContPts>0) {
txt.setText(String("Contacting"));
geometry.push_back(DecorativeText(txt).setTransform(Vec3(9,-15,7.75)));
}
}
private:
const MultibodySystem& m_mbs;
const CompliantContactSubsystem& m_compliant;
const MobilizedBody& m_brick;
bool m_inContact;
Array_<DecorativeLine> m_velLines;
bool m_hasCompressionEnded;
};
// These are the item numbers for the entries on the Run menu.
static const int RunMenuId = 3, HelpMenuId = 7;
static const int GoItem = 1, ReplayItem=2, QuitItem=3;
//==============================================================================
// USER INPUT HANDLER
//==============================================================================
// This is a periodic event handler that interrupts the simulation on a regular
// basis to poll the InputSilo for user input. If there has been some, process it.
// This one does nothing but look for the Run->Quit selection.
class UserInputHandler : public PeriodicEventHandler {
public:
UserInputHandler(Visualizer::InputSilo& silo, Real interval)
: PeriodicEventHandler(interval), m_silo(silo) {}
virtual void handleEvent(State& state, Real accuracy,
bool& shouldTerminate) const override
{
int menuId, item;
if (m_silo.takeMenuPick(menuId, item) && menuId==RunMenuId && item==QuitItem)
shouldTerminate = true;
}
private:
Visualizer::InputSilo& m_silo;
};
//==============================================================================
// BODY WATCHER
//==============================================================================
// Prior to rendering each frame, point the camera at the given body's origin.
// Adapted from TimsBox.cpp.
class BodyWatcher : public Visualizer::FrameController {
public:
explicit BodyWatcher(const MobilizedBody& body) : m_body(body) {}
void generateControls(const Visualizer& viz,
const State& state,
Array_< DecorativeGeometry >& geometry) override
{
const Vec3 Bo = m_body.getBodyOriginLocation(state);
//const Vec3 p_GC = Bo + Vec3(0,4,2);
//const Rotation R1(-SimTK::Pi/3, XAxis);
const Vec3 p_GC = Bo + Vec3(-1.,4.,0.5);
const Rotation R1(-1.6, XAxis);
const Rotation R2(SimTK::Pi, ZAxis);
viz.setCameraTransform(Transform(R1*R2, p_GC));
}
private:
const MobilizedBody m_body;
};
int main() {
try
{ // Create the system.
MultibodySystem system;
system.setUpDirection(ZAxis);
SimbodyMatterSubsystem matter(system);
GeneralForceSubsystem forces(system);
Force::Gravity gravity(forces, matter, -ZAxis, 9.81);
ContactTrackerSubsystem tracker(system);
CompliantContactSubsystem contactForces(system, tracker);
contactForces.setTrackDissipatedEnergy(true);
contactForces.setTransitionVelocity(1e-3);
const Vec3 hdim(.2,.3,.4); // Brick half dimensions
const Real rad = .1; // Contact sphere radius
const Real brickMass = 2;
#ifdef USE_SHERM_PARAMETERS
const Real mu_d =.3; // dynamic friction
const Real mu_s =.3; // static friction
const Real mu_v = 0; // viscous friction (1/v)
const Real dissipation = .1;
const Real fK = 1e6; // stiffness in pascals
const Real simDuration = 5.;
#endif
#ifdef USE_TOM_PARAMETERS
const Real mu_d =.3; // dynamic friction
const Real mu_s =.3; // static friction
const Real mu_v = 0; // viscous friction (1/v)
const Real dissipation = .1756; //Second impact at 0.685 s.
const Real fK = 1e6; // stiffness in pascals
const Real simDuration = 0.5; //3.0; //0.8;
#endif
const ContactMaterial material(fK,dissipation,mu_s,mu_d,mu_v);
// Halfspace floor
const Rotation R_xdown(Pi/2,YAxis);
matter.Ground().updBody().addContactSurface(
Transform(R_xdown, Vec3(0,0,0)),
ContactSurface(ContactGeometry::HalfSpace(), material));
Body::Rigid brickBody(MassProperties(brickMass, Vec3(0),
UnitInertia::brick(hdim)));
brickBody.addDecoration(Transform(),
DecorativeBrick(hdim).setColor(BrickColor).setOpacity(.7));
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 = Vec3(i,j,k).elementwiseMultiply(hdim);
brickBody.addContactSurface(pt,
ContactSurface(ContactGeometry::Sphere(rad), material));
brickBody.addDecoration(pt,
DecorativeSphere(rad).setColor(SphereColor));
}
MobilizedBody::Free brick(matter.Ground(), Transform(),
brickBody, Transform());
Visualizer viz(system);
viz.addDecorationGenerator(new ForceArrowGenerator(system,contactForces,
brick));
//viz.addFrameController(new BodyWatcher(brick));
viz.addFrameController(new BodyWatcher(matter.Ground()));
//viz.setShowSimTime(true);
//viz.setShowFrameNumber(true);
viz.setDesiredFrameRate(FrameRate);
//viz.setShowFrameRate(true);
Visualizer::InputSilo* silo = new Visualizer::InputSilo();
viz.addInputListener(silo);
Array_<std::pair<String,int> > runMenuItems;
runMenuItems.push_back(std::make_pair("Go", GoItem));
runMenuItems.push_back(std::make_pair("Replay", ReplayItem));
runMenuItems.push_back(std::make_pair("Quit", QuitItem));
viz.addMenu("Run", RunMenuId, runMenuItems);
Array_<std::pair<String,int> > helpMenuItems;
helpMenuItems.push_back(std::make_pair("TBD - Sorry!", 1));
viz.addMenu("Help", HelpMenuId, helpMenuItems);
// Check for a Run->Quit menu pick every 1/4 second.
//system.addEventHandler(new UserInputHandler(*silo, .25));
// Initialize the system and state.
system.realizeTopology();
State state = system.getDefaultState();
// SET INITIAL CONDITIONS
#ifdef USE_SHERM_PARAMETERS
brick.setQToFitTranslation(state, Vec3(0,2,.8));
brick.setQToFitRotation(state, Rotation(BodyRotationSequence,
Pi/4, XAxis, Pi/6, YAxis));
brick.setUToFitLinearVelocity(state, Vec3(-5,0,0));
#endif
#ifdef USE_TOM_PARAMETERS
Vector initQ = Vector(Vec7(1,0,0,0, 0,1,0.8));
initQ(0,4) = Vector(Quaternion(Rotation(SimTK::Pi/4, XAxis) *
Rotation(SimTK::Pi/6, YAxis))
.asVec4());
Vector initU = Vector(Vec6(0,0,0, 0,0,6));
initQ[6] = 1.5;
initU[5] = -3.96; //First impact at 0.181 s.
initU[3] = -5.0;
state.setQ(initQ);
state.setU(initU);
#endif
saveEm.reserve(10000);
viz.report(state);
printf("Default state\n");
cout << "t=" << state.getTime()
<< " q=" << brick.getQAsVector(state)
<< " u=" << brick.getUAsVector(state)
<< endl;
cout << "\nChoose 'Go' from Run menu to simulate:\n";
int menuId, item;
do { silo->waitForMenuPick(menuId, item);
if (menuId != RunMenuId || item != GoItem)
cout << "\aDude ... follow instructions!\n";
} while (menuId != RunMenuId || item != GoItem);
// Simulate it.
// The system as parameterized is very stiff (mostly due to friction)
// and thus runs best with CPodes which is extremely stable for
// stiff problems. To get reasonable performance out of the explicit
// integrators (like the RKs) you'll have to run at a very loose
// accuracy like 0.1, or reduce the friction coefficients and
// maybe the stiffnesses.
//SemiExplicitEuler2Integrator integ(system);
//CPodesIntegrator integ(system,CPodes::BDF,CPodes::Newton);
RungeKuttaMersonIntegrator integ(system);
integ.setReturnEveryInternalStep(true);
integ.setAllowInterpolation(false);
//RungeKutta3Integrator integ(system);
//VerletIntegrator integ(system);
//integ.setMaximumStepSize(1e-0001);
//integ.setAccuracy(1e-3); // minimum for CPodes
integ.setAccuracy(1e-5);
//integ.setAccuracy(.01);
integ.initialize(state);
double cpuStart = cpuTime();
double realStart = realTime();
Real lastReport = -Infinity;
while (integ.getTime() < simDuration) {
// Advance time by no more than ReportInterval. Might require multiple
// internal steps.
integ.stepBy(ReportInterval);
if (integ.getTime() >= lastReport + VizReportInterval) {
// The state being used by the integrator.
const State& s = integ.getState();
viz.report(s);
saveEm.push_back(s); // save state for playback
lastReport = s.getTime();
}
}
const double timeInSec = realTime() - realStart;
const int evals = integ.getNumRealizations();
cout << "Done -- took " << integ.getNumStepsTaken() << " steps in " <<
timeInSec << "s elapsed for " << integ.getTime() << "s sim (avg step="
<< (1000*integ.getTime())/integ.getNumStepsTaken() << "ms) "
<< (1000*integ.getTime())/evals << "ms/eval\n";
cout << " CPU time was " << cpuTime() - cpuStart << "s\n";
printf("Using 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());
viz.dumpStats(std::cout);
// Add as slider to control playback speed.
viz.addSlider("Speed", 1, 0, 2, 1);
viz.setMode(Visualizer::PassThrough);
silo->clear(); // forget earlier input
double speed = 1; // will change if slider moves
while(true) {
cout << "Choose Run/Replay to see that again ...\n";
int menuId, item;
silo->waitForMenuPick(menuId, item);
if (menuId != RunMenuId) {
cout << "\aUse the Run menu!\n";
continue;
}
if (item == QuitItem)
break;
if (item != ReplayItem) {
cout << "\aHuh? Try again.\n";
continue;
}
for (double i=0; i < (int)saveEm.size(); i += speed ) {
int slider; Real newValue;
if (silo->takeSliderMove(slider,newValue)) {
speed = newValue;
}
viz.report(saveEm[(int)i]);
}
}
} catch (const std::exception& e) {
std::printf("EXCEPTION THROWN: %s\n", e.what());
exit(1);
} catch (...) {
std::printf("UNKNOWN EXCEPTION THROWN\n");
exit(1);
}
return 0;
}
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