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/* -------------------------------------------------------------------------- *
* Simbody(tm) Example: Jared's Dude *
* -------------------------------------------------------------------------- *
* 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) 2011-12 Stanford University and the Authors. *
* Authors: Michael Sherman *
* Contributors: Jared Duke *
* *
* 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. *
* -------------------------------------------------------------------------- */
// -----------------------------------------------------------------------------
// An attempt at duplicating Jared Duke's simulation for studying performance.
// -----------------------------------------------------------------------------
#include "Simbody.h"
#include <utility>
#include <map>
using namespace SimTK;
class MyFrameController : public Visualizer::FrameController {
public:
MyFrameController(const SimbodyMatterSubsystem& matter,
MobilizedBodyIndex whichBody,
const Force::Gravity& gravity)
: m_matter(matter), m_whichBody(whichBody), m_gravity(gravity) {}
virtual void generateControls(const Visualizer& viz,
const State& state,
Array_<DecorativeGeometry>& geometry) override
{
const MobilizedBody& mobod = m_matter.getMobilizedBody(m_whichBody);
const Transform& X_GB = mobod.getBodyTransform(state);
const UnitVec3& downDir = m_gravity.getDownDirection(state);
Vec3 cameraPos(X_GB.p()[0], X_GB.p()[1], 10);
UnitVec3 cameraZ(0,0,1);
//viz.setCameraTransform(Transform(Rotation(cameraZ, ZAxis, Vec3(0,1,0), YAxis), cameraPos));
geometry.push_back(DecorativeLine(Vec3(1,4,0), Vec3(1,4,0)+downDir)
.setColor(Green).setLineThickness(3).setBodyId(0));
}
private:
const SimbodyMatterSubsystem& m_matter;
const MobilizedBodyIndex m_whichBody;
const Force::Gravity& m_gravity;
};
// Check for user input. If there has been some, process it.
class UserInputHandler : public PeriodicEventHandler {
public:
UserInputHandler(Visualizer::InputSilo& silo, const Force::Gravity& gravity, Real interval)
: PeriodicEventHandler(interval), m_silo(silo), m_gravity(gravity) {}
virtual void handleEvent(State& state, Real accuracy,
bool& shouldTerminate) const override
{
unsigned key, modifiers;
if (!m_silo.takeKeyHit(key, modifiers))
return;
if (key == Visualizer::InputListener::KeyEsc) {
printf("User hit ESC!!\n");
shouldTerminate = true;
return;
}
const Real KeyFactor = 0.05;
const UnitVec3& down = m_gravity.getDownDirection(state);
bool control = (modifiers & Visualizer::InputListener::ControlIsDown) != 0;
bool gotOne = false;
switch(key) {
case Visualizer::InputListener::KeyLeftArrow:
m_gravity.setDownDirection(state, down + KeyFactor*Vec3(-1,0,0));
gotOne = true;
break;
case Visualizer::InputListener::KeyRightArrow:
m_gravity.setDownDirection(state, down + KeyFactor*Vec3(1,0,0));
gotOne = true;
break;
case Visualizer::InputListener::KeyUpArrow:
m_gravity.setDownDirection(state, down + KeyFactor*Vec3(0,1,0));
gotOne = true;
break;
case Visualizer::InputListener::KeyDownArrow:
m_gravity.setDownDirection(state, down + KeyFactor*Vec3(0,-1,0));
gotOne = true;
break;
case Visualizer::InputListener::KeyPageUp:
m_gravity.setDownDirection(state, down + KeyFactor*Vec3(0,0,-1));
gotOne = true;
break;
case Visualizer::InputListener::KeyPageDown:
m_gravity.setDownDirection(state, down + KeyFactor*Vec3(0,0,1));
gotOne = true;
break;
}
if (gotOne)
std::cout << "New gravity down=" << m_gravity.getDownDirection(state) << std::endl;
}
private:
Visualizer::InputSilo& m_silo;
const Force::Gravity& m_gravity;
};
//////////////////////////////////////////////////////////////////////////
class TwoPointMuscleDamperReflex : public Force::Custom::Implementation {
public:
TwoPointMuscleDamperReflex(const MobilizedBody& body1,
const Vec3& station1,
const MobilizedBody& body2,
const Vec3& station2,
Real k,
Real d,
Real x0);
virtual bool dependsOnlyOnPositions() const override {
return false;
}
virtual void calcForce(const State& state,
Vector_<SpatialVec>& bodyForces,
Vector_<Vec3>& particleForces,
Vector& mobilityForces) const override;
virtual Real calcPotentialEnergy(const State& state) const override;
void addDecorativeLine( DecorationSubsystem& viz,
const DecorativeLine& line,
Real scale1=1.0, Real scale2=1.0) const {
viz.addRubberBandLine(mBody1, mStation1*scale1, mBody2, mStation2*scale2, line);
}
Vec3 getStation1( ) const { return mStation1; }
Vec3 getStation2( ) const { return mStation2; }
void setStation1(const Vec3& station1) { mStation1 = station1; }
void setStation2(const Vec3& station2) { mStation2 = station2; }
Real getK() const { return mK; }
void setK(Real k) { mK = k; }
Real getDamping() const { return mDamping; }
void setDamping(Real damping) { mDamping = damping; }
Real getX0() const { return mX0; }
void setX0(Real x0) { mX0 = x0; }
private:
const MobilizedBody& mBody1;
const MobilizedBody& mBody2;
Vec3 mStation1, mStation2;
Real mK, mDamping, mX0;
};
class Dude {
public:
enum Side {Left=0,Right,Only};
enum BodyType {Foot=0,Shank,Thigh,Pelvis,Torso};
enum Segment {FootFront=0, FootToes, FootHeel,
ShankLower, ShankMidLow, ShankMidUp, ShankUpper,
ThighLower, ThighWhole,
PelvisFront, PelvisBack};
enum Muscle {Reflex11,Reflex12,Reflex21,Reflex22};
typedef std::pair<BodyType,Side> UniqueBody;
typedef std::pair<Muscle,Side> UniqueMuscle;
static const int NBodyType = Torso-Foot+1;
static const int NSegment = PelvisBack-FootFront+1;
static const int NMuscle = Reflex22-Reflex11+1;
Dude(Real scale);
void loadDefaultState(State& state);
void scaleBy(Real scale) {
m_mass *= scale; m_length *= scale;
m_segment *= scale;
for (int i=0; i < NMuscle; ++i) {
m_springW[i][2] *= scale; // last spring parameter only
m_springR[i][2] *= scale;
}
std::cout << "Masses=" << m_mass << std::endl;
std::cout << "Lengths=" << m_length << std::endl;
}
MultibodySystem m_system;
SimbodyMatterSubsystem m_matter;
GeneralForceSubsystem m_forces;
ContactTrackerSubsystem m_tracker;
CompliantContactSubsystem m_contactForces;
DecorationSubsystem m_viz;
Force::Gravity m_gravity;
Vector m_mass, m_length; // index by BodyType
Vector m_segment; // index by Segment
Vector_<Vec3> m_springW, m_springR; // index by spring #
std::map<BodyType, Body> m_body;
std::map<UniqueBody, MobilizedBody> m_mobod;
std::map<UniqueMuscle,TwoPointMuscleDamperReflex*> m_muscles;
private:
static Real massData[NBodyType], lengthData[NBodyType];
static Vec3 springWData[NMuscle], springRData[NMuscle];
static Real segmentData[NSegment];
};
//////////////////////////////////////////////////////////////////////////
int main() {
try {
const Real FrameRate = 30;
const Real TimeScale = 1;
const Real scale = 10.;
Dude dude(scale);
MultibodySystem& system = dude.m_system;
Visualizer viz(system);
printf("\n\n***************************************************************\n");
printf( "use arrow keys and page up/down to control green gravity vector\n");
printf( "***************************************************************\n\n");
// This menu does nothing.
Array_< std::pair<std::string,int> > items;
items.push_back(std::make_pair("One", 1));
items.push_back(std::make_pair("Top/SubA/first", 2));
items.push_back(std::make_pair("Top/SubA/second", 3));
items.push_back(std::make_pair("Top/SubB/only", 4));
items.push_back(std::make_pair("Two", 5));
viz.addMenu("Test Menu", 1, items);
// This is for per-frame camera control and single-frame geometry.
viz.addFrameController(new MyFrameController(dude.m_matter,
MobilizedBodyIndex(1), dude.m_gravity));
viz.setRealTimeScale(TimeScale);
//viz.setDesiredBufferLengthInSec(.15);
viz.setDesiredFrameRate(FrameRate);
//viz.setMode(Visualizer::Sampling);
viz.setMode(Visualizer::RealTime);
// Use this for communication of user input from the GUI to the simulation.
// Both the Visualizer and the simulation must know about it.
Visualizer::InputSilo* silo = new Visualizer::InputSilo();
viz.addInputListener(silo);
system.addEventHandler(
new UserInputHandler(*silo, dude.m_gravity, 0.1)); // 100ms
system.addEventReporter(new Visualizer::Reporter(viz, TimeScale/FrameRate));
// Initialize the system and state.
system.realizeTopology();
State state = system.getDefaultState();
dude.loadDefaultState(state);
Assembler(system).assemble(state);
// Simulate it.
//RungeKutta3Integrator integ(system);
RungeKuttaMersonIntegrator integ(system);
//RungeKuttaFeldbergIntegrator integ(system);
//CPodesIntegrator integ(system);
integ.setAccuracy(.01);
//integ.setAccuracy(1e-2);
TimeStepper ts(system, integ);
ts.initialize(state);
double cpuStart = cpuTime();
double realStart = realTime();
ts.stepTo(Infinity);
std::cout << "cpu time: "<<cpuTime()-cpuStart<< std::endl;
std::cout << "real time: "<<realTime()-realStart<< std::endl;
std::cout << "steps: "<<integ.getNumStepsTaken()<< std::endl;
viz.dumpStats(std::cout);
std::cout << "Type something to quit: ";
char ch; std::cin >> ch;
} catch (const std::exception& exc) {
std::cout << "EXCEPTION: " << exc.what() << std::endl;
}
}
Real Dude::massData[] = {.15, .15, .15, .5, .05};
Real Dude::lengthData[] = {.06, .1, .1, .1, .1};
Real Dude::segmentData[] = {lengthData[Foot]*2./3,
lengthData[Foot]*1./3,
lengthData[Foot]*1./3,
lengthData[Shank]*1./3,
lengthData[Shank]*1./3,
lengthData[Shank]*1./3,
lengthData[Shank]*1./5,
lengthData[Thigh]*3./10,
lengthData[Thigh],
lengthData[Pelvis]*1./2,
lengthData[Pelvis]*1./2};
static const Real d = 10; // more damping
Vec3 Dude::springWData[] = {Vec3(2000,d*10,.122),
Vec3(3000,d*10,.045),
Vec3(7000,d*10,.133),
Vec3(4000,d*10,.065)};
Vec3 Dude::springRData[] = {Vec3(12000,10,.122),
Vec3(8000,10,.045),
Vec3(20000,10,.133),
Vec3(18000,10,.065)};
Dude::Dude(Real scale)
: m_matter(m_system), m_forces(m_system), m_tracker(m_system),
m_contactForces(m_system, m_tracker), m_viz(m_system),
m_gravity(m_forces, m_matter, -YAxis, 9.81),
m_mass(NBodyType,massData), m_length(NBodyType,lengthData),
m_springW(NMuscle,springWData), m_springR(NMuscle,springRData),
m_segment(NSegment,segmentData)
{
const Real opacity = .3;
const Real resolution = 3;
scaleBy(scale);
//Force::GlobalDamper(m_forces, m_matter, 100); // fall slowly
const Real footHeight = m_length[Foot] *.1; // half dimensions
const Real footWidth = m_length[Foot] *.3;
const Real boneRad = m_length[Thigh] *.1;
const Real contactRad = /*m_length[Foot] *.05*/footHeight;
const Real transitionVelocity = .1;
m_contactForces.setTransitionVelocity(transitionVelocity);
// Create bodies
m_body[Pelvis] = Body::Rigid(MassProperties(m_mass[Pelvis]*1.5,Vec3(0),
Inertia(1)));
//Inertia::cylinderAlongY(boneRad,m_length[Pelvis]/2)*m_mass[Pelvis]*.8)));
m_body[Torso] = Body::Rigid(MassProperties(m_mass[Torso], Vec3(0),
m_mass[Torso]*Inertia::cylinderAlongY(boneRad,m_length[Torso]/2)));
m_body[Thigh] = Body::Rigid(MassProperties(m_mass[Thigh], Vec3(0),
m_mass[Thigh]*Inertia::cylinderAlongY(boneRad,m_length[Thigh]/2)));
m_body[Shank] = Body::Rigid(MassProperties(m_mass[Shank], Vec3(0),
m_mass[Shank]*Inertia::cylinderAlongY(boneRad,m_length[Shank]/2)));
m_body[Foot] = Body::Rigid(MassProperties(m_mass[Foot], Vec3(0),
m_mass[Foot]*Inertia::cylinderAlongY(boneRad,m_length[Foot]/2)));
// Add DecorativeGeometry to the bodies.
m_body[Pelvis].addDecoration(Transform(),
DecorativeBrick(Vec3(m_length[Pelvis]/5, footHeight, footWidth))
.setColor(Red).setOpacity(opacity));
m_body[Torso].addDecoration(Transform(),
DecorativeCylinder(boneRad, m_length[Torso]/2)
.setColor(Blue).setOpacity(opacity).setResolution(resolution));
m_body[Thigh].addDecoration(Transform(),
DecorativeCylinder(boneRad, m_length[Thigh]/2)
.setColor(Red).setOpacity(opacity).setResolution(resolution));
m_body[Shank].addDecoration(Transform(),
DecorativeCylinder(boneRad, m_length[Shank]/2)
.setColor(Blue).setOpacity(opacity).setResolution(resolution));
m_body[Foot].addDecoration(Transform(),
DecorativeBrick(Vec3(footHeight, m_length[Foot]/2, footWidth))
.setColor(Red).setOpacity(opacity));
// Add ContactSurfaces to the feet. Since surfaces on the same body can't collide
// anyway, the clique membership here ensures that the feet can't contact with
// each other.
ContactCliqueId clique1 = ContactSurface::createNewContactClique();
ContactMaterial material(0.02*1e7, // stiffness
0.9, // dissipation
0.8, // mu_static
0.6, // mu_dynamic
1); // mu_viscous
for (int fb=-1; fb <= 1; fb += 2)
for (int lr=-1; lr <= 1; lr += 2) {
const Vec3 ctr(0, fb*(m_length[Foot]/2-contactRad), lr*(footWidth-contactRad));
m_body[Foot].addContactSurface(ctr,
ContactSurface(ContactGeometry::Sphere(contactRad),material)
.joinClique(clique1));
// Visualize the contact sphere
m_body[Foot].addDecoration(ctr,
DecorativeSphere(contactRad).setColor(Green));
}
// Half space normal is -x; must rotate to make it +y.
m_matter.Ground().updBody().addContactSurface(Rotation(-Pi/2,ZAxis),
ContactSurface(ContactGeometry::HalfSpace(), material));
// Now create the MobilizedBodies (bodies + joints).
m_mobod[UniqueBody(Pelvis,Only)] =
MobilizedBody::Free(m_matter.Ground(), m_body[Pelvis]);
// What about Torso?
// Add left and right legs.
for (Side side=Left; side <= Right; side = Side(side+1)) {
m_mobod[UniqueBody(Thigh,side)] =
MobilizedBody::Pin( m_mobod[UniqueBody(Pelvis,Only)],
Vec3(0,0,side==Left?-footWidth:footWidth),
m_body[Thigh],
Transform(Vec3(0, m_length[Thigh]/2, 0)));
m_mobod[UniqueBody(Shank,side)] =
MobilizedBody::Pin( m_mobod[UniqueBody(Thigh,side)],
Transform(Vec3(0, -m_length[Thigh]/2, 0)),
m_body[Shank],
Transform(Vec3(0, m_length[Shank]*.5, 0.0)));
m_mobod[UniqueBody(Foot,side)] =
MobilizedBody::Pin( m_mobod[UniqueBody(Shank,side)],
Transform(Vec3(0, -m_length[Shank]/2, 0)),
m_body[Foot],
Transform(Vec3(0, m_length[Foot]/2-m_segment[FootHeel], 0)));
}
DecorativeLine baseLine;
baseLine.setColor(Red).setLineThickness(4).setOpacity(.2);
// Add left and right leg muscles
for (Side side=Left; side <= Right; side = Side(side+1)) {
TwoPointMuscleDamperReflex* reflex;
reflex = new TwoPointMuscleDamperReflex(
m_mobod[UniqueBody(Pelvis,Only)],
Vec3(-m_segment[PelvisBack], 0, 0),
m_mobod[UniqueBody(Shank,side)],
Vec3(0,m_length[Shank]/2-m_segment[ShankMidUp],0),
m_springW[0][0], m_springW[0][1], m_springW[0][2] );
reflex->addDecorativeLine(m_viz, baseLine, .25, 1.0),
m_muscles[UniqueMuscle(Reflex11,side)] = reflex;
Force::Custom(m_forces, reflex);
reflex = new TwoPointMuscleDamperReflex(
m_mobod[UniqueBody(Shank,side)],
Vec3(0,-m_length[Shank]/2+m_segment[ShankLower],0),
m_mobod[UniqueBody(Foot,side)],
Vec3(0,-m_length[Foot]/2+m_segment[FootToes], 0),
m_springW[1][0], m_springW[1][1], m_springW[1][2] );
reflex->addDecorativeLine(m_viz, baseLine);
m_muscles[UniqueMuscle(Reflex12,side)] = reflex;
Force::Custom(m_forces, reflex);
reflex = new TwoPointMuscleDamperReflex(
m_mobod[UniqueBody(Thigh,side)],
Vec3(0, -m_length[Thigh]/2+m_segment[ThighLower], 0),
m_mobod[UniqueBody(Foot,side)],
Vec3(0,m_length[Foot]/2, 0), /// @todo double check this
m_springW[2][0], m_springW[2][1], m_springW[2][2] );
reflex->addDecorativeLine(m_viz, baseLine);
m_muscles[UniqueMuscle(Reflex21,side)] = reflex;
Force::Custom(m_forces, reflex);
reflex = new TwoPointMuscleDamperReflex(
m_mobod[UniqueBody(Pelvis,Only)],
Vec3(m_segment[PelvisFront], 0, 0),
m_mobod[UniqueBody(Shank,side)],
Vec3(0, m_length[Shank]/2+m_segment[ShankUpper], 0),
m_springW[3][0], m_springW[3][1], m_springW[3][2] );
reflex->addDecorativeLine(m_viz, baseLine, .25, 1.0),
m_muscles[UniqueMuscle(Reflex22,side)] = reflex;
Force::Custom(m_forces, reflex);
}
}
void Dude::loadDefaultState(State& state) {
const static Real hipAngle = -15*Pi/180;
const static Real kneeAngle = -40*Pi/180;
const static Real ankleAngle = 70*Pi/180;
const static Real hipVelocity = .125;
const static Real kneeVelocity = 0;
const static Real pelvisZAngle = 20*Pi/180;
m_mobod[UniqueBody(Pelvis,Only)].setQToFitRotation(state, Rotation(pelvisZAngle,ZAxis));
m_mobod[UniqueBody(Pelvis,Only)].setQToFitTranslation(state, Vec3(0,2.3,0));
m_mobod[UniqueBody(Pelvis,Only)].setOneU(state, 2, -hipVelocity);
m_mobod[UniqueBody(Thigh,Left)].setOneQ(state, 0, -hipAngle);
m_mobod[UniqueBody(Shank,Left)].setOneQ(state, 0, kneeAngle);
m_mobod[UniqueBody(Foot,Left)].setOneQ(state, 0, ankleAngle);
m_mobod[UniqueBody(Thigh,Left)].setOneU(state, 0, hipVelocity);
m_mobod[UniqueBody(Shank,Left)].setOneU(state, 0, kneeVelocity);
m_mobod[UniqueBody(Thigh,Right)].setOneQ(state, 0, hipAngle);
m_mobod[UniqueBody(Shank,Right)].setOneQ(state, 0, kneeAngle);
m_mobod[UniqueBody(Foot,Right)].setOneQ(state, 0, ankleAngle);
m_mobod[UniqueBody(Thigh,Right)].setOneU(state, 0, hipVelocity);
m_mobod[UniqueBody(Shank,Right)].setOneU(state, 0, -kneeVelocity);
}
//////////////////////////////////////////////////////////////////////////
TwoPointMuscleDamperReflex::TwoPointMuscleDamperReflex
(const MobilizedBody& body1, const Vec3& station1,
const MobilizedBody& body2, const Vec3& station2,
Real k, Real damping, Real x0)
: mBody1(body1), mStation1(station1), mBody2(body2), mStation2(station2),
mK(k),
mDamping(damping),
mX0(x0) {
}
void TwoPointMuscleDamperReflex::calcForce(const State& state,
Vector_<SpatialVec>& bodyForces,
Vector_<Vec3>& particleForces,
Vector& mobilityForces) const {
const Transform& X_GB1 = mBody1.getBodyTransform(state);
const Transform& X_GB2 = mBody2.getBodyTransform(state);
const Vec3 s1_G = X_GB1.R() * mStation1;
const Vec3 s2_G = X_GB2.R() * mStation2;
const Vec3 p1_G = X_GB1.p() + s1_G; // mStation measured from ground origin
const Vec3 p2_G = X_GB2.p() + s2_G;
const Vec3 r_G = p2_G - p1_G; // vector from point1 to point2
const Real dist = r_G.norm(); // distance between the points
if( dist < SignificantReal ) return;
const UnitVec3 dir(r_G); // direction from point1 to point2
const Real stretch = dist - mX0; // + -> tension, - -> compression
const Real frcStretch = mK*stretch; // k(x-x0)
//////////////////////////////////////////////////////////////////////////
const Vec3 v1_G = mBody1.findStationVelocityInGround(state, mStation1);
const Vec3 v2_G = mBody2.findStationVelocityInGround(state, mStation2);
const Vec3 vRel = v2_G - v1_G; // relative velocity
const Real frcDamp = mDamping*dot(vRel, dir); // c*v
//////////////////////////////////////////////////////////////////////////
const Vec3 f1_G = (frcStretch + frcDamp) * dir;
bodyForces[mBody1.getMobilizedBodyIndex()] += SpatialVec(s1_G % f1_G, f1_G);
bodyForces[mBody2.getMobilizedBodyIndex()] -= SpatialVec(s2_G % f1_G, f1_G);
}
Real TwoPointMuscleDamperReflex::calcPotentialEnergy(const State& state) const {
const Transform& X_GB1 = mBody1.getBodyTransform(state);
const Transform& X_GB2 = mBody2.getBodyTransform(state);
const Vec3 s1_G = X_GB1.R() * mStation1;
const Vec3 s2_G = X_GB2.R() * mStation2;
const Vec3 p1_G = X_GB1.p() + s1_G; // mStation measured from ground origin
const Vec3 p2_G = X_GB2.p() + s2_G;
const Vec3 r_G = p2_G - p1_G; // vector from point1 to point2
const Real d = r_G.norm(); // distance between the points
const Real stretch = d - mX0; // + -> tension, - -> compression
return 0.5*mK*stretch*stretch; // 1/2 k (x-x0)^2
}
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