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/* -------------------------------------------------------------------------- *
* Simbody(tm): Gazebo Inelastic Collision *
* -------------------------------------------------------------------------- *
* 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 *
* 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. *
* -------------------------------------------------------------------------- */
/* Test the Force::Gravity element.
*/
#include "Simbody.h"
#include <cassert>
#include <iostream>
using std::cout; using std::endl;
using namespace SimTK;
//#define USE_VISUALIZER
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);
const UnitInertia Central(Vec3(.1), Vec3(.05));
// Simbody requires inertias to be expressed about body origin rather than COM.
const Inertia Inertia1=Mass1*Central.shiftFromCentroid(-COM1);
const Inertia Inertia2=Mass2*Central.shiftFromCentroid(-COM2);
const Inertia Inertia3=Mass3*Central.shiftFromCentroid(-COM3); // weird
Body::Rigid body1Info(MassProperties(Mass1, COM1, Inertia1));
Body::Rigid body2Info(MassProperties(Mass2, COM2, Inertia2));
Body::Rigid body3Info(MassProperties(Mass3, COM3, Inertia3));
// Make sure the constructors and default setters and getters work.
static void testConstruction() {
MultibodySystem mbs;
SimbodyMatterSubsystem matter(mbs);
GeneralForceSubsystem forces(mbs);
Force::Gravity gravity1(forces, matter, -ZAxis, 50);
SimTK_TEST(gravity1.getDefaultMagnitude()==50);
SimTK_TEST(gravity1.getDefaultDownDirection()==UnitVec3(0,0,-1));
SimTK_TEST(gravity1.getDefaultZeroHeight()==0);
SimTK_TEST(gravity1.getDefaultGravityVector()==Vec3(0,0,-50));
SimTK_TEST(gravity1.getDefaultBodyIsExcluded(MobodIndex(0)));
SimTK_TEST(!gravity1.getDefaultBodyIsExcluded(MobodIndex(1)));
const Vec3 grav2(1,2,3);
Force::Gravity gravity2(forces, matter, grav2);
SimTK_TEST_EQ(gravity2.getDefaultMagnitude(),grav2.norm());
SimTK_TEST_EQ(gravity2.getDefaultDownDirection(),UnitVec3(grav2));
SimTK_TEST(gravity2.getDefaultZeroHeight()==0);
SimTK_TEST(gravity2.getDefaultGravityVector()==grav2);
mbs.setUpDirection(XAxis); const Real mag = 16.75;
Force::Gravity gravity3(forces, matter, mag);
SimTK_TEST(gravity3.getDefaultMagnitude()==mag);
SimTK_TEST(gravity3.getDefaultDownDirection()==UnitVec3(-XAxis));
SimTK_TEST(gravity3.getDefaultZeroHeight()==0);
SimTK_TEST(gravity3.getDefaultGravityVector()==Vec3(-mag,0,0));
// Using the vector constructor with a zero vector should pluck the
// direction out of the System.
Force::Gravity gravity4(forces, matter, Vec3(0));
SimTK_TEST(gravity4.getDefaultMagnitude()==0);
SimTK_TEST(gravity4.getDefaultDownDirection()==UnitVec3(-XAxis));
SimTK_TEST(gravity4.getDefaultZeroHeight()==0);
SimTK_TEST(gravity4.getDefaultGravityVector()==Vec3(0));
// Make sure Ground can't be included.
gravity1.setDefaultBodyIsExcluded(MobodIndex(0), false);
SimTK_TEST(gravity1.getDefaultBodyIsExcluded(MobodIndex(0)));
// Make sure we can exclude a body and that it doesn't leak over into
// another body. Note that for defaults we don't yet know how may bodies
// there might be so we can use arbitrary body numbers.
SimTK_TEST(!gravity1.getDefaultBodyIsExcluded(MobodIndex(13)));
gravity1.setDefaultBodyIsExcluded(MobodIndex(13), true);
SimTK_TEST(gravity1.getDefaultBodyIsExcluded(MobodIndex(13)));
SimTK_TEST(!gravity1.getDefaultBodyIsExcluded(MobodIndex(5)));
gravity1.setDefaultGravityVector(Vec3(19,20,21));
SimTK_TEST_EQ(gravity1.getDefaultGravityVector(), Vec3(19,20,21));
gravity1.setDefaultMagnitude(3).setDefaultDownDirection(grav2);
SimTK_TEST(gravity1.getDefaultMagnitude()==3);
SimTK_TEST_EQ(gravity1.getDefaultDownDirection(), UnitVec3(grav2));
SimTK_TEST_EQ(gravity1.getDefaultGravityVector(), Real(3)*UnitVec3(grav2));
gravity1.setDefaultZeroHeight(5.25);
SimTK_TEST(gravity1.getDefaultZeroHeight() == 5.25);
}
// Make sure we can override default values in the State.
void testParameters() {
MultibodySystem mbs;
SimbodyMatterSubsystem matter(mbs);
GeneralForceSubsystem forces(mbs);
Force::Gravity gravity(forces, matter, -ZAxis, 49, -5);
SimTK_TEST(gravity.getDefaultZeroHeight()==-5);
MobilizedBody::Weld mobod1(matter.Ground(),Vec3(0), body1Info, Vec3(0));
MobilizedBody::Pin mobod2(mobod1, Vec3(0), body2Info, Vec3(0));
MobilizedBody::Pin mobod3(mobod2, Vec3(0), body3Info,Vec3(0));
MobilizedBody::Pin mobod4(mobod3, Vec3(0), body3Info,Vec3(0));
MobilizedBody::Free mobod5(matter.Ground(), Vec3(0), body3Info,Vec3(0));
State s = mbs.realizeTopology();
// Make sure defaults made it to the state.
SimTK_TEST(gravity.getBodyIsExcluded(s,MobodIndex(0)));
for (MobodIndex i(1); i < matter.getNumBodies(); ++i)
SimTK_TEST(!gravity.getBodyIsExcluded(s,i));
SimTK_TEST(gravity.getGravityVector(s)==Vec3(0,0,-49));
SimTK_TEST(gravity.getDownDirection(s)==UnitVec3(0,0,-1));
SimTK_TEST(gravity.getMagnitude(s)==49);
SimTK_TEST(gravity.getZeroHeight(s)==-5);
// Now make some changes in the state.
// Shouldn't be able to include ground.
gravity.setBodyIsExcluded(s, MobodIndex(0), false);
SimTK_TEST(gravity.getBodyIsExcluded(s,MobodIndex(0)));
gravity.setBodyIsExcluded(s, mobod3, true);
SimTK_TEST(gravity.getBodyIsExcluded(s,mobod3));
SimTK_TEST(!gravity.getBodyIsExcluded(s,mobod2));
SimTK_TEST(!gravity.getBodyIsExcluded(s,mobod4));
// That shouldn't have changed the default.
SimTK_TEST(!gravity.getDefaultBodyIsExcluded(mobod3));
// When making changes in the state we are restricted to bodies that
// actually exist.
SimTK_TEST_MUST_THROW(gravity.setBodyIsExcluded(s, MobodIndex(13), true));
gravity.setGravityVector(s, Vec3(1,2,3));
SimTK_TEST_EQ(gravity.getGravityVector(s), Vec3(1,2,3));
SimTK_TEST_EQ(gravity.getDownDirection(s), UnitVec3(Vec3(1,2,3)));
SimTK_TEST_EQ(gravity.getMagnitude(s), Vec3(1,2,3).norm());
gravity.setDownDirection(s, UnitVec3(9,10,11));
SimTK_TEST_EQ(gravity.getDownDirection(s), UnitVec3(9,10,11));
SimTK_TEST_EQ(gravity.getMagnitude(s), Vec3(1,2,3).norm()); // no change
SimTK_TEST_MUST_THROW(gravity.setMagnitude(s, -5)); // must be >= 0
gravity.setMagnitude(s, 5);
SimTK_TEST_EQ(gravity.getDownDirection(s), UnitVec3(9,10,11)); // no change
SimTK_TEST(gravity.getMagnitude(s)==5);
// Changing gravity vector to zero should leave direction unchanged.
gravity.setGravityVector(s, Vec3(0));
SimTK_TEST(gravity.getGravityVector(s)==Vec3(0));
SimTK_TEST_EQ(gravity.getDownDirection(s), UnitVec3(9,10,11));
SimTK_TEST(gravity.getMagnitude(s)==0);
gravity.setZeroHeight(s, 1.25);
SimTK_TEST(gravity.getZeroHeight(s)==1.25);
}
static void testForces() {
MultibodySystem mbs;
SimbodyMatterSubsystem matter(mbs);
GeneralForceSubsystem forces(mbs);
Force::DiscreteForces discrete(forces, matter);
#ifdef USE_VISUALIZER
Visualizer viz(mbs);
viz.setSystemUpDirection(ZAxis);
viz.setCameraTransform(
Transform(Rotation(BodyRotationSequence,Pi/2,XAxis,Pi/8,YAxis),
Vec3(5,-8,2)));
#endif
Force::Gravity gravity(forces, matter, -ZAxis, 50, 17);
matter.Ground().addBodyDecoration(Vec3(0,0,.05),
DecorativeFrame(2).setColor(Green));
MobilizedBody::Weld mobod1(matter.Ground(),Vec3(0),
body1Info, Vec3(0));
const Rotation ZtoY(-Pi/2, XAxis);
MobilizedBody::Pin mobod2(mobod1, Transform(ZtoY,2*Centroid),
body2Info, Transform(ZtoY,Vec3(0)));
MobilizedBody::Pin mobod3(mobod2, Transform(ZtoY,2*Centroid),
body3Info, Transform(ZtoY,Vec3(0)));
State state = mbs.realizeTopology();
state.updQ() = Test::randVector(state.getNQ());
state.updU() = Test::randVector(state.getNU());
mbs.realize(state, Stage::Dynamics);
#ifdef USE_VISUALIZER
viz.report(state);
#endif
const Vector_<SpatialVec>& bodyForces =
mbs.getRigidBodyForces(state, Stage::Dynamics);
// Mobility forces should all be zero.
const Vector& mobilityForces =
mbs.getMobilityForces(state, Stage::Dynamics);
for (int i=0; i < state.getNU(); ++i)
SimTK_TEST(mobilityForces[i] == 0);
// Calculate body forces and torques and verify that they are correct.
// (These are about the body origin, not the COM.)
SimTK_TEST(bodyForces[0] == SpatialVec(Vec3(0))); // Ground
Real g = gravity.getMagnitude(state);
UnitVec3 d = gravity.getDownDirection(state);
Real h0 = gravity.getZeroHeight(state);
Real pe = 0;
for (MobodIndex i(1); i < matter.getNumBodies(); ++i) {
const Mobod& mobod = matter.getMobilizedBody(i);
const Real m = mobod.getBodyMass(state);
const Vec3 p_BC = mobod.getBodyMassCenterStation(state);
const Vec3 p_BC_G = mobod.expressVectorInGroundFrame(state,p_BC);
const Vec3 F = m*g*d;
const Vec3 M = p_BC_G % F;
SimTK_TEST_EQ(bodyForces[i], SpatialVec(M,F));
SimTK_TEST_EQ(gravity.getBodyForce(state, i), SpatialVec(M,F));
const Real h =
-dot(mobod.findStationLocationInGround(state,p_BC),d)-h0;
pe += m*g*h;
}
SimTK_TEST_EQ(gravity.getPotentialEnergy(state), pe);
SimTK_TEST_EQ(mbs.calcPotentialEnergy(state), pe);
// Change zero height and verify that the potential energy changes.
h0 = 10.3;
gravity.setZeroHeight(state, h0);
mbs.realize(state, Stage::Dynamics);
pe = 0;
for (MobodIndex i(1); i < matter.getNumBodies(); ++i) {
const Mobod& mobod = matter.getMobilizedBody(i);
const Real m = mobod.getBodyMass(state);
const Vec3 p_BC = mobod.getBodyMassCenterStation(state);
const Real h =
-dot(mobod.findStationLocationInGround(state,p_BC),d)-h0;
pe += m*g*h;
}
SimTK_TEST_EQ(gravity.getPotentialEnergy(state), pe);
SimTK_TEST_EQ(mbs.calcPotentialEnergy(state), pe);
// Turn off a body and make sure it doesn't see gravity after that, and
// that the other bodies are unchanged.
gravity.setBodyIsExcluded(state, mobod2, true);
mbs.realize(state, Stage::Dynamics);
SimTK_TEST(bodyForces[0] == SpatialVec(Vec3(0))); // Ground
pe = 0;
for (MobodIndex i(1); i < matter.getNumBodies(); ++i) {
const Mobod& mobod = matter.getMobilizedBody(i);
const Real m = mobod.getBodyMass(state);
const Vec3 p_BC = mobod.getBodyMassCenterStation(state);
const Vec3 p_BC_G = mobod.expressVectorInGroundFrame(state,p_BC);
const Vec3 F = m*g*d;
const Vec3 M = p_BC_G % F;
if (i != mobod2.getMobilizedBodyIndex()) {
SimTK_TEST_EQ(bodyForces[i], SpatialVec(M,F));
SimTK_TEST_EQ(gravity.getBodyForce(state, i), SpatialVec(M,F));
const Real h =
-dot(mobod.findStationLocationInGround(state,p_BC),d)-h0;
pe += m*g*h;
} else {
SimTK_TEST(bodyForces[i]==SpatialVec(Vec3(0)));
SimTK_TEST(gravity.getBodyForce(state, i)==SpatialVec(Vec3(0)));
}
}
SimTK_TEST_EQ(gravity.getPotentialEnergy(state), pe);
SimTK_TEST_EQ(mbs.calcPotentialEnergy(state), pe);
// Test caching.
const long long nevals1=gravity.getNumEvaluations();
SimTK_TEST(gravity.isForceCacheValid(state));
// This should not require re-evaluation.
SimTK_TEST(gravity.getBodyForces(state)[0] == SpatialVec(Vec3(0)));
SimTK_TEST(gravity.getNumEvaluations()==nevals1);
gravity.invalidateForceCache(state);
// Force re-evaluation.
SimTK_TEST(gravity.getBodyForces(state)[0] == SpatialVec(Vec3(0)));
const long long nevals2=gravity.getNumEvaluations();
SimTK_TEST(nevals2==nevals1+1);
state.invalidateAllCacheAtOrAbove(Stage::Velocity); // shouldn't invalidate
SimTK_TEST(gravity.getBodyForces(state)[0] == SpatialVec(Vec3(0)));
SimTK_TEST(gravity.getNumEvaluations()==nevals2);
mbs.realize(state, Stage::Dynamics); // shouldn't reevaluate
SimTK_TEST(gravity.getNumEvaluations()==nevals2);
// Bring mobod2 back in. This should only invalidate Dynamics stage, but
// should nevertheless force recomputation of gravity.
gravity.setBodyIsExcluded(state, mobod2, false);
SimTK_TEST(state.getSystemStage() == Stage(Stage::Dynamics-1));
SimTK_TEST(gravity.getBodyForces(state)[0] == SpatialVec(Vec3(0)));
const long long nevals3=gravity.getNumEvaluations();
SimTK_TEST(nevals3==nevals2+1);
// Make sure that setting gravity to zero works properly -- it is a
// special case since the zeroes are precalculated. This should not
// require a gravity evaluation.
gravity.setMagnitude(state, 0);
SimTK_TEST(!gravity.isForceCacheValid(state));
for (int i=0; i < matter.getNumBodies(); ++i)
SimTK_TEST(gravity.getBodyForces(state)[i] == SpatialVec(Vec3(0)));
SimTK_TEST(gravity.getNumEvaluations()==nevals3);
// Setting to non-zero should invalidate, and then require just a single
// evaluation to respond to multiple calls.
gravity.setMagnitude(state, 9.8);
SimTK_TEST(!gravity.isForceCacheValid(state));
for (int i=1; i < matter.getNumBodies(); ++i)
SimTK_TEST(gravity.getBodyForces(state)[i] != SpatialVec(Vec3(0)));
const long long nevals4=gravity.getNumEvaluations();
SimTK_TEST(nevals4==nevals3+1);
// Turn off velocities for gravity compensation test to eliminate Coriolis
// foces (shouldn't invalidate gravity forces).
state.updU() = 0;
mbs.realize(state, Stage::Acceleration);
const Vector_<SpatialVec>& gfrc = gravity.getBodyForces(state);
Vector f;
matter.multiplyBySystemJacobianTranspose(state, gfrc, f);
discrete.setAllMobilityForces(state, -f);
mbs.realize(state, Stage::Acceleration);
SimTK_TEST_EQ(state.getUDot(), Vector(state.getNU(), Real(0)));
SimTK_TEST(gravity.getNumEvaluations()==nevals4); // all for free?
// Sneaking a zero in by vector should behave just like setting the
// magnitude to zero.
gravity.setGravityVector(state, Vec3(0));
SimTK_TEST(!gravity.isForceCacheValid(state));
for (int i=0; i < matter.getNumBodies(); ++i)
SimTK_TEST(gravity.getBodyForces(state)[i] == SpatialVec(Vec3(0)));
SimTK_TEST(gravity.getNumEvaluations()==nevals4); // no eval needed
}
//==============================================================================
// MAIN
//==============================================================================
int main() {
// Add artwork.
DecorativeBrick drawCube(Cube); drawCube.setOpacity(0.5).setColor(Gray);
body1Info.addDecoration(Centroid, drawCube);
body2Info.addDecoration(Centroid, drawCube);
body3Info.addDecoration(Centroid, drawCube);
SimTK_START_TEST("TestGravity");
SimTK_SUBTEST(testConstruction);
SimTK_SUBTEST(testParameters);
SimTK_SUBTEST(testForces);
SimTK_END_TEST();
}
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