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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) 2008-12 Stanford University and the Authors. *
* Authors: Peter Eastman *
* 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. *
* -------------------------------------------------------------------------- */
#include "SimTKsimbody.h"
using namespace SimTK;
using namespace std;
const Real TOL = 1e-10;
#define ASSERT(cond) {SimTK_ASSERT_ALWAYS(cond, "Assertion failed");}
template <class T>
void assertEqual(T val1, T val2) {
ASSERT(abs(val1-val2) < TOL);
}
template <int N>
void assertEqual(Vec<N> val1, Vec<N> val2) {
for (int i = 0; i < N; ++i)
ASSERT(abs(val1[i]-val2[i]) < TOL);
}
void testForces() {
MultibodySystem system;
SimbodyMatterSubsystem matter(system);
GeneralContactSubsystem contacts(system);
GeneralForceSubsystem forces(system);
const Vec3 gravity = Vec3(0, -9.8, 0);
Force::UniformGravity(forces, matter, gravity, 0);
const Real radius = 0.8;
const Real k1 = 1.0;
const Real k2 = 2.0;
const Real stiffness1 = std::pow(k1, 2.0/3.0);
const Real stiffness2 = std::pow(k2, 2.0/3.0);
const Real dissipation1 = 0.5;
const Real dissipation2 = 1.0;
const Real us1 = 1.0;
const Real us2 = 0.7;
const Real ud1 = 0.5;
const Real ud2 = 0.2;
const Real uv1 = 0.1;
const Real uv2 = 0.05;
Random::Uniform random(0.0, 1.0);
Body::Rigid body(MassProperties(1.0, Vec3(0), Inertia(1)));
ContactSetIndex setIndex = contacts.createContactSet();
MobilizedBody::Translation sphere(matter.updGround(), Transform(), body, Transform());
contacts.addBody(setIndex, sphere, ContactGeometry::Sphere(radius), Transform());
contacts.addBody(setIndex, matter.updGround(), ContactGeometry::HalfSpace(), Transform(Rotation(-0.5*Pi, ZAxis), Vec3(0))); // y < 0
HuntCrossleyForce hc(forces, contacts, setIndex);
hc.setBodyParameters(ContactSurfaceIndex(0), k1, dissipation1, us1, ud1, uv1);
hc.setBodyParameters(ContactSurfaceIndex(1), k2, dissipation2, us2, ud2, uv2);
const Real vt = 0.001;
hc.setTransitionVelocity(vt);
assertEqual(vt, hc.getTransitionVelocity());
State state = system.realizeTopology();
// Position the sphere at a variety of positions and check the normal force.
const Real stiffness = stiffness1*stiffness2/(stiffness1+stiffness2);
for (Real height = radius+0.2; height > 0; height -= 0.1) {
sphere.setQToFitTranslation(state, Vec3(0, height, 0));
system.realize(state, Stage::Dynamics);
const Real depth = radius-height;
Real f = 0;
if (depth > 0)
f = (4.0/3.0)*stiffness*depth*std::sqrt(radius*stiffness*depth);
assertEqual(system.getRigidBodyForces(state, Stage::Dynamics)[sphere.getMobilizedBodyIndex()][1], gravity+Vec3(0, f, 0));
}
// Now do it with a vertical velocity and see if the dissipation force is correct.
const Real dissipation = (dissipation1*stiffness2+dissipation2*stiffness1)/(stiffness1+stiffness2);
for (Real height = radius+0.2; height > 0; height -= 0.1) {
sphere.setQToFitTranslation(state, Vec3(0, height, 0));
const Real depth = radius-height;
Real fh = 0;
if (depth > 0)
fh = (4.0/3.0)*stiffness*depth*std::sqrt(radius*stiffness*depth);
for (Real v = -1.0; v <= 1.0; v += 0.1) {
sphere.setUToFitLinearVelocity(state, Vec3(0, -v, 0));
system.realize(state, Stage::Dynamics);
Real f = fh*(1.0+1.5*dissipation*v);
if (f < 0)
f = 0;
assertEqual(system.getRigidBodyForces(state, Stage::Dynamics)[sphere.getMobilizedBodyIndex()][1], gravity+Vec3(0, f, 0));
}
}
// Do it with a horizontal velocity and see if the friction force is correct.
const Real us = 2.0*us1*us2/(us1+us2);
const Real ud = 2.0*ud1*ud2/(ud1+ud2);
const Real uv = 2.0*uv1*uv2/(uv1+uv2);
Vector_<SpatialVec> expectedForce(matter.getNumBodies());
for (Real height = radius+0.2; height > 0; height -= 0.1) {
sphere.setQToFitTranslation(state, Vec3(0, height, 0));
const Real depth = radius-height;
Real fh = 0;
if (depth > 0)
fh = (4.0/3.0)*stiffness*depth*std::sqrt(radius*stiffness*depth);
for (Real v = -1.0; v <= 1.0; v += 0.1) {
sphere.setUToFitLinearVelocity(state, Vec3(v, 0, 0));
system.realize(state, Stage::Dynamics);
const Real vrel = std::abs(v/vt);
Real ff = (v < 0 ? 1 : -1)*fh*(std::min(vrel, 1.0)*(ud+2*(us-ud)/(1+vrel*vrel))+uv*std::fabs(v));
const Vec3 totalForce = gravity+Vec3(ff, fh, 0);
expectedForce = SpatialVec(Vec3(0), Vec3(0));
Vec3 contactPointInSphere = sphere.findStationAtGroundPoint(state, Vec3(0, -stiffness1*depth/(stiffness1+stiffness2), 0));
sphere.applyForceToBodyPoint(state, contactPointInSphere, totalForce, expectedForce);
SpatialVec actualForce = system.getRigidBodyForces(state, Stage::Dynamics)[sphere.getMobilizedBodyIndex()];
assertEqual(actualForce[0], expectedForce[sphere.getMobilizedBodyIndex()][0]);
assertEqual(actualForce[1], expectedForce[sphere.getMobilizedBodyIndex()][1]);
}
}
}
int main() {
try {
testForces();
}
catch(const std::exception& e) {
cout << "exception: " << e.what() << endl;
return 1;
}
cout << "Done" << endl;
return 0;
}
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