#ifndef SimTK_SIMBODY_MOBILIZED_BODY_H_ #define SimTK_SIMBODY_MOBILIZED_BODY_H_ /* -------------------------------------------------------------------------- * * 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) 2007-13 Stanford University and the Authors. * * Authors: Michael Sherman * * Contributors: Paul Mitiguy, Peter Eastman * * * * 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. * * -------------------------------------------------------------------------- */ /** @file This defines the MobilizedBody class, which associates a new body (the "child", "outboard", or "successor" body) with a mobilizer and a reference frame on an existing body (the "parent", "inboard", or "predecessor" body) that is already part of a SimbodyMatterSubsystem. MobilizedBody is an abstract base class handle, with concrete classes defined for each kind of mobilizer. There are a set of built-in mobilizers and a generic "Custom" mobilizer (an actual abstract base class) from which advanced users may derive their own mobilizers. **/ #include "SimTKmath.h" #include "simbody/internal/common.h" #include "simbody/internal/Body.h" #include "simbody/internal/Motion.h" #include namespace SimTK { class SimbodyMatterSubsystem; class Motion; class MobilizedBody; class MobilizedBodyImpl; // We only want the template instantiation to occur once. This symbol is // defined in the SimTK core compilation unit that instantiates the mobilized // body class but should not be defined any other time. #ifndef SimTK_SIMBODY_DEFINING_MOBILIZED_BODY extern template class PIMPLHandle; #endif /** %Mobod is the approved abbreviation for MobilizedBody.\ Feel free to use it if you get tired of typing or seeing the full name. @relates SimTK::MobilizedBody **/ typedef MobilizedBody Mobod; //============================================================================== // MOBILIZED BODY //============================================================================== /** A %MobilizedBody is Simbody's fundamental body-and-joint object used to parameterize a system's motion by constructing a multibody tree containing each body and its unique *mobilizer* (internal coordinate joint). A %MobilizedBody connects a new body (the "child", "outboard", or "successor" body) with a mobilizer and a reference frame to an existing %MobilizedBody (the "parent", "inboard", or "predecessor" body) that is already part of a SimbodyMatterSubsystem. In the topology of the multibody tree, the parent mobilized body is always closer to Ground ("inboard") than is the child. This is the base class for all %MobilizedBody classes, which include a body and a particular kind of mobilizer. Each built-in %MobilizedBody type is a local subclass within %MobilizedBody, so the built-ins have names like MobilizedBody::Pin. All concrete %MobilizedBody classes, including the built-ins, are derived from MobilizedBody. There is a MobilizedBody::Custom class available for defining your own mobilizer types. Normally, a %MobilizedBody's motion is unknown and Simbody calculates it using forward dynamics where the motion results from external or internal forces. However, a %MobilizedBody may be locked or controlled by an associated Motion object which defines how it is to move; those are inverse dynamics conditions in which the motion is known but the generalized forces required to produce that motion are to be determined. In general a system may contain a mix of forward- and inverse-dynamics mobilizers, and mobilizers may be switched between forward and inverse dynamics during simulations. The %MobilizedBody class supports a large number of methods useful for obtaining and modifying body-specific and mobilizer-specific information and for performing useful computations. These are organized in three sets: - %State Access - Basic Operators - High Level Operators %State Access methods simply extract already-calculated data from the State or %State Cache, or set state values. They involve no additional computation, have names beginning with "get" and "upd" (update) and return references to the requested quantities rather than calculated values. We divide these into routines which deal with bodies and routines which deal with mobilizers and mobilities. Basic Operators use State Access methods to compute basic quantities which cannot be precomputed, such as the velocity of an arbitrary point, using an inline combination of basic floating point operations which can be reliably determined at compile time. These have names beginning with "find" or a more specific verb, as a reminder that they do not require a great deal of computation. High Level Operators combine state access and basic operators with run-time tests to calculate more complex quantities, with more complicated implementations that can exploit special cases at run time. These begin with "calc" (calculate) as a reminder that they may involve substantial run time computation. There is also a set of methods used for construction, and miscellaneous utilities.

Mobilizer Terminology and Notation

Refer to the figure below for the terminology we use when discussing mobilizers and mobilized bodies. @image html MobilizerTerminology.png "Terminology and notation for mobilized bodies" The figure shows the coordinate frames used in describing the mobility of %MobilizedBody B with respect to its inboard parent body P. Everything blue in the figure is associated with B. The origin point O of each frame is labeled. A new %MobilizedBody with body frame B is added to the multibody tree by choosing a parent body P that is already present in the tree. There are two frames associated with the mobilizer: the "fixed" frame F that is attached to the parent, and the "moving" frame M that is attached to the new body B. Frame F is specified by giving its transform X_PF relative to the P frame. Frame M is specified by giving its transform X_BM relative to the B frame. At run time the transform X_FM between the two mobilizer frames represents translation and rotation of the mobilizer. That motion is parameterized via generalized coordinates q and generalized speeds u, the specific meaning of which is a unique property of each type of mobilizer. In the API below, we'll refer to the current ("this") %MobilizedBody as "body B". It is the "object" or "main" body with which we are concerned. Often there will be another body mentioned in the argument list as a target for some conversion. That "another" body will be called "body A". The Ground body is abbreviated "G". We use Fo to mean "the origin of frame F", Bc is "the mass center of body B". R_AF is the rotation matrix giving frame F's orientation in frame A, such that a vector v expressed in F is reexpressed in A by v_A = R_AF*v_F. X_AF is the spatial transform giving frame F's orientation and origin location in frame A, such that a point P whose location is measured from F's origin Fo and expressed in F by position vector p_FP (or more explicitly p_FoP) is remeasured from frame A's origin Ao and reexpressed in A via p_AP = X_AF*p_FP, where p_AP==p_AoP.

Theory

For the mathematical and computational theory behind Simbody's mobilizers, see - the paper Seth, A.; Sherman, M.A.; Eastman, P.; Delp, S.L. "Minimal formulation of joint motion for biomechanisms" Nonlinear Dynamics 62:291-303 (2010), or - the Simbody Theory Manual. **/ class SimTK_SIMBODY_EXPORT MobilizedBody : public PIMPLHandle { public: /** Constructors can take an argument of this type to indicate that the mobilizer is being defined in the reverse direction, meaning from the outboard (child) body to the inboard (parent) body. That means that the mobilizer coordinates and speeds will be defined as though the tree had been built in the opposite direction. It does not actually affect which body is the inboard one and which is the outboard; it just affects the definitions of the generalized coordinates q and speeds u that parameterize the motion of the outboard body with respect to the inboard one. This is a topological setting and can't be changed dynamically. **/ enum Direction { Forward = 0, ///< Use default definitions for q and u (inboard to outboard). Reverse = 1 ///< Define q and u in the reverse order (outboard to inboard). }; //------------------------------------------------------------------------------ /**@name Mobilizer locking and unlocking Every %MobilizedBody object supports locking and unlocking of the mobilizer it contains. You can lock the mobilizer's position, velocity, or acceleration. In all cases the generalized accelerations udot of a locked mobilizer are prescribed. If you lock just the accelerations, then velocity and position remain free. If you lock velocity, then the generalized speeds u are prescribed to specified values, accelerations udot are prescribed to zero, and positions will remain free. If you lock position (the default locking level) then the generalized coordinates q are prescribed to specified values and the speeds u and accelerations udot are prescribed to zero. Prescribed values may be obtained from the current state, or set explicitly. The lock() and lockAt() methods when called at position level will modify q in the given state if necessary to satisfy the locked position, and will set u to zero. When called at velocity level they will modify u if necessary to satisfied the locked velocity, but will leave q unchanged. You can also specify that a mobilizer is locked by default (at acceleration, velocity, or position level). In that case the prescribed value is recorded when the state is realized to Stage::Model, using values taken from the state at that time. If this mobilizer is driven by a Motion object, locking overrides that while the lock is active; when unlocked the Motion object resumes control. **/ /**@{**/ /** Lock this mobilizer's position or velocity at its current value, or lock the acceleration to zero, depending on the \p level parameter. The prescribed position or velocity is taken from \p state and recorded. If the lock is at the position (q) level then the generalized speeds u for this mobilizer are set to zero in the \p state. If the mobilizer was already locked, the new lock specification overrides it. The \p state must already have been realized to at least Stage::Model and will be lowered to Stage::Model on return since a lock is an Instance-stage change. **/ void lock(State& state, Motion::Level level=Motion::Position) const; /** Lock this mobilizer's q, u, or udot to the given scalar \p value, depending on \p level. When locking at the position level (the default), this mobilizer's q in \p state is set to \p value, and u in \p state is set to zero. When locking at velocity level, this mobilizer's u in \p state is set to \p value but the q is left unchanged. This signature of lockAt(), taking \p value as a scalar, is only permitted for mobilizers that have just a single q and u, such as a Pin or Slider mobilizer. See the other signatures of lockAt() for multi-coordinate mobilizers. **/ void lockAt(State& state, Real value, Motion::Level level=Motion::Position) const; /** Lock this mobilizer's q, u, or udot to the given Vector \p value, depending on \p level. When locking at the position level (the default), this mobilizer's q's in \p state is set to \p value, and its u's in \p state are set to zero. When locking at velocity level, this mobilizer's u's in \p state are set to \p value but its q's are left unchanged. The Vector must be the expected length, either nq=getNumQ() for the default Motion::Position level, or nu=getNumU() for Motion::Velocity or Motion::Acceleration levels. @see getNumQ(), getNumU() **/ void lockAt(State& state, const Vector& value, Motion::Level level=Motion::Position) const; /** Lock this mobilizer's q, u, or udot to the given Vec\ \p value, depending on the \p level. When locking at the position level (the default), this mobilizer's q's in \p state is set to \p value, and its u's in \p state are set to zero. When locking at velocity level, this mobilizer's u's in \p state are set to \p value but its q's are left unchanged. The size N of the given Vec must match the expected length, either nq=getNumQ() for the default Motion::Position level, or nu=getNumU() for Motion::Velocity or Motion::Acceleration levels. @see getNumQ(), getNumU() **/ template SimTK_SIMBODY_EXPORT // instantiated in library void lockAt(State& state, const Vec& value, Motion::Level level=Motion::Position) const; /** Unlock this mobilizer, returning it to its normal behavior which may be free motion or may be controlled by a Motion object. If the mobilizer is already unlocked nothing happens. **/ void unlock(State& state) const; /** Check whether this mobilizer is currently locked in the given \p state. **/ bool isLocked(const State& state) const { return getLockLevel(state)!=Motion::NoLevel; } /** Returns the lock level if the mobilizer is locked in the given \p state, otherwise Motion::NoLevel. **/ Motion::Level getLockLevel(const State& state) const; /** Return the q, u, or udot value at which this mobilizer is locked, depending on the lock level, as a Vector of the appropriate length. If the mobilizer is not currently locked, a zero-length Vector is returned. **/ Vector getLockValueAsVector(const State& state) const; /** Change whether this mobilizer is initially locked. On construction the mobilizer is unlocked by default; you can change that here. To respecify that the motion is unlocked, use Motion::NoLevel as the \p level. This is a topological change; you'll have to call realizeTopology() again and get a new State if you call this method. If the default lock is at the position or velocity level, the required q or u value is recorded at the time a \p state is realized to Stage::Model. A default Motion::Acceleration lock always prescribes the accelerations udot to zero. **/ MobilizedBody& lockByDefault(Motion::Level level=Motion::Position); /** Check whether this mobilizer is to be locked in the default state. **/ bool isLockedByDefault() const { return getLockByDefaultLevel()!=Motion::NoLevel; } /** Returns the level at which the mobilizer is locked by default, if it is locked by default, otherwise Motion::NoLevel. **/ Motion::Level getLockByDefaultLevel() const; /**@}**/ ////////////////////////// // STATE ACCESS METHODS // ////////////////////////// //------------------------------------------------------------------------------ /** @name State Access - Bodies These methods extract already-computed information from the State or State cache, or set values in the State. **/ /**@{**/ /** Extract from the state cache the already-calculated spatial configuration X_GB of body B's body frame, measured with respect to the Ground frame and expressed in the Ground frame. That is, we return the location of the body frame's origin, and the orientation of its x, y, and z axes, as the Transform X_GB. This notation is intended to convey unambiguously the sense of this transform, which is as follows: if you have a station (body fixed point) S on body B, represented by position vector p_BS (a.k.a. p_BoS) from the origin Bo of B to the point S and expressed in the B frame, then p_GS=X_GB*p_BS where p_GS (== p_GoS) is the position vector from the Ground origin Go to the point in space currently coincident with S and expressed in the Ground frame. The inverse transformation is obtained using the "~" operator where ~X_GB=X_BG, so that p_BS = ~X_GB*p_GS. This response is available at Position stage. **/ const Transform& getBodyTransform(const State& state) const; // X_GB /** Extract from the state cache the already-calculated spatial orientation R_GB of body B's body frame x, y, and z axes expressed in the Ground frame, as the Rotation matrix R_GB. The sense of this rotation matrix is such that if you have a vector v fixed on body B, represented by the vector v_B expressed in the B frame, then v_G=R_GB*v_B where v_G is the same vector but re-expressed in the Ground frame. The inverse transformation is obtained using the "~" operator where ~R_GB=R_BG, so that v_B = ~R_GB*v_G. This response is available at Position stage. **/ const Rotation& getBodyRotation(const State& state) const { return getBodyTransform(state).R(); } /** Extract from the state cache the already-calculated spatial location of body B's body frame origin Bo, measured from the Ground origin Go and expressed in the Ground frame, as the position vector p_GB (== p_GoBo). This response is available at Position stage. **/ const Vec3& getBodyOriginLocation(const State& state) const { return getBodyTransform(state).p(); } /** At stage Position or higher, return the cross-mobilizer transform X_FM, the body's inboard mobilizer frame M measured and expressed in the parent body's corresponding outboard frame F. **/ const Transform& getMobilizerTransform(const State& state) const; // X_FM /** Extract from the state cache the already-calculated spatial velocity V_GB of this body's reference frame B, measured with respect to the Ground frame and expressed in the Ground frame. That is, we return the linear velocity v_GB of the body frame's origin in G, and the body's angular velocity w_GB as the spatial velocity vector V_GB = {w_GB, v_GB}. This response is available at Velocity stage. **/ const SpatialVec& getBodyVelocity(const State& state) const; // V_GB /** Extract from the state cache the already-calculated inertial angular velocity vector w_GB of this body B, measured with respect to the Ground frame and expressed in the Ground frame. This response is available at Velocity stage. **/ const Vec3& getBodyAngularVelocity(const State& state) const { // w_GB return getBodyVelocity(state)[0]; } /** Extract from the state cache the already-calculated inertial linear velocity vector v_GB (more explicitly, v_GBo) of this body B's origin point Bo, measured with respect to the Ground frame and expressed in the Ground frame. This response is available at Velocity stage. **/ const Vec3& getBodyOriginVelocity(const State& state) const { // v_GB return getBodyVelocity(state)[1]; } /** At stage Velocity or higher, return the cross-mobilizer velocity V_FM, the relative velocity of this body's "moving" mobilizer frame M in the parent body's corresponding "fixed" frame F, measured and expressed in F. Note that this isn't the usual spatial velocity since it isn't expressed in G. **/ const SpatialVec& getMobilizerVelocity(const State& state) const; // V_FM /** Extract from the state cache the already-calculated spatial acceleration A_GB of this body's reference frame B, measured with respect to the Ground frame and expressed in the Ground frame. That is, we return the linear acceleration a_GB of the body frame's origin in G, and the body's angular acceleration b_GB as the spatial acceleration vector A_GB = {b_GB, a_GB}. This response is available at Acceleration stage. **/ const SpatialVec& getBodyAcceleration(const State& state) const; // A_GB /** Extract from the state cache the already-calculated inertial angular acceleration vector b_GB of this body B, measured with respect to the Ground frame and expressed in the Ground frame. This response is available at Acceleration stage. **/ const Vec3& getBodyAngularAcceleration(const State& state) const { // b_GB return getBodyAcceleration(state)[0]; } /** Extract from the state cache the already-calculated inertial linear acceleration vector a_GB (more explicitly, a_GBo) of this body B's origin point Bo, measured with respect to the Ground frame and expressed in the Ground frame. This response is available at Acceleration stage. **/ const Vec3& getBodyOriginAcceleration(const State& state) const { // a_GB return getBodyAcceleration(state)[1]; } /** TODO: Not implemented yet -- any volunteers? At stage Acceleration, return the cross-mobilizer acceleration A_FM, the relative acceleration of body B's "moving" mobilizer frame M in the parent body's corresponding "fixed" frame F, measured and expressed in F. Note that this isn't the usual spatial acceleration since it isn't expressed in G. **/ const SpatialVec& getMobilizerAcceleration(const State& state) const { // A_FM SimTK_ASSERT_ALWAYS(!"unimplemented method", "MobilizedBody::getMobilizerAcceleration() not yet implemented -- volunteers?"); return *(new SpatialVec()); } /** Return a reference to this body's mass properties in the State cache. The State must have been realized to Stage::Instance or higher. **/ const MassProperties& getBodyMassProperties(const State& state) const; /** Return a reference to the already-calculated SpatialInertia of this body, taken about the body's origin (\e not its mass center), and expressed in the Ground frame. The State must have been realized to Stage::Position or higher. **/ const SpatialInertia& getBodySpatialInertiaInGround(const State& state) const; /** Return the mass of this body. The State must have been realized to Stage::Instance. **/ Real getBodyMass(const State& state) const { return getBodyMassProperties(state).getMass(); } /** Return this body's center of mass station (i.e., the vector fixed in the body, going from body origin to body mass center, expressed in the body frame.) The State must have been realized to Stage::Instance or higher. **/ const Vec3& getBodyMassCenterStation(const State& state) const { return getBodyMassProperties(state).getMassCenter(); } /** Return a reference to this body's unit inertia matrix in the State cache, taken about the body origin and expressed in the body frame. The State must have been realized to Stage::Instance or higher. **/ const UnitInertia& getBodyUnitInertiaAboutBodyOrigin(const State& state) const { return getBodyMassProperties(state).getUnitInertia(); } /** Return a reference to this mobilizer's frame F fixed on the parent body P, as the fixed Transform from P's body frame to the frame F fixed to P. If this frame is changeable, the result comes from the State cache, otherwise it is from the MobilizedBody object itself. The State must have been realized to Stage::Instance or higher. **/ const Transform& getInboardFrame (const State& state) const; // X_PF /** Return a reference to this MobilizedBody's mobilizer frame M, as the fixed Transform from this body B's frame to the frame M fixed on B. If this frame is changeable, the result comes from the State cache, otherwise it is from the MobilizedBody object itself. The State must have been realized to Stage::Instance or higher. **/ const Transform& getOutboardFrame(const State& state) const; // X_BM /** TODO: not implemented yet. Set the location and orientation of the inboard (parent) mobilizer frame F, fixed to this mobilizer's parent body P. @see setDefaultInboardFrame() **/ void setInboardFrame (State& state, const Transform& X_PF) const; /** TODO: not implemented yet. Set the location and orientation of the outboard mobilizer frame M, fixed to this body B. @see setDefaultOutboardFrame() **/ void setOutboardFrame(State& state, const Transform& X_BM) const; // End of State Access - Bodies /**@}**/ //------------------------------------------------------------------------------ /** @name State Access - Mobilizer generalized coordinates q and speeds u These methods extract q- or u-related information from the State or State cache, or set q or u values in the State. **/ /**@{**/ /** Return the number of generalized coordinates q currently in use by this mobilizer. State must have been realized to Stage::Model. **/ int getNumQ(const State& state) const; /** Return the number of generalized speeds u currently in use by this mobilizer. State must have been realized to Stage::Model. **/ int getNumU(const State& state) const; /** Return the global QIndex of the first q for this mobilizer; all the q's range from getFirstQIndex() to QIndex(getFirstQIndex()+getNumQ()-1). **/ QIndex getFirstQIndex(const State& state) const; /** Return the global UIndex of the first u for this mobilizer; all the u's range from getFirstUIndex() to UIndex(getFirstUIndex()+getNumU()-1). **/ UIndex getFirstUIndex(const State& state) const; /** Determine how generalized coordinate q values are being determined. @param[in] state Must be realized to Instance stage. **/ Motion::Method getQMotionMethod(const State& state) const; /** Determine how generalized speed u values are being determined. @param[in] state Must be realized to Instance stage. **/ Motion::Method getUMotionMethod(const State& state) const; /** Determine how generalized acceleration udot values are being determined. @param[in] state Must be realized to Instance stage. **/ Motion::Method getUDotMotionMethod(const State& state) const; /** Return one of the generalized coordinates q from this mobilizer's partition of the matter subsystem's full q vector in the State. The particular coordinate is selected using the \p which parameter, numbering from zero to getNumQ()-1. **/ Real getOneQ(const State& state, int which) const; /** Return one of the generalized speeds u from this mobilizer's partition of the matter subsystem's full u vector in the State. The particular coordinate is selected using the \p which parameter, numbering from zero to getNumU()-1. **/ Real getOneU(const State& state, int which) const; /** Return as a Vector of length getNumQ() all the generalized coordinates q currently in use by this mobilizer, from this mobilizer's partion in the matter subsystem's full q vector in the State. **/ Vector getQAsVector(const State& state) const; /** Return as a Vector of length getNumU() all the generalized speeds u currently in use by this mobilizer, from this mobilizer's partion in the matter subsystem's full u vector in the State. **/ Vector getUAsVector(const State& state) const; /** Return one of the generalized coordinate derivatives qdot from this mobilizer's partition of the matter subsystem's full qdot vector in the State cache. The particular coordinate is selected using the \p which parameter, numbering from zero to getNumQ()-1. **/ Real getOneQDot (const State& state, int which) const; /** Return as a Vector of length getNumQ() all the generalized coordinate derivatives qdot currently in use by this mobilizer, from this mobilizer's partition in the matter subsystem's full qdot vector in the State cache. **/ Vector getQDotAsVector(const State& state) const; /** Return one of the generalized accelerations udot from this mobilizer's partition of the matter subsystem's full udot vector in the State cache. The particular coordinate is selected using the \p which parameter, numbering from zero to getNumU()-1. **/ Real getOneUDot(const State& state, int which) const; /** Return one of the generalized coordinate second derivatives qdotdot from this mobilizer's partition of the matter subsystem's full qdotdot vector in the State cache. The particular coordinate is selected using the \p which parameter, numbering from zero to getNumQ()-1. **/ Real getOneQDotDot(const State& state, int which) const; /** Return as a Vector of length getNumU() all the generalized accelerations udot currently in use by this mobilizer, from this mobilizer's partion in the matter subsystem's full udot vector in the State cache. **/ Vector getUDotAsVector(const State& state) const; /** Return as a Vector of length getNumQ() all the generalized coordinate second derivatives qdotdot currently in use by this mobilizer, from this mobilizer's partion in the matter subsystem's full qdotdot vector in the State cache. **/ Vector getQDotDotAsVector(const State& state) const; /** Return the generalized forces tau resulting from prescribed (known) acceleration, corresponding to each of this mobilizer's mobilities, as a Vector of length nu=getNumU(). If this mobilizer has prescribed accelerations udot due to an active lock or Motion object, the set of generalized forces tau that must be added in order to produce those accelerations is calculated at Acceleration stage. There is one scalar tau per mobility and they can be returned individually or as a Vector. The return value is zero if this mobilizer is currently free. **/ Vector getTauAsVector(const State& state) const; /** Return one of the tau forces resulting from prescribed (known) acceleration, corresponding to one of this mobilizer's mobilities as selected here using the \p which parameter, numbered from zero to getNumU()-1. @see getTauAsVector() for more information **/ Real getOneTau(const State& state, MobilizerUIndex which) const; /** Set one of the generalized coordinates q to value \p v, in this mobilizer's partition of the matter subsystem's full q vector in the State. The particular coordinate is selected using the \p which parameter, numbering from zero to getNumQ()-1. **/ void setOneQ(State& state, int which, Real v) const; /** Set one of the generalized speeds u to value \p v, in this mobilizer's partition of the matter subsystem's full u vector in the State. The particular coordinate is selected using the \p which parameter, numbering from zero to getNumU()-1. **/ void setOneU(State& state, int which, Real v) const; /** Set all of the generalized coordinates q to value \p v (a Vector of length getNumQ()), in this mobilizer's partition of the matter subsystem's full q vector in the State. **/ void setQFromVector(State& state, const Vector& v) const; /** Set all of the generalized speeds u to value \p v (a Vector of length getNumU()), in this mobilizer's partition of the matter subsystem's full u vector in the State. **/ void setUFromVector(State& state, const Vector& v) const; /** Adjust this mobilizer's q's to best approximate the supplied Transform which requests a particular relative orientation and translation between the F "fixed" frame and M "moving" frame connected by this mobilizer. This set of methods sets the generalized coordinates, or speeds (state variables) for just the mobilizer associated with this MobilizedBody (ignoring all other mobilizers and constraints), without requiring knowledge of the meanings of the individual state variables. The idea here is to provide a physically-meaningful quantity relating the mobilizer's inboard and outboard frames, and then ask the mobilizer to set its state variables to reproduce that quantity to the extent it can. These methods can be called in Stage::Model, however the routines may consult the current values of the state variables in some cases, so you must make sure they have been set to reasonable, or at least innocuous values (zero will work). In no circumstance will any of these methods look at any state variables that belong to another mobilizer; they are limited to working locally with just the current mobilizer. Routines which specify only translation (linear velocity) may use rotational coordinates to help satisfy the translation requirement. An alternate "Only" method is available to forbid modification of purely rotational coordinates in that case. When a mobilizer uses state variables which have combined rotational and translational character (e.g. a screw joint) consult the documentation for the derived MobilizedBody class to find out how that mobilizer responds to these routines. There is no guarantee that the desired physical quantity will be achieved by these routines; you can check on return if you're worried. Individual mobilizers make specific promises about what they will do; consult the documentation. These routines do not throw exceptions even for absurd requests like specifying a rotation for a sliding mobilizer. Nothing happens if there are no mobilities here, i.e. Ground or a Weld mobilizer. **/ void setQToFitTransform(State& state, const Transform& X_FM) const; /** Adjust this mobilizer's q's to best approximate the supplied Rotation matrix which requests a particular relative orientation between the "fixed" frame F and "moving" frame M connected by this mobilizer. @see setQToFitTransform() **/ void setQToFitRotation(State& state, const Rotation& R_FM) const; /** Adjust this mobilizer's q's to best approximate the supplied position vector which requests a particular offset between the origins of the F "fixed" frame and M "moving" frame connected by this mobilizer, with \e any q's (rotational or translational) being modified if doing so helps satisfy the request. @see setQToFitTransform() **/ void setQToFitTranslation(State& state, const Vec3& p_FM) const; /** Adjust this mobilizer's u's (generalized speeds) to best approximate the supplied spatial velocity \p V_FM which requests the relative angular and linear velocity between the "fixed" and "moving" frames connected by this mobilizer. Routines which affect generalized speeds u depend on the generalized coordinates q already having been set; they never change these coordinates. @see setQToFitTransform() **/ void setUToFitVelocity(State& state, const SpatialVec& V_FM) const; /** Adjust this mobilizer's u's (generalized speeds) to best approximate the supplied angular velocity \p w_FM which requests a particular relative angular between the "fixed" and "moving" frames connected by this mobilizer. @see setQToFitTransform(), setUToFitVelocity() **/ void setUToFitAngularVelocity(State& state, const Vec3& w_FM) const; /** Adjust any of this mobilizer's u's (generalized speeds) to best approximate the supplied linear velocity \p v_FM which requests a particular velocity for the "moving" frame M origin in the "fixed" frame F on the parent where these are the frames connected by this mobilizer. @see setQToFitTransform(), setUToFitVelocity() **/ void setUToFitLinearVelocity(State& state, const Vec3& v_FM) const; /** Expert use only: obtain a column of the hinge matrix H corresponding to one of this mobilizer's mobilities (actually a column of H_PB_G; what Jain calls H* and Schwieters calls H^T). This is the matrix that maps generalized speeds u to the cross-body relative spatial velocity V_PB_G via V_PB_G=H*u. Note that although H relates child body B to parent body B, it is expressed in the ground frame G so the resulting cross-body velocity of B in P is also expressed in G. The supplied state must have been realized through Position stage because H varies with this mobilizer's generalized coordinates q. @see getH_FMCol() **/ SpatialVec getHCol(const State& state, MobilizerUIndex ux) const; /** Expert use only: obtain a column of the mobilizer-local hinge matrix H_FM which maps generalized speeds u to cross-mobilizer spatial velocity V_FM via V_FM=H_FM*u. Note that H and V here are expressed in the parent body's (inboard) frame F. The supplied state must have been realized through Position stage because H varies with this mobilizer's generalized coordinates q. @see getHCol() **/ SpatialVec getH_FMCol(const State& state, MobilizerUIndex ux) const; // End of State Access Methods. /**@}**/ ///////////////////// // BASIC OPERATORS // ///////////////////// //------------------------------------------------------------------------------ /** @name Basic Operators These methods use state variables and Response methods to compute basic quantities which cannot be precomputed, but which can be implemented with an inline combination of basic floating point operations which can be reliably determined at compile time. The method names and descriptions use the following terms: - %Body or ThisBody: the %Body B associated with the current %MobilizedBody. ThisBody is implied when no other Body is mentioned. - %Ground: the "MobilizedBody" G representing the %Ground reference frame which never moves. - AnotherBody: the %Body A being referenced, which in general is neither ThisBody nor %Ground. - Station: a point S fixed on ThisBody B, located by a position vector p_BS (or more explicitly, p_BoS) from the B-frame origin Bo to the point S, expressed in the B-frame coordinate system. - %Vector: a vector v fixed on ThisBody B, given by a vector v_B expressed in the B-frame coordinate system. - Direction: a unit vector u fixed on ThisBody B, given by a unit vector u_B expressed in the B-frame coordinate system. - Frame: an origin and coordinate axes F fixed on ThisBody B, given by a transform X_BF that locates F's origin (a Station) in B and expresses each of F's axes (Directions) in B. - Origin: the Station located at (0,0,0) in ThisBody frame B, that is, body B's origin point. - MassCenter: the Station on ThisBody B which is the center of mass for B. - GroundPoint, GroundVector: a Point P or Vector v on the %Ground "Body" G. These are measured and expressed in the %Ground frame, as p_GP or v_G. - AnotherBodyStation, AnotherBodyVector, etc.: a Station S or %Vector v on AnotherBody A. These are measured and expressed in the A frame, as p_AS or v_A. - Mobilizer frame M: the mobilizer's outboard "moving" frame, fixed to ThisBody B. - Mobilizer frame F: the mobilizer's inboard "fixed" frame, fixed to the parent body P. **/ /**@{**/ /** Return X_AB, the spatial transform giving this body B's frame in body A's frame. Cost is 63 flops. If you know that one of the bodies is Ground, use the 0-cost response getBodyTransform() instead of this operators. This operator is available in Position stage. @see getBodyTransform() **/ Transform findBodyTransformInAnotherBody(const State& state, const MobilizedBody& inBodyA) const { const Transform& X_GA = inBodyA.getBodyTransform(state); const Transform& X_GB = this->getBodyTransform(state); return ~X_GA*X_GB; // X_AB=X_AG*X_GB } /** Return R_AB, the rotation matrix giving this body B's axes in body A's frame. Cost is 45 flops. If you know that one of the bodies is Ground, use the 0-cost response getBodyRotation() instead of this operators. This operator is available in Position stage. @see getBodyRotation() **/ Rotation findBodyRotationInAnotherBody(const State& state, const MobilizedBody& inBodyA) const { const Rotation& R_GA = inBodyA.getBodyRotation(state); const Rotation& R_GB = this->getBodyRotation(state); return ~R_GA*R_GB; // R_AB=R_AG*R_GB } /** Return the station on another body A (that is, a point measured and expressed in A) that is currently coincident in space with the origin Bo of this body B. Cost is 18 flops. This operator is available at Position stage. Note: "findBodyOriginLocationInGround" doesn't exist because it would be the same as the no-cost response method getBodyOriginLocation(). @see getBodyOriginLocation() **/ Vec3 findBodyOriginLocationInAnotherBody (const State& state, const MobilizedBody& toBodyA) const { return toBodyA.findStationAtGroundPoint(state, getBodyOriginLocation(state)); } /** Return the angular and linear velocity of body B's frame in body A's frame, expressed in body A, and arranged as a SpatialVec. Cost is 51 flops. If you know inBodyA is Ground, don't use this routine; use the response method getBodyVelocity() which is free. This operator is available in Velocity stage. @see getBodyVelocity() **/ SpatialVec findBodyVelocityInAnotherBody (const State& state, const MobilizedBody& inBodyA) const { const SpatialVec& V_GB = this->getBodyVelocity(state); const SpatialVec& V_GA = inBodyA.getBodyVelocity(state); // angular velocity of B in A, exp in G const Vec3 w_AB_G = V_GB[0]-V_GA[0]; // 3 flops // Angular vel. was easy, but for linear vel. we have to add in an wXr term. const Transform& X_GB = getBodyTransform(state); const Transform& X_GA = inBodyA.getBodyTransform(state); // vector from Ao to Bo, exp in G const Vec3 p_AB_G = X_GB.p() - X_GA.p(); // 3 flops // d/dt p taken in G const Vec3 p_AB_G_dot = V_GB[1] - V_GA[1]; // 3 flops // d/dt p taken in A, exp in G const Vec3 v_AB_G = p_AB_G_dot - V_GA[0] % p_AB_G; // 12 flops // We're done, but answer is expressed in Ground. Reexpress in A and return. return ~X_GA.R()*SpatialVec(w_AB_G, v_AB_G); // 30 flops } /** Return the angular velocity w_AB of body B's frame in body A's frame, expressed in body A. Cost is 18 flops. If you know inBodyA is Ground, don't use this routine; use the response method getBodyAngularVelocity() which is free. This operator is available in Velocity stage. @see getBodyAngularVelocity() **/ Vec3 findBodyAngularVelocityInAnotherBody(const State& state, const MobilizedBody& inBodyA) const { const Vec3& w_GB = getBodyAngularVelocity(state); const Vec3& w_GA = inBodyA.getBodyAngularVelocity(state); // angular velocity of B in A, exp in G const Vec3 w_AB_G = w_GB-w_GA; // 3 flops // Now reexpress in A. return inBodyA.expressGroundVectorInBodyFrame(state, w_AB_G); // 15 flops } /** Return the velocity of body B's origin point in body A's frame, expressed in body A. Cost is 51 flops. If you know inBodyA is Ground, don't use this routine; use the response method getBodyOriginVelocity() which is free. This operator is available in Velocity stage. @see getBodyOriginVelocity() **/ Vec3 findBodyOriginVelocityInAnotherBody(const State& state, const MobilizedBody& inBodyA) const { // Doesn't save much to special case this one. return findBodyVelocityInAnotherBody(state,inBodyA)[1]; } /** Return the angular and linear acceleration of body B's frame in body A's frame, expressed in body A, and arranged as a SpatialVec. Cost is 105 flops. If you know that inBodyA is Ground, don't use this operator; instead, use the response method getBodyAcceleration() which is free. This operator is available in Acceleration stage. @see getBodyAcceleration() **/ SpatialVec findBodyAccelerationInAnotherBody(const State& state, const MobilizedBody& inBodyA) const { const Transform& X_GA = inBodyA.getBodyTransform(state); const SpatialVec& V_GA = inBodyA.getBodyVelocity(state); const SpatialVec& A_GA = inBodyA.getBodyAcceleration(state); const Transform& X_GB = this->getBodyTransform(state); const SpatialVec& V_GB = this->getBodyVelocity(state); const SpatialVec& A_GB = this->getBodyAcceleration(state); return findRelativeAcceleration(X_GA, V_GA, A_GA, X_GB, V_GB, A_GB); } /** Return the angular acceleration of body B's frame in body A's frame, expressed in body A. Cost is 33 flops. If you know \p inBodyA is Ground, don't use this operator; instead use the response method getBodyAngularAccleration() which is free. This operator is available at AccelerationStage. @see getBodyAngularAcceleration() **/ Vec3 findBodyAngularAccelerationInAnotherBody (const State& state, const MobilizedBody& inBodyA) const { const Rotation& R_GA = inBodyA.getBodyRotation(state); const Vec3& w_GA = inBodyA.getBodyAngularVelocity(state); const Vec3& w_GB = this->getBodyAngularVelocity(state); const Vec3& b_GA = inBodyA.getBodyAngularAcceleration(state); const Vec3& b_GB = this->getBodyAngularAcceleration(state); // relative ang. vel. of B in A, exp. in G const Vec3 w_AB_G = w_GB - w_GA; // 3 flops const Vec3 w_AB_G_dot = b_GB - b_GA; // d/dt of w_AB_G taken in G; 3 flops // We have the derivative in G; change it to derivative in A by adding // in contribution caused by motion of G in A, that is w_AG X w_AB_G. // (Note that w_AG=-w_GA.) const Vec3 b_AB_G = w_AB_G_dot - w_GA % w_AB_G; // ang. accel. of B in A // 12 flops return ~R_GA * b_AB_G; // taken in A, expressed in A; 15 flops } /** Return the acceleration of body B's origin point in body A's frame, expressed in body A. Cost is 105 flops. If you know that inBodyA is Ground, don't use this operator; instead, use the response method getBodyOriginAcceleration() which is free. This operator is available at Acceleration stage. @see getBodyOriginAcceleration() **/ Vec3 findBodyOriginAccelerationInAnotherBody(const State& state, const MobilizedBody& inBodyA) const { // Not much to be saved by trying to optimize this since the linear part // is the most expensive to calculate. return findBodyAccelerationInAnotherBody(state,inBodyA)[1]; } /** Return the spatial reaction force (moment and force) applied by the mobilizer to body B at the location of the mobilizer frame M (fixed to body B, but not necessarily at the body frame origin), expressed in Ground. This operator is available at Acceleration stage. Cost is about 120 flops. @see findMobilizerReactionOnParentAtFInGround() @see findMobilizerReactionOnBodyAtOriginInGround() @see SimTK::SimbodyMatterSubsystem::calcMobilizerReactionForces() **/ SpatialVec findMobilizerReactionOnBodyAtMInGround(const State& state) const; /** Return the spatial reaction force (moment and force) applied by the mobilizer to body B but shifted to the B frame origin, and expressed in Ground. This operator is available at Acceleration stage. Cost is about 90 flops. @see findMobilizerReactionOnParentAtOriginInGround() @see findMobilizerReactionOnBodyAtMInGround() @see SimTK::SimbodyMatterSubsystem::calcMobilizerReactionForces() **/ SpatialVec findMobilizerReactionOnBodyAtOriginInGround (const State& state) const; /** Return the spatial reaction force (moment and force) applied by the mobilizer to the parent (inboard) body P at the location of the inboard "fixed" mobilizer frame F (fixed to body P, but not necessarily at the P frame origin), expressed in Ground. This operator is available at Acceleration stage. Cost is about 140 flops. @see findMobilizerReactionOnBodyAtMInGround() @see findMobilizerReactionOnParentAtOriginInGround() @see SimTK::SimbodyMatterSubsystem::calcMobilizerReactionForces() **/ SpatialVec findMobilizerReactionOnParentAtFInGround(const State& state) const; /** Return the spatial reaction force (moment and force) applied by the mobilizer to the parent (inboard) body P at the location of the P frame origin, and expressed in Ground. This operator is available at Acceleration stage. Cost is about 110 flops. @see findMobilizerReactionOnBodyAtOriginInGround() @see findMobilizerReactionOnParentAtFInGround() @see SimTK::SimbodyMatterSubsystem::calcMobilizerReactionForces() **/ SpatialVec findMobilizerReactionOnParentAtOriginInGround (const State& state) const; /** Return the Cartesian (ground) location that is currently coincident with a station (point) S fixed on body B. That is, we return locationInG=X_GB*stationOnB which means the result is measured from the Ground origin and expressed in Ground. In more precise notation, we're calculating p_GS = X_GB * p_BS for position vectors p_GS and p_BS. Cost is 18 flops. This operator is available at Position stage. **/ Vec3 findStationLocationInGround (const State& state, const Vec3& stationOnB) const { return getBodyTransform(state) * stationOnB; } /** Given a station S on this body B, return the location on another body A which is at the same location in space. That is, we return locationOnA=X_AB*locationOnB, which means the result is measured from the body A origin and expressed in body A. In more precise notation, we're calculating p_AS = X_AB * p_BS, which we actually calculate as p_AS = X_AG*(X_GB*p_BS). Cost is 36 flops. Note: if you know that one of the bodies is Ground, use one of the routines above which is specialized for Ground to avoid half the work. This operator is available at Position stage or higher. **/ Vec3 findStationLocationInAnotherBody (const State& state, const Vec3& stationOnB, const MobilizedBody& toBodyA) const { return toBodyA.findStationAtGroundPoint(state, findStationLocationInGround(state,stationOnB)); } /** Given a station fixed on body B, return its inertial (Cartesian) velocity, that is, its velocity relative to the Ground frame, expressed in the Ground frame. Cost is 27 flops. If you know the station is the body origin (0,0,0) don't use this routine; use the response getBodyOriginVelocity() which is free. This operator is available at Velocity stage. @see getBodyOriginVelocity() **/ Vec3 findStationVelocityInGround (const State& state, const Vec3& stationOnB) const { const Vec3& w = getBodyAngularVelocity(state); // in G const Vec3& v = getBodyOriginVelocity(state); // in G const Vec3 r = expressVectorInGroundFrame(state,stationOnB); // 15 flops return v + w % r; // 12 flops } /** Return the velocity of a station S fixed on body B, in body A's frame, expressed in body A. Cost is 93 flops. If you know \p inBodyA is Ground, don't use this operator; instead use the operator findStationVelocityInGround() which is much cheaper. This operator is available in Velocity stage. @see findStationVelocityInGround() **/ Vec3 findStationVelocityInAnotherBody(const State& state, const Vec3& stationOnBodyB,//p_BS const MobilizedBody& inBodyA) const { const SpatialVec V_AB = findBodyVelocityInAnotherBody(state, inBodyA); //51 flops // Bo->S rexpressed in A but not shifted to Ao const Vec3 p_BS_A = expressVectorInAnotherBodyFrame(state, stationOnBodyB, inBodyA); //30 return V_AB[1] + (V_AB[0] % p_BS_A); //12 flops } /** Given a station fixed on body B, return its inertial (Cartesian) acceleration, that is, its acceleration relative to the ground frame, expressed in the ground frame. Cost is 48 flops. If you know the station is the body origin (0,0,0) don't use this routine; use the response getBodyOriginAcceleration() which is free. This operator is available at Acceleration stage. @see getBodyOriginAcceleration() **/ Vec3 findStationAccelerationInGround (const State& state, const Vec3& stationOnB) const { const Vec3& w = getBodyAngularVelocity(state); // in G const Vec3& b = getBodyAngularAcceleration(state); // in G const Vec3& a = getBodyOriginAcceleration(state); // in G const Vec3 r = expressVectorInGroundFrame(state,stationOnB); // 15 flops return a + b % r + w % (w % r); // 33 flops } /** Return the acceleration of a station S fixed on body B, in another body A's frame, expressed in body A. Cost is 186 flops. If you know that \p inBodyA is Ground, don't use this operator; instead, use the operator findStationAccelerationInGround() which is much cheaper. This operator is available in Acceleration stage. **/ Vec3 findStationAccelerationInAnotherBody(const State& state, const Vec3& stationOnBodyB, const MobilizedBody& inBodyA) const { const Vec3 w_AB = findBodyAngularVelocityInAnotherBody(state,inBodyA); // 18 flops const SpatialVec A_AB = findBodyAccelerationInAnotherBody(state,inBodyA); // 105 flops // Bo->S rexpressed in A but not shifted to Ao const Vec3 p_BS_A = expressVectorInAnotherBodyFrame(state, stationOnBodyB, inBodyA); // 30 return A_AB[1] + (A_AB[0] % p_BS_A) + w_AB % (w_AB % p_BS_A); // 33 flops } /** It is cheaper to calculate a station's ground location and velocity together than to do them separately. Here we can return them both in 30 flops, vs. 45 to do them in two calls. This operator is available at Velocity stage. **/ void findStationLocationAndVelocityInGround (const State& state, const Vec3& locationOnB, Vec3& locationOnGround, Vec3& velocityInGround) const { const Vec3& p_GB = getBodyOriginLocation(state); const Vec3 p_BS_G = expressVectorInGroundFrame(state,locationOnB);//15flops locationOnGround = p_GB + p_BS_G; // 3flops const Vec3& w_GB = getBodyAngularVelocity(state); const Vec3& v_GB = getBodyOriginVelocity(state); velocityInGround = v_GB + w_GB % p_BS_G; // 12 flops } /** It is cheaper to calculate a station's ground location, velocity, and acceleration together than to do them separately. Here we can return them all in 54 flops, vs. 93 to do them in three calls. This operator is available at Acceleration stage. **/ void findStationLocationVelocityAndAccelerationInGround (const State& state, const Vec3& locationOnB, Vec3& locationOnGround, Vec3& velocityInGround, Vec3& accelerationInGround) const { const Rotation& R_GB = getBodyRotation(state); const Vec3& p_GB = getBodyOriginLocation(state); // re-express station vector p_BS in G const Vec3 r = R_GB*locationOnB; // 15 flops locationOnGround = p_GB + r; // 3 flops const Vec3& w = getBodyAngularVelocity(state); // in G const Vec3& v = getBodyOriginVelocity(state); // in G const Vec3& b = getBodyAngularAcceleration(state); // in G const Vec3& a = getBodyOriginAcceleration(state); // in G const Vec3 wXr = w % r; // "whipping" velocity w X r due to ang vel; 9 flops velocityInGround = v + wXr; // v + w X r (3 flops) accelerationInGround = a + b % r + w % wXr; // 24 flops } /** Return the Cartesian (ground) location of this body B's mass center. Cost is 18 flops. This operator is available at Position stage. **/ Vec3 findMassCenterLocationInGround(const State& state) const { return findStationLocationInGround(state,getBodyMassCenterStation(state)); } /** Return the point of another body A that is currently coincident in space with the mass center CB of this body B. Cost is 36 flops. This operator is available at Position stage. **/ Vec3 findMassCenterLocationInAnotherBody (const State& state, const MobilizedBody& toBodyA) const { return findStationLocationInAnotherBody(state, getBodyMassCenterStation(state),toBodyA); } /** Return the station (point) S of this body B that is coincident with the given Ground location. That is we return locationOnB = X_BG*locationInG, which means the result is measured from the body origin Bo and expressed in the body frame. In more precise notation, we're calculating p_BS = X_BG*p_GS. Cost is 18 flops. This operator is available at Position stage. **/ Vec3 findStationAtGroundPoint (const State& state, const Vec3& locationInG) const { return ~getBodyTransform(state) * locationInG; } /** Return the station (point) on this body B that is coincident with the given station on another body A. That is we return stationOnB = X_BA * stationOnA, which means the result is measured from the body origin Bo and expressed in the body frame. Cost is 36 flops. This operator is available at Position stage. @see findStationLocationInAnotherBody() **/ Vec3 findStationAtAnotherBodyStation (const State& state, const MobilizedBody& fromBodyA, const Vec3& stationOnA) const { return fromBodyA.findStationLocationInAnotherBody(state, stationOnA, *this); } /** Return the station S of this body that is currently coincident in space with the origin Ao of another body A. Cost is 18 flops. This operator is available at Position stage. **/ Vec3 findStationAtAnotherBodyOrigin (const State& state, const MobilizedBody& fromBodyA) const { return findStationAtGroundPoint(state, fromBodyA.getBodyOriginLocation(state)); } /** Return the station S of this body that is currently coincident in space with the mass center Ac of another body A. Cost is 36 flops. This operator is available at Position stage. **/ Vec3 findStationAtAnotherBodyMassCenter (const State& state, const MobilizedBody& fromBodyA) const { return fromBodyA.findStationLocationInAnotherBody(state, getBodyMassCenterStation(state),*this); } /** Return the current Ground-frame pose (position and orientation) of a frame F that is fixed to body B. That is, we return X_GF=X_GB*X_BF. Cost is 63 flops. This operator is available at Position stage. **/ Transform findFrameTransformInGround (const State& state, const Transform& frameOnB) const { return getBodyTransform(state) * frameOnB; } /** Return the current Ground-frame spatial velocity V_GF (that is, angular and linear velocity) of a frame F that is fixed to body B. The angular velocity of F is the same as that of B, but the linear velocity is the velocity of F's origin Fo rather than B's origin Bo. This operator is available at Velocity stage. Cost is 27 flops. **/ SpatialVec findFrameVelocityInGround (const State& state, const Transform& frameOnB) const { return SpatialVec(getBodyAngularVelocity(state), findStationVelocityInGround(state,frameOnB.p())); } /** Return the current Ground-frame spatial acceleration A_GF (that is, angular and linear acceleration) of a frame F that is fixed to body B. The angular acceleration of F is the same as that of B, but the linear acceleration is the acceleration of F's origin Fo rather than B's origin Bo. This operator is available at Acceleration stage. Cost is 48 flops. **/ SpatialVec findFrameAccelerationInGround (const State& state, const Transform& frameOnB) const { return SpatialVec(getBodyAngularAcceleration(state), findStationAccelerationInGround(state,frameOnB.p())); } /** Re-express a vector expressed in this body B's frame into the same vector in G, by applying only a rotation. That is, we return vectorInG = R_GB * vectorInB. Cost is 15 flops. This operator is available at Position stage. **/ Vec3 expressVectorInGroundFrame (const State& state, const Vec3& vectorInB) const { return getBodyRotation(state)*vectorInB; } /** Re-express a vector expressed in Ground into the same vector expressed in this body B, by applying only rotation. That is, we return vectorInB = R_BG * vectorInG. Cost is 15 flops. This operator is available at Position stage. **/ Vec3 expressGroundVectorInBodyFrame (const State& state, const Vec3& vectorInG) const { return ~getBodyRotation(state)*vectorInG; } /** Re-express a vector expressed in this body B into the same vector expressed in body A, by applying only a rotation. That is, we return vectorInA = R_AB * vectorInB. Cost is 30 flops. This operator is available at Position stage. Note: if you know one of the bodies is Ground, call one of the specialized methods above to save 15 flops. **/ Vec3 expressVectorInAnotherBodyFrame (const State& state, const Vec3& vectorInB, const MobilizedBody& inBodyA) const { return inBodyA.expressGroundVectorInBodyFrame(state, expressVectorInGroundFrame(state,vectorInB)); } /** Re-express this body B's mass properties in Ground by applying only a rotation, not a shift of reference point. The mass properties remain measured in the body B frame, taken about the body B origin Bo, but are reexpressed in Ground. **/ MassProperties expressMassPropertiesInGroundFrame(const State& state) const { const MassProperties& M_Bo_B = getBodyMassProperties(state); const Rotation& R_GB = getBodyRotation(state); return M_Bo_B.reexpress(~R_GB); } /** Re-express this body B's mass properties in another body A's frame by applying only a rotation, not a shift of reference point. The mass properties remain measured in the body B frame, taken about the body B origin Bo, but are reexpressed in A. **/ MassProperties expressMassPropertiesInAnotherBodyFrame (const State& state, const MobilizedBody& inBodyA) const { const MassProperties& M_Bo_B = getBodyMassProperties(state); const Rotation R_AB = findBodyRotationInAnotherBody(state,inBodyA); return M_Bo_B.reexpress(~R_AB); } // End of Basic Operators. /**@}**/ //------------------------------------------------------------------------------ /** @name High-Level Operators High level operators combine State Access and Basic Operators with run-time tests to calculate more complex %MobilizedBody-specific quantities, with more complicated implementations that can exploit special cases at run time. **/ /**@{**/ /** Return the mass properties of body B, measured from and about the B origin Bo, but expressed in Ground and then returned as a Spatial Inertia Matrix. The mass properties are arranged in the SpatialMat like this:
        M=[      I_Bo      crossMat(m*Bc) ]
        [ ~crossMat(m*Bc)   diag(m)     ]
where I_Bo is the inertia taken about the B frame origin Bo, and Bc is the vector p_BoBc from B's origin to its mass center. The Spatial Inertia Matrix for Ground has infinite mass and inertia, with the cross terms set to zero. That is, it looks like a 6x6 diagonal matrix with Infinity on the diagonals. @par Required stage \c Stage::Position, unless \p objectBodyB == \c GroundIndex **/ SpatialMat calcBodySpatialInertiaMatrixInGround(const State& state) const { if (isGround()) return SpatialMat(Mat33(Infinity)); // sets diagonals to Inf const MassProperties& mp = getBodyMassProperties(state); const Rotation& R_GB = getBodyRotation(state); // re-express in Ground without shifting, convert to spatial mat. return mp.reexpress(~R_GB).toSpatialMat(); } /** Return the central inertia for body B, that is, the inertia taken about body B's mass center Bc, and expressed in B. /// @par Required stage \c Stage::Instance **/ Inertia calcBodyCentralInertia(const State& state, MobilizedBodyIndex objectBodyB) const { return getBodyMassProperties(state).calcCentralInertia(); } /** Return the inertia of this body B, taken about an arbitrary point PA of body A, and expressed in body A. TODO: this needs testing! **/ Inertia calcBodyInertiaAboutAnotherBodyStation (const State& state, const MobilizedBody& inBodyA, const Vec3& aboutLocationOnBodyA) const { // get B's mass props MB, measured about Bo, exp. in B const MassProperties& MB_Bo_B = getBodyMassProperties(state); // Calculate the vector from the body B origin (current "about" point) to // the new "about" point PA, expressed in B. const Vec3 p_Bo_PA = findStationAtAnotherBodyStation(state, inBodyA, aboutLocationOnBodyA); // Now shift the "about" point for body B's inertia IB to PA, but still // expressed in B. const Inertia IB_PA_B = MB_Bo_B.calcShiftedInertia(p_Bo_PA); // Finally reexpress the inertia in the A frame. const Rotation R_BA = inBodyA.findBodyRotationInAnotherBody(state, *this); const Inertia IB_PA_A = IB_PA_B.reexpress(R_BA); return IB_PA_A; } /** Calculate body B's momentum (angular, linear) measured and expressed in Ground, but taken about the body origin Bo. **/ SpatialVec calcBodyMomentumAboutBodyOriginInGround(const State& state) { const MassProperties M_Bo_G = expressMassPropertiesInGroundFrame(state); const SpatialVec& V_GB = getBodyVelocity(state); return M_Bo_G.toSpatialMat() * V_GB; } /** Calculate body B's momentum (angular, linear) measured and expressed in Ground, but taken about the body mass center Bc. **/ SpatialVec calcBodyMomentumAboutBodyMassCenterInGround (const State& state) const { const MassProperties& M_Bo_B = getBodyMassProperties(state); const Rotation& R_GB = getBodyRotation(state); // Given a central inertia matrix I, angular velocity w, and mass center // velocity v, the central angular momentum is Iw and linear momentum is mv. const Inertia I_Bc_B = M_Bo_B.calcCentralInertia(); const Inertia I_Bc_G = I_Bc_B.reexpress(~R_GB); const Real mb = M_Bo_B.getMass(); const Vec3& w_GB = getBodyAngularVelocity(state); Vec3 v_GBc = findStationVelocityInGround(state, M_Bo_B.getMassCenter()); return SpatialVec( I_Bc_G*w_GB, mb*v_GBc ); } /** Calculate the distance from a station PB on body B to a station PA on body A. We are given the location vectors (stations) p_Bo_PB and p_Ao_PA, expressed in their respective frames. We return |p_PB_PA|. **/ Real calcStationToStationDistance(const State& state, const Vec3& locationOnBodyB, const MobilizedBody& bodyA, const Vec3& locationOnBodyA) const { if (isSameMobilizedBody(bodyA)) return (locationOnBodyA-locationOnBodyB).norm(); const Vec3 r_Go_PB = this->findStationLocationInGround(state,locationOnBodyB); const Vec3 r_Go_PA = bodyA.findStationLocationInGround(state,locationOnBodyA); return (r_Go_PA - r_Go_PB).norm(); } /** Calculate the time rate of change of distance from a fixed point PB on body B to a fixed point PA on body A. We are given the location vectors p_Bo_PB and p_Ao_PA, expressed in their respective frames. We return d/dt |p_BoAo|, under the assumption that the time derivatives of the two given vectors in their own frames is zero. **/ Real calcStationToStationDistanceTimeDerivative (const State& state, const Vec3& locationOnBodyB, const MobilizedBody& bodyA, const Vec3& locationOnBodyA) const { if (isSameMobilizedBody(bodyA)) return 0; Vec3 rB, rA, vB, vA; this->findStationLocationAndVelocityInGround(state,locationOnBodyB,rB,vB); bodyA.findStationLocationAndVelocityInGround(state,locationOnBodyA,rA,vA); const Vec3 r = rA-rB, v = vA-vB; const Real d = r.norm(); // When the points are coincident, the rate of change of distance is just // their relative speed. Otherwise, it is the speed along the direction of // separation. if (d==0) return v.norm(); else return dot(v, r/d); } /** Calculate the second time derivative of distance from a fixed point PB on body B to a fixed point PA on body A. We are given the position vectors (stations) p_Bo_PB and p_Ao_PA, expressed in their respective frames. We return d^2/dt^2 |p_PB_PA|, under the assumption that the time derivatives of the two given vectors in their own frames is zero. **/ Real calcStationToStationDistance2ndTimeDerivative (const State& state, const Vec3& locationOnBodyB, const MobilizedBody& bodyA, const Vec3& locationOnBodyA) const { if (isSameMobilizedBody(bodyA)) return 0; Vec3 rB, rA, vB, vA, aB, aA; this->findStationLocationVelocityAndAccelerationInGround (state,locationOnBodyB,rB,vB,aB); bodyA.findStationLocationVelocityAndAccelerationInGround (state,locationOnBodyA,rA,vA,aA); const Vec3 r = rA-rB, v = vA-vB, a = aA-aB; const Real d = r.norm(); // This method is the time derivative of // calcFixedPointToPointDistanceTimeDerivative(), so it must follow the same // two cases. That is, when the points are coincident the change in // separation rate is the time derivative of the speed |v|, otherwise it is // the time derivative of the speed along the separation vector. if (d==0) { // Return d/dt |v|. This has two cases: if |v| is zero, the rate of // change of speed is just the points' relative acceleration magnitude. // Otherwise, it is the acceleration in the direction of the current // relative velocity vector. const Real s = v.norm(); // speed if (s==0) return a.norm(); else return dot(a, v/s); } // Points are separated. const Vec3 u = r/d; // u is separation direction (a unit vector from B to A) const Vec3 vp = v - dot(v,u)*u; // velocity perp. to separation direction return dot(a,u) + dot(vp,v)/d; } /** TODO: not implemented yet -- any volunteers? Return the velocity of a point P moving on body B, in body A's frame, expressed in body A. **/ Vec3 calcBodyMovingPointVelocityInBody (const State& state, const Vec3& locationOnBodyB, const Vec3& velocityOnBodyB, const MobilizedBody& inBodyA) const { SimTK_ASSERT_ALWAYS(!"unimplemented method", "MobilizedBody::calcBodyMovingPointVelocityInBody()" " is not yet implemented -- any volunteers?"); return Vec3::getNaN(); } /** TODO: not implemented yet -- any volunteers? Return the velocity of a point P moving (and possibly accelerating) on body B, in body A's frame, expressed in body A. **/ Vec3 calcBodyMovingPointAccelerationInBody (const State& state, const Vec3& locationOnBodyB, const Vec3& velocityOnBodyB, const Vec3& accelerationOnBodyB, const MobilizedBody& inBodyA) const { SimTK_ASSERT_ALWAYS(!"unimplemented method", "MobilizedBody::calcBodyMovingPointAccelerationInBody()" " is not yet implemented -- any volunteers?"); return Vec3::getNaN(); } /** TODO: not implemented yet -- any volunteers? Calculate the time rate of change of distance from a moving point PB on body B to a moving point PA on body A. We are given the location vectors p_Bo_PB and p_Ao_PA, and the velocities of PB in B and PA in A, all expressed in their respective frames. We return d/dt |p_BoAo|, taking into account the (given) time derivatives of the locations in their local frames, as well as the relative velocities of the bodies. **/ Real calcMovingPointToPointDistanceTimeDerivative (const State& state, const Vec3& locationOnBodyB, const Vec3& velocityOnBodyB, const MobilizedBody& bodyA, const Vec3& locationOnBodyA, const Vec3& velocityOnBodyA) const { SimTK_ASSERT_ALWAYS(!"unimplemented method", "MobilizedBody::calcMovingPointToPointDistanceTimeDerivative()" " is not yet implemented -- any volunteers?"); return NaN; } /** TODO: not implemented yet -- any volunteers? Calculate the second time derivative of distance from a moving point PB on body B to a moving point PA on body A. We are given the location vectors p_Bo_PB and p_Ao_PA, and the velocities and accelerations of PB in B and PA in A, all expressed in their respective frames. We return d^2/dt^2 |p_AoBo|, taking into account the time derivatives of the locations in their local frames, as well as the relative velocities and accelerations of the bodies. **/ Real calcMovingPointToPointDistance2ndTimeDerivative (const State& state, const Vec3& locationOnBodyB, const Vec3& velocityOnBodyB, const Vec3& accelerationOnBodyB, const MobilizedBody& bodyA, const Vec3& locationOnBodyA, const Vec3& velocityOnBodyA, const Vec3& accelerationOnBodyA) const { SimTK_ASSERT_ALWAYS(!"unimplemented method", "MobilizedBody::calcMovingPointToPointDistance2ndTimeDerivative()" " is not yet implemented -- any volunteers?"); return NaN; } // End of High Level Operators. /**@}**/ ////////////////////////// // CONSTRUCTION METHODS // ////////////////////////// /** The default constructor provides an empty %MobilizedBody handle that can be assigned to reference any type of %MobilizedBody. **/ MobilizedBody() {} /** Internal use only. **/ explicit MobilizedBody(MobilizedBodyImpl* r); //------------------------------------------------------------------------------ /** @name Construction and Misc Methods These methods are the base class services which are used while building a concrete %MobilizedBody, or to query a %MobilizedBody to find out how it was built. These are unlikely to be used by end users of MobilizedBodies. **/ /**@{**/ /** Return a const reference to the Body contained within this %MobilizedBody. This refers to an internal copy of the Body that is owned by the %MobilizedBody. **/ const Body& getBody() const; /** Return a writable reference to the Body contained within this %MobilizedBody. This refers to an internal copy of the Body that is owned by the %MobilizedBody. Calling this method invalidates the %MobilizedBody's topology, so the containing System's realizeTopology() method must be called again. **/ Body& updBody(); /** Replace the Body contained within this %MobilizedBody with a new one. Calling this method invalidates the %MobilizedBody's topology, so the containing System's realizeTopology() method must be called again. A reference to this %MobilizedBody is returned so that this can be chained like an assignment operator. **/ MobilizedBody& setBody(const Body&); /** Convenience method to add DecorativeGeometry specified relative to the new (outboard) body's reference frame B. This is equivalent to `this->updBody().addDecoration(X_BD,geometry)`. Note that the Body may already have had some DecorativeGeometry on it when it was first put into this %MobilizedBody; this just adds more and the returned ordinal is larger. The given \p geometry object is *copied* here; we do not keep a reference to the supplied object. Use the underlying Body object's accessors to obtain a reference to the DecorativeGeometry copy stored here. @see getBody(), Body::addDecoration() **/ int addBodyDecoration(const Transform& X_BD, const DecorativeGeometry& geometry) { return updBody().addDecoration(X_BD, geometry); } /** Convenience method for use when the \p geometry is supplied in the body frame. This is the same as `addBodyDecoration(Transform(),geometry)`. **/ int addBodyDecoration(const DecorativeGeometry& geometry) { return updBody().addDecoration(geometry); } /** Add decorative geometry specified relative to the outboard mobilizer frame M attached to body B, and associated with the mobilizer rather than the body. This DecorativeGeometry is kept in a separate list from the body decorations and inboard decorations. Returns an ordinal that can be used to identify this outboard decoration later (numbered starting from zero for outboard decorations only). **/ int addOutboardDecoration(const Transform& X_MD, const DecorativeGeometry& geometry); /** Return the count of decorations added with addOutboardDecoration(). **/ int getNumOutboardDecorations() const; /** Return a const reference to the i'th outboard decoration. **/ const DecorativeGeometry& getOutboardDecoration(int i) const; /** Return a writable reference to the i'th outboard decoration. **/ DecorativeGeometry& updOutboardDecoration(int i); /** Add decorative geometry specified relative to the inboard mobilizer frame F attached to the parent body P, and associated with the mobilizer rather than the body. This DecorativeGeometry is kept in a separate list from the body decorations and outboard decorations. Returns an ordinal that can be used to identify this inboard decoration later (numbered starting from zero for inboard decorations only). **/ int addInboardDecoration(const Transform& X_FD, const DecorativeGeometry& geometry); /** Return the count of decorations added with addInboardDecoration(). **/ int getNumInboardDecorations() const; /** Return a const reference to the i'th inboard decoration. **/ const DecorativeGeometry& getInboardDecoration(int i) const; /** Return a writable reference to the i'th inboard decoration. **/ DecorativeGeometry& updInboardDecoration(int i); /** If the contained Body can have its mass properties set to the supplied value \p m its mass properties are changed, otherwise the method fails. Calling this method invalidates the MobilizedBody's topology, so the containing matter subsystem's realizeTopology() method must be called again. A reference to this %MobilizedBody is returned so that this can be chained like an assignment operator. **/ MobilizedBody& setDefaultMassProperties(const MassProperties& m) { updBody().setDefaultRigidBodyMassProperties(m); // might not be allowed return *this; } /** Return the mass properties of the Body stored within this MobilizedBody. **/ const MassProperties& getDefaultMassProperties() const { // every body type can do this return getBody().getDefaultRigidBodyMassProperties(); } /** Provide a unique Motion object for this %MobilizedBody. The %MobilizedBody takes over ownership of the Motion object and is responsible for cleaning up its heap space when the time comes. This is a Topology-changing operation and consequently requires write access to the %MobilizedBody which will propagate to invalidate the containing Subsystem and System's topology. There can only be one Motion object per mobilizer; this method will throw an exception if there is already one here. **/ void adoptMotion(Motion& ownerHandle); /** If there is a Motion object associated with this MobilizedBody it is removed; otherwise, nothing happens. If a Motion is deleted, the containing System's topology is invalidated. **/ void clearMotion(); /** Check whether this %MobilizedBody has an associated Motion object. This does not tell you whether the Motion object is currently enabled or in use; just whether it is available. **/ bool hasMotion() const; /** If there is a Motion object associated with this MobilizedBody, this returns a const reference to it. Otherwise it will throw an exception. You can check first using hasMotion(). Note that there is no provision to obtain a writable reference to the contained Motion object; if you want to change it clear the existing object instead and replace it with a new one. @see hasMotion() **/ const Motion& getMotion() const; /** Change this mobilizer's frame F on the parent body P. Calling this method invalidates the %MobilizedBody's topology, so the containing matter subsystem's realizeTopology() method must be called again. A reference to this %MobilizedBody is returned so that this can be chained like an assignment operator. **/ MobilizedBody& setDefaultInboardFrame (const Transform& X_PF); /** Change this mobilizer's frame M fixed on this (the outboard) body B. Calling this method invalidates the %MobilizedBody's topology, so the containing matter subsystem's realizeTopology() method must be called again. A reference to this %MobilizedBody is returned so that this can be chained like an assignment operator. **/ MobilizedBody& setDefaultOutboardFrame(const Transform& X_BM); /** Return a reference to this mobilizer's default for the frame F fixed on the parent (inboard) body P, as the fixed Transform from P's body frame to the frame F fixed to P. This default Transform is stored with the %MobilizedBody object, not the State. **/ const Transform& getDefaultInboardFrame() const; // X_PF /** Return a reference to this %MobilizedBody's default for mobilizer frame M, as the fixed Transform from this body B's frame to the frame M fixed on B. This default Transform is stored with the %MobilizedBody object, not the State. **/ const Transform& getDefaultOutboardFrame() const; // X_BM /** This is an implicit conversion from %MobilizedBody to MobilizedBodyIndex when needed. This will fail unless this %MobilizedBody is owned by some SimbodyMatterSubsystem. We guarantee that the MobilizedBodyIndex of a mobilized body is numerically larger than the MobilizedBodyIndex of its parent. **/ operator MobilizedBodyIndex() const {return getMobilizedBodyIndex();} /** Return the MobilizedBodyIndex of this MobilizedBody within the owning SimbodyMatterSubsystem. This will fail unless this MobilizedBody is owned by some SimbodyMatterSubsystem. We guarantee that the MobilizedBodyIndex of a mobilized body is numerically larger than the MobilizedBodyIndex of its parent. **/ MobilizedBodyIndex getMobilizedBodyIndex() const; /** Return a reference to the MobilizedBody serving as the parent body of the current MobilizedBody. This call will fail if the current MobilizedBody is Ground, since Ground has no parent. **/ const MobilizedBody& getParentMobilizedBody() const; /** Return a reference to this %MobilizedBody's oldest ancestor other than Ground, or return Ground if this %MobilizedBody is Ground. That is, we return the "base" %MobilizedBody for this %MobilizedBody, meaning the one which connects this branch of the multibody tree directly to Ground. **/ const MobilizedBody& getBaseMobilizedBody() const; /** Obtain a reference to the SimbodyMatterSubsystem which contains this %MobilizedBody. This will fail unless this MobilizedBody is owned by some SimbodyMatterSubsystem. **/ const SimbodyMatterSubsystem& getMatterSubsystem() const; /** Obtain a writable reference to the SimbodyMatterSubsystem which contains this %MobilizedBody. This will fail unless this %MobilizedBody is owned by some SimbodyMatterSubsystem. **/ SimbodyMatterSubsystem& updMatterSubsystem(); /** Determine whether the current MobilizedBody object is owned by a matter subsystem. **/ bool isInSubsystem() const; /** Determine whether a given MobilizedBody \p mobod is in the same matter subsystem as the current body. If the bodies are not in a subsystem, this routine will return \c false. **/ bool isInSameSubsystem(const MobilizedBody& mobod) const; /** Determine whether a given %MobilizedBody \p mobod is the same %MobilizedBody as this one. For this to be true the handles must not be empty, and the implementation objects must be the same object not separate objects with identical contents. **/ bool isSameMobilizedBody(const MobilizedBody& mobod) const; /** Determine whether this %MobilizedBody is Ground, meaning that it is actually body 0 of some matter subsytem, not just that its body type is Ground. **/ bool isGround() const; /** Return this mobilized body's level in the tree of bodies, starting with Ground at 0, mobilized bodies directly connected to Ground at 1, mobilized bodies directly connected to those at 2, etc. This is callable after realizeTopology(). This is the graph distance of the body from Ground. **/ int getLevelInMultibodyTree() const; /** Create a new %MobilizedBody which is identical to this one, except that it has a different parent (and consequently might belong to a different MultibodySystem). **/ MobilizedBody& cloneForNewParent(MobilizedBody& parent) const; // Utility operators // /** This utility selects one of the q's (generalized coordinates) associated with this mobilizer from a supplied "q-like" Vector, meaning a Vector which is the same length as the Vector of q's for the containing matter subsystem. **/ Real getOneFromQPartition (const State& state, int which, const Vector& qlike) const; /** This utility returns a writable reference to one of the q's (generalized coordinates) associated with this mobilizer from a supplied "q-like" Vector, meaning a Vector which is the same length as the Vector of q's for the containing matter subsystem. **/ Real& updOneFromQPartition (const State& state, int which, Vector& qlike) const; /** This utility selects one of the u's (generalized speeds) associated with this mobilizer from a supplied "u-like" Vector, meaning a Vector which is the same length as the Vector of u's for the containing matter subsystem. **/ Real getOneFromUPartition (const State& state, int which, const Vector& ulike) const; /** This utility returns a writable reference to one of the u's (generalized speeds) associated with this mobilizer from a supplied "u-like" Vector, meaning a Vector which is the same length as the Vector of u's for the containing matter subsystem. **/ Real& updOneFromUPartition(const State& state, int which, Vector& ulike) const; /** This utility adds in the supplied generalized force \p f (a scalar) to the appropriate slot of the supplied \p mobilityForces Vector, which is a "u-like" Vector. Note that we are adding this not setting it so it important that \p mobilityForces be initialized to zero before making a set of calls to applyOneMobilityForce(). **/ void applyOneMobilityForce(const State& state, int which, Real f, Vector& mobilityForces) const { updOneFromUPartition(state,which,mobilityForces) += f; } /** Given a generalized force in the q-space of this mobilizer, convert it to the equivalent generalized mobility force (u-space force). This uses the kinematic coupling matrix N that appears in equation (1) qdot=N*u. Here we compute (2) fu = ~N*fq (that's N transpose, not inverse). Simbody deals with generalized forces in mobility (u) space, but sometimes these are more convenient to generate in generalized coordinate (q) space. In that case this utility method is useful to perform the conversion from q space to u space that is necessary for communicating the force to Simbody. @param[in] state A State already realized through Position stage, from which this mobilizer's kinematic coupling matrix N(q) is obtained. @param[in] fq This is a generalized force in the space of the generalized coordinates q rather than the generalized speeds u. The length of \p fq must be nq, the number of q's currently being used by this mobilizer in the given \p state. (This can depend on a Model-stage state variable.) @param[out] fu This is the generalized force in mobility space (the space of the generalized speeds u) that is equivalent to \p fq. \p fu will be resized if necessary to length nu, the number of u's being used by this mobilizer.

Theory

The physical quantity power (force times velocity) must not change as a result of a change of coordinates. Hence we must have ~fq*qdot==~fu*u which follows from equations (1) and (2): multiply (1) by ~fq to get
    ~fq*qdot= ~fq*N*u
            = ~(~N*fq)*u
            = ~fu*u           from equation (2).
For any mobilizer where qdot==u this simply copies the input to the output. Otherwise a multiplication by ~N is done, but that is very fast since N has already been computed. Cost depends on type of mobilizer but is unlikely to exceed 25 flops. **/ void convertQForceToUForce(const State& state, const Array_& fq, Array_& fu) const; /** This utility adds in the supplied spatial force \p spatialForceInG (consisting of a torque vector, and a force vector to be applied at the current body's origin) to the appropriate slot of the supplied \p bodyForcesInG Vector. Note that we are adding this not setting it so it is important that \p bodyForcesInG be initialized to zero before making a set of calls to applyBodyForce(). **/ void applyBodyForce(const State& state, const SpatialVec& spatialForceInG, Vector_& bodyForcesInG) const; /** This utility adds in the supplied pure torque \p torqueInG to the appropriate slot of the supplied \p bodyForcesInG Vector. Note that we are adding this not setting it so it is important that \p bodyForcesInG be initialized to zero before making a set of calls to applyBodyTorque(). **/ void applyBodyTorque(const State& state, const Vec3& torqueInG, Vector_& bodyForcesInG) const; /** This utility adds in the supplied force \p forceInG applied at a point \p pointInB to the appropriate slot of the supplied \p bodyForcesInG Vector. Notes: - we are adding this not setting it so it is important that \p bodyForcesInG be initialized to zero before making a set of calls to applyForceToBodyPoint(). - \p pointInB represents a fixed station of B and is provided by giving the vector from body B's origin to the point, expressed in the B frame, while the applied force (and resulting body forces and torques) are expressed in the ground frame. **/ void applyForceToBodyPoint (const State& state, const Vec3& pointInB, const Vec3& forceInG, Vector_& bodyForcesInG) const; // End of Construction and Misc Methods. /**@}**/ ///////////////////////////////////// // BUILT IN MOBILIZER DECLARATIONS // ///////////////////////////////////// //------------------------------------------------------------------------------ // These are the built-in MobilizedBody types. Each of these has a known // number of coordinates and speeds (at least a default number) so // can define routines which return and accept specific-size arguments, e.g. // Real (for 1-dof mobilizer) and Vec5 (for 5-dof mobilizer). Here is the // conventional interface that each built-in should provide. The base type // provides similar routines but using variable-sized or "one at a time" // arguments. (Vec<1> here will actually be a Real; assume the built-in // MobilizedBody class is "BuiltIn") // // BuiltIn& setDefaultQ(const Vec&); // const Vec& getDefaultQ() const; // // const Vec& getQ[Dot[Dot]](const State&) const; // const Vec& getU[Dot](const State&) const; // // void setQ(State&, const Vec&) const; // void setU(State&, const Vec&) const; // // const Vec& getMyPartQ(const State&, const Vector& qlike) const; // const Vec& getMyPartU(const State&, const Vector& ulike) const; // // Vec& updMyPartQ(const State&, Vector& qlike) const; // Vec& updMyPartU(const State&, Vector& ulike) const; // // Each built in mobilized body type is declared in its own header // file using naming convention MobilizedBody_Pin.h, for example. All the // built-in headers are collected in MobilizedBody_BuiltIns.h; you should // include new ones there also. class Pin; typedef Pin Torsion; ///< Synonym for Pin mobilizer. typedef Pin Revolute; ///< Synonym for Pin mobilizer. class Universal; class Cylinder; class Weld; class Slider; typedef Slider Prismatic; ///< Synonym for Slider mobilizer. class Translation; typedef Translation Cartesian; ///< Synonym for Translation mobilizer. typedef Translation CartesianCoords; ///< Synonym for Translation mobilizer. class BendStretch; typedef BendStretch PolarCoords; ///< Synonym for BendStretch mobilizer. class SphericalCoords; class LineOrientation; class Planar; class Gimbal; class Bushing; class Ball; typedef Ball Orientation; ///< Synonym for Ball mobilizer. typedef Ball Spherical; ///< Synonym for Ball mobilizer. class Free; class FreeLine; class Screw; class Ellipsoid; class Custom; class Ground; class FunctionBased; // Internal use only. class PinImpl; class SliderImpl; class UniversalImpl; class CylinderImpl; class BendStretchImpl; class PlanarImpl; class GimbalImpl; class BushingImpl; class BallImpl; class TranslationImpl; class SphericalCoordsImpl; class FreeImpl; class LineOrientationImpl; class FreeLineImpl; class WeldImpl; class ScrewImpl; class EllipsoidImpl; class CustomImpl; class GroundImpl; class FunctionBasedImpl; }; } // namespace SimTK #endif // SimTK_SIMBODY_MOBILIZED_BODY_H_