Simbody
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Three mobilities -- unrestricted orientation modeled with a quaternion which is never singular. More...
#include <MobilizedBody.h>
Public Member Functions | |
Ball (Direction=Forward) | |
Ball (MobilizedBody &parent, const Body &, Direction=Forward) | |
By default the parent body frame and the body's own frame are used as the inboard and outboard mobilizer frames, resp. | |
Ball (MobilizedBody &parent, const Transform &inbFrame, const Body &, const Transform &outbFrame, Direction=Forward) | |
Use this constructor to specify mobilizer frames which are not coincident with the body frames. | |
Ball & | addBodyDecoration (const Transform &X_BD, const DecorativeGeometry &g) |
Add decorative geometry specified relative to the new (outboard) body's reference frame B, or to the outboard mobilizer frame M attached to body B, or to the inboard mobilizer frame F attached to the parent body P. | |
Ball & | addOutboardDecoration (const Transform &X_MD, const DecorativeGeometry &g) |
Add decorative geometry specified relative to the outboard mobilizer frame M attached to body B. | |
Ball & | addInboardDecoration (const Transform &X_FD, const DecorativeGeometry &g) |
Add decorative geometry specified relative to the inboard mobilizer frame F attached to the parent body P. | |
Ball & | setDefaultInboardFrame (const Transform &X_PF) |
Change this mobilizer's frame F on the parent body P. | |
Ball & | setDefaultOutboardFrame (const Transform &X_BM) |
Change this mobilizer's frame M fixed on this (the outboard) body B. | |
Ball & | setDefaultRotation (const Rotation &R_FM) |
Rotation | getDefaultRotation () const |
Ball & | setDefaultRadius (Real r) |
Real | getDefaultRadius () const |
const Quaternion & | getDefaultQ () const |
Ball & | setDefaultQ (const Quaternion &q) |
const Vec4 & | getQ (const State &) const |
const Vec4 & | getQDot (const State &) const |
const Vec4 & | getQDotDot (const State &) const |
const Vec3 & | getU (const State &) const |
const Vec3 & | getUDot (const State &) const |
void | setQ (State &, const Vec4 &) const |
void | setU (State &, const Vec3 &) const |
const Vec4 & | getMyPartQ (const State &, const Vector &qlike) const |
const Vec3 & | getMyPartU (const State &, const Vector &ulike) const |
Vec4 & | updMyPartQ (const State &, Vector &qlike) const |
Vec3 & | updMyPartU (const State &, Vector &ulike) const |
SimTK_INSERT_DERIVED_HANDLE_DECLARATIONS (Ball, BallImpl, MobilizedBody) |
Three mobilities -- unrestricted orientation modeled with a quaternion which is never singular.
A modeling option allows the joint to use a 1-2-3 Euler sequence (identical to a Gimbal) instead.
SimTK::MobilizedBody::Ball::Ball | ( | Direction | = Forward | ) | [explicit] |
SimTK::MobilizedBody::Ball::Ball | ( | MobilizedBody & | parent, |
const Body & | , | ||
Direction | = Forward |
||
) |
By default the parent body frame and the body's own frame are used as the inboard and outboard mobilizer frames, resp.
SimTK::MobilizedBody::Ball::Ball | ( | MobilizedBody & | parent, |
const Transform & | inbFrame, | ||
const Body & | , | ||
const Transform & | outbFrame, | ||
Direction | = Forward |
||
) |
Use this constructor to specify mobilizer frames which are not coincident with the body frames.
Ball& SimTK::MobilizedBody::Ball::addBodyDecoration | ( | const Transform & | X_BD, |
const DecorativeGeometry & | g | ||
) | [inline] |
Add decorative geometry specified relative to the new (outboard) body's reference frame B, or to the outboard mobilizer frame M attached to body B, or to the inboard mobilizer frame F attached to the parent body P.
Note that the body itself may already have had some decorative geometry on it when it was first put into this MobilizedBody; in that case this just adds more.
Reimplemented from SimTK::MobilizedBody.
Ball& SimTK::MobilizedBody::Ball::addOutboardDecoration | ( | const Transform & | X_MD, |
const DecorativeGeometry & | |||
) | [inline] |
Add decorative geometry specified relative to the outboard mobilizer frame M attached to body B.
If body B already has decorative geometry on it, this just adds some more.
Reimplemented from SimTK::MobilizedBody.
Ball& SimTK::MobilizedBody::Ball::addInboardDecoration | ( | const Transform & | X_FD, |
const DecorativeGeometry & | |||
) | [inline] |
Add decorative geometry specified relative to the inboard mobilizer frame F attached to the parent body P.
If body P already has decorative geometry on it, this just adds some more.
Reimplemented from SimTK::MobilizedBody.
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.
Reimplemented from SimTK::MobilizedBody.
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.
Reimplemented from SimTK::MobilizedBody.
Rotation SimTK::MobilizedBody::Ball::getDefaultRotation | ( | ) | const [inline] |
Ball& SimTK::MobilizedBody::Ball::setDefaultRadius | ( | Real | r | ) |
Real SimTK::MobilizedBody::Ball::getDefaultRadius | ( | ) | const |
const Quaternion& SimTK::MobilizedBody::Ball::getDefaultQ | ( | ) | const |
Ball& SimTK::MobilizedBody::Ball::setDefaultQ | ( | const Quaternion & | q | ) |
SimTK::MobilizedBody::Ball::SimTK_INSERT_DERIVED_HANDLE_DECLARATIONS | ( | Ball | , |
BallImpl | , | ||
MobilizedBody | |||
) |