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MobilizedBody_Ball.h
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1 #ifndef SimTK_SIMBODY_MOBILIZED_BODY_BALL_H_
2 #define SimTK_SIMBODY_MOBILIZED_BODY_BALL_H_
3 
4 /* -------------------------------------------------------------------------- *
5  * Simbody(tm) *
6  * -------------------------------------------------------------------------- *
7  * This is part of the SimTK biosimulation toolkit originating from *
8  * Simbios, the NIH National Center for Physics-Based Simulation of *
9  * Biological Structures at Stanford, funded under the NIH Roadmap for *
10  * Medical Research, grant U54 GM072970. See https://simtk.org/home/simbody. *
11  * *
12  * Portions copyright (c) 2007-13 Stanford University and the Authors. *
13  * Authors: Michael Sherman *
14  * Contributors: Paul Mitiguy, Peter Eastman *
15  * *
16  * Licensed under the Apache License, Version 2.0 (the "License"); you may *
17  * not use this file except in compliance with the License. You may obtain a *
18  * copy of the License at http://www.apache.org/licenses/LICENSE-2.0. *
19  * *
20  * Unless required by applicable law or agreed to in writing, software *
21  * distributed under the License is distributed on an "AS IS" BASIS, *
22  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. *
23  * See the License for the specific language governing permissions and *
24  * limitations under the License. *
25  * -------------------------------------------------------------------------- */
26 
31 
32 namespace SimTK {
33 
34 
45 public:
48  Ball() {}
49 
55  Ball(MobilizedBody& parent, const Transform& X_PF,
56  const Body& bodyInfo, const Transform& X_BM, Direction=Forward);
57 
60  Ball(MobilizedBody& parent, const Body& bodyInfo, Direction=Forward);
61 
63  (void)MobilizedBody::addBodyDecoration(X_BD,g); return *this;
64  }
66  (void)MobilizedBody::addOutboardDecoration(X_MD,g); return *this;
67  }
69  (void)MobilizedBody::addInboardDecoration(X_FD,g); return *this;
70  }
71 
73  (void)MobilizedBody::setDefaultInboardFrame(X_PF); return *this;
74  }
75 
77  (void)MobilizedBody::setDefaultOutboardFrame(X_BM); return *this;
78  }
79 
80  // This is just a nicer name for the generalized coordinate.
82  return setDefaultQ(R_FM.convertRotationToQuaternion());
83  }
84  Rotation getDefaultRotation() const {return Rotation(getDefaultQ());}
85 
86  // This is used only for visualization.
87  Ball& setDefaultRadius(Real r);
88  Real getDefaultRadius() const;
89 
90  // Generic default state Topology methods.
91  const Quaternion& getDefaultQ() const;
92  Ball& setDefaultQ(const Quaternion& q);
93 
94  const Vec4& getQ(const State&) const;
95  const Vec4& getQDot(const State&) const;
96  const Vec4& getQDotDot(const State&) const;
97  const Vec3& getU(const State&) const;
98  const Vec3& getUDot(const State&) const;
99 
100  void setQ(State&, const Vec4&) const;
101  void setU(State&, const Vec3&) const;
102 
103  const Vec4& getMyPartQ(const State&, const Vector& qlike) const;
104  const Vec3& getMyPartU(const State&, const Vector& ulike) const;
105 
106  Vec4& updMyPartQ(const State&, Vector& qlike) const;
107  Vec3& updMyPartU(const State&, Vector& ulike) const;
108  // hide from Doxygen
112 };
113 
114 
115 } // namespace SimTK
116 
117 #endif // SimTK_SIMBODY_MOBILIZED_BODY_BALL_H_
118 
119 
120 
Ball & addBodyDecoration(const Transform &X_BD, const DecorativeGeometry &g)
Definition: MobilizedBody_Ball.h:62
MobilizedBody & setDefaultOutboardFrame(const Transform &X_BM)
Change this mobilizer's frame M fixed on this (the outboard) body B.
int addInboardDecoration(const Transform &X_FD, const DecorativeGeometry &geometry)
Add decorative geometry specified relative to the inboard mobilizer frame F attached to the parent bo...
Ball & addInboardDecoration(const Transform &X_FD, const DecorativeGeometry &g)
Definition: MobilizedBody_Ball.h:68
QuaternionP convertRotationToQuaternion() const
Converts rotation matrix to a quaternion.
The Body class represents a reference frame that can be used to describe mass properties and geometry...
Definition: Body.h:55
Ball & addOutboardDecoration(const Transform &X_MD, const DecorativeGeometry &g)
Definition: MobilizedBody_Ball.h:65
MobilizedBody & setDefaultInboardFrame(const Transform &X_PF)
Change this mobilizer's frame F on the parent body P.
This is the handle class for the hidden State implementation.
Definition: State.h:264
Rotation_< Real > Rotation
Definition: Rotation.h:47
int addBodyDecoration(const Transform &X_BD, const DecorativeGeometry &geometry)
Add decorative geometry specified relative to the new (outboard) body's reference frame B...
Definition: MobilizedBody.h:1501
This is a fixed length column vector designed for no-overhead inline computation. ...
Definition: Vec.h:131
#define SimTK_INSERT_DERIVED_HANDLE_DECLARATIONS(DERIVED, DERIVED_IMPL, PARENT)
Definition: PrivateImplementation.h:343
Rotation getDefaultRotation() const
Definition: MobilizedBody_Ball.h:84
int addOutboardDecoration(const Transform &X_MD, const DecorativeGeometry &geometry)
Add decorative geometry specified relative to the outboard mobilizer frame M attached to body B...
Three mobilities – unrestricted orientation modeled with a quaternion which is never singular...
Definition: MobilizedBody_Ball.h:44
Ball()
Default constructor provides an empty handle that can be assigned to reference any MobilizedBody::Bal...
Definition: MobilizedBody_Ball.h:48
Ball & setDefaultInboardFrame(const Transform &X_PF)
Definition: MobilizedBody_Ball.h:72
Direction
Constructors can take an argument of this type to indicate that the mobilizer is being defined in the...
Definition: MobilizedBody.h:180
This is the client-side interface to an implementation-independent representation of "Decorations" su...
Definition: DecorativeGeometry.h:86
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.
#define SimTK_SIMBODY_EXPORT
Definition: Simbody/include/simbody/internal/common.h:72
A MobilizedBody is Simbody's fundamental body-and-joint object used to parameterize a system's motion...
Definition: MobilizedBody.h:167
Ball & setDefaultOutboardFrame(const Transform &X_BM)
Definition: MobilizedBody_Ball.h:76
A Quaternion is a Vec4 with the following behavior:
Definition: Quaternion.h:41
Ball & setDefaultRotation(const Rotation &R_FM)
Definition: MobilizedBody_Ball.h:81