Three mobilities -- body fixed 3-2 (z-y) rotation followed by translation along body z or body x. More...
#include <MobilizedBody.h>
Public Member Functions | |
SphericalCoords (Direction=Forward) | |
SphericalCoords (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. | |
SphericalCoords (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. | |
SphericalCoords (MobilizedBody &parent, const Transform &inbFrame, const Body &, const Transform &outbFrame, Real azimuthOffset, bool azimuthNegated, Real zenithOffset, bool zenithNegated, CoordinateAxis radialAxis, bool radialNegated, Direction=Forward) | |
Use this constructor to specify the general case described above. | |
SphericalCoords & | 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. | |
SphericalCoords & | addOutboardDecoration (const Transform &X_MD, const DecorativeGeometry &g) |
Add decorative geometry specified relative to the outboard mobilizer frame M attached to body B. | |
SphericalCoords & | 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. | |
SphericalCoords & | setDefaultInboardFrame (const Transform &X_PF) |
Change this mobilizer's frame F on the parent body P. | |
SphericalCoords & | setDefaultOutboardFrame (const Transform &X_BM) |
Change this mobilizer's frame M fixed on this (the outboard) body B. | |
SphericalCoords & | setDefaultAngles (const Vec2 &a) |
SphericalCoords & | setDefaultRadius (Real r) |
SphericalCoords & | setRadialAxis (CoordinateAxis) |
SphericalCoords & | setNegateAzimuth (bool) |
SphericalCoords & | setNegateZenith (bool) |
SphericalCoords & | setNegateRadial (bool) |
const Vec2 & | getDefaultAngles () const |
Real | getDefaultTranslation () const |
CoordinateAxis | getRadialAxis () const |
bool | isAzimuthNegated () const |
bool | isZenithNegated () const |
bool | isRadialNegated () const |
void | setAngles (State &s, const Vec2 &a) |
void | setRadius (State &s, Real r) |
const Vec2 & | getAngles (const State &s) const |
Real | getRadius (const State &s) const |
const Vec3 & | getDefaultQ () const |
SphericalCoords & | setDefaultQ (const Vec3 &q) |
const Vec3 & | getQ (const State &) const |
const Vec3 & | getQDot (const State &) const |
const Vec3 & | getQDotDot (const State &) const |
const Vec3 & | getU (const State &) const |
const Vec3 & | getUDot (const State &) const |
void | setQ (State &, const Vec3 &) const |
void | setU (State &, const Vec3 &) const |
const Vec3 & | getMyPartQ (const State &, const Vector &qlike) const |
const Vec3 & | getMyPartU (const State &, const Vector &ulike) const |
Vec3 & | updMyPartQ (const State &, Vector &qlike) const |
Vec3 & | updMyPartU (const State &, Vector &ulike) const |
SimTK_INSERT_DERIVED_HANDLE_DECLARATIONS (SphericalCoords, SphericalCoordsImpl, MobilizedBody) |
Three mobilities -- body fixed 3-2 (z-y) rotation followed by translation along body z or body x.
Interpreted as spherical coordinates the first rotation is the azimuth angle, the second is the zenith, and the translation is the radius. We permit a simple mapping from generalized coordinates to (azimuth, zenith, radius):
azimuth = s0*q0 + az0 (about Fz==Mz) zenith = s1*q1 + ze0 (about My) radius = s2*q2 (along Mz or Mx; Mz is default)
where s0,s1,s2 are signs (1 or -1) and az0 and ze0 are offset angles. The F and M frames are coincident when azimuth==zenith==radius==0. But note that with non-zero offsets the F and M frames will not be aligned in the reference configuration where q0==q1==q2==0. The F and M origins will always be coincident when q2==0, however.
This mobilizer can be used to give unrestricted 3-d motion to inertialess particles (as with a Cartesian mobilizer but parameterized torsion,bend,stretch instead of x,y,z) but in this case you must watch for two possible singularities: (1) radius==0, and (2) zenith==n*Pi (or equivalently q1==n*Pi-s1*ze0). If your operating range steers clear of those singularities, you're fine.
SphericalCoords | ( | Direction | = Forward |
) | [explicit] |
SphericalCoords | ( | 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.
SphericalCoords | ( | 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.
This gives you a pure spherical coordinate system in which q0=azimuth about Fz(==Mz), q1=zenith about My, and q2=radius along Mz.
SphericalCoords | ( | MobilizedBody & | parent, | |
const Transform & | inbFrame, | |||
const Body & | , | |||
const Transform & | outbFrame, | |||
Real | azimuthOffset, | |||
bool | azimuthNegated, | |||
Real | zenithOffset, | |||
bool | zenithNegated, | |||
CoordinateAxis | radialAxis, | |||
bool | radialNegated, | |||
Direction | = Forward | |||
) |
Use this constructor to specify the general case described above.
SphericalCoords& 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 MobilizedBody.
References MobilizedBody::addBodyDecoration().
SphericalCoords& 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 MobilizedBody.
References MobilizedBody::addInboardDecoration().
SphericalCoords& 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 MobilizedBody.
References MobilizedBody::addOutboardDecoration().
References Vec< M, ELT, STRIDE >::getSubVec().
const Vec2& getDefaultAngles | ( | ) | const [inline] |
References Vec< M, ELT, STRIDE >::getSubVec().
const Vec3& getDefaultQ | ( | ) | const |
Real getDefaultTranslation | ( | ) | const [inline] |
CoordinateAxis getRadialAxis | ( | ) | const |
Real getRadius | ( | const State & | s | ) | const [inline] |
bool isAzimuthNegated | ( | ) | const |
bool isRadialNegated | ( | ) | const |
bool isZenithNegated | ( | ) | const |
SphericalCoords& setDefaultAngles | ( | const Vec2 & | a | ) | [inline] |
References Vec< M, ELT, STRIDE >::updSubVec().
SphericalCoords& setDefaultInboardFrame | ( | const Transform & | X_PF | ) | [inline] |
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 MobilizedBody.
References MobilizedBody::setDefaultInboardFrame().
SphericalCoords& setDefaultOutboardFrame | ( | const Transform & | X_BM | ) | [inline] |
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 MobilizedBody.
References MobilizedBody::setDefaultOutboardFrame().
SphericalCoords& setDefaultQ | ( | const Vec3 & | q | ) |
SphericalCoords& setDefaultRadius | ( | Real | r | ) | [inline] |
SphericalCoords& setNegateAzimuth | ( | bool | ) |
SphericalCoords& setNegateRadial | ( | bool | ) |
SphericalCoords& setNegateZenith | ( | bool | ) |
SphericalCoords& setRadialAxis | ( | CoordinateAxis | ) |
void setRadius | ( | State & | s, | |
Real | r | |||
) | [inline] |
SimTK_INSERT_DERIVED_HANDLE_DECLARATIONS | ( | SphericalCoords | , | |
SphericalCoordsImpl | , | |||
MobilizedBody | ||||
) |