public override void update(double mytime, bool update_assets) { // Inherit parent class: base.update(mytime, update_assets); // Override the rotational jacobian [Cq] and the rotational residual C, // by assuming an additional hidden frame that rotates about frame2: if (this.Body1 != null && this.Body2 != null) { ChFrame <double> aframe1 = this.frame1.BitShiftRight(this.Body1); ChFrame <double> aframe2 = this.frame2.BitShiftRight(this.Body2); ChFrame <double> aframe12 = new ChFrame <double>();// ChFrame<double>.FNULL; aframe2.TransformParentToLocal(aframe1, aframe12); ChFrame <double> aframe2rotating = new ChFrame <double>();// ChFrame<double>.FNULL; double aux_rotation; aux_rotation = m_func.Get_y(mytime) + rot_offset; aframe2rotating.SetRot(aframe2.GetRot() * ChQuaternion.Q_from_AngAxis2(aux_rotation, ChVector.VECT_Z)); ChFrame <double> aframe12rotating = new ChFrame <double>(); // aframe2rotating.TransformParentToLocal(aframe1, aframe12rotating); ChMatrix33 <double> Jw1 = new ChMatrix33 <double>(0), Jw2 = new ChMatrix33 <double>(0); ChMatrix33 <double> mtempM = new ChMatrix33 <double>(0), mtempQ = new ChMatrix33 <double>(0); ChMatrix33 <double> abs_plane_rotating = aframe2rotating.GetA(); Jw1.nm.matrix.MatrTMultiply(abs_plane_rotating.nm.matrix, Body1.GetA().nm.matrix); Jw2.nm.matrix.MatrTMultiply(abs_plane_rotating.nm.matrix, Body2.GetA().nm.matrix); Jw2.nm.matrix.MatrNeg(); // Premultiply by Jw1 and Jw2 by 0.5*[Fp(q_resid)]' to get residual as imaginary part of a quaternion. /* mtempM.Set_X_matrix((aframe12rotating.GetRot().GetVector()) * 0.5); * mtempM.nm.matrix[0, 0] = 0.5 * aframe12rotating.GetRot().e0; * mtempM.nm.matrix[1, 1] = 0.5 * aframe12rotating.GetRot().e0; * mtempM.nm.matrix[2, 2] = 0.5 * aframe12rotating.GetRot().e0; * mtempQ.nm.matrix.MatrTMultiply(mtempM.nm.matrix, Jw1.nm.matrix); * Jw1 = mtempQ; * mtempQ.nm.matrix.MatrTMultiply(mtempM.nm.matrix, Jw2.nm.matrix); * Jw2 = mtempQ;*/ int nc = 0; if (c_x) { nc++; } if (c_y) { nc++; } if (c_z) { nc++; } if (c_rx) { this.C.matrix.ElementN(nc) = aframe12rotating.GetRot().e1; this.mask.Constr_N(nc).Get_Cq_a().FillElem(0); this.mask.Constr_N(nc).Get_Cq_b().FillElem(0); this.mask.Constr_N(nc).Get_Cq_a().PasteClippedMatrix(Jw1.nm.matrix, 0, 0, 1, 3, 0, 3); this.mask.Constr_N(nc).Get_Cq_b().PasteClippedMatrix(Jw2.nm.matrix, 0, 0, 1, 3, 0, 3); nc++; } if (c_ry) { this.C.matrix.ElementN(nc) = aframe12rotating.GetRot().e2; this.mask.Constr_N(nc).Get_Cq_a().FillElem(0); this.mask.Constr_N(nc).Get_Cq_b().FillElem(0); this.mask.Constr_N(nc).Get_Cq_a().PasteClippedMatrix(Jw1.nm.matrix, 1, 0, 1, 3, 0, 3); this.mask.Constr_N(nc).Get_Cq_b().PasteClippedMatrix(Jw2.nm.matrix, 1, 0, 1, 3, 0, 3); nc++; } if (c_rz) { this.C.matrix.ElementN(nc) = aframe12rotating.GetRot().e3; this.mask.Constr_N(nc).Get_Cq_a().FillElem(0); this.mask.Constr_N(nc).Get_Cq_b().FillElem(0); this.mask.Constr_N(nc).Get_Cq_a().PasteClippedMatrix(Jw1.nm.matrix, 2, 0, 1, 3, 0, 3); this.mask.Constr_N(nc).Get_Cq_b().PasteClippedMatrix(Jw2.nm.matrix, 2, 0, 1, 3, 0, 3); nc++; } } }
public override void update(double mytime, bool update_assets) { // Inherit parent class: base.update(mytime, update_assets); // Override the rotational jacobian [Cq] and the rotational residual C, // by assuming an additional hidden frame that rotates about frame2: if (this.Body1 != null && this.Body2 != null) { ChFrame <double> aframe1 = ChFrame <double> .BitShiftRight(this.frame1, (this.Body1)); ChFrame <double> aframe2 = ChFrame <double> .BitShiftRight(this.frame2, (this.Body2)); ChFrame <double> aframe12 = new ChFrame <double>(); aframe2.TransformParentToLocal(aframe1, aframe12); ChFrame <double> aframe2rotating = new ChFrame <double>(); double aux_rotation; if (this.avoid_angle_drift) { aux_rotation = this.aux_dt + this.rot_offset; } else { // to have it aligned to current rot, to allow C=0. aux_rotation = aframe12.GetRot().Q_to_Rotv().z; } aframe2rotating.SetRot(aframe2.GetRot() * ChQuaternion.Q_from_AngAxis2(aux_rotation, ChVector.VECT_Z)); // TODO this needs to be addressed, with it it causes rotation problems, seems to work fine without the TransformParentToLocal? ChFrame <double> aframe12rotating = new ChFrame <double>(); // aframe2rotating.TransformParentToLocal(aframe1, aframe12rotating); ChMatrix33 <double> Jw1 = new ChMatrix33 <double>(); ChMatrix33 <double> Jw2 = new ChMatrix33 <double>(); ChMatrix33 <double> mtempM = new ChMatrix33 <double>(); ChMatrix33 <double> mtempQ = new ChMatrix33 <double>(); ChMatrix33 <double> abs_plane_rotating = aframe2rotating.GetA(); Jw1.nm.matrix.MatrTMultiply(abs_plane_rotating.nm.matrix, Body1.GetA().nm.matrix); Jw2.nm.matrix.MatrTMultiply(abs_plane_rotating.nm.matrix, Body2.GetA().nm.matrix); Jw2.nm.matrix.MatrNeg(); // TODO this also needs to be addressed, with it it causes rotation problems/ // Premultiply by Jw1 and Jw2 by 0.5*[Fp(q_resid)]' to get residual as imaginary part of a quaternion. /* mtempM.Set_X_matrix((aframe12rotating.GetRot().GetVector()) * 0.5); * mtempM[0, 0] = 0.5 * aframe12rotating.GetRot().e0; * mtempM[1, 1] = 0.5 * aframe12rotating.GetRot().e0; * mtempM[2, 2] = 0.5 * aframe12rotating.GetRot().e0; * mtempQ.MatrTMultiply(mtempM, Jw1); * Jw1 = mtempQ; * mtempQ.MatrTMultiply(mtempM, Jw2); * Jw2 = mtempQ;*/ int nc = 0; if (c_x) { nc++; } if (c_y) { nc++; } if (c_z) { nc++; } if (c_rx) { this.C.matrix.ElementN(nc) = aframe12rotating.GetRot().e1; this.mask.Constr_N(nc).Get_Cq_a().FillElem(0); this.mask.Constr_N(nc).Get_Cq_b().FillElem(0); this.mask.Constr_N(nc).Get_Cq_a().PasteClippedMatrix(Jw1.nm.matrix, 0, 0, 1, 3, 0, 3); this.mask.Constr_N(nc).Get_Cq_b().PasteClippedMatrix(Jw2.nm.matrix, 0, 0, 1, 3, 0, 3); nc++; } if (c_ry) { this.C.matrix.ElementN(nc) = aframe12rotating.GetRot().e2; this.mask.Constr_N(nc).Get_Cq_a().FillElem(0); this.mask.Constr_N(nc).Get_Cq_b().FillElem(0); this.mask.Constr_N(nc).Get_Cq_a().PasteClippedMatrix(Jw1.nm.matrix, 1, 0, 1, 3, 0, 3); this.mask.Constr_N(nc).Get_Cq_b().PasteClippedMatrix(Jw2.nm.matrix, 1, 0, 1, 3, 0, 3); nc++; } if (c_rz) { this.C.matrix.ElementN(nc) = aframe12rotating.GetRot().e3; this.mask.Constr_N(nc).Get_Cq_a().FillElem(0); this.mask.Constr_N(nc).Get_Cq_b().FillElem(0); this.mask.Constr_N(nc).Get_Cq_a().PasteClippedMatrix(Jw1.nm.matrix, 2, 0, 1, 3, 0, 3); this.mask.Constr_N(nc).Get_Cq_b().PasteClippedMatrix(Jw2.nm.matrix, 2, 0, 1, 3, 0, 3); nc++; } } }
// // UPDATING FUNCTIONS // /// Override _all_ time, jacobian etc. updating. public override void update(double mytime, bool update_assets = true) { // Inherit time changes of parent class (ChLink), basically doing nothing :) base.update(mytime, update_assets); if (this.Body1 != null && this.Body2 != null) { this.mask.SetTwoBodiesVariables(Body1.Variables(), Body2.Variables()); ChFrame <double> aframe = ChFrame <double> .BitShiftRight(this.frame1, (this.Body1)); ChVector p1_abs = aframe.GetPos(); ChFrame <double> aframe2 = ChFrame <double> .BitShiftRight(this.frame2, (this.Body2)); ChVector p2_abs = aframe2.GetPos(); ChFrame <double> bframe = new ChFrame <double>(); (this.Body2).TransformParentToLocal(aframe, bframe); this.frame2.TransformParentToLocal(bframe, aframe); // Now 'aframe' contains the position/rotation of frame 1 respect to frame 2, in frame 2 coords. //***TODO*** check if it is faster to do aframe2.TransformParentToLocal(aframe, bframe); instead of two transforms above ChMatrix33 <double> Jx1 = new ChMatrix33 <double>(0); ChMatrix33 <double> Jx2 = new ChMatrix33 <double>(0); ChMatrix33 <double> Jr1 = new ChMatrix33 <double>(0); ChMatrix33 <double> Jr2 = new ChMatrix33 <double>(0); ChMatrix33 <double> Jw1 = new ChMatrix33 <double>(0); ChMatrix33 <double> Jw2 = new ChMatrix33 <double>(0); ChMatrix33 <double> mtempM = new ChMatrix33 <double>(0); ChMatrix33 <double> mtempQ = new ChMatrix33 <double>(0); ChMatrix33 <double> abs_plane = new ChMatrix33 <double>(0); abs_plane.nm.matrix.MatrMultiply(Body2.GetA().nm.matrix, frame2.GetA().nm.matrix); Jx1.nm.matrix.CopyFromMatrixT(abs_plane.nm.matrix); Jx2.nm.matrix.CopyFromMatrixT(abs_plane.nm.matrix); Jx2.nm.matrix.MatrNeg(); Jw1.nm.matrix.MatrTMultiply(abs_plane.nm.matrix, Body1.GetA().nm.matrix); Jw2.nm.matrix.MatrTMultiply(abs_plane.nm.matrix, Body2.GetA().nm.matrix); mtempM.Set_X_matrix(frame1.GetPos()); Jr1.nm.matrix.MatrMultiply(Jw1.nm.matrix, mtempM.nm.matrix); Jr1.nm.matrix.MatrNeg(); mtempM.Set_X_matrix(frame2.GetPos()); Jr2.nm.matrix.MatrMultiply(Jw2.nm.matrix, mtempM.nm.matrix); ChVector p2p1_base2 = (Body2.GetA()).MatrT_x_Vect(ChVector.Vsub(p1_abs, p2_abs)); mtempM.Set_X_matrix(p2p1_base2); mtempQ.nm.matrix.MatrTMultiply(frame2.GetA().nm.matrix, mtempM.nm.matrix); Jr2.nm.matrix.MatrInc(mtempQ.nm.matrix); Jw2.nm.matrix.MatrNeg(); // Premultiply by Jw1 and Jw2 by 0.5*[Fp(q_resid)]' to get residual as imaginary part of a quaternion. // For small misalignment this effect is almost insignificant cause [Fp(q_resid)]=[I], // but otherwise it is needed (if you want to use the stabilization term - if not, you can live without). mtempM.Set_X_matrix((aframe.GetRot().GetVector()) * 0.5); mtempM.nm.matrix[0, 0] = 0.5 * aframe.GetRot().e0; mtempM.nm.matrix[1, 1] = 0.5 * aframe.GetRot().e0; mtempM.nm.matrix[2, 2] = 0.5 * aframe.GetRot().e0; mtempQ.nm.matrix.MatrTMultiply(mtempM.nm.matrix, Jw1.nm.matrix); Jw1 = mtempQ; mtempQ.nm.matrix.MatrTMultiply(mtempM.nm.matrix, Jw2.nm.matrix); Jw2 = mtempQ; int nc = 0; if (c_x) { this.C.matrix.ElementN(nc) = aframe.GetPos().x; this.mask.Constr_N(nc).Get_Cq_a().PasteClippedMatrix(Jx1.nm.matrix, 0, 0, 1, 3, 0, 0); this.mask.Constr_N(nc).Get_Cq_a().PasteClippedMatrix(Jr1.nm.matrix, 0, 0, 1, 3, 0, 3); this.mask.Constr_N(nc).Get_Cq_b().PasteClippedMatrix(Jx2.nm.matrix, 0, 0, 1, 3, 0, 0); this.mask.Constr_N(nc).Get_Cq_b().PasteClippedMatrix(Jr2.nm.matrix, 0, 0, 1, 3, 0, 3); nc++; } if (c_y) { this.C.matrix.ElementN(nc) = aframe.GetPos().y; this.mask.Constr_N(nc).Get_Cq_a().PasteClippedMatrix(Jx1.nm.matrix, 1, 0, 1, 3, 0, 0); this.mask.Constr_N(nc).Get_Cq_a().PasteClippedMatrix(Jr1.nm.matrix, 1, 0, 1, 3, 0, 3); this.mask.Constr_N(nc).Get_Cq_b().PasteClippedMatrix(Jx2.nm.matrix, 1, 0, 1, 3, 0, 0); this.mask.Constr_N(nc).Get_Cq_b().PasteClippedMatrix(Jr2.nm.matrix, 1, 0, 1, 3, 0, 3); nc++; } if (c_z) { this.C.matrix.ElementN(nc) = aframe.GetPos().z; this.mask.Constr_N(nc).Get_Cq_a().PasteClippedMatrix(Jx1.nm.matrix, 2, 0, 1, 3, 0, 0); this.mask.Constr_N(nc).Get_Cq_a().PasteClippedMatrix(Jr1.nm.matrix, 2, 0, 1, 3, 0, 3); this.mask.Constr_N(nc).Get_Cq_b().PasteClippedMatrix(Jx2.nm.matrix, 2, 0, 1, 3, 0, 0); this.mask.Constr_N(nc).Get_Cq_b().PasteClippedMatrix(Jr2.nm.matrix, 2, 0, 1, 3, 0, 3); nc++; } if (c_rx) { this.C.matrix.ElementN(nc) = aframe.GetRot().e1; this.mask.Constr_N(nc).Get_Cq_a().FillElem(0); this.mask.Constr_N(nc).Get_Cq_b().FillElem(0); this.mask.Constr_N(nc).Get_Cq_a().PasteClippedMatrix(Jw1.nm.matrix, 0, 0, 1, 3, 0, 3); this.mask.Constr_N(nc).Get_Cq_b().PasteClippedMatrix(Jw2.nm.matrix, 0, 0, 1, 3, 0, 3); nc++; } if (c_ry) { this.C.matrix.ElementN(nc) = aframe.GetRot().e2; this.mask.Constr_N(nc).Get_Cq_a().FillElem(0); this.mask.Constr_N(nc).Get_Cq_b().FillElem(0); this.mask.Constr_N(nc).Get_Cq_a().PasteClippedMatrix(Jw1.nm.matrix, 1, 0, 1, 3, 0, 3); this.mask.Constr_N(nc).Get_Cq_b().PasteClippedMatrix(Jw2.nm.matrix, 1, 0, 1, 3, 0, 3); nc++; } if (c_rz) { this.C.matrix.ElementN(nc) = aframe.GetRot().e3; this.mask.Constr_N(nc).Get_Cq_a().FillElem(0); this.mask.Constr_N(nc).Get_Cq_b().FillElem(0); this.mask.Constr_N(nc).Get_Cq_a().PasteClippedMatrix(Jw1.nm.matrix, 2, 0, 1, 3, 0, 3); this.mask.Constr_N(nc).Get_Cq_b().PasteClippedMatrix(Jw2.nm.matrix, 2, 0, 1, 3, 0, 3); nc++; } } }