コード例 #1
0
        //
        // 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++;
                }
            }
        }
コード例 #2
0
 /// Set shaft position and direction, for 2nd gear, in body2-relative reference.
 /// The shaft direction is the Z axis of that frame.
 public void Set_local_shaft2(ChFrame <double> mf)
 {
     local_shaft2 = mf;
 }
コード例 #3
0
        public override void Start()
        {
            auxref_to_cog = new ChFrameMoving <double>();
            auxref_to_abs = new ChFrameMoving <double>();

            switch (materialType)
            {
            case MaterialType.NSC:
                matsurface = gameObject.AddComponent <ChMaterialSurfaceNSC>();
                matsurface.GetComponent <ChMaterialSurfaceNSC>().static_friction   = friction;
                matsurface.GetComponent <ChMaterialSurfaceNSC>().sliding_friction  = friction;
                matsurface.GetComponent <ChMaterialSurfaceNSC>().rolling_friction  = rolling_friction;
                matsurface.GetComponent <ChMaterialSurfaceNSC>().spinning_friction = spinning_friction;
                matsurface.GetComponent <ChMaterialSurfaceNSC>().restitution       = restitution;
                matsurface.GetComponent <ChMaterialSurfaceNSC>().cohesion          = cohesion;
                matsurface.GetComponent <ChMaterialSurfaceNSC>().dampingf          = dampingf;
                matsurface.GetComponent <ChMaterialSurfaceNSC>().compliance        = compliance;
                matsurface.GetComponent <ChMaterialSurfaceNSC>().complianceT       = complianceT;
                matsurface.GetComponent <ChMaterialSurfaceNSC>().complianceRoll    = complianceRoll;
                matsurface.GetComponent <ChMaterialSurfaceNSC>().complianceSpin    = complianceSpin;
                break;

            case MaterialType.SMC:
                matsurface = gameObject.AddComponent <ChMaterialSurfaceSMC>();
                matsurface.GetComponent <ChMaterialSurfaceSMC>().static_friction  = friction;
                matsurface.GetComponent <ChMaterialSurfaceSMC>().sliding_friction = friction;
                matsurface.GetComponent <ChMaterialSurfaceSMC>().restitution      = restitution;
                // matsurface.GetComponent<ChMaterialSurfaceSMC>().rolling_friction = rolling_friction;
                // matsurface.GetComponent<ChMaterialSurfaceSMC>().spinning_friction = spinning_friction;
                matsurface.GetComponent <ChMaterialSurfaceSMC>().young_modulus     = young_modulus;
                matsurface.GetComponent <ChMaterialSurfaceSMC>().poisson_ratio     = poisson_ratio;
                matsurface.GetComponent <ChMaterialSurfaceSMC>().constant_adhesion = constant_adhesion;
                matsurface.GetComponent <ChMaterialSurfaceSMC>().adhesionMultDMT   = adhesionMultDMT;
                matsurface.GetComponent <ChMaterialSurfaceSMC>().kn = kn;
                matsurface.GetComponent <ChMaterialSurfaceSMC>().kt = kt;
                matsurface.GetComponent <ChMaterialSurfaceSMC>().gn = gn;
                matsurface.GetComponent <ChMaterialSurfaceSMC>().gt = gt;
                break;
            }

            // Switch
            switch (type)
            {
            case CollisionType.Cube:

                var size = transform.localScale * 1f;

                if (automaticMass)
                {
                    mass = density * (size.x * size.y * size.z);
                    this.SetDensity((float)density);
                    this.SetMass(mass);
                    inertiaMoments.x = (float)((1.0 / 12.0) * mass * (Math.Pow(size.y, 2) + Math.Pow(size.z, 2)));
                    inertiaMoments.y = (float)((1.0 / 12.0) * mass * (Math.Pow(size.x, 2) + Math.Pow(size.z, 2)));
                    inertiaMoments.z = (float)((1.0 / 12.0) * mass * (Math.Pow(size.x, 2) + Math.Pow(size.y, 2)));
                }

                if (collide)
                {
                    GetCollisionModel().ClearModel();
                    GetCollisionModel().AddBox(size.x * 0.473f, size.y * 0.473f, size.z * 0.473f, new ChVector(0, 0, 0), new ChMatrix33 <double>(1));     // radius x, radius z, height on y
                    GetCollisionModel().BuildModel();
                    SetCollide(true);
                }

                this.SetDensity((float)density);
                this.SetMass(mass);

                SetFrame_COG_to_REF(new ChFrame <double>(Utils.ToChrono(COM), new ChQuaternion(1, 0, 0, 0)));
                SetInertiaXX(ToChrono(inertiaMoments));
                SetInertiaXY(ToChrono(inertiaProducts));

                SetBodyFixed(bodyfixed);

                SetFrame_REF_to_abs(new ChFrame <double>(Utils.ToChrono(transform.position), Utils.ToChrono(transform.rotation)));

                BodyFrame.SetPos_dt(ToChrono(linearVelocity));
                BodyFrame.SetWvel_loc(ToChrono(angularVelocity));

                ChSystem.system.AddBody(this);

                break;

            case CollisionType.Sphere:

                var size2 = transform.localScale.y / 1.9;

                if (automaticMass)
                {
                    mass = density * ((4.0 / 3.0) * ChMaths.CH_C_PI * Math.Pow(size2, 3));
                    double inertia = (2.0 / 5.0) * mass * Math.Pow(size2, 2);
                    this.SetDensity((float)density);
                    this.SetMass(mass);
                    inertiaMoments.x = (float)inertia;
                    inertiaMoments.y = (float)inertia;
                    inertiaMoments.z = (float)inertia;
                }

                if (collide)
                {
                    GetCollisionModel().ClearModel();
                    GetCollisionModel().AddSphere(size2, new ChVector(0, 0, 0));      // radius, radius, height on y
                    GetCollisionModel().BuildModel();
                    SetCollide(true);
                }

                this.SetDensity((float)density);
                this.SetMass(mass);

                SetFrame_COG_to_REF(new ChFrame <double>(Utils.ToChrono(COM), new ChQuaternion(1, 0, 0, 0)));
                SetInertiaXX(ToChrono(inertiaMoments));
                SetInertiaXY(ToChrono(inertiaProducts));

                SetBodyFixed(bodyfixed);

                SetFrame_REF_to_abs(new ChFrame <double>(Utils.ToChrono(transform.position), Utils.ToChrono(transform.rotation)));

                BodyFrame.SetPos_dt(ToChrono(linearVelocity));
                BodyFrame.SetWvel_loc(ToChrono(angularVelocity));

                ChSystem.system.AddBody(this);

                break;

            case CollisionType.Cylinder:

                var height  = 2 * transform.localScale.y;
                var radiusX = transform.localScale.x / 2.0;
                var radiusZ = transform.localScale.z / 2.0;
                radius = transform.localScale.x / 2.0;

                if (automaticMass)
                {
                    mass = density * (ChMaths.CH_C_PI * Math.Pow(radiusX, 2) * height);
                    this.SetDensity((float)density);
                    this.SetMass(mass);
                    inertiaMoments.x = (float)((1.0 / 12.0) * mass * (3 * Math.Pow(radiusX, 2) + Math.Pow(height, 2)));
                    inertiaMoments.y = (float)(0.5 * mass * Math.Pow(radiusX, 2));
                    inertiaMoments.z = (float)((1.0 / 12.0) * mass * (3 * Math.Pow(radiusX, 2) + Math.Pow(height, 2)));
                }

                if (collide)
                {
                    GetCollisionModel().ClearModel();
                    GetCollisionModel().AddCylinder(radiusX, radiusZ, height * 0.5f, new ChVector(0, 0, 0), new ChMatrix33 <double>(1));     // radius, radius, height on y
                    GetCollisionModel().BuildModel();
                    SetCollide(true);
                }

                this.SetDensity((float)density);
                this.SetMass(mass);

                SetFrame_COG_to_REF(new ChFrame <double>(Utils.ToChrono(COM), new ChQuaternion(1, 0, 0, 0)));
                SetInertiaXX(ToChrono(inertiaMoments));
                SetInertiaXY(ToChrono(inertiaProducts));

                SetBodyFixed(bodyfixed);

                SetFrame_REF_to_abs(new ChFrame <double>(Utils.ToChrono(transform.position), Utils.ToChrono(transform.rotation)));

                BodyFrame.SetPos_dt(ToChrono(linearVelocity));
                BodyFrame.SetWvel_loc(ToChrono(angularVelocity));

                ChSystem.system.AddBody(this);
                break;

            case CollisionType.Mesh:

                Mesh   mesh = GetComponent <MeshFilter>().sharedMesh;
                double sweep_sphere_radius = 0.1;

                //  geometry.ChTriangleMeshConnected trimesh = new geometry.ChTriangleMeshConnected();
                //  trimesh.LoadWavefrontMesh(mesh);

                // Create the collision model

                if (collide)
                {
                    GetCollisionModel().ClearModel();
                    GetCollisionModel().AddTriangleMesh(mesh, true, false, ChVector.VNULL, new ChMatrix33 <double>(1));
                    GetCollisionModel().BuildModel();
                    SetCollide(true);
                }

                this.SetDensity((float)density);
                this.SetMass(mass);

                SetInertiaXX(ToChrono(inertiaMoments));
                SetInertiaXY(ToChrono(inertiaProducts));

                SetBodyFixed(bodyfixed);

                BodyFrame.SetPos(new ChVector(transform.position.x, transform.position.y, transform.position.z));
                BodyFrame.SetRot(new ChQuaternion(transform.rotation.w, transform.rotation.x, transform.rotation.y, transform.rotation.z));

                // BodyFrame.SetPos_dt(ToChrono(linearVelocity));
                // BodyFrame.SetWvel_loc(ToChrono(angularVelocity));

                // ChSystem msystem3 = FindObjectOfType<ChSystem>();
                // msystem3.AddBody(this);
                ChSystem.system.AddBody(this);
                break;

            case CollisionType.Terrain:

                //Texture2D hMap = Resources.Load("Heightmap") as Texture2D;

                Terrain   terrain   = GetComponent <Terrain>();
                Texture2D texture2D = new Texture2D(512, 512, TextureFormat.RGB24, false);

                myRenderTexture = terrain.terrainData.heightmapTexture;

                RenderTexture.active = myRenderTexture;
                texture2D.ReadPixels(new Rect(0, 0, myRenderTexture.width, myRenderTexture.height), 0, 0);
                texture2D.Apply();
                texture = texture2D;

                // List<Vector3> verts = new List<Vector3>();
                //List<int> tris = new List<int>();

                int dimensions = 65;

                //Bottom left section of the map, other sections are similar
                for (int i = 0; i < dimensions; i++)
                {
                    for (int j = 0; j < dimensions; j++)
                    {
                        //Add each new vertex in the plane
                        verts.Add(new Vector3(i, texture.GetPixel(i, j).grayscale * 50, j));
                        //Skip if a new square on the plane hasn't been formed
                        if (i == 0 || j == 0)
                        {
                            continue;
                        }
                        //Adds the index of the three vertices in order to make up each of the two tris
                        tris.Add(dimensions * i + j);           //Top right
                        tris.Add(dimensions * i + j - 1);       //Bottom right
                        tris.Add(dimensions * (i - 1) + j - 1); //Bottom left - First triangle
                        tris.Add(dimensions * (i - 1) + j - 1); //Bottom left
                        tris.Add(dimensions * (i - 1) + j);     //Top left
                        tris.Add(dimensions * i + j);           //Top right - Second triangle
                    }
                }

                Mesh procMesh = new Mesh();
                procMesh.vertices = verts.ToArray(); //Assign verts, uvs, and tris to the mesh
                                                     // procMesh.uv = uvs;
                procMesh.triangles = tris.ToArray();
                procMesh.RecalculateNormals();       //Determines which way the triangles are facing

                if (collide)
                {
                    GetCollisionModel().ClearModel();
                    GetCollisionModel().AddTriangleMesh(procMesh, true, false, new ChVector(0, 0, 0), new ChMatrix33 <double>(1));
                    GetCollisionModel().BuildModel();
                    SetCollide(true);
                }

                this.SetDensity((float)density);
                this.SetMass(mass);

                SetInertiaXX(ToChrono(inertiaMoments));
                SetInertiaXY(ToChrono(inertiaProducts));

                SetBodyFixed(bodyfixed);

                BodyFrame.SetPos(new ChVector(transform.position.x, transform.position.y, transform.position.z));
                BodyFrame.SetRot(new ChQuaternion(transform.rotation.w, transform.rotation.x, transform.rotation.y, transform.rotation.z));

                ChSystem.system.AddBody(this);
                break;
            }
        }
コード例 #4
0
        // Updates motion laws, marker positions, etc.
        public override void UpdateTime(double mytime)
        {
            // First, inherit to parent class
            base.UpdateTime(mytime);

            // Move markers 1 and 2 to align them as gear teeth

            ChMatrix33 <double> ma1        = new ChMatrix33 <double>(0);
            ChMatrix33 <double> ma2        = new ChMatrix33 <double>(0);
            ChMatrix33 <double> mrotma     = new ChMatrix33 <double>(0);
            ChMatrix33 <double> marot_beta = new ChMatrix33 <double>(0);
            ChVector            mx;
            ChVector            my;
            ChVector            mz;
            ChVector            mr;
            ChVector            mmark1;
            ChVector            mmark2;
            ChVector            lastX;
            ChVector            vrota;
            ChCoordsys          newmarkpos = new ChCoordsys(new ChVector(0, 0, 0), new ChQuaternion(1, 0, 0, 0));

            ChFrame <double> abs_shaft1 = ChFrame <double> .FNULL; // new ChFrame<double>();
            ChFrame <double> abs_shaft2 = ChFrame <double> .FNULL; //new ChFrame<double>();

            ((ChFrame <double>)Body1).TransformLocalToParent(local_shaft1, abs_shaft1);
            ((ChFrame <double>)Body2).TransformLocalToParent(local_shaft2, abs_shaft2);

            ChVector vbdist = ChVector.Vsub(Get_shaft_pos1(), Get_shaft_pos2());
            // ChVector Trad1 = ChVector.Vnorm(ChVector.Vcross(Get_shaft_dir1(), ChVector.Vnorm(ChVector.Vcross(Get_shaft_dir1(), vbdist))));
            // ChVector Trad2 = ChVector.Vnorm(ChVector.Vcross(ChVector.Vnorm(ChVector.Vcross(Get_shaft_dir2(), vbdist)), Get_shaft_dir2()));

            double dist = ChVector.Vlength(vbdist);

            // compute actual rotation of the two wheels (relative to truss).
            ChVector md1 = abs_shaft1.GetA().MatrT_x_Vect(-vbdist);

            md1.z = 0;
            md1   = ChVector.Vnorm(md1);
            ChVector md2 = abs_shaft2.GetA().MatrT_x_Vect(-vbdist);

            md2.z = 0;
            md2   = ChVector.Vnorm(md2);

            double periodic_a1 = ChMaths.ChAtan2(md1.x, md1.y);
            double periodic_a2 = ChMaths.ChAtan2(md2.x, md2.y);
            double old_a1      = a1;
            double old_a2      = a2;
            double turns_a1    = Math.Floor(old_a1 / ChMaths.CH_C_2PI);
            double turns_a2    = Math.Floor(old_a2 / ChMaths.CH_C_2PI);
            double a1U         = turns_a1 * ChMaths.CH_C_2PI + periodic_a1 + ChMaths.CH_C_2PI;
            double a1M         = turns_a1 * ChMaths.CH_C_2PI + periodic_a1;
            double a1L         = turns_a1 * ChMaths.CH_C_2PI + periodic_a1 - ChMaths.CH_C_2PI;

            a1 = a1M;
            if (Math.Abs(a1U - old_a1) < Math.Abs(a1M - old_a1))
            {
                a1 = a1U;
            }
            if (Math.Abs(a1L - a1) < Math.Abs(a1M - a1))
            {
                a1 = a1L;
            }
            double a2U = turns_a2 * ChMaths.CH_C_2PI + periodic_a2 + ChMaths.CH_C_2PI;
            double a2M = turns_a2 * ChMaths.CH_C_2PI + periodic_a2;
            double a2L = turns_a2 * ChMaths.CH_C_2PI + periodic_a2 - ChMaths.CH_C_2PI;

            a2 = a2M;
            if (Math.Abs(a2U - old_a2) < Math.Abs(a2M - old_a2))
            {
                a2 = a2U;
            }
            if (Math.Abs(a2L - a2) < Math.Abs(a2M - a2))
            {
                a2 = a2L;
            }

            // compute new markers coordsystem alignment
            my = ChVector.Vnorm(vbdist);
            mz = Get_shaft_dir1();
            mx = ChVector.Vnorm(ChVector.Vcross(my, mz));
            mr = ChVector.Vnorm(ChVector.Vcross(mz, mx));
            mz = ChVector.Vnorm(ChVector.Vcross(mx, my));
            ChVector mz2, mx2, mr2, my2;

            my2 = my;
            mz2 = Get_shaft_dir2();
            mx2 = ChVector.Vnorm(ChVector.Vcross(my2, mz2));
            mr2 = ChVector.Vnorm(ChVector.Vcross(mz2, mx2));

            ma1.Set_A_axis(mx, my, mz);

            // rotate csys because of beta
            vrota.x = 0.0;
            vrota.y = beta;
            vrota.z = 0.0;
            mrotma.Set_A_Rxyz(vrota);
            marot_beta.nm.matrix.MatrMultiply(ma1.nm.matrix, mrotma.nm.matrix);
            // rotate csys because of alpha
            vrota.x = 0.0;
            vrota.y = 0.0;
            vrota.z = alpha;
            if (react_force.x < 0)
            {
                vrota.z = alpha;
            }
            else
            {
                vrota.z = -alpha;
            }
            mrotma.Set_A_Rxyz(vrota);
            ma1.nm.matrix.MatrMultiply(marot_beta.nm.matrix, mrotma.nm.matrix);

            ma2.nm.matrix.CopyFromMatrix(ma1.nm.matrix);

            // is a bevel gear?
            double be       = Math.Acos(ChVector.Vdot(Get_shaft_dir1(), Get_shaft_dir2()));
            bool   is_bevel = true;

            if (Math.Abs(ChVector.Vdot(Get_shaft_dir1(), Get_shaft_dir2())) > 0.96)
            {
                is_bevel = false;
            }

            // compute wheel radii so that:
            //            w2 = - tau * w1
            if (!is_bevel)
            {
                double pardist = ChVector.Vdot(mr, vbdist);
                double inv_tau = 1.0 / tau;
                if (!epicyclic)
                {
                    r2 = pardist - pardist / (inv_tau + 1.0);
                }
                else
                {
                    r2 = pardist - (tau * pardist) / (tau - 1.0);
                }
                r1 = r2 * tau;
            }
            else
            {
                double gamma2;
                if (!epicyclic)
                {
                    gamma2 = be / (tau + 1.0);
                }
                else
                {
                    gamma2 = be / (-tau + 1.0);
                }
                double al = ChMaths.CH_C_PI - Math.Acos(ChVector.Vdot(Get_shaft_dir2(), my));
                double te = ChMaths.CH_C_PI - al - be;
                double fd = Math.Sin(te) * (dist / Math.Sin(be));
                r2 = fd * Math.Tan(gamma2);
                r1 = r2 * tau;
            }

            // compute markers positions, supposing they
            // stay on the ideal wheel contact point
            mmark1     = ChVector.Vadd(Get_shaft_pos2(), ChVector.Vmul(mr2, r2));
            mmark2     = mmark1;
            contact_pt = mmark1;

            // correct marker 1 position if phasing is not correct
            if (checkphase)
            {
                double realtau = tau;
                if (epicyclic)
                {
                    realtau = -tau;
                }
                double m_delta;
                m_delta = -(a2 / realtau) - a1 - phase;

                if (m_delta > ChMaths.CH_C_PI)
                {
                    m_delta -= (ChMaths.CH_C_2PI);  // range -180..+180 is better than 0...360
                }
                if (m_delta > (ChMaths.CH_C_PI / 4.0))
                {
                    m_delta = (ChMaths.CH_C_PI / 4.0);  // phase correction only in +/- 45°
                }
                if (m_delta < -(ChMaths.CH_C_PI / 4.0))
                {
                    m_delta = -(ChMaths.CH_C_PI / 4.0);
                }

                vrota.x = vrota.y = 0.0;
                vrota.z = -m_delta;
                mrotma.Set_A_Rxyz(vrota);  // rotate about Z of shaft to correct
                mmark1 = abs_shaft1.GetA().MatrT_x_Vect(ChVector.Vsub(mmark1, Get_shaft_pos1()));
                mmark1 = mrotma.Matr_x_Vect(mmark1);
                mmark1 = ChVector.Vadd(abs_shaft1.GetA().Matr_x_Vect(mmark1), Get_shaft_pos1());
            }
            // Move Shaft 1 along its direction if not aligned to wheel
            double   offset = ChVector.Vdot(Get_shaft_dir1(), (contact_pt - Get_shaft_pos1()));
            ChVector moff   = Get_shaft_dir1() * offset;

            if (Math.Abs(offset) > 0.0001)
            {
                local_shaft1.SetPos(local_shaft1.GetPos() + Body1.TransformDirectionParentToLocal(moff));
            }

            // ! Require that the BDF routine of marker won't handle speed and acc.calculus of the moved marker 2!
            marker2.SetMotionType(ChMarker.eChMarkerMotion.M_MOTION_EXTERNAL);
            marker1.SetMotionType(ChMarker.eChMarkerMotion.M_MOTION_EXTERNAL);

            // move marker1 in proper positions
            newmarkpos.pos = mmark1;
            newmarkpos.rot = ma1.Get_A_quaternion();
            marker1.Impose_Abs_Coord(newmarkpos);  // move marker1 into teeth position
                                                   // move marker2 in proper positions
            newmarkpos.pos = mmark2;
            newmarkpos.rot = ma2.Get_A_quaternion();
            marker2.Impose_Abs_Coord(newmarkpos);  // move marker2 into teeth position

            // imposed relative positions/speeds
            deltaC.pos      = ChVector.VNULL;
            deltaC_dt.pos   = ChVector.VNULL;
            deltaC_dtdt.pos = ChVector.VNULL;

            deltaC.rot      = ChQuaternion.QUNIT; // no relative rotations imposed!
            deltaC_dt.rot   = ChQuaternion.QNULL;
            deltaC_dtdt.rot = ChQuaternion.QNULL;
        }
コード例 #5
0
 /// Set the auxiliary reference frame with respect to the COG frame.
 /// Note that this does not move the body absolute COG (the COG is fixed).
 public void SetFrame_REF_to_COG(ChFrameMoving <double> mloc)
 {
     auxref_to_cog = mloc;
 }