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MobilizedBody_Bushing.h
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1 #ifndef SimTK_SIMBODY_MOBILIZED_BODY_BUSHING_H_
2 #define SimTK_SIMBODY_MOBILIZED_BODY_BUSHING_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) 2012-13 Stanford University and the Authors. *
13  * Authors: Michael Sherman *
14  * Contributors: *
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 
87 public:
90  Bushing() {}
91 
97  Bushing(MobilizedBody& parent, const Transform& X_PF,
98  const Body& bodyInfo, const Transform& X_BM, Direction=Forward);
99 
102  Bushing(MobilizedBody& parent, const Body& bodyInfo, Direction=Forward);
103 
109  Bushing& setDefaultInboardFrame(const Transform& X_PF)
110  { (void)MobilizedBody::setDefaultInboardFrame(X_PF); return *this; }
111 
117  Bushing& setDefaultOutboardFrame(const Transform& X_BM)
118  { (void)MobilizedBody::setDefaultOutboardFrame(X_BM); return *this; }
119 
129  Bushing& setDefaultTransform(const Transform& X_FM)
130  { Vec6 q;
131  q.updSubVec<3>(0) = X_FM.R().convertRotationToBodyFixedXYZ();
132  q.updSubVec<3>(3) = X_FM.p();
133  return setDefaultQ(q); }
134 
138  const Vec6& q = getDefaultQ();
140  q[0], XAxis, q[1], YAxis, q[2], ZAxis),
141  q.getSubVec<3>(3));
142  }
143 
146  Bushing& addBodyDecoration(const Transform& X_BD, const DecorativeGeometry& g)
147  { (void)MobilizedBody::addBodyDecoration(X_BD,g); return *this; }
148 
152  Bushing& addOutboardDecoration(const Transform& X_MD, const DecorativeGeometry& g)
153  { (void)MobilizedBody::addOutboardDecoration(X_MD,g); return *this; }
154 
157  Bushing& addInboardDecoration (const Transform& X_FD, const DecorativeGeometry& g)
158  { (void)MobilizedBody::addInboardDecoration(X_FD,g); return *this; }
159 
167  const Vec6& getDefaultQ() const;
174  Bushing& setDefaultQ(const Vec6& q);
175 
179  const Vec6& getQ(const State& state) const;
187  const Vec6& getQDot(const State& state) const;
194  const Vec6& getQDotDot(const State& state) const;
195 
200  const Vec6& getU(const State& state) const;
205  const Vec6& getUDot(const State& state) const;
206 
214  void setQ(State& state, const Vec6& q) const;
224  void setU(State& state, const Vec6& u) const;
225 
232  const Vec6& getMyPartQ(const State& state, const Vector& qlike) const;
235  const Vec6& getMyPartU(const State& state, const Vector& ulike) const;
236 
240  Vec6& updMyPartQ(const State& state, Vector& qlike) const;
244  Vec6& updMyPartU(const State& state, Vector& ulike) const; // Hide from Doxygen.
250 };
251 
252 
253 } // namespace SimTK
254 
255 #endif // SimTK_SIMBODY_MOBILIZED_BODY_BUSHING_H_
256 
257 
258