Apply cosimulated loads to amesh (demo_FEA_cosimulate_load.cpp)
Tutorial that teaches how to use the FEA module to import an .INP Abaqus mesh with a 3D tetrahedral mesh and apply loads to the surface coming from an external process.
The external process here is simply simulated using a function in the same .cpp unit, but in a context of cosimulation it could be an external process/program like, say, a CFD software, that receives the 3D mesh from Chrono and gives back the fluid forces to Chrono.
// =============================================================================
// PROJECT CHRONO - http://projectchrono.org
//
// Copyright (c) 2014 projectchrono.org
// All rights reserved.
//
// Use of this source code is governed by a BSD-style license that can be found
// in the LICENSE file at the top level of the distribution and at
// http://projectchrono.org/license-chrono.txt.
//
// =============================================================================
// Authors: Alessandro Tasora
// =============================================================================
//
// FEA advanced demo:
// - loading an Abaqus tetrahedron mesh
// - apply a load to the mesh using an external tool,
// say CFD or SPH (here simulated as a function in this .cpp file)
// that is perform a cosimulation.
//
// =============================================================================
#include "chrono/geometry/ChTriangleMeshConnected.h"
#include "chrono/physics/ChLoadBodyMesh.h"
#include "chrono/physics/ChLoadContainer.h"
#include "chrono/physics/ChLoaderUV.h"
#include "chrono/physics/ChSystemSMC.h"
#include "chrono/solver/ChIterativeSolverLS.h"
#include "chrono/fea/ChElementTetra_4.h"
#include "chrono/fea/ChLoadContactSurfaceMesh.h"
#include "chrono/fea/ChMesh.h"
#include "chrono/fea/ChMeshFileLoader.h"
#include "chrono/fea/ChVisualizationFEAmesh.h"
#include "chrono_irrlicht/ChIrrApp.h"
using namespace chrono;
using namespace chrono::fea;
using namespace chrono::irrlicht;
using namespace irr;
// This function simulates the effect of an external program that
// gets a triangle mesh and outputs the forces acting on the nodes.
// In a real cosimulation scenario, this procedure could even reside
// on a different computing node and manage inputs/outputs via MPI or such.
const std::vector<ChVector<>>& input_vert_vel,
const std::vector<ChVector<int>>& input_triangles,
std::vector<ChVector<>>& vert_output_forces,
std::vector<int>& vert_output_indexes) {
vert_output_forces.clear();
vert_output_indexes.clear();
double ky = 10000; // upward stiffness
double ry = 20; // upward damping
// simple example: scan through all vertexes in the mesh, see if they sink below zero,
// apply a penalty upward spring force if so.
for (int iv = 0; iv < input_vert_pos.size(); ++iv) {
if (input_vert_pos[iv].y() < 0) {
double yforce = -ky * input_vert_pos[iv].y() - ry * input_vert_vel[iv].y();
if (yforce > 0) {
vert_output_forces.push_back(ChVector<>(0, yforce, 0));
vert_output_indexes.push_back(iv);
}
}
}
// note that:
// - we avoided adding forces to vert_output_forces when force was zero.
// - vert_output_forces has the same size of vert_output_indexes, maybe smaller than input_vert_pos
}
// Utility to draw some triangles that are affected by cosimulation.
// Also plot forces as vectors.
// Mostly for debugging.
void draw_affected_triangles(ChIrrApp& application,
std::vector<ChVector<>>& vert_pos,
std::vector<ChVector<int>>& triangles,
std::vector<int>& vert_indexes,
std::vector<ChVector<>>& vert_forces,
double forcescale = 0.01) {
for (int it = 0; it < triangles.size(); ++it) {
bool vert_hit = false;
for (int io = 0; io < vert_indexes.size(); ++io) {
if (triangles[it].x() == vert_indexes[io] || triangles[it].y() == vert_indexes[io] ||
triangles[it].z() == vert_indexes[io])
vert_hit = true;
}
if (vert_hit == true) {
std::vector<chrono::ChVector<>> fourpoints = {vert_pos[triangles[it].x()], vert_pos[triangles[it].y()],
vert_pos[triangles[it].z()], vert_pos[triangles[it].x()]};
ChIrrTools::drawPolyline(application.GetVideoDriver(), fourpoints, irr::video::SColor(255, 240, 200, 0),
true);
}
}
if (forcescale > 0)
for (int io = 0; io < vert_indexes.size(); ++io) {
std::vector<chrono::ChVector<>> forceline = {vert_pos[vert_indexes[io]],
vert_pos[vert_indexes[io]] + vert_forces[io] * forcescale};
ChIrrTools::drawPolyline(application.GetVideoDriver(), forceline, irr::video::SColor(100, 240, 0, 0), true);
}
}
int main(int argc, char* argv[]) {
// Global parameter for tire:
double tire_rad = 0.8;
double tire_vel_z0 = -3;
ChVector<> tire_center(0, 0.02 + tire_rad, 0.5);
double tire_w0 = tire_vel_z0 / tire_rad;
// Create a Chrono::Engine physical system
ChSystemSMC my_system;
// Create the Irrlicht visualization (open the Irrlicht device,
// bind a simple user interface, etc. etc.)
ChIrrApp application(&my_system, L"demo_FEA_cosimulate_load", core::dimension2d<u32>(1280, 720), false, true);
// Easy shortcuts to add camera, lights, logo and sky in Irrlicht scene:
application.AddTypicalLogo();
application.AddTypicalSky();
application.AddTypicalLights();
application.AddTypicalCamera(core::vector3df(f32(1.0), f32(1.4), f32(-1.2)), core::vector3df(0, f32(tire_rad), 0));
application.AddLightWithShadow(core::vector3df(f32(1.5), f32(5.5), f32(-2.5)), core::vector3df(0, 0, 0), 3, 2.2,
7.2, 40, 512, video::SColorf(f32(0.8), f32(0.8), f32(1.0)));
//
// CREATE A FINITE ELEMENT MESH
//
// Create the surface material, containing information
// about friction etc.
auto mysurfmaterial = chrono_types::make_shared<ChMaterialSurfaceSMC>();
mysurfmaterial->SetYoungModulus(10e4);
mysurfmaterial->SetFriction(0.3f);
mysurfmaterial->SetRestitution(0.2f);
mysurfmaterial->SetAdhesion(0);
// Create a mesh, that is a container for groups
// of FEA elements and their referenced nodes.
auto my_mesh = chrono_types::make_shared<ChMesh>();
my_system.Add(my_mesh);
// Create a material, that must be assigned to each solid element in the mesh,
// and set its parameters
auto mmaterial = chrono_types::make_shared<ChContinuumElastic>();
mmaterial->Set_E(0.003e9); // rubber 0.01e9, steel 200e9
mmaterial->Set_v(0.4);
mmaterial->Set_RayleighDampingK(0.004);
mmaterial->Set_density(1000);
// Load an ABAQUS .INP tetrahedron mesh file from disk, defining a tetrahedron mesh.
// Note that not all features of INP files are supported. Also, quadratic tetrahedrons are promoted to linear.
// This is much easier than creating all nodes and elements via C++ programming.
// Ex. you can generate these .INP files using Abaqus or exporting from the SolidWorks simulation tool.
std::map<std::string, std::vector<std::shared_ptr<ChNodeFEAbase>>> node_sets;
try {
ChMeshFileLoader::FromAbaqusFile(my_mesh,
GetChronoDataFile("models/tractor_wheel/tractor_wheel_coarse.INP").c_str(),
mmaterial, node_sets, tire_center, tire_alignment);
} catch (ChException myerr) {
GetLog() << myerr.what();
return 0;
}
// Create the contact surface(s).
// Use the AddFacesFromBoundary() to select automatically the outer skin of the tetrahedron mesh.
// Note that the contact material specified here is not used, as contacts will be emulated through cosimulation.
auto mcontactsurf = chrono_types::make_shared<ChContactSurfaceMesh>(mysurfmaterial);
my_mesh->AddContactSurface(mcontactsurf);
mcontactsurf->AddFacesFromBoundary();
// Create a mesh load for cosimulation, acting on the contact surface above
// (forces on nodes will be computed by an external procedure)
auto mloadcontainer = chrono_types::make_shared<ChLoadContainer>();
my_system.Add(mloadcontainer);
auto mmeshload = chrono_types::make_shared<ChLoadContactSurfaceMesh>(mcontactsurf);
mloadcontainer->Add(mmeshload);
//
// Optional... visualization
//
// ==Asset== attach a visualization of the FEM mesh.
// This will automatically update a triangle mesh (a ChTriangleMeshShape
// asset that is internally managed) by setting proper
// coordinates and vertex colors as in the FEM elements.
auto mvisualizemesh = chrono_types::make_shared<ChVisualizationFEAmesh>(*(my_mesh.get()));
mvisualizemesh->SetFEMdataType(ChVisualizationFEAmesh::E_PLOT_NODE_SPEED_NORM);
mvisualizemesh->SetColorscaleMinMax(0.0, 10);
mvisualizemesh->SetSmoothFaces(true);
my_mesh->AddAsset(mvisualizemesh);
//
// CREATE A RIGID BODY WITH A MESH
//
// Create also a rigid body with a rigid mesh that will be used for the cosimulation,
// this time the ChLoadContactSurfaceMesh cannot be used as in the FEA case, so we
// will use the ChLoadBodyMesh class:
auto mrigidbody = chrono_types::make_shared<ChBody>();
my_system.Add(mrigidbody);
mrigidbody->SetMass(200);
mrigidbody->SetInertiaXX(ChVector<>(20, 20, 20));
mrigidbody->SetPos(tire_center + ChVector<>(-1, 0, 0));
auto mrigidmesh = chrono_types::make_shared<ChTriangleMeshShape>();
mrigidmesh->GetMesh()->LoadWavefrontMesh(GetChronoDataFile("models/tractor_wheel/tractor_wheel_fine.obj"));
mrigidmesh->GetMesh()->Transform(VNULL, Q_from_AngAxis(CH_C_PI, VECT_Y));
mrigidbody->AddAsset(mrigidmesh);
auto mcol = chrono_types::make_shared<ChColorAsset>();
mcol->SetColor(ChColor(0.3f, 0.3f, 0.3f));
mrigidbody->AddAsset(mcol);
// this is used to use the mesh in cosimulation!
auto mrigidmeshload = chrono_types::make_shared<ChLoadBodyMesh>(mrigidbody, *mrigidmesh->GetMesh());
mloadcontainer->Add(mrigidmeshload);
// ==IMPORTANT!== Use this function for adding a ChIrrNodeAsset to all items
application.AssetBindAll();
// ==IMPORTANT!== Use this function for 'converting' into Irrlicht meshes the assets
application.AssetUpdateAll();
// Use shadows in realtime view
application.AddShadowAll();
//
// THE SOFT-REAL-TIME CYCLE
//
// Change solver to embedded MINRES
// NOTE! it is strongly advised that you compile the optional MKL module
// if you need higher precision, and switch to its MKL solver - see demos for FEA & MKL.
auto solver = chrono_types::make_shared<ChSolverMINRES>();
my_system.SetSolver(solver);
solver->SetMaxIterations(40);
solver->SetTolerance(1e-10);
solver->EnableDiagonalPreconditioner(true);
solver->EnableWarmStart(true); // Enable for better convergence if using Euler implicit linearized
my_system.SetSolverForceTolerance(1e-10);
// Change type of integrator:
my_system.SetTimestepperType(ChTimestepper::Type::EULER_IMPLICIT_LINEARIZED); // fast, less precise
application.SetTimestep(0.005);
while (application.GetDevice()->run()) {
application.BeginScene();
application.DrawAll();
application.DoStep();
// -------------------------------------------------------------------------
// Here do the cosimulation
// A <--> B
// For example, A is this main program, and B can be an external
// program, ex. a CFD or SPH simulation tool.
// The idea is that A --> B communicates the mesh position,
// then A <-- B receives the computed forces to be applied at nodes.
// In this example, to keep things simple, B is just a simple C function
// in this .cpp file.
std::vector<ChVector<>> vert_pos;
std::vector<ChVector<>> vert_vel;
std::vector<ChVector<int>> triangles;
std::vector<ChVector<>> vert_forces;
std::vector<int> vert_indexes;
mmeshload->OutputSimpleMesh(vert_pos, vert_vel, triangles);
PerformEsternalCosimulation(vert_pos, vert_vel, triangles, vert_forces, vert_indexes);
mmeshload->InputSimpleForces(vert_forces, vert_indexes);
// now, just for debugging and some fun, draw some triangles
// (only those that have a vertex that has a force applied):
draw_affected_triangles(application, vert_pos, triangles, vert_indexes, vert_forces, 0.01);
// Other example: call another cosimulation, this time for the rigid body
// mesh (the second tire, the rigid one):
vert_pos.clear();
vert_vel.clear();
triangles.clear();
vert_forces.clear();
vert_indexes.clear();
mrigidmeshload->OutputSimpleMesh(vert_pos, vert_vel, triangles);
PerformEsternalCosimulation(vert_pos, vert_vel, triangles, vert_forces, vert_indexes);
mrigidmeshload->InputSimpleForces(vert_forces, vert_indexes);
// now, just for debugging and some fun, draw some triangles
// (only those that have a vertex that has a force applied):
draw_affected_triangles(application, vert_pos, triangles, vert_indexes, vert_forces, 0.01);
// End of cosimulation block
// -------------------------------------------------------------------------
ChIrrTools::drawGrid(application.GetVideoDriver(), 0.1, 0.1, 20, 20, ChCoordsys<>(VNULL, CH_C_PI_2, VECT_X),
video::SColor(50, 90, 90, 90), true);
application.EndScene();
}
return 0;
}
std::string GetChronoDataFile(const std::string &filename)
Obtain the complete path to the specified filename, given relative to the Chrono data directory (thre...
Definition: ChGlobal.cpp:95
void Add(std::shared_ptr< ChPhysicsItem > item)
Attach an arbitrary ChPhysicsItem (e.g.
Definition: ChSystem.cpp:146
void SetSolverForceTolerance(double tolerance)
Set a solver tolerance threshold at force level (default: not specified).
Definition: ChSystem.h:211
void AssetUpdateAll()
For all items in a ChSystem, this function sets up the Irrlicht nodes corresponding to the geometric ...
Definition: ChIrrApp.cpp:49
ChLog & GetLog()
Global function to get the current ChLog object.
Definition: ChLog.cpp:39
void SetTimestep(double val)
Set/Get the time step for time integration.
Definition: ChIrrAppInterface.cpp:558
Definition of a 3x3 fixed size matrix to represent 3D rotations and inertia tensors.
Definition: ChMatrix33.h:31
irr::scene::ILightSceneNode * AddLightWithShadow(irr::core::vector3df pos, irr::core::vector3df aim, double radius, double mnear, double mfar, double angle, irr::u32 resolution=512, irr::video::SColorf color=irr::video::SColorf(1.f, 1.f, 1.f, 1.f), bool directional=false, bool clipborder=true)
Add a point light that cast shadow (using soft shadows/shadow maps) Note that the quality of the shad...
Definition: ChIrrAppInterface.h:229
Class to add some GUI to Irrlicht+ChronoEngine applications.
Definition: ChIrrApp.h:29
ChQuaternion< double > Q_from_AngAxis(double angle, const ChVector< double > &axis)
Get the quaternion from an angle of rotation and an axis, defined in abs coords.
Definition: ChQuaternion.cpp:100
virtual void EndScene()
Call this to end the scene draw at the end of each animation frame.
Definition: ChIrrAppInterface.cpp:634
Definition of general purpose 3d vector variables, such as points in 3D.
Definition: ChVector.h:35
virtual void DoStep()
Call this function inside a loop such as.
Definition: ChIrrAppInterface.cpp:644
Class for a physical system in which contact is modeled using a smooth (penalty-based) method.
Definition: ChSystemSMC.h:31
static void FromAbaqusFile(std::shared_ptr< ChMesh > mesh, const char *filename, std::shared_ptr< ChContinuumMaterial > my_material, std::map< std::string, std::vector< std::shared_ptr< ChNodeFEAbase > > > &node_sets, ChVector<> pos_transform=VNULL, ChMatrix33<> rot_transform=ChMatrix33<>(1), bool discard_unused_nodes=true)
Load tetrahedrons, if any, saved in a .inp file for Abaqus.
Definition: ChMeshFileLoader.cpp:196
virtual void SetSolver(std::shared_ptr< ChSolver > newsolver)
Attach a solver (derived from ChSolver) for use by this system.
Definition: ChSystem.cpp:270
void AssetBindAll()
Shortcut to add and bind a ChIrrNodeAsset to all items in a ChSystem.
Definition: ChIrrApp.cpp:41
virtual void BeginScene(bool backBuffer=true, bool zBuffer=true, irr::video::SColor color=irr::video::SColor(255, 0, 0, 0))
Call this to clean the canvas at the beginning of each animation frame.
Definition: ChIrrAppInterface.cpp:617
void AddShadowAll()
Shortcut to enable shadow maps for all items in scene.
Definition: ChIrrApp.cpp:61
void SetTimestepperType(ChTimestepper::Type type)
Set the method for time integration (time stepper type).
Definition: ChSystem.cpp:348
virtual void DrawAll()
Call this function inside a loop such as.
Definition: ChIrrAppInterface.cpp:757