Results from intermediate calculations used during the quadrature routine.
These results allow reporting quantities like slip velocity and traction that are used to compute the spatial forces acting on two contacting bodies.
#include <drake/multibody/plant/hydroelastic_quadrature_point_data.h>
Public Member Functions | |
HydroelasticQuadraturePointData () | |
HydroelasticQuadraturePointData (Vector3< T > p_WQ_in, int face_index_in, Vector3< T > vt_BqAq_W_in, Vector3< T > traction_Aq_W_in) | |
Public Attributes | |
Vector3< T > | p_WQ |
Q, the point at which quantities (traction, slip velocity) are computed, as an offset vector expressed in the world frame. More... | |
int | face_index {} |
The triangle on the ContactSurface that contains Q. More... | |
Vector3< T > | vt_BqAq_W |
Denoting Point Aq as the point of Body A coincident with Q and Point Bq as the point of Body B coincident with Q, calculates vr (the velocity of Aq relative to Bq) and then calculates the component perpendicular to the unit surface normal n̂ as vt = vr - (vr⋅n̂)n̂. More... | |
Vector3< T > | traction_Aq_W |
The traction vector, expressed in the world frame and with units of Pa, applied to Body A at Point Q (i.e., Frame A is shifted to Aq). More... | |
HydroelasticQuadraturePointData | ( | Vector3< T > | p_WQ_in, |
int | face_index_in, | ||
Vector3< T > | vt_BqAq_W_in, | ||
Vector3< T > | traction_Aq_W_in | ||
) |
int face_index {} |
The triangle on the ContactSurface that contains Q.
Vector3<T> p_WQ |
Q, the point at which quantities (traction, slip velocity) are computed, as an offset vector expressed in the world frame.
Vector3<T> traction_Aq_W |
The traction vector, expressed in the world frame and with units of Pa, applied to Body A at Point Q (i.e., Frame A is shifted to Aq).
Vector3<T> vt_BqAq_W |
Denoting Point Aq as the point of Body A coincident with Q and Point Bq as the point of Body B coincident with Q, calculates vr (the velocity of Aq relative to Bq) and then calculates the component perpendicular to the unit surface normal n̂ as vt = vr - (vr⋅n̂)n̂.
The resulting vector vt is expressed in the world frame W.