453 lines
13 KiB
C++
453 lines
13 KiB
C++
/*
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* RBDL - Rigid Body Dynamics Library
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* Copyright (c) 2011-2016 Martin Felis <martin@fysx.org>
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*
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* Licensed under the zlib license. See LICENSE for more details.
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*/
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#ifndef RBDL_SPATIALALGEBRAOPERATORS_H
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#define RBDL_SPATIALALGEBRAOPERATORS_H
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#include <iostream>
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#include <cmath>
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namespace RigidBodyDynamics {
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namespace Math {
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inline Matrix3d VectorCrossMatrix (const Vector3d &vector) {
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return Matrix3d (
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0., -vector[2], vector[1],
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vector[2], 0., -vector[0],
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-vector[1], vector[0], 0.
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);
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}
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/** \brief Compact representation for Spatial Inertia. */
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struct RBDL_DLLAPI SpatialRigidBodyInertia {
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SpatialRigidBodyInertia() :
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m (0.),
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h (Vector3d::Zero(3,1)),
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Ixx (0.), Iyx(0.), Iyy(0.), Izx(0.), Izy(0.), Izz(0.)
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{}
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SpatialRigidBodyInertia (
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double mass, const Vector3d &com_mass, const Matrix3d &inertia) :
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m (mass), h (com_mass),
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Ixx (inertia(0,0)),
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Iyx (inertia(1,0)), Iyy(inertia(1,1)),
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Izx (inertia(2,0)), Izy(inertia(2,1)), Izz(inertia(2,2))
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{ }
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SpatialRigidBodyInertia (double m, const Vector3d &h,
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const double &Ixx,
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const double &Iyx, const double &Iyy,
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const double &Izx, const double &Izy, const double &Izz
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) :
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m (m), h (h),
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Ixx (Ixx),
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Iyx (Iyx), Iyy(Iyy),
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Izx (Izx), Izy(Izy), Izz(Izz)
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{ }
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SpatialVector operator* (const SpatialVector &mv) {
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Vector3d mv_lower (mv[3], mv[4], mv[5]);
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Vector3d res_upper = Vector3d (
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Ixx * mv[0] + Iyx * mv[1] + Izx * mv[2],
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Iyx * mv[0] + Iyy * mv[1] + Izy * mv[2],
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Izx * mv[0] + Izy * mv[1] + Izz * mv[2]
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) + h.cross(mv_lower);
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Vector3d res_lower = m * mv_lower - h.cross (Vector3d (mv[0], mv[1], mv[2]));
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return SpatialVector (
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res_upper[0], res_upper[1], res_upper[2],
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res_lower[0], res_lower[1], res_lower[2]
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);
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}
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SpatialRigidBodyInertia operator+ (const SpatialRigidBodyInertia &rbi) {
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return SpatialRigidBodyInertia (
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m + rbi.m,
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h + rbi.h,
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Ixx + rbi.Ixx,
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Iyx + rbi.Iyx, Iyy + rbi.Iyy,
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Izx + rbi.Izx, Izy + rbi.Izy, Izz + rbi.Izz
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);
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}
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void createFromMatrix (const SpatialMatrix &Ic) {
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m = Ic(3,3);
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h.set (-Ic(1,5), Ic(0,5), -Ic(0,4));
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Ixx = Ic(0,0);
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Iyx = Ic(1,0); Iyy = Ic(1,1);
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Izx = Ic(2,0); Izy = Ic(2,1); Izz = Ic(2,2);
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}
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SpatialMatrix toMatrix() const {
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SpatialMatrix result;
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result(0,0) = Ixx; result(0,1) = Iyx; result(0,2) = Izx;
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result(1,0) = Iyx; result(1,1) = Iyy; result(1,2) = Izy;
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result(2,0) = Izx; result(2,1) = Izy; result(2,2) = Izz;
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result.block<3,3>(0,3) = VectorCrossMatrix(h);
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result.block<3,3>(3,0) = - VectorCrossMatrix(h);
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result.block<3,3>(3,3) = Matrix3d::Identity(3,3) * m;
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return result;
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}
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void setSpatialMatrix (SpatialMatrix &mat) const {
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mat(0,0) = Ixx; mat(0,1) = Iyx; mat(0,2) = Izx;
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mat(1,0) = Iyx; mat(1,1) = Iyy; mat(1,2) = Izy;
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mat(2,0) = Izx; mat(2,1) = Izy; mat(2,2) = Izz;
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mat(3,0) = 0.; mat(3,1) = h[2]; mat(3,2) = -h[1];
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mat(4,0) = -h[2]; mat(4,1) = 0.; mat(4,2) = h[0];
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mat(5,0) = h[1]; mat(5,1) = -h[0]; mat(5,2) = 0.;
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mat(0,3) = 0.; mat(0,4) = -h[2]; mat(0,5) = h[1];
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mat(1,3) = h[2]; mat(1,4) = 0.; mat(1,5) = -h[0];
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mat(2,3) = -h[1]; mat(2,4) = h[0]; mat(2,5) = 0.;
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mat(3,3) = m; mat(3,4) = 0.; mat(3,5) = 0.;
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mat(4,3) = 0.; mat(4,4) = m; mat(4,5) = 0.;
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mat(5,3) = 0.; mat(5,4) = 0.; mat(5,5) = m;
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}
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static SpatialRigidBodyInertia createFromMassComInertiaC (double mass, const Vector3d &com, const Matrix3d &inertia_C) {
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SpatialRigidBodyInertia result;
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result.m = mass;
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result.h = com * mass;
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Matrix3d I = inertia_C + VectorCrossMatrix (com) * VectorCrossMatrix(com).transpose() * mass;
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result.Ixx = I(0,0);
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result.Iyx = I(1,0);
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result.Iyy = I(1,1);
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result.Izx = I(2,0);
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result.Izy = I(2,1);
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result.Izz = I(2,2);
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return result;
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}
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/// Mass
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double m;
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/// Coordinates of the center of mass
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Vector3d h;
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/// Inertia expressed at the origin
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double Ixx, Iyx, Iyy, Izx, Izy, Izz;
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};
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/** \brief Compact representation of spatial transformations.
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*
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* Instead of using a verbose 6x6 matrix, this structure only stores a 3x3
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* matrix and a 3-d vector to store spatial transformations. It also
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* encapsulates efficient operations such as concatenations and
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* transformation of spatial vectors.
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*/
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struct RBDL_DLLAPI SpatialTransform {
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SpatialTransform() :
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E (Matrix3d::Identity(3,3)),
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r (Vector3d::Zero(3,1))
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{}
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SpatialTransform (const Matrix3d &rotation, const Vector3d &translation) :
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E (rotation),
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r (translation)
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{}
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/** Same as X * v.
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*
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* \returns (E * w, - E * rxw + E * v)
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*/
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SpatialVector apply (const SpatialVector &v_sp) {
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Vector3d v_rxw (
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v_sp[3] - r[1]*v_sp[2] + r[2]*v_sp[1],
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v_sp[4] - r[2]*v_sp[0] + r[0]*v_sp[2],
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v_sp[5] - r[0]*v_sp[1] + r[1]*v_sp[0]
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);
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return SpatialVector (
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E(0,0) * v_sp[0] + E(0,1) * v_sp[1] + E(0,2) * v_sp[2],
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E(1,0) * v_sp[0] + E(1,1) * v_sp[1] + E(1,2) * v_sp[2],
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E(2,0) * v_sp[0] + E(2,1) * v_sp[1] + E(2,2) * v_sp[2],
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E(0,0) * v_rxw[0] + E(0,1) * v_rxw[1] + E(0,2) * v_rxw[2],
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E(1,0) * v_rxw[0] + E(1,1) * v_rxw[1] + E(1,2) * v_rxw[2],
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E(2,0) * v_rxw[0] + E(2,1) * v_rxw[1] + E(2,2) * v_rxw[2]
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);
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}
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/** Same as X^T * f.
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*
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* \returns (E^T * n + rx * E^T * f, E^T * f)
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*/
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SpatialVector applyTranspose (const SpatialVector &f_sp) {
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Vector3d E_T_f (
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E(0,0) * f_sp[3] + E(1,0) * f_sp[4] + E(2,0) * f_sp[5],
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E(0,1) * f_sp[3] + E(1,1) * f_sp[4] + E(2,1) * f_sp[5],
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E(0,2) * f_sp[3] + E(1,2) * f_sp[4] + E(2,2) * f_sp[5]
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);
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return SpatialVector (
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E(0,0) * f_sp[0] + E(1,0) * f_sp[1] + E(2,0) * f_sp[2] - r[2] * E_T_f[1] + r[1] * E_T_f[2],
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E(0,1) * f_sp[0] + E(1,1) * f_sp[1] + E(2,1) * f_sp[2] + r[2] * E_T_f[0] - r[0] * E_T_f[2],
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E(0,2) * f_sp[0] + E(1,2) * f_sp[1] + E(2,2) * f_sp[2] - r[1] * E_T_f[0] + r[0] * E_T_f[1],
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E_T_f [0],
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E_T_f [1],
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E_T_f [2]
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);
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}
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/** Same as X^* I X^{-1}
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*/
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SpatialRigidBodyInertia apply (const SpatialRigidBodyInertia &rbi) {
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return SpatialRigidBodyInertia (
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rbi.m,
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E * (rbi.h - rbi.m * r),
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E *
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(
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Matrix3d (
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rbi.Ixx, rbi.Iyx, rbi.Izx,
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rbi.Iyx, rbi.Iyy, rbi.Izy,
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rbi.Izx, rbi.Izy, rbi.Izz
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)
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+ VectorCrossMatrix (r) * VectorCrossMatrix (rbi.h)
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+ (VectorCrossMatrix(rbi.h - rbi.m * r) * VectorCrossMatrix (r))
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)
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* E.transpose()
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);
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}
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/** Same as X^T I X
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*/
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SpatialRigidBodyInertia applyTranspose (const SpatialRigidBodyInertia &rbi) {
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Vector3d E_T_mr = E.transpose() * rbi.h + rbi.m * r;
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return SpatialRigidBodyInertia (
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rbi.m,
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E_T_mr,
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E.transpose() *
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Matrix3d (
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rbi.Ixx, rbi.Iyx, rbi.Izx,
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rbi.Iyx, rbi.Iyy, rbi.Izy,
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rbi.Izx, rbi.Izy, rbi.Izz
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) * E
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- VectorCrossMatrix(r) * VectorCrossMatrix (E.transpose() * rbi.h)
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- VectorCrossMatrix (E_T_mr) * VectorCrossMatrix (r));
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}
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SpatialVector applyAdjoint (const SpatialVector &f_sp) {
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Vector3d En_rxf = E * (Vector3d (f_sp[0], f_sp[1], f_sp[2]) - r.cross(Vector3d (f_sp[3], f_sp[4], f_sp[5])));
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// Vector3d En_rxf = E * (Vector3d (f_sp[0], f_sp[1], f_sp[2]) - r.cross(Eigen::Map<Vector3d> (&(f_sp[3]))));
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return SpatialVector (
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En_rxf[0],
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En_rxf[1],
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En_rxf[2],
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E(0,0) * f_sp[3] + E(0,1) * f_sp[4] + E(0,2) * f_sp[5],
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E(1,0) * f_sp[3] + E(1,1) * f_sp[4] + E(1,2) * f_sp[5],
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E(2,0) * f_sp[3] + E(2,1) * f_sp[4] + E(2,2) * f_sp[5]
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);
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}
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SpatialMatrix toMatrix () const {
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Matrix3d _Erx =
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E * Matrix3d (
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0., -r[2], r[1],
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r[2], 0., -r[0],
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-r[1], r[0], 0.
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);
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SpatialMatrix result;
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result.block<3,3>(0,0) = E;
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result.block<3,3>(0,3) = Matrix3d::Zero(3,3);
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result.block<3,3>(3,0) = -_Erx;
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result.block<3,3>(3,3) = E;
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return result;
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}
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SpatialMatrix toMatrixAdjoint () const {
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Matrix3d _Erx =
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E * Matrix3d (
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0., -r[2], r[1],
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r[2], 0., -r[0],
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-r[1], r[0], 0.
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);
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SpatialMatrix result;
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result.block<3,3>(0,0) = E;
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result.block<3,3>(0,3) = -_Erx;
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result.block<3,3>(3,0) = Matrix3d::Zero(3,3);
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result.block<3,3>(3,3) = E;
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return result;
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}
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SpatialMatrix toMatrixTranspose () const {
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Matrix3d _Erx =
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E * Matrix3d (
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0., -r[2], r[1],
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r[2], 0., -r[0],
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-r[1], r[0], 0.
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);
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SpatialMatrix result;
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result.block<3,3>(0,0) = E.transpose();
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result.block<3,3>(0,3) = -_Erx.transpose();
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result.block<3,3>(3,0) = Matrix3d::Zero(3,3);
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result.block<3,3>(3,3) = E.transpose();
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return result;
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}
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SpatialTransform inverse() const {
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return SpatialTransform (
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E.transpose(),
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- E * r
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);
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}
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SpatialTransform operator* (const SpatialTransform &XT) const {
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return SpatialTransform (E * XT.E, XT.r + XT.E.transpose() * r);
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}
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void operator*= (const SpatialTransform &XT) {
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r = XT.r + XT.E.transpose() * r;
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E *= XT.E;
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}
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Matrix3d E;
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Vector3d r;
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};
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inline std::ostream& operator<<(std::ostream& output, const SpatialRigidBodyInertia &rbi) {
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output << "rbi.m = " << rbi.m << std::endl;
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output << "rbi.h = " << rbi.h.transpose();
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output << "rbi.Ixx = " << rbi.Ixx << std::endl;
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output << "rbi.Iyx = " << rbi.Iyx << " rbi.Iyy = " << rbi.Iyy << std::endl;
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output << "rbi.Izx = " << rbi.Izx << " rbi.Izy = " << rbi.Izy << " rbi.Izz = " << rbi.Izz << std::endl;
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return output;
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}
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inline std::ostream& operator<<(std::ostream& output, const SpatialTransform &X) {
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output << "X.E = " << std::endl << X.E << std::endl;
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output << "X.r = " << X.r.transpose();
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return output;
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}
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inline SpatialTransform Xrot (double angle_rad, const Vector3d &axis) {
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double s, c;
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s = sin(angle_rad);
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c = cos(angle_rad);
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return SpatialTransform (
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Matrix3d (
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axis[0] * axis[0] * (1.0f - c) + c,
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axis[1] * axis[0] * (1.0f - c) + axis[2] * s,
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axis[0] * axis[2] * (1.0f - c) - axis[1] * s,
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axis[0] * axis[1] * (1.0f - c) - axis[2] * s,
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axis[1] * axis[1] * (1.0f - c) + c,
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axis[1] * axis[2] * (1.0f - c) + axis[0] * s,
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axis[0] * axis[2] * (1.0f - c) + axis[1] * s,
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axis[1] * axis[2] * (1.0f - c) - axis[0] * s,
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axis[2] * axis[2] * (1.0f - c) + c
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),
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Vector3d (0., 0., 0.)
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);
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}
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inline SpatialTransform Xrotx (const double &xrot) {
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double s, c;
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s = sin (xrot);
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c = cos (xrot);
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return SpatialTransform (
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Matrix3d (
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1., 0., 0.,
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0., c, s,
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0., -s, c
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),
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Vector3d (0., 0., 0.)
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);
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}
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inline SpatialTransform Xroty (const double &yrot) {
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double s, c;
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s = sin (yrot);
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c = cos (yrot);
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return SpatialTransform (
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Matrix3d (
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c, 0., -s,
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0., 1., 0.,
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s, 0., c
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),
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Vector3d (0., 0., 0.)
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);
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}
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inline SpatialTransform Xrotz (const double &zrot) {
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double s, c;
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s = sin (zrot);
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c = cos (zrot);
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return SpatialTransform (
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Matrix3d (
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c, s, 0.,
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-s, c, 0.,
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0., 0., 1.
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),
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Vector3d (0., 0., 0.)
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);
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}
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inline SpatialTransform Xtrans (const Vector3d &r) {
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return SpatialTransform (
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Matrix3d::Identity(3,3),
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r
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);
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}
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inline SpatialMatrix crossm (const SpatialVector &v) {
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return SpatialMatrix (
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0, -v[2], v[1], 0, 0, 0,
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v[2], 0, -v[0], 0, 0, 0,
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-v[1], v[0], 0, 0, 0, 0,
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0, -v[5], v[4], 0, -v[2], v[1],
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v[5], 0, -v[3], v[2], 0, -v[0],
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-v[4], v[3], 0, -v[1], v[0], 0
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);
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}
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inline SpatialVector crossm (const SpatialVector &v1, const SpatialVector &v2) {
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return SpatialVector (
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-v1[2] * v2[1] + v1[1] * v2[2],
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v1[2] * v2[0] - v1[0] * v2[2],
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-v1[1] * v2[0] + v1[0] * v2[1],
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-v1[5] * v2[1] + v1[4] * v2[2] - v1[2] * v2[4] + v1[1] * v2[5],
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v1[5] * v2[0] - v1[3] * v2[2] + v1[2] * v2[3] - v1[0] * v2[5],
|
|
-v1[4] * v2[0] + v1[3] * v2[1] - v1[1] * v2[3] + v1[0] * v2[4]
|
|
);
|
|
}
|
|
|
|
inline SpatialMatrix crossf (const SpatialVector &v) {
|
|
return SpatialMatrix (
|
|
0, -v[2], v[1], 0, -v[5], v[4],
|
|
v[2], 0, -v[0], v[5], 0, -v[3],
|
|
-v[1], v[0], 0, -v[4], v[3], 0,
|
|
0, 0, 0, 0, -v[2], v[1],
|
|
0, 0, 0, v[2], 0, -v[0],
|
|
0, 0, 0, -v[1], v[0], 0
|
|
);
|
|
}
|
|
|
|
inline SpatialVector crossf (const SpatialVector &v1, const SpatialVector &v2) {
|
|
return SpatialVector (
|
|
-v1[2] * v2[1] + v1[1] * v2[2] - v1[5] * v2[4] + v1[4] * v2[5],
|
|
v1[2] * v2[0] - v1[0] * v2[2] + v1[5] * v2[3] - v1[3] * v2[5],
|
|
-v1[1] * v2[0] + v1[0] * v2[1] - v1[4] * v2[3] + v1[3] * v2[4],
|
|
- v1[2] * v2[4] + v1[1] * v2[5],
|
|
+ v1[2] * v2[3] - v1[0] * v2[5],
|
|
- v1[1] * v2[3] + v1[0] * v2[4]
|
|
);
|
|
}
|
|
|
|
} /* Math */
|
|
|
|
} /* RigidBodyDynamics */
|
|
|
|
/* RBDL_SPATIALALGEBRAOPERATORS_H*/
|
|
#endif
|