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Diffstat (limited to 'thirdparty/bullet/BulletInverseDynamics/IDMath.hpp')
-rw-r--r-- | thirdparty/bullet/BulletInverseDynamics/IDMath.hpp | 99 |
1 files changed, 99 insertions, 0 deletions
diff --git a/thirdparty/bullet/BulletInverseDynamics/IDMath.hpp b/thirdparty/bullet/BulletInverseDynamics/IDMath.hpp new file mode 100644 index 0000000000..b355474d44 --- /dev/null +++ b/thirdparty/bullet/BulletInverseDynamics/IDMath.hpp @@ -0,0 +1,99 @@ +/// @file Math utility functions used in inverse dynamics library. +/// Defined here as they may not be provided by the math library. + +#ifndef IDMATH_HPP_ +#define IDMATH_HPP_ +#include "IDConfig.hpp" + +namespace btInverseDynamics { +/// set all elements to zero +void setZero(vec3& v); +/// set all elements to zero +void setZero(vecx& v); +/// set all elements to zero +void setZero(mat33& m); +/// create a skew symmetric matrix from a vector (useful for cross product abstraction, e.g. v x a = V * a) +void skew(vec3& v, mat33* result); +/// return maximum absolute value +idScalar maxAbs(const vecx& v); +#ifndef ID_LINEAR_MATH_USE_EIGEN +/// return maximum absolute value +idScalar maxAbs(const vec3& v); +#endif //ID_LINEAR_MATH_USE_EIGEN + +#if (defined BT_ID_HAVE_MAT3X) +idScalar maxAbsMat3x(const mat3x& m); +void setZero(mat3x&m); +// define math functions on mat3x here to avoid allocations in operators. +void mul(const mat33&a, const mat3x&b, mat3x* result); +void add(const mat3x&a, const mat3x&b, mat3x* result); +void sub(const mat3x&a, const mat3x&b, mat3x* result); +#endif + +/// get offset vector & transform matrix from DH parameters +/// TODO: add documentation +void getVecMatFromDH(idScalar theta, idScalar d, idScalar a, idScalar alpha, vec3* r, mat33* T); + +/// Check if a 3x3 matrix is positive definite +/// @param m a 3x3 matrix +/// @return true if m>0, false otherwise +bool isPositiveDefinite(const mat33& m); + +/// Check if a 3x3 matrix is positive semi definite +/// @param m a 3x3 matrix +/// @return true if m>=0, false otherwise +bool isPositiveSemiDefinite(const mat33& m); +/// Check if a 3x3 matrix is positive semi definite within numeric limits +/// @param m a 3x3 matrix +/// @return true if m>=-eps, false otherwise +bool isPositiveSemiDefiniteFuzzy(const mat33& m); + +/// Determinant of 3x3 matrix +/// NOTE: implemented here for portability, as determinant operation +/// will be implemented differently for various matrix/vector libraries +/// @param m a 3x3 matrix +/// @return det(m) +idScalar determinant(const mat33& m); + +/// Test if a 3x3 matrix satisfies some properties of inertia matrices +/// @param I a 3x3 matrix +/// @param index body index (for error messages) +/// @param has_fixed_joint: if true, positive semi-definite matrices are accepted +/// @return true if I satisfies inertia matrix properties, false otherwise. +bool isValidInertiaMatrix(const mat33& I, int index, bool has_fixed_joint); + +/// Check if a 3x3 matrix is a valid transform (rotation) matrix +/// @param m a 3x3 matrix +/// @return true if m is a rotation matrix, false otherwise +bool isValidTransformMatrix(const mat33& m); +/// Transform matrix from parent to child frame, +/// when the child frame is rotated about @param axis by @angle +/// (mathematically positive) +/// @param axis the axis of rotation +/// @param angle rotation angle +/// @param T pointer to transform matrix +void bodyTParentFromAxisAngle(const vec3& axis, const idScalar& angle, mat33* T); + +/// Check if this is a unit vector +/// @param vector +/// @return true if |vector|=1 within numeric limits +bool isUnitVector(const vec3& vector); + +/// @input a vector in R^3 +/// @returns corresponding spin tensor +mat33 tildeOperator(const vec3& v); +/// @param alpha angle in radians +/// @returns transform matrix for ratation with @param alpha about x-axis +mat33 transformX(const idScalar& alpha); +/// @param beta angle in radians +/// @returns transform matrix for ratation with @param beta about y-axis +mat33 transformY(const idScalar& beta); +/// @param gamma angle in radians +/// @returns transform matrix for ratation with @param gamma about z-axis +mat33 transformZ(const idScalar& gamma); +///calculate rpy angles (x-y-z Euler angles) from a given rotation matrix +/// @param rot rotation matrix +/// @returns x-y-z Euler angles +vec3 rpyFromMatrix(const mat33&rot); +} +#endif // IDMATH_HPP_ |