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Diffstat (limited to 'thirdparty/bullet/LinearMath/btSpatialAlgebra.h')
-rw-r--r-- | thirdparty/bullet/LinearMath/btSpatialAlgebra.h | 331 |
1 files changed, 331 insertions, 0 deletions
diff --git a/thirdparty/bullet/LinearMath/btSpatialAlgebra.h b/thirdparty/bullet/LinearMath/btSpatialAlgebra.h new file mode 100644 index 0000000000..8e59658bca --- /dev/null +++ b/thirdparty/bullet/LinearMath/btSpatialAlgebra.h @@ -0,0 +1,331 @@ +/* +Copyright (c) 2003-2015 Erwin Coumans, Jakub Stepien + +This software is provided 'as-is', without any express or implied warranty. +In no event will the authors be held liable for any damages arising from the use of this software. +Permission is granted to anyone to use this software for any purpose, +including commercial applications, and to alter it and redistribute it freely, +subject to the following restrictions: + +1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. +2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. +3. This notice may not be removed or altered from any source distribution. +*/ + +///These spatial algebra classes are used for btMultiBody, +///see BulletDynamics/Featherstone + +#ifndef BT_SPATIAL_ALGEBRA_H +#define BT_SPATIAL_ALGEBRA_H + + +#include "btMatrix3x3.h" + +struct btSpatialForceVector +{ + btVector3 m_topVec, m_bottomVec; + // + btSpatialForceVector() { setZero(); } + btSpatialForceVector(const btVector3 &angular, const btVector3 &linear) : m_topVec(linear), m_bottomVec(angular) {} + btSpatialForceVector(const btScalar &ax, const btScalar &ay, const btScalar &az, const btScalar &lx, const btScalar &ly, const btScalar &lz) + { + setValue(ax, ay, az, lx, ly, lz); + } + // + void setVector(const btVector3 &angular, const btVector3 &linear) { m_topVec = linear; m_bottomVec = angular; } + void setValue(const btScalar &ax, const btScalar &ay, const btScalar &az, const btScalar &lx, const btScalar &ly, const btScalar &lz) + { + m_bottomVec.setValue(ax, ay, az); m_topVec.setValue(lx, ly, lz); + } + // + void addVector(const btVector3 &angular, const btVector3 &linear) { m_topVec += linear; m_bottomVec += angular; } + void addValue(const btScalar &ax, const btScalar &ay, const btScalar &az, const btScalar &lx, const btScalar &ly, const btScalar &lz) + { + m_bottomVec[0] += ax; m_bottomVec[1] += ay; m_bottomVec[2] += az; + m_topVec[0] += lx; m_topVec[1] += ly; m_topVec[2] += lz; + } + // + const btVector3 & getLinear() const { return m_topVec; } + const btVector3 & getAngular() const { return m_bottomVec; } + // + void setLinear(const btVector3 &linear) { m_topVec = linear; } + void setAngular(const btVector3 &angular) { m_bottomVec = angular; } + // + void addAngular(const btVector3 &angular) { m_bottomVec += angular; } + void addLinear(const btVector3 &linear) { m_topVec += linear; } + // + void setZero() { m_topVec.setZero(); m_bottomVec.setZero(); } + // + btSpatialForceVector & operator += (const btSpatialForceVector &vec) { m_topVec += vec.m_topVec; m_bottomVec += vec.m_bottomVec; return *this; } + btSpatialForceVector & operator -= (const btSpatialForceVector &vec) { m_topVec -= vec.m_topVec; m_bottomVec -= vec.m_bottomVec; return *this; } + btSpatialForceVector operator - (const btSpatialForceVector &vec) const { return btSpatialForceVector(m_bottomVec - vec.m_bottomVec, m_topVec - vec.m_topVec); } + btSpatialForceVector operator + (const btSpatialForceVector &vec) const { return btSpatialForceVector(m_bottomVec + vec.m_bottomVec, m_topVec + vec.m_topVec); } + btSpatialForceVector operator - () const { return btSpatialForceVector(-m_bottomVec, -m_topVec); } + btSpatialForceVector operator * (const btScalar &s) const { return btSpatialForceVector(s * m_bottomVec, s * m_topVec); } + //btSpatialForceVector & operator = (const btSpatialForceVector &vec) { m_topVec = vec.m_topVec; m_bottomVec = vec.m_bottomVec; return *this; } +}; + +struct btSpatialMotionVector +{ + btVector3 m_topVec, m_bottomVec; + // + btSpatialMotionVector() { setZero(); } + btSpatialMotionVector(const btVector3 &angular, const btVector3 &linear) : m_topVec(angular), m_bottomVec(linear) {} + // + void setVector(const btVector3 &angular, const btVector3 &linear) { m_topVec = angular; m_bottomVec = linear; } + void setValue(const btScalar &ax, const btScalar &ay, const btScalar &az, const btScalar &lx, const btScalar &ly, const btScalar &lz) + { + m_topVec.setValue(ax, ay, az); m_bottomVec.setValue(lx, ly, lz); + } + // + void addVector(const btVector3 &angular, const btVector3 &linear) { m_topVec += linear; m_bottomVec += angular; } + void addValue(const btScalar &ax, const btScalar &ay, const btScalar &az, const btScalar &lx, const btScalar &ly, const btScalar &lz) + { + m_topVec[0] += ax; m_topVec[1] += ay; m_topVec[2] += az; + m_bottomVec[0] += lx; m_bottomVec[1] += ly; m_bottomVec[2] += lz; + } + // + const btVector3 & getAngular() const { return m_topVec; } + const btVector3 & getLinear() const { return m_bottomVec; } + // + void setAngular(const btVector3 &angular) { m_topVec = angular; } + void setLinear(const btVector3 &linear) { m_bottomVec = linear; } + // + void addAngular(const btVector3 &angular) { m_topVec += angular; } + void addLinear(const btVector3 &linear) { m_bottomVec += linear; } + // + void setZero() { m_topVec.setZero(); m_bottomVec.setZero(); } + // + btScalar dot(const btSpatialForceVector &b) const + { + return m_bottomVec.dot(b.m_topVec) + m_topVec.dot(b.m_bottomVec); + } + // + template<typename SpatialVectorType> + void cross(const SpatialVectorType &b, SpatialVectorType &out) const + { + out.m_topVec = m_topVec.cross(b.m_topVec); + out.m_bottomVec = m_bottomVec.cross(b.m_topVec) + m_topVec.cross(b.m_bottomVec); + } + template<typename SpatialVectorType> + SpatialVectorType cross(const SpatialVectorType &b) const + { + SpatialVectorType out; + out.m_topVec = m_topVec.cross(b.m_topVec); + out.m_bottomVec = m_bottomVec.cross(b.m_topVec) + m_topVec.cross(b.m_bottomVec); + return out; + } + // + btSpatialMotionVector & operator += (const btSpatialMotionVector &vec) { m_topVec += vec.m_topVec; m_bottomVec += vec.m_bottomVec; return *this; } + btSpatialMotionVector & operator -= (const btSpatialMotionVector &vec) { m_topVec -= vec.m_topVec; m_bottomVec -= vec.m_bottomVec; return *this; } + btSpatialMotionVector & operator *= (const btScalar &s) { m_topVec *= s; m_bottomVec *= s; return *this; } + btSpatialMotionVector operator - (const btSpatialMotionVector &vec) const { return btSpatialMotionVector(m_topVec - vec.m_topVec, m_bottomVec - vec.m_bottomVec); } + btSpatialMotionVector operator + (const btSpatialMotionVector &vec) const { return btSpatialMotionVector(m_topVec + vec.m_topVec, m_bottomVec + vec.m_bottomVec); } + btSpatialMotionVector operator - () const { return btSpatialMotionVector(-m_topVec, -m_bottomVec); } + btSpatialMotionVector operator * (const btScalar &s) const { return btSpatialMotionVector(s * m_topVec, s * m_bottomVec); } +}; + +struct btSymmetricSpatialDyad +{ + btMatrix3x3 m_topLeftMat, m_topRightMat, m_bottomLeftMat; + // + btSymmetricSpatialDyad() { setIdentity(); } + btSymmetricSpatialDyad(const btMatrix3x3 &topLeftMat, const btMatrix3x3 &topRightMat, const btMatrix3x3 &bottomLeftMat) { setMatrix(topLeftMat, topRightMat, bottomLeftMat); } + // + void setMatrix(const btMatrix3x3 &topLeftMat, const btMatrix3x3 &topRightMat, const btMatrix3x3 &bottomLeftMat) + { + m_topLeftMat = topLeftMat; + m_topRightMat = topRightMat; + m_bottomLeftMat = bottomLeftMat; + } + // + void addMatrix(const btMatrix3x3 &topLeftMat, const btMatrix3x3 &topRightMat, const btMatrix3x3 &bottomLeftMat) + { + m_topLeftMat += topLeftMat; + m_topRightMat += topRightMat; + m_bottomLeftMat += bottomLeftMat; + } + // + void setIdentity() { m_topLeftMat.setIdentity(); m_topRightMat.setIdentity(); m_bottomLeftMat.setIdentity(); } + // + btSymmetricSpatialDyad & operator -= (const btSymmetricSpatialDyad &mat) + { + m_topLeftMat -= mat.m_topLeftMat; + m_topRightMat -= mat.m_topRightMat; + m_bottomLeftMat -= mat.m_bottomLeftMat; + return *this; + } + // + btSpatialForceVector operator * (const btSpatialMotionVector &vec) + { + return btSpatialForceVector(m_bottomLeftMat * vec.m_topVec + m_topLeftMat.transpose() * vec.m_bottomVec, m_topLeftMat * vec.m_topVec + m_topRightMat * vec.m_bottomVec); + } +}; + +struct btSpatialTransformationMatrix +{ + btMatrix3x3 m_rotMat; //btMatrix3x3 m_trnCrossMat; + btVector3 m_trnVec; + // + enum eOutputOperation + { + None = 0, + Add = 1, + Subtract = 2 + }; + // + template<typename SpatialVectorType> + void transform( const SpatialVectorType &inVec, + SpatialVectorType &outVec, + eOutputOperation outOp = None) + { + if(outOp == None) + { + outVec.m_topVec = m_rotMat * inVec.m_topVec; + outVec.m_bottomVec = -m_trnVec.cross(outVec.m_topVec) + m_rotMat * inVec.m_bottomVec; + } + else if(outOp == Add) + { + outVec.m_topVec += m_rotMat * inVec.m_topVec; + outVec.m_bottomVec += -m_trnVec.cross(outVec.m_topVec) + m_rotMat * inVec.m_bottomVec; + } + else if(outOp == Subtract) + { + outVec.m_topVec -= m_rotMat * inVec.m_topVec; + outVec.m_bottomVec -= -m_trnVec.cross(outVec.m_topVec) + m_rotMat * inVec.m_bottomVec; + } + + } + + template<typename SpatialVectorType> + void transformRotationOnly( const SpatialVectorType &inVec, + SpatialVectorType &outVec, + eOutputOperation outOp = None) + { + if(outOp == None) + { + outVec.m_topVec = m_rotMat * inVec.m_topVec; + outVec.m_bottomVec = m_rotMat * inVec.m_bottomVec; + } + else if(outOp == Add) + { + outVec.m_topVec += m_rotMat * inVec.m_topVec; + outVec.m_bottomVec += m_rotMat * inVec.m_bottomVec; + } + else if(outOp == Subtract) + { + outVec.m_topVec -= m_rotMat * inVec.m_topVec; + outVec.m_bottomVec -= m_rotMat * inVec.m_bottomVec; + } + + } + + template<typename SpatialVectorType> + void transformInverse( const SpatialVectorType &inVec, + SpatialVectorType &outVec, + eOutputOperation outOp = None) + { + if(outOp == None) + { + outVec.m_topVec = m_rotMat.transpose() * inVec.m_topVec; + outVec.m_bottomVec = m_rotMat.transpose() * (inVec.m_bottomVec + m_trnVec.cross(inVec.m_topVec)); + } + else if(outOp == Add) + { + outVec.m_topVec += m_rotMat.transpose() * inVec.m_topVec; + outVec.m_bottomVec += m_rotMat.transpose() * (inVec.m_bottomVec + m_trnVec.cross(inVec.m_topVec)); + } + else if(outOp == Subtract) + { + outVec.m_topVec -= m_rotMat.transpose() * inVec.m_topVec; + outVec.m_bottomVec -= m_rotMat.transpose() * (inVec.m_bottomVec + m_trnVec.cross(inVec.m_topVec)); + } + } + + template<typename SpatialVectorType> + void transformInverseRotationOnly( const SpatialVectorType &inVec, + SpatialVectorType &outVec, + eOutputOperation outOp = None) + { + if(outOp == None) + { + outVec.m_topVec = m_rotMat.transpose() * inVec.m_topVec; + outVec.m_bottomVec = m_rotMat.transpose() * inVec.m_bottomVec; + } + else if(outOp == Add) + { + outVec.m_topVec += m_rotMat.transpose() * inVec.m_topVec; + outVec.m_bottomVec += m_rotMat.transpose() * inVec.m_bottomVec; + } + else if(outOp == Subtract) + { + outVec.m_topVec -= m_rotMat.transpose() * inVec.m_topVec; + outVec.m_bottomVec -= m_rotMat.transpose() * inVec.m_bottomVec; + } + + } + + void transformInverse( const btSymmetricSpatialDyad &inMat, + btSymmetricSpatialDyad &outMat, + eOutputOperation outOp = None) + { + const btMatrix3x3 r_cross( 0, -m_trnVec[2], m_trnVec[1], + m_trnVec[2], 0, -m_trnVec[0], + -m_trnVec[1], m_trnVec[0], 0); + + + if(outOp == None) + { + outMat.m_topLeftMat = m_rotMat.transpose() * ( inMat.m_topLeftMat - inMat.m_topRightMat * r_cross ) * m_rotMat; + outMat.m_topRightMat = m_rotMat.transpose() * inMat.m_topRightMat * m_rotMat; + outMat.m_bottomLeftMat = m_rotMat.transpose() * (r_cross * (inMat.m_topLeftMat - inMat.m_topRightMat * r_cross) + inMat.m_bottomLeftMat - inMat.m_topLeftMat.transpose() * r_cross) * m_rotMat; + } + else if(outOp == Add) + { + outMat.m_topLeftMat += m_rotMat.transpose() * ( inMat.m_topLeftMat - inMat.m_topRightMat * r_cross ) * m_rotMat; + outMat.m_topRightMat += m_rotMat.transpose() * inMat.m_topRightMat * m_rotMat; + outMat.m_bottomLeftMat += m_rotMat.transpose() * (r_cross * (inMat.m_topLeftMat - inMat.m_topRightMat * r_cross) + inMat.m_bottomLeftMat - inMat.m_topLeftMat.transpose() * r_cross) * m_rotMat; + } + else if(outOp == Subtract) + { + outMat.m_topLeftMat -= m_rotMat.transpose() * ( inMat.m_topLeftMat - inMat.m_topRightMat * r_cross ) * m_rotMat; + outMat.m_topRightMat -= m_rotMat.transpose() * inMat.m_topRightMat * m_rotMat; + outMat.m_bottomLeftMat -= m_rotMat.transpose() * (r_cross * (inMat.m_topLeftMat - inMat.m_topRightMat * r_cross) + inMat.m_bottomLeftMat - inMat.m_topLeftMat.transpose() * r_cross) * m_rotMat; + } + } + + template<typename SpatialVectorType> + SpatialVectorType operator * (const SpatialVectorType &vec) + { + SpatialVectorType out; + transform(vec, out); + return out; + } +}; + +template<typename SpatialVectorType> +void symmetricSpatialOuterProduct(const SpatialVectorType &a, const SpatialVectorType &b, btSymmetricSpatialDyad &out) +{ + //output op maybe? + + out.m_topLeftMat = outerProduct(a.m_topVec, b.m_bottomVec); + out.m_topRightMat = outerProduct(a.m_topVec, b.m_topVec); + out.m_topLeftMat = outerProduct(a.m_bottomVec, b.m_bottomVec); + //maybe simple a*spatTranspose(a) would be nicer? +} + +template<typename SpatialVectorType> +btSymmetricSpatialDyad symmetricSpatialOuterProduct(const SpatialVectorType &a, const SpatialVectorType &b) +{ + btSymmetricSpatialDyad out; + + out.m_topLeftMat = outerProduct(a.m_topVec, b.m_bottomVec); + out.m_topRightMat = outerProduct(a.m_topVec, b.m_topVec); + out.m_bottomLeftMat = outerProduct(a.m_bottomVec, b.m_bottomVec); + + return out; + //maybe simple a*spatTranspose(a) would be nicer? +} + +#endif //BT_SPATIAL_ALGEBRA_H + |