Simbody
3.7
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A UnitInertia matrix is a unit-mass inertia matrix; you can convert it to an Inertia by multiplying it by the actual body mass. More...
Public Member Functions | |
UnitInertia_ () | |
Default is a NaN-ed out mess to avoid accidents, even in Release mode. More... | |
UnitInertia_ (const RealP &moment) | |
Create a principal unit inertia matrix with identical diagonal elements. More... | |
UnitInertia_ (const Vec3P &moments, const Vec3P &products=Vec3P(0)) | |
Create a unit inertia matrix from a vector of the moments of inertia (the inertia matrix diagonal) and optionally a vector of the products of inertia (the off-diagonals). More... | |
UnitInertia_ (const RealP &xx, const RealP &yy, const RealP &zz) | |
Create a principal unit inertia matrix (only non-zero on diagonal). More... | |
UnitInertia_ (const RealP &xx, const RealP &yy, const RealP &zz, const RealP &xy, const RealP &xz, const RealP &yz) | |
This is a general unit inertia matrix. More... | |
UnitInertia_ (const SymMat33P &m) | |
Construct a UnitInertia from a symmetric 3x3 matrix. More... | |
UnitInertia_ (const Mat33P &m) | |
Construct a UnitInertia from a 3x3 symmetric matrix. More... | |
UnitInertia_ (const Inertia_< P > &inertia) | |
Construct a UnitInertia matrix from an Inertia matrix. More... | |
UnitInertia_ & | setUnitInertia (const RealP &xx, const RealP &yy, const RealP &zz) |
Set a UnitInertia matrix to have only principal moments (that is, it will be diagonal). More... | |
UnitInertia_ & | setUnitInertia (const Vec3P &moments, const Vec3P &products=Vec3P(0)) |
Set principal moments and optionally off-diagonal terms. More... | |
UnitInertia_ & | setUnitInertia (const RealP &xx, const RealP &yy, const RealP &zz, const RealP &xy, const RealP &xz, const RealP &yz) |
Set this UnitInertia to a general matrix. More... | |
UnitInertia_ | shiftToCentroid (const Vec3P &CF) const |
Assuming that this unit inertia matrix is currently taken about some (implicit) frame F's origin OF, produce a new unit inertia matrix which is the same as this one except measured about the body's centroid CF. More... | |
UnitInertia_ & | shiftToCentroidInPlace (const Vec3P &CF) |
Assuming that this unit inertia matrix is currently taken about some (implicit) frame F's origin OF, modify it so that it is instead taken about the body's centroid CF. More... | |
UnitInertia_ | shiftFromCentroid (const Vec3P &p) const |
Assuming that the current UnitInertia G is a central inertia (that is, it is inertia about the body centroid CF), create a new object that is the same as this one except shifted to some other point p measured from the centroid. More... | |
UnitInertia_ & | shiftFromCentroidInPlace (const Vec3P &p) |
Assuming that the current UnitInertia G is a central inertia (that is, it is inertia about the body centroid CF), shift it in place to some other point p measured from the centroid. More... | |
UnitInertia_ | reexpress (const Rotation_< P > &R_FB) const |
Return a new unit inertia matrix like this one but re-expressed in another frame (leaving the origin point unchanged). More... | |
UnitInertia_ | reexpress (const InverseRotation_< P > &R_FB) const |
Rexpress using an inverse rotation to avoid having to convert it. More... | |
UnitInertia_ & | reexpressInPlace (const Rotation_< P > &R_FB) |
Re-express this unit inertia matrix in another frame, changing the object in place; see reexpress() if you want to leave this object unmolested and get a new one instead. More... | |
UnitInertia_ & | reexpressInPlace (const InverseRotation_< P > &R_FB) |
Rexpress using an inverse rotation to avoid having to convert it. More... | |
operator const SymMat33P & () const | |
This is an implicit conversion to const SymMat33. More... | |
const Inertia_< P > & | asUnitInertia () const |
Recast this UnitInertia matrix as a unit inertia matrix. More... | |
UnitInertia_ & | setFromUnitInertia (const Inertia_< P > &inertia) |
Set from a unit inertia matrix. More... | |
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Inertia_ () | |
Default is a NaN-ed out mess to avoid accidents, even in Release mode. More... | |
Inertia_ (const P &moment) | |
Create a principal inertia matrix with identical diagonal elements, like a sphere where moment=2/5 m r^2, or a cube where moment=1/6 m s^2, with m the total mass, r the sphere's radius and s the length of a side of the cube. More... | |
Inertia_ (const Vec< 3, P > &p, const P &mass) | |
Create an Inertia matrix for a point mass at a given location, measured from the origin OF of the implicit frame F, and expressed in F. More... | |
Inertia_ (const Vec< 3, P > &moments, const Vec< 3, P > &products=Vec< 3, P >(0)) | |
Create an inertia matrix from a vector of the moments of inertia (the inertia matrix diagonal) and optionally a vector of the products of inertia (the off-diagonals). More... | |
Inertia_ (const P &xx, const P &yy, const P &zz) | |
Create a principal inertia matrix (only non-zero on diagonal). More... | |
Inertia_ (const P &xx, const P &yy, const P &zz, const P &xy, const P &xz, const P &yz) | |
This is a general inertia matrix. More... | |
Inertia_ (const SymMat< 3, P > &inertia) | |
Construct an Inertia from a symmetric 3x3 matrix. More... | |
Inertia_ (const Mat< 3, 3, P > &m) | |
Construct an Inertia matrix from a 3x3 symmetric matrix. More... | |
Inertia_ & | setInertia (const P &xx, const P &yy, const P &zz) |
Set an inertia matrix to have only principal moments (that is, it will be diagonal). More... | |
Inertia_ & | setInertia (const Vec< 3, P > &moments, const Vec< 3, P > &products=Vec< 3, P >(0)) |
Set principal moments and optionally off-diagonal terms. More... | |
Inertia_ & | setInertia (const P &xx, const P &yy, const P &zz, const P &xy, const P &xz, const P &yz) |
Set this Inertia to a general matrix. More... | |
Inertia_ & | operator+= (const Inertia_ &inertia) |
Add in another inertia matrix. More... | |
Inertia_ & | operator-= (const Inertia_ &inertia) |
Subtract off another inertia matrix. More... | |
Inertia_ & | operator*= (const P &s) |
Multiply this inertia matrix by a scalar. Cost is 6 flops. More... | |
Inertia_ & | operator/= (const P &s) |
Divide this inertia matrix by a scalar. More... | |
Inertia_ | shiftToMassCenter (const Vec< 3, P > &CF, const P &mass) const |
Assume that the current inertia is about the F frame's origin OF, and expressed in F. More... | |
Inertia_ & | shiftToMassCenterInPlace (const Vec< 3, P > &CF, const P &mass) |
Assume that the current inertia is about the F frame's origin OF, and expressed in F. More... | |
Inertia_ | shiftFromMassCenter (const Vec< 3, P > &p, const P &mass) const |
Assuming that the current inertia I is a central inertia (that is, it is inertia about the body center of mass CF), shift it to some other point p measured from the center of mass. More... | |
Inertia_ & | shiftFromMassCenterInPlace (const Vec< 3, P > &p, const P &mass) |
Assuming that the current inertia I is a central inertia (that is, it is inertia about the body center of mass CF), shift it to some other point p measured from the center of mass. More... | |
Inertia_ | reexpress (const Rotation_< P > &R_FB) const |
Return a new inertia matrix like this one but re-expressed in another frame (leaving the origin point unchanged). More... | |
Inertia_ | reexpress (const InverseRotation_< P > &R_FB) const |
Rexpress using an inverse rotation to avoid having to convert it. More... | |
Inertia_ & | reexpressInPlace (const Rotation_< P > &R_FB) |
Re-express this inertia matrix in another frame, changing the object in place; see reexpress() if you want to leave this object unmolested and get a new one instead. More... | |
Inertia_ & | reexpressInPlace (const InverseRotation_< P > &R_FB) |
Rexpress in place using an inverse rotation to avoid having to convert it. More... | |
P | trace () const |
operator const SymMat< 3, P > & () const | |
This is an implicit conversion to a const SymMat33. More... | |
const SymMat< 3, P > & | asSymMat33 () const |
Obtain a reference to the underlying symmetric matrix type. More... | |
Mat< 3, 3, P > | toMat33 () const |
Expand the internal packed representation into a full 3x3 symmetric matrix with all elements set. More... | |
const Vec< 3, P > & | getMoments () const |
Obtain the inertia moments (diagonal of the Inertia matrix) as a Vec3 ordered xx, yy, zz. More... | |
const Vec< 3, P > & | getProducts () const |
Obtain the inertia products (off-diagonals of the Inertia matrix) as a Vec3 with elements ordered xy, xz, yz. More... | |
bool | isNaN () const |
bool | isInf () const |
bool | isFinite () const |
bool | isNumericallyEqual (const Inertia_< P > &other) const |
Compare this inertia matrix with another one and return true if they are close to within a default numerical tolerance. More... | |
bool | isNumericallyEqual (const Inertia_< P > &other, double tol) const |
Compare this inertia matrix with another one and return true if they are close to within a specified numerical tolerance. More... | |
Static Public Member Functions | |
static bool | isValidUnitInertiaMatrix (const SymMat33P &m) |
Test some conditions that must hold for a valid UnitInertia matrix. More... | |
UnitInertia matrix factories | |
These are UnitInertia matrix factories for some common 3D solids. Each defines its own frame aligned (when possible) with principal moments. Each has unit mass and its center of mass located at the origin (usually). Use this with shiftFromCentroid() to move it somewhere else, and with reexpress() to express the UnitInertia matrix in another frame. | |
static UnitInertia_ | pointMassAtOrigin () |
Create a UnitInertia matrix for a point located at the origin – that is, an all-zero matrix. More... | |
static UnitInertia_ | pointMassAt (const Vec3P &p) |
Create a UnitInertia matrix for a point of unit mass located at a given location measured from origin OF and expressed in F (where F is the implicit frame of this UnitInertia matrix). More... | |
static UnitInertia_ | sphere (const RealP &r) |
Create a UnitInertia matrix for a unit mass sphere of radius r centered at the origin. More... | |
static UnitInertia_ | cylinderAlongZ (const RealP &r, const RealP &hz) |
Unit-mass cylinder aligned along z axis; use radius and half-length. More... | |
static UnitInertia_ | cylinderAlongY (const RealP &r, const RealP &hy) |
Unit-mass cylinder aligned along y axis; use radius and half-length. More... | |
static UnitInertia_ | cylinderAlongX (const RealP &r, const RealP &hx) |
Unit-mass cylinder aligned along x axis; use radius and half-length. More... | |
static UnitInertia_ | brick (const RealP &hx, const RealP &hy, const RealP &hz) |
Unit-mass brick given by half-lengths in each direction. More... | |
static UnitInertia_ | brick (const Vec3P &halfLengths) |
Alternate interface to brick() that takes a Vec3 for the half lengths. More... | |
static UnitInertia_ | ellipsoid (const RealP &hx, const RealP &hy, const RealP &hz) |
Unit-mass ellipsoid given by half-lengths in each direction. More... | |
static UnitInertia_ | ellipsoid (const Vec3P &halfLengths) |
Alternate interface to ellipsoid() that takes a Vec3 for the half lengths. More... | |
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static bool | isValidInertiaMatrix (const SymMat< 3, P > &m) |
Test some conditions that must hold for a valid Inertia matrix. More... | |
static Inertia_ | pointMassAtOrigin () |
Create an Inertia matrix for a point located at the origin – that is, an all-zero matrix. More... | |
static Inertia_ | pointMassAt (const Vec< 3, P > &p, const P &m) |
Create an Inertia matrix for a point of a given mass, located at a given location measured from the origin of the implicit F frame. More... | |
static Inertia_ | sphere (const P &r) |
Create a UnitInertia matrix for a unit mass sphere of radius r centered at the origin. More... | |
static Inertia_ | cylinderAlongZ (const P &r, const P &hz) |
Unit-mass cylinder aligned along z axis; use radius and half-length. More... | |
static Inertia_ | cylinderAlongY (const P &r, const P &hy) |
Unit-mass cylinder aligned along y axis; use radius and half-length. More... | |
static Inertia_ | cylinderAlongX (const P &r, const P &hx) |
Unit-mass cylinder aligned along x axis; use radius and half-length. More... | |
static Inertia_ | brick (const P &hx, const P &hy, const P &hz) |
Unit-mass brick given by half-lengths in each direction. More... | |
static Inertia_ | brick (const Vec< 3, P > &halfLengths) |
Alternate interface to brick() that takes a Vec3 for the half lengths. More... | |
static Inertia_ | ellipsoid (const P &hx, const P &hy, const P &hz) |
Unit-mass ellipsoid given by half-lengths in each direction. More... | |
static Inertia_ | ellipsoid (const Vec< 3, P > &halfLengths) |
Alternate interface to ellipsoid() that takes a Vec3 for the half lengths. More... | |
Additional Inherited Members | |
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const UnitInertia_< P > & | getAsUnitInertia () const |
UnitInertia_< P > & | updAsUnitInertia () |
void | errChk (const char *methodName) const |
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SymMat< 3, P > | I_OF_F |
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template<class P > | |
Inertia_< P > | operator+ (const Inertia_< P > &l, const Inertia_< P > &r) |
Add two compatible inertia matrices, meaning they must be taken about the same point and expressed in the same frame. More... | |
template<class P > | |
Inertia_< P > | operator- (const Inertia_< P > &l, const Inertia_< P > &r) |
Subtract from one inertia matrix another one which is compatible, meaning that both must be taken about the same point and expressed in the same frame. More... | |
template<class P > | |
Inertia_< P > | operator* (const Inertia_< P > &i, const P &r) |
Multiply an inertia matrix by a scalar. More... | |
template<class P > | |
Inertia_< P > | operator* (const P &r, const Inertia_< P > &i) |
Multiply an inertia matrix by a scalar. More... | |
template<class P > | |
Inertia_< P > | operator* (const Inertia_< P > &i, int r) |
Multiply an inertia matrix by a scalar given as an int. More... | |
template<class P > | |
Inertia_< P > | operator* (int r, const Inertia_< P > &i) |
Multiply an inertia matrix by a scalar given as an int. More... | |
template<class P > | |
Inertia_< P > | operator/ (const Inertia_< P > &i, const P &r) |
Divide an inertia matrix by a scalar. More... | |
template<class P > | |
Inertia_< P > | operator/ (const Inertia_< P > &i, int r) |
Divide an inertia matrix by a scalar provided as an int. More... | |
template<class P > | |
Vec< 3, P > | operator* (const Inertia_< P > &I, const Vec< 3, P > &w) |
Multiply an inertia matrix I on the right by a vector w giving the vector result I*w. More... | |
template<class P > | |
bool | operator== (const Inertia_< P > &i1, const Inertia_< P > &i2) |
Compare two inertia matrices for exact (bitwise) equality. More... | |
template<class P > | |
std::ostream & | operator<< (std::ostream &o, const Inertia_< P > &inertia) |
Output a human-readable representation of an inertia matrix to the indicated stream. More... | |
A UnitInertia matrix is a unit-mass inertia matrix; you can convert it to an Inertia by multiplying it by the actual body mass.
Functionality is limited here to those few operations which ensure unit mass; most operations on a UnitInertia matrix result in a general Inertia instead. You can use a UnitInertia object wherever an Inertia is expected but not vice versa.
When constructing a UnitInertia matrix, note that we cannot verify that it actually has unit mass because every legal Inertia matrix can be viewed as the UnitInertia matrix for some differently-scaled object.
Unit inertia matrices are sometimes called "gyration" matrices; we will often represent them with the symbol "G" to avoid confusion with general inertia matrices for which the symbol "I" (or sometimes "J") is used.
Typedefs exist for the most common invocations of UnitInertia_<P>:
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Default is a NaN-ed out mess to avoid accidents, even in Release mode.
Other than this value, a UnitInertia_ should always be valid.
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inlineexplicit |
Create a principal unit inertia matrix with identical diagonal elements.
This is the unit inertia matrix of a unit mass sphere of radius r = sqrt(5/2 * moment) centered on the origin.
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inlineexplicit |
Create a unit inertia matrix from a vector of the moments of inertia (the inertia matrix diagonal) and optionally a vector of the products of inertia (the off-diagonals).
Moments are in the order xx,yy,zz; products are xy,xz,yz.
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Create a principal unit inertia matrix (only non-zero on diagonal).
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This is a general unit inertia matrix.
Note the order of these arguments: moments of inertia first, then products of inertia.
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Construct a UnitInertia from a symmetric 3x3 matrix.
The diagonals must be nonnegative and satisfy the triangle inequality.
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inlineexplicit |
Construct a UnitInertia from a 3x3 symmetric matrix.
In Debug mode we'll test that the supplied matrix is numerically close to symmetric, and that it satisfies other requirements of an inertia matrix.
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Construct a UnitInertia matrix from an Inertia matrix.
Note that there is no way to check whether this is really a unit inertia – any inertia matrix may be interpreted as a unit inertia for some shape. So be sure you know what you're doing before you use this constructor!
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Set a UnitInertia matrix to have only principal moments (that is, it will be diagonal).
Returns a reference to "this" like an assignment operator.
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Set principal moments and optionally off-diagonal terms.
Returns a reference to "this" like an assignment operator.
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Set this UnitInertia to a general matrix.
Note the order of these arguments: moments of inertia first, then products of inertia. Behaves like an assignment statement. Will throw an error message in Debug mode if the supplied elements do not constitute a valid inertia matrix.
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Assuming that this unit inertia matrix is currently taken about some (implicit) frame F's origin OF, produce a new unit inertia matrix which is the same as this one except measured about the body's centroid CF.
We are given the vector from OF to the centroid CF, expressed in F. This produces a new UnitInertia matrix G' whose (implicit) frame F' is aligned with F but has origin CF (an inertia matrix like that is called "central" or "centroidal"). From the parallel axis theorem for inertias, G' = G - Gcom where Gcom is the inertia matrix of a fictitious, unit-mass point located at CF (measured in F) taken about OF. (17 flops)
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Assuming that this unit inertia matrix is currently taken about some (implicit) frame F's origin OF, modify it so that it is instead taken about the body's centroid CF.
We are given the vector from OF to the centroid CF, expressed in F. This produces a new UnitInertia G' whose (implicit) frame F' is aligned with F but has origin CF (an inertia matrix like that is called "central" or "centroidal"). From the parallel axis theorem for inertias, G' = G - Gcom where Gcom is the inertia matrix of a fictitious, unit-mass point located at CF (measured in F) taken about OF. A reference to the modified object is returned so that you can chain this method in the manner of assignment operators. Cost is 17 flops.
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Assuming that the current UnitInertia G is a central inertia (that is, it is inertia about the body centroid CF), create a new object that is the same as this one except shifted to some other point p measured from the centroid.
This produces a new inertia G' about the point p given by G' = G + Gp where Gp is the inertia of a fictitious point located at p, taken about CF. Cost is 17 flops.
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Assuming that the current UnitInertia G is a central inertia (that is, it is inertia about the body centroid CF), shift it in place to some other point p measured from the centroid.
This changes G to a modified inertia G' taken about the point p, with the parallel axis theorem for inertia giving G' = G + Gp where Gp is the inertia of a fictitious, unit-mass point located at p, taken about CF. Cost is 17 flops.
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Return a new unit inertia matrix like this one but re-expressed in another frame (leaving the origin point unchanged).
Call this inertia matrix G_OF_F, that is, it is taken about the origin of some frame F, and expressed in F. We want to return G_OF_B, the same unit inertia matrix, still taken about the origin of F, but expressed in the B frame, given by G_OF_B=R_BF*G_OF_F*R_FB where R_FB is the rotation matrix giving the orientation of frame B in F. This is handled here by a special method of the Rotation class which rotates a symmetric tensor at a cost of 57 flops.
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Rexpress using an inverse rotation to avoid having to convert it.
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Re-express this unit inertia matrix in another frame, changing the object in place; see reexpress() if you want to leave this object unmolested and get a new one instead.
Cost is 57 flops.
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Rexpress using an inverse rotation to avoid having to convert it.
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This is an implicit conversion to const SymMat33.
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Recast this UnitInertia matrix as a unit inertia matrix.
This is just for emphasis; a UnitInertia matrix is already a kind of Inertia matrix by inheritance.
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Set from a unit inertia matrix.
Note that we can't check; every Inertia matrix can be interpreted as a unit inertia for some shape.
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inlinestatic |
Test some conditions that must hold for a valid UnitInertia matrix.
Cost is about 9 flops. TODO: this may not be comprehensive.
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inlinestatic |
Create a UnitInertia matrix for a point located at the origin – that is, an all-zero matrix.
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inlinestatic |
Create a UnitInertia matrix for a point of unit mass located at a given location measured from origin OF and expressed in F (where F is the implicit frame of this UnitInertia matrix).
Cost is 11 flops.
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inlinestatic |
Create a UnitInertia matrix for a unit mass sphere of radius r centered at the origin.
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inlinestatic |
Unit-mass cylinder aligned along z axis; use radius and half-length.
If r==0 this is a thin rod; hz=0 it is a thin disk.
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Unit-mass cylinder aligned along y axis; use radius and half-length.
If r==0 this is a thin rod; hy=0 it is a thin disk.
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Unit-mass cylinder aligned along x axis; use radius and half-length.
If r==0 this is a thin rod; hx=0 it is a thin disk.
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inlinestatic |
Unit-mass brick given by half-lengths in each direction.
One dimension zero gives inertia of a thin rectangular sheet; two zero gives inertia of a thin rod in the remaining direction.
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inlinestatic |
Alternate interface to brick() that takes a Vec3 for the half lengths.
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Unit-mass ellipsoid given by half-lengths in each direction.
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inlinestatic |
Alternate interface to ellipsoid() that takes a Vec3 for the half lengths.