void dRFrom2Axes (dMatrix3 R, dReal ax, dReal ay, dReal az, dReal bx, dReal by, dReal bz) { dReal l,k; dAASSERT (R); l = dSqrt (ax*ax + ay*ay + az*az); if (l <= REAL(0.0)) { dDEBUGMSG ("zero length vector"); memset(R, 0, sizeof(dReal)*12); return; } l = dRecip(l); ax *= l; ay *= l; az *= l; k = ax*bx + ay*by + az*bz; bx -= k*ax; by -= k*ay; bz -= k*az; l = dSqrt (bx*bx + by*by + bz*bz); if (l <= REAL(0.0)) { memset(R, 0, sizeof(dReal)*12); dDEBUGMSG ("zero length vector"); return; } l = dRecip(l); bx *= l; by *= l; bz *= l; _R(0,0) = ax; _R(1,0) = ay; _R(2,0) = az; _R(0,1) = bx; _R(1,1) = by; _R(2,1) = bz; _R(0,2) = - by*az + ay*bz; _R(1,2) = - bz*ax + az*bx; _R(2,2) = - bx*ay + ax*by; _R(0,3) = REAL(0.0); _R(1,3) = REAL(0.0); _R(2,3) = REAL(0.0); }
int dMassCheck (const dMass *m) { int i; if (m->mass <= 0) { // dDEBUGMSG ("mass must be > 0"); return 0; } if (!dIsPositiveDefinite (m->I,3,NULL)) { dDEBUGMSG ("inertia must be positive definite"); return 0; } // verify that the center of mass position is consistent with the mass // and inertia matrix. this is done by checking that the inertia around // the center of mass is also positive definite. from the comment in // dMassTranslate(), if the body is translated so that its center of mass // is at the point of reference, then the new inertia is: // I + mass*crossmat(c)^2 // note that requiring this to be positive definite is exactly equivalent // to requiring that the spatial inertia matrix // [ mass*eye(3,3) M*crossmat(c)^T ] // [ M*crossmat(c) I ] // is positive definite, given that I is PD and mass>0. see the theorem // about partitioned PD matrices for proof. dMatrix3 I2,chat; dSetZero (chat,12); dSetCrossMatrixPlus (chat,m->c,4); dMultiply0_333 (I2,chat,chat); for (i=0; i<3; i++) I2[i] = m->I[i] + m->mass*I2[i]; for (i=4; i<7; i++) I2[i] = m->I[i] + m->mass*I2[i]; for (i=8; i<11; i++) I2[i] = m->I[i] + m->mass*I2[i]; if (!dIsPositiveDefinite (I2,3,NULL)) { dDEBUGMSG ("center of mass inconsistent with mass parameters"); return 0; } return 1; }
void dNormalize4 (dVector4 a) { dAASSERT (a); dReal l = dDOT(a,a)+a[3]*a[3]; if (l > 0) { l = dRecipSqrt(l); a[0] *= l; a[1] *= l; a[2] *= l; a[3] *= l; } else { dDEBUGMSG ("vector has zero size"); a[0] = 1; a[1] = 0; a[2] = 0; a[3] = 0; } }