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/* |
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/* |
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* Copyright (c) 2005 The University of Notre Dame. All Rights Reserved. |
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* |
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* The University of Notre Dame grants you ("Licensee") a |
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namespace oopse { |
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void DLM::doRotate(StuntDouble* sd, Vector3d& ji, double dt) { |
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void DLM::doRotate(StuntDouble* sd, Vector3d& ji, double dt) { |
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double dt2 = 0.5 * dt; |
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double angle; |
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// use the angular velocities to propagate the rotation matrix a full time step |
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if (sd->isLinear()) { |
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int i = sd->linearAxis(); |
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int j = (i+1)%3; |
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int k = (i+2)%3; |
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int i = sd->linearAxis(); |
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int j = (i+1)%3; |
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int k = (i+2)%3; |
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angle = dt2 * ji[j] / I(j, j); |
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rotateStep( k, i, angle, ji, A ); |
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angle = dt2 * ji[j] / I(j, j); |
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rotateStep( k, i, angle, ji, A ); |
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angle = dt * ji[k] / I(k, k); |
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rotateStep( i, j, angle, ji, A); |
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angle = dt * ji[k] / I(k, k); |
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rotateStep( i, j, angle, ji, A); |
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angle = dt2 * ji[j] / I(j, j); |
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rotateStep( k, i, angle, ji, A ); |
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angle = dt2 * ji[j] / I(j, j); |
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rotateStep( k, i, angle, ji, A ); |
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} else { |
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// rotate about the x-axis |
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angle = dt2 * ji[0] / I(0, 0); |
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rotateStep( 1, 2, angle, ji, A ); |
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// rotate about the x-axis |
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angle = dt2 * ji[0] / I(0, 0); |
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rotateStep( 1, 2, angle, ji, A ); |
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// rotate about the y-axis |
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angle = dt2 * ji[1] / I(1, 1); |
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rotateStep( 2, 0, angle, ji, A ); |
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// rotate about the y-axis |
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angle = dt2 * ji[1] / I(1, 1); |
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rotateStep( 2, 0, angle, ji, A ); |
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// rotate about the z-axis |
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angle = dt * ji[2] / I(2, 2); |
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sd->addZangle(angle); |
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rotateStep( 0, 1, angle, ji, A); |
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// rotate about the z-axis |
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angle = dt * ji[2] / I(2, 2); |
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sd->addZangle(angle); |
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rotateStep( 0, 1, angle, ji, A); |
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// rotate about the y-axis |
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angle = dt2 * ji[1] / I(1, 1); |
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rotateStep( 2, 0, angle, ji, A ); |
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// rotate about the y-axis |
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angle = dt2 * ji[1] / I(1, 1); |
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rotateStep( 2, 0, angle, ji, A ); |
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// rotate about the x-axis |
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angle = dt2 * ji[0] / I(0, 0); |
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rotateStep( 1, 2, angle, ji, A ); |
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// rotate about the x-axis |
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angle = dt2 * ji[0] / I(0, 0); |
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rotateStep( 1, 2, angle, ji, A ); |
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} |
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sd->setA( A ); |
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} |
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} |
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void DLM::rotateStep(int axes1, int axes2, double angle, Vector3d& ji, RotMat3x3d& A) { |
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void DLM::rotateStep(int axes1, int axes2, double angle, Vector3d& ji, RotMat3x3d& A) { |
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double sinAngle; |
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double cosAngle; |
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// use a small angle aproximation for sin and cosine |
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angleSqr = angle * angle; |
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angleSqrOver4 = angleSqr / 4.0; |
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top = 1.0 - angleSqrOver4; |
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bottom = 1.0 + angleSqrOver4; |
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//angleSqr = angle * angle; |
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//angleSqrOver4 = angleSqr / 4.0; |
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//top = 1.0 - angleSqrOver4; |
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//bottom = 1.0 + angleSqrOver4; |
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cosAngle = top / bottom; |
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sinAngle = angle / bottom; |
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//cosAngle = top / bottom; |
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//sinAngle = angle / bottom; |
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cosAngle = cos(angle); |
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sinAngle = sin(angle); |
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rot(axes1, axes1) = cosAngle; |
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rot(axes2, axes2) = cosAngle; |
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A = rot * A; //? A = A* rot.transpose(); |
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} |
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} |
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} |