articulatedbodyinertia.hpp
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00022 #ifndef KDL_ARTICULATEDBODYINERTIA_HPP
00023 #define KDL_ARTICULATEDBODYINERTIA_HPP
00024 
00025 #include "frames.hpp"
00026 
00027 #include "rotationalinertia.hpp"
00028 #include "rigidbodyinertia.hpp"
00029 
00030 #include <Eigen/Core>
00031 
00032 namespace KDL {
00033     
00040     class ArticulatedBodyInertia{
00041     public:
00042 
00046         ArticulatedBodyInertia(){
00047             *this=ArticulatedBodyInertia::Zero();
00048         }
00049 
00054         ArticulatedBodyInertia(const RigidBodyInertia& rbi);
00055 
00060         ArticulatedBodyInertia(double m, const Vector& oc=Vector::Zero(), const RotationalInertia& Ic=RotationalInertia::Zero());
00061         
00065         static inline ArticulatedBodyInertia Zero(){
00066             return ArticulatedBodyInertia(Eigen::Matrix3d::Zero(),Eigen::Matrix3d::Zero(),Eigen::Matrix3d::Zero());
00067         };
00068         
00069         
00070         ~ArticulatedBodyInertia(){};
00071         
00075         friend ArticulatedBodyInertia operator*(double a,const ArticulatedBodyInertia& I);
00081         friend ArticulatedBodyInertia operator+(const ArticulatedBodyInertia& Ia,const ArticulatedBodyInertia& Ib);
00082         friend ArticulatedBodyInertia operator+(const ArticulatedBodyInertia& Ia,const RigidBodyInertia& Ib);
00083         friend ArticulatedBodyInertia operator-(const ArticulatedBodyInertia& Ia,const ArticulatedBodyInertia& Ib);
00084         friend ArticulatedBodyInertia operator-(const ArticulatedBodyInertia& Ia,const RigidBodyInertia& Ib);
00085 
00090         friend Wrench operator*(const ArticulatedBodyInertia& I,const Twist& t);
00091 
00095         friend ArticulatedBodyInertia operator*(const Frame& T,const ArticulatedBodyInertia& I);
00100         friend ArticulatedBodyInertia operator*(const Rotation& R,const ArticulatedBodyInertia& I);
00101 
00106         ArticulatedBodyInertia RefPoint(const Vector& p);
00107 
00108         ArticulatedBodyInertia(const Eigen::Matrix3d& M,const Eigen::Matrix3d& H,const Eigen::Matrix3d& I);
00109 
00110         Eigen::Matrix3d M;
00111         Eigen::Matrix3d H;
00112         Eigen::Matrix3d I;
00113     };
00114 }
00115 
00116 
00117 #endif