template<typename real>
class sofa::defaulttype::StdRigidTypes< 3, real >
Degrees of freedom of 3D rigid bodies. Orientations are modeled using quaternions.
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static constexpr const CPos & | getCPos (const Coord &c) |
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static constexpr void | setCPos (Coord &c, const CPos &v) |
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static constexpr const CRot & | getCRot (const Coord &c) |
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static constexpr void | setCRot (Coord &c, const CRot &v) |
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static constexpr const DPos & | getDPos (const Deriv &d) |
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static constexpr void | setDPos (Deriv &d, const DPos &v) |
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static constexpr const DRot & | getDRot (const Deriv &d) |
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static constexpr void | setDRot (Deriv &d, const DRot &v) |
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template<typename T > |
static constexpr void | set (Coord &c, T x, T y, T z) |
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template<typename T > |
static constexpr void | get (T &x, T &y, T &z, const Coord &c) |
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template<typename T > |
static constexpr void | set (Deriv &c, T x, T y, T z, T rx, T ry, T rz) |
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template<typename T > |
static constexpr void | add (Coord &c, T x, T y, T z) |
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template<typename T > |
static constexpr void | set (Deriv &c, T x, T y, T z) |
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template<typename T > |
static constexpr void | get (T &x, T &y, T &z, const Deriv &c) |
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template<typename T > |
static constexpr void | add (Deriv &c, T x, T y, T z) |
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static constexpr const char * | Name () |
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static Deriv | randomDeriv (Real minMagnitude, Real maxMagnitude) |
| Return a Deriv with random value. Each entry with magnitude smaller than the given value. More...
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static Deriv | coordDifference (const Coord &c1, const Coord &c2) |
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static Coord | interpolate (const type::vector< Coord > &ancestors, const type::vector< Real > &coefs) |
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static Deriv | interpolate (const type::vector< Deriv > &ancestors, const type::vector< Real > &coefs) |
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static constexpr Coord | inverse (const Coord &c) |
| inverse rigid transform More...
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static constexpr Coord | mult (const Coord &a, const Coord &b) |
| matrix product More...
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static constexpr Vec3 | crosscross (const Vec3 &a, const Vec3 &b, const Vec3 &c) |
| double cross product: a * ( b * c ) More...
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static Quat | rotationEuler (Real x, Real y, Real z) |
| create a rotation from Euler angles. For homogeneity with 2D. More...
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