Orocos KDL
KDL::RotationalInertia Class Reference

#include <rotationalinertia.hpp>

Public Member Functions

 RotationalInertia (double Ixx=0, double Iyy=0, double Izz=0, double Ixy=0, double Ixz=0, double Iyz=0)
KDL::Vector operator* (const KDL::Vector &omega) const
 ~RotationalInertia ()

Static Public Member Functions

static RotationalInertia Zero ()

Public Attributes

double data [9]

Friends

class RigidBodyInertia
RotationalInertia operator* (double a, const RotationalInertia &I)
RotationalInertia operator+ (const RotationalInertia &Ia, const RotationalInertia &Ib)
RigidBodyInertia operator* (double a, const RigidBodyInertia &I)
 Scalar product.
RigidBodyInertia operator+ (const RigidBodyInertia &Ia, const RigidBodyInertia &Ib)
 addition
Wrench operator* (const RigidBodyInertia &I, const Twist &t)
 calculate spatial momentum
RigidBodyInertia operator* (const Frame &T, const RigidBodyInertia &I)
 coordinate system transform Ia = T_a_b*Ib with T_a_b the frame from a to b
RigidBodyInertia operator* (const Rotation &R, const RigidBodyInertia &I)
 base frame orientation change Ia = R_a_b*Ib with R_a_b the rotation for frame from a to b

Constructor & Destructor Documentation

◆ RotationalInertia()

KDL::RotationalInertia::RotationalInertia ( double Ixx = 0,
double Iyy = 0,
double Izz = 0,
double Ixy = 0,
double Ixz = 0,
double Iyz = 0 )
explicit

◆ ~RotationalInertia()

KDL::RotationalInertia::~RotationalInertia ( )

Member Function Documentation

◆ operator*()

KDL::Vector KDL::RotationalInertia::operator* ( const KDL::Vector & omega) const

This function calculates the angular momentum resulting from a rotational velocity omega

◆ Zero()

RotationalInertia KDL::RotationalInertia::Zero ( )
inlinestatic

◆ operator* [1/5]

RigidBodyInertia operator* ( const Frame & T,
const RigidBodyInertia & I )
friend

coordinate system transform Ia = T_a_b*Ib with T_a_b the frame from a to b

Coordinate system transform Ia = T_a_b*Ib with T_a_b the frame from a to b.

◆ operator* [2/5]

Wrench operator* ( const RigidBodyInertia & I,
const Twist & t )
friend

calculate spatial momentum

calculate spatial momentum: h = I*v make sure that the twist v and the inertia are expressed in the same reference frame/point

◆ operator* [3/5]

RigidBodyInertia operator* ( const Rotation & R,
const RigidBodyInertia & I )
friend

base frame orientation change Ia = R_a_b*Ib with R_a_b the rotation for frame from a to b

Reference frame orientation change Ia = R_a_b*Ib with R_a_b the rotation of b expressed in a

◆ operator* [4/5]

RigidBodyInertia operator* ( double a,
const RigidBodyInertia & I )
friend

Scalar product.

Scalar product: I_new = double * I_old

◆ operator* [5/5]

RotationalInertia operator* ( double a,
const RotationalInertia & I )
friend

◆ operator+ [1/2]

RigidBodyInertia operator+ ( const RigidBodyInertia & Ia,
const RigidBodyInertia & Ib )
friend

addition

addition I: I_new = I_old1 + I_old2, make sure that I_old1 and I_old2 are expressed in the same reference frame/point, otherwise the result is worth nothing

◆ operator+ [2/2]

RotationalInertia operator+ ( const RotationalInertia & Ia,
const RotationalInertia & Ib )
friend

◆ RigidBodyInertia

friend class RigidBodyInertia
friend

Member Data Documentation

◆ data

double KDL::RotationalInertia::data[9]

The documentation for this class was generated from the following file: