remove unused functions
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@ -77,18 +77,6 @@ inline b3Mat33 b3Steiner(const b3Vec3& v)
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return S;
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}
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// Move an inertia tensor given the displacement vector from the center of mass to the translated origin.
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inline b3Mat33 b3MoveToOrigin(const b3Mat33& I, const b3Vec3& v)
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{
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return I + b3Steiner(v);
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}
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// Move an inertia tensor given the displacement vector from the origin to the translated center of mass.
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inline b3Mat33 b3MoveToCOM(const b3Mat33& I, const b3Vec3& v)
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{
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return I - b3Steiner(v);
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}
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// Compute the inertia matrix of a body measured in
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// inertial frame (variable over time) given the
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// inertia matrix in body-fixed frame (constant)
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@ -118,28 +106,4 @@ inline b3Quat b3Integrate(const b3Quat& orientation, const b3Vec3& velocity, flo
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return orientation + integral;
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}
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// Compute the time derivative of an orientation given
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// the angular velocity of the rotating frame represented by the orientation.
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inline b3Mat33 b3Derivative(const b3Mat33& orientation, const b3Vec3& velocity)
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{
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// Rate of change of a basis in a rotating frame:
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// xdot = cross(w, ex)
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// ydot = cross(w, ey)
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// zdot = cross(w, ez)
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// This should yield in:
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// qdot = skew(velocity) * q
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b3Mat33 xf = b3Skew(velocity);
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return xf * orientation;
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}
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// Integrate an orientation over a time step given
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// the current orientation, angular velocity of the rotating frame
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// represented by the orientation, and the time step dt.
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inline b3Mat33 b3Integrate(const b3Mat33& orientation, const b3Vec3& velocity, float32 dt)
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{
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b3Mat33 qdot = b3Derivative(orientation, velocity);
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b3Mat33 integral = dt * qdot;
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return orientation + integral;
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}
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#endif
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