diff --git a/include/bounce/dynamics/time_step.h b/include/bounce/dynamics/time_step.h index 4fb1309..a4546fb 100644 --- a/include/bounce/dynamics/time_step.h +++ b/include/bounce/dynamics/time_step.h @@ -77,18 +77,6 @@ inline b3Mat33 b3Steiner(const b3Vec3& v) return S; } -// Move an inertia tensor given the displacement vector from the center of mass to the translated origin. -inline b3Mat33 b3MoveToOrigin(const b3Mat33& I, const b3Vec3& v) -{ - return I + b3Steiner(v); -} - -// Move an inertia tensor given the displacement vector from the origin to the translated center of mass. -inline b3Mat33 b3MoveToCOM(const b3Mat33& I, const b3Vec3& v) -{ - return I - b3Steiner(v); -} - // Compute the inertia matrix of a body measured in // inertial frame (variable over time) given the // inertia matrix in body-fixed frame (constant) @@ -118,28 +106,4 @@ inline b3Quat b3Integrate(const b3Quat& orientation, const b3Vec3& velocity, flo return orientation + integral; } -// Compute the time derivative of an orientation given -// the angular velocity of the rotating frame represented by the orientation. -inline b3Mat33 b3Derivative(const b3Mat33& orientation, const b3Vec3& velocity) -{ - // Rate of change of a basis in a rotating frame: - // xdot = cross(w, ex) - // ydot = cross(w, ey) - // zdot = cross(w, ez) - // This should yield in: - // qdot = skew(velocity) * q - b3Mat33 xf = b3Skew(velocity); - return xf * orientation; -} - -// Integrate an orientation over a time step given -// the current orientation, angular velocity of the rotating frame -// represented by the orientation, and the time step dt. -inline b3Mat33 b3Integrate(const b3Mat33& orientation, const b3Vec3& velocity, float32 dt) -{ - b3Mat33 qdot = b3Derivative(orientation, velocity); - b3Mat33 integral = dt * qdot; - return orientation + integral; -} - #endif