Accelerate inertia computation for simple bodies.
PiperOrigin-RevId: 571411319 Change-Id: I82732e95795cc0f0645f8273a1b084f2a9187a75
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@@ -638,7 +638,7 @@ struct mjModel_ {
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int* body_treeid; // id of body's kinematic tree; -1: static (nbody x 1)
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int* body_geomnum; // number of geoms (nbody x 1)
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int* body_geomadr; // start addr of geoms; -1: no geoms (nbody x 1)
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mjtByte* body_simple; // body is simple (has diagonal M) (nbody x 1)
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mjtByte* body_simple; // 1: diagonal M; 2: diag M, no rotations (nbody x 1)
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mjtByte* body_sameframe; // inertial frame is same as body frame (nbody x 1)
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mjtNum* body_pos; // position offset rel. to parent body (nbody x 3)
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mjtNum* body_quat; // orientation offset rel. to parent body (nbody x 4)
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