b2Math.cpp 2.7 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394
  1. /*
  2. * Copyright (c) 2007-2009 Erin Catto http://www.box2d.org
  3. *
  4. * This software is provided 'as-is', without any express or implied
  5. * warranty. In no event will the authors be held liable for any damages
  6. * arising from the use of this software.
  7. * Permission is granted to anyone to use this software for any purpose,
  8. * including commercial applications, and to alter it and redistribute it
  9. * freely, subject to the following restrictions:
  10. * 1. The origin of this software must not be misrepresented; you must not
  11. * claim that you wrote the original software. If you use this software
  12. * in a product, an acknowledgment in the product documentation would be
  13. * appreciated but is not required.
  14. * 2. Altered source versions must be plainly marked as such, and must not be
  15. * misrepresented as being the original software.
  16. * 3. This notice may not be removed or altered from any source distribution.
  17. */
  18. #include <Box2D/Common/b2Math.h>
  19. const b2Vec2 b2Vec2_zero(0.0f, 0.0f);
  20. /// Solve A * x = b, where b is a column vector. This is more efficient
  21. /// than computing the inverse in one-shot cases.
  22. b2Vec3 b2Mat33::Solve33(const b2Vec3& b) const
  23. {
  24. float32 det = b2Dot(ex, b2Cross(ey, ez));
  25. if (det != 0.0f)
  26. {
  27. det = 1.0f / det;
  28. }
  29. b2Vec3 x;
  30. x.x = det * b2Dot(b, b2Cross(ey, ez));
  31. x.y = det * b2Dot(ex, b2Cross(b, ez));
  32. x.z = det * b2Dot(ex, b2Cross(ey, b));
  33. return x;
  34. }
  35. /// Solve A * x = b, where b is a column vector. This is more efficient
  36. /// than computing the inverse in one-shot cases.
  37. b2Vec2 b2Mat33::Solve22(const b2Vec2& b) const
  38. {
  39. float32 a11 = ex.x, a12 = ey.x, a21 = ex.y, a22 = ey.y;
  40. float32 det = a11 * a22 - a12 * a21;
  41. if (det != 0.0f)
  42. {
  43. det = 1.0f / det;
  44. }
  45. b2Vec2 x;
  46. x.x = det * (a22 * b.x - a12 * b.y);
  47. x.y = det * (a11 * b.y - a21 * b.x);
  48. return x;
  49. }
  50. ///
  51. void b2Mat33::GetInverse22(b2Mat33* M) const
  52. {
  53. float32 a = ex.x, b = ey.x, c = ex.y, d = ey.y;
  54. float32 det = a * d - b * c;
  55. if (det != 0.0f)
  56. {
  57. det = 1.0f / det;
  58. }
  59. M->ex.x = det * d; M->ey.x = -det * b; M->ex.z = 0.0f;
  60. M->ex.y = -det * c; M->ey.y = det * a; M->ey.z = 0.0f;
  61. M->ez.x = 0.0f; M->ez.y = 0.0f; M->ez.z = 0.0f;
  62. }
  63. /// Returns the zero matrix if singular.
  64. void b2Mat33::GetSymInverse33(b2Mat33* M) const
  65. {
  66. float32 det = b2Dot(ex, b2Cross(ey, ez));
  67. if (det != 0.0f)
  68. {
  69. det = 1.0f / det;
  70. }
  71. float32 a11 = ex.x, a12 = ey.x, a13 = ez.x;
  72. float32 a22 = ey.y, a23 = ez.y;
  73. float32 a33 = ez.z;
  74. M->ex.x = det * (a22 * a33 - a23 * a23);
  75. M->ex.y = det * (a13 * a23 - a12 * a33);
  76. M->ex.z = det * (a12 * a23 - a13 * a22);
  77. M->ey.x = M->ex.y;
  78. M->ey.y = det * (a11 * a33 - a13 * a13);
  79. M->ey.z = det * (a13 * a12 - a11 * a23);
  80. M->ez.x = M->ex.z;
  81. M->ez.y = M->ey.z;
  82. M->ez.z = det * (a11 * a22 - a12 * a12);
  83. }