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      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 
     19 #include <Box2D/Common/b2Math.h>
     20 
     21 const b2Vec2 b2Vec2_zero(0.0f, 0.0f);
     22 
     23 /// Solve A * x = b, where b is a column vector. This is more efficient
     24 /// than computing the inverse in one-shot cases.
     25 b2Vec3 b2Mat33::Solve33(const b2Vec3& b) const
     26 {
     27 	float32 det = b2Dot(ex, b2Cross(ey, ez));
     28 	if (det != 0.0f)
     29 	{
     30 		det = 1.0f / det;
     31 	}
     32 	b2Vec3 x;
     33 	x.x = det * b2Dot(b, b2Cross(ey, ez));
     34 	x.y = det * b2Dot(ex, b2Cross(b, ez));
     35 	x.z = det * b2Dot(ex, b2Cross(ey, b));
     36 	return x;
     37 }
     38 
     39 /// Solve A * x = b, where b is a column vector. This is more efficient
     40 /// than computing the inverse in one-shot cases.
     41 b2Vec2 b2Mat33::Solve22(const b2Vec2& b) const
     42 {
     43 	float32 a11 = ex.x, a12 = ey.x, a21 = ex.y, a22 = ey.y;
     44 	float32 det = a11 * a22 - a12 * a21;
     45 	if (det != 0.0f)
     46 	{
     47 		det = 1.0f / det;
     48 	}
     49 	b2Vec2 x;
     50 	x.x = det * (a22 * b.x - a12 * b.y);
     51 	x.y = det * (a11 * b.y - a21 * b.x);
     52 	return x;
     53 }
     54 
     55 ///
     56 void b2Mat33::GetInverse22(b2Mat33* M) const
     57 {
     58 	float32 a = ex.x, b = ey.x, c = ex.y, d = ey.y;
     59 	float32 det = a * d - b * c;
     60 	if (det != 0.0f)
     61 	{
     62 		det = 1.0f / det;
     63 	}
     64 
     65 	M->ex.x =  det * d;	M->ey.x = -det * b; M->ex.z = 0.0f;
     66 	M->ex.y = -det * c;	M->ey.y =  det * a; M->ey.z = 0.0f;
     67 	M->ez.x = 0.0f; M->ez.y = 0.0f; M->ez.z = 0.0f;
     68 }
     69 
     70 /// Returns the zero matrix if singular.
     71 void b2Mat33::GetSymInverse33(b2Mat33* M) const
     72 {
     73 	float32 det = b2Dot(ex, b2Cross(ey, ez));
     74 	if (det != 0.0f)
     75 	{
     76 		det = 1.0f / det;
     77 	}
     78 
     79 	float32 a11 = ex.x, a12 = ey.x, a13 = ez.x;
     80 	float32 a22 = ey.y, a23 = ez.y;
     81 	float32 a33 = ez.z;
     82 
     83 	M->ex.x = det * (a22 * a33 - a23 * a23);
     84 	M->ex.y = det * (a13 * a23 - a12 * a33);
     85 	M->ex.z = det * (a12 * a23 - a13 * a22);
     86 
     87 	M->ey.x = M->ex.y;
     88 	M->ey.y = det * (a11 * a33 - a13 * a13);
     89 	M->ey.z = det * (a13 * a12 - a11 * a23);
     90 
     91 	M->ez.x = M->ex.z;
     92 	M->ez.y = M->ey.z;
     93 	M->ez.z = det * (a11 * a22 - a12 * a12);
     94 }
     95