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0001 /* 0002 * Copyright (c) 2007-2009 Erin Catto http://www.box2d.org 0003 * 0004 * This software is provided 'as-is', without any express or implied 0005 * warranty. In no event will the authors be held liable for any damages 0006 * arising from the use of this software. 0007 * Permission is granted to anyone to use this software for any purpose, 0008 * including commercial applications, and to alter it and redistribute it 0009 * freely, subject to the following restrictions: 0010 * 1. The origin of this software must not be misrepresented; you must not 0011 * claim that you wrote the original software. If you use this software 0012 * in a product, an acknowledgment in the product documentation would be 0013 * appreciated but is not required. 0014 * 2. Altered source versions must be plainly marked as such, and must not be 0015 * misrepresented as being the original software. 0016 * 3. This notice may not be removed or altered from any source distribution. 0017 */ 0018 0019 #include <Box2D/Common/b2Math.h> 0020 0021 const b2Vec2 b2Vec2_zero(0.0f, 0.0f); 0022 0023 /// Solve A * x = b, where b is a column vector. This is more efficient 0024 /// than computing the inverse in one-shot cases. 0025 b2Vec3 b2Mat33::Solve33(const b2Vec3& b) const 0026 { 0027 float32 det = b2Dot(ex, b2Cross(ey, ez)); 0028 if (det != 0.0f) 0029 { 0030 det = 1.0f / det; 0031 } 0032 b2Vec3 x; 0033 x.x = det * b2Dot(b, b2Cross(ey, ez)); 0034 x.y = det * b2Dot(ex, b2Cross(b, ez)); 0035 x.z = det * b2Dot(ex, b2Cross(ey, b)); 0036 return x; 0037 } 0038 0039 /// Solve A * x = b, where b is a column vector. This is more efficient 0040 /// than computing the inverse in one-shot cases. 0041 b2Vec2 b2Mat33::Solve22(const b2Vec2& b) const 0042 { 0043 float32 a11 = ex.x, a12 = ey.x, a21 = ex.y, a22 = ey.y; 0044 float32 det = a11 * a22 - a12 * a21; 0045 if (det != 0.0f) 0046 { 0047 det = 1.0f / det; 0048 } 0049 b2Vec2 x; 0050 x.x = det * (a22 * b.x - a12 * b.y); 0051 x.y = det * (a11 * b.y - a21 * b.x); 0052 return x; 0053 } 0054 0055 /// 0056 void b2Mat33::GetInverse22(b2Mat33* M) const 0057 { 0058 float32 a = ex.x, b = ey.x, c = ex.y, d = ey.y; 0059 float32 det = a * d - b * c; 0060 if (det != 0.0f) 0061 { 0062 det = 1.0f / det; 0063 } 0064 0065 M->ex.x = det * d; M->ey.x = -det * b; M->ex.z = 0.0f; 0066 M->ex.y = -det * c; M->ey.y = det * a; M->ey.z = 0.0f; 0067 M->ez.x = 0.0f; M->ez.y = 0.0f; M->ez.z = 0.0f; 0068 } 0069 0070 /// Returns the zero matrix if singular. 0071 void b2Mat33::GetSymInverse33(b2Mat33* M) const 0072 { 0073 float32 det = b2Dot(ex, b2Cross(ey, ez)); 0074 if (det != 0.0f) 0075 { 0076 det = 1.0f / det; 0077 } 0078 0079 float32 a11 = ex.x, a12 = ey.x, a13 = ez.x; 0080 float32 a22 = ey.y, a23 = ez.y; 0081 float32 a33 = ez.z; 0082 0083 M->ex.x = det * (a22 * a33 - a23 * a23); 0084 M->ex.y = det * (a13 * a23 - a12 * a33); 0085 M->ex.z = det * (a12 * a23 - a13 * a22); 0086 0087 M->ey.x = M->ex.y; 0088 M->ey.y = det * (a11 * a33 - a13 * a13); 0089 M->ey.z = det * (a13 * a12 - a11 * a23); 0090 0091 M->ez.x = M->ex.z; 0092 M->ez.y = M->ey.z; 0093 M->ez.z = det * (a11 * a22 - a12 * a12); 0094 }