File indexing completed on 2025-06-01 03:50:40

0001 /*
0002 * Copyright (c) 2007-2009 Erin Catto http://www.gphysics.com
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 const b2Mat22 b2Mat22_identity(1.0f, 0.0f, 0.0f, 1.0f);
0023 const b2Transform b2Transform_identity(b2Vec2_zero, b2Mat22_identity);
0024 
0025 /// Solve A * x = b, where b is a column vector. This is more efficient
0026 /// than computing the inverse in one-shot cases.
0027 b2Vec3 b2Mat33::Solve33(const b2Vec3& b) const
0028 {
0029     qreal det = b2Dot(col1, b2Cross(col2, col3));
0030     if (det != 0.0f)
0031     {
0032         det = 1.0f / det;
0033     }
0034     b2Vec3 x;
0035     x.x = det * b2Dot(b, b2Cross(col2, col3));
0036     x.y = det * b2Dot(col1, b2Cross(b, col3));
0037     x.z = det * b2Dot(col1, b2Cross(col2, b));
0038     return x;
0039 }
0040 
0041 /// Solve A * x = b, where b is a column vector. This is more efficient
0042 /// than computing the inverse in one-shot cases.
0043 b2Vec2 b2Mat33::Solve22(const b2Vec2& b) const
0044 {
0045     qreal a11 = col1.x, a12 = col2.x, a21 = col1.y, a22 = col2.y;
0046     qreal det = a11 * a22 - a12 * a21;
0047     if (det != 0.0f)
0048     {
0049         det = 1.0f / det;
0050     }
0051     b2Vec2 x;
0052     x.x = det * (a22 * b.x - a12 * b.y);
0053     x.y = det * (a11 * b.y - a21 * b.x);
0054     return x;
0055 }