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00019 #include <Box2D/Common/b2Math.h>
00020
00021 const b2Vec2 b2Vec2_zero(0.0f, 0.0f);
00022
00025 b2Vec3 b2Mat33::Solve33(const b2Vec3& b) const
00026 {
00027 float32 det = b2Dot(ex, b2Cross(ey, ez));
00028 if (det != 0.0f)
00029 {
00030 det = 1.0f / det;
00031 }
00032 b2Vec3 x;
00033 x.x = det * b2Dot(b, b2Cross(ey, ez));
00034 x.y = det * b2Dot(ex, b2Cross(b, ez));
00035 x.z = det * b2Dot(ex, b2Cross(ey, b));
00036 return x;
00037 }
00038
00041 b2Vec2 b2Mat33::Solve22(const b2Vec2& b) const
00042 {
00043 float32 a11 = ex.x, a12 = ey.x, a21 = ex.y, a22 = ey.y;
00044 float32 det = a11 * a22 - a12 * a21;
00045 if (det != 0.0f)
00046 {
00047 det = 1.0f / det;
00048 }
00049 b2Vec2 x;
00050 x.x = det * (a22 * b.x - a12 * b.y);
00051 x.y = det * (a11 * b.y - a21 * b.x);
00052 return x;
00053 }
00054
00056 void b2Mat33::GetInverse22(b2Mat33* M) const
00057 {
00058 float32 a = ex.x, b = ey.x, c = ex.y, d = ey.y;
00059 float32 det = a * d - b * c;
00060 if (det != 0.0f)
00061 {
00062 det = 1.0f / det;
00063 }
00064
00065 M->ex.x = det * d; M->ey.x = -det * b; M->ex.z = 0.0f;
00066 M->ex.y = -det * c; M->ey.y = det * a; M->ey.z = 0.0f;
00067 M->ez.x = 0.0f; M->ez.y = 0.0f; M->ez.z = 0.0f;
00068 }
00069
00071 void b2Mat33::GetSymInverse33(b2Mat33* M) const
00072 {
00073 float32 det = b2Dot(ex, b2Cross(ey, ez));
00074 if (det != 0.0f)
00075 {
00076 det = 1.0f / det;
00077 }
00078
00079 float32 a11 = ex.x, a12 = ey.x, a13 = ez.x;
00080 float32 a22 = ey.y, a23 = ez.y;
00081 float32 a33 = ez.z;
00082
00083 M->ex.x = det * (a22 * a33 - a23 * a23);
00084 M->ex.y = det * (a13 * a23 - a12 * a33);
00085 M->ex.z = det * (a12 * a23 - a13 * a22);
00086
00087 M->ey.x = M->ex.y;
00088 M->ey.y = det * (a11 * a33 - a13 * a13);
00089 M->ey.z = det * (a13 * a12 - a11 * a23);
00090
00091 M->ez.x = M->ex.z;
00092 M->ez.y = M->ey.z;
00093 M->ez.z = det * (a11 * a22 - a12 * a12);
00094 }