28         return std::isfinite(x);
    44         x = x * (1.5f - xhalf * x * x);
    48 #define b2Sqrt(x)       sqrtf(x)    49 #define b2Atan2(y, x)   atan2f(y, x)   109                 return x * 
x + 
y * 
y;
   120                 float32 invLength = 1.0f / length;
   163                 x += v.
x; 
y += v.
y; 
z += v.
z;
   169                 x -= v.
x; 
y -= v.
y; 
z -= v.
z;
   175                 x *= s; 
y *= s; 
z *= s;
   197                 ex.x = a11; ex.y = a21;
   198                 ey.x = a12; ey.y = a22;
   211                 ex.x = 1.0f; ey.x = 0.0f;
   212                 ex.y = 0.0f; ey.y = 1.0f;
   218                 ex.x = 0.0f; ey.x = 0.0f;
   219                 ex.y = 0.0f; ey.y = 0.0f;
   231                 B.
ex.
x =  det * 
d;      B.
ey.
x = -det * 
b;
   232                 B.
ex.
y = -det * c;      B.
ey.
y =  det * a;
   240                 float32 a11 = ex.
x, a12 = ey.x, a21 = ex.y, a22 = ey.y;
   247                 x.
x = det * (a22 * b.
x - a12 * b.
y);
   248                 x.
y = det * (a11 * b.
y - a21 * b.
x);
   288         void GetInverse22(
b2Mat33* M) 
const;
   292         void GetSymInverse33(
b2Mat33* M) 
const;
   407         return a.
x * b.
x + a.
y * b.
y;
   413         return a.
x * b.
y - a.
y * b.
x;
   463         return a.
x == b.
x && a.
y == b.
y;
   480         return b2Vec3(s * a.
x, s * a.
y, s * a.
z);
   498         return a.
x * b.
x + a.
y * b.
y + a.
z * b.
z;
   529         return v.
x * A.
ex + v.
y * A.
ey + v.
z * A.
ez;
   546         qr.
s = q.
s * r.
c + q.
c * r.
s;
   547         qr.
c = q.
c * r.
c - q.
s * r.
s;
   559         qr.
s = q.
c * r.
s - q.
s * r.
c;
   560         qr.
c = q.
c * r.
c + q.
s * r.
s;
   614 template <
typename T>
   617         return a > T(0) ? a : -a;
   630 template <
typename T>
   633         return a < b ? a : b;
   641 template <
typename T>
   644         return a > b ? a : b;
   652 template <
typename T>
   663 template<
typename T> 
inline void b2Swap(T& 
a, T& 
b)
   687         bool result = x > 0 && (x & (x - 1)) == 0;
   693         xf->
p = (1.0f - beta) * c0 + beta * 
c;
   698         xf->
p -= 
b2Mul(xf->
q, localCenter);
   704         float32 beta = (alpha - alpha0) / (1.0
f - alpha0);
   705         c0 += beta * (
c - c0);
   706         a0 += beta * (
a - a0);
 GLboolean GLboolean GLboolean GLboolean a
GLuint GLsizei GLsizei * length
float32 b2Dot(const b2Vec2 &a, const b2Vec2 &b)
Perform the dot product on two vectors. 
GLint GLint GLint GLint GLint GLint y
b2Vec2 b2Mul(const b2Mat22 &A, const b2Vec2 &v)
void Advance(float32 alpha)
void SetIdentity()
Set this to the identity matrix. 
b2Mat33(const b2Vec3 &c1, const b2Vec3 &c2, const b2Vec3 &c3)
Construct this matrix using columns. 
GLclampf GLclampf GLclampf alpha
void SetIdentity()
Set to the identity rotation. 
b2Vec2(float32 x, float32 y)
Construct using coordinates. 
void SetZero()
Set this matrix to all zeros. 
void GetTransform(b2Transform *xfb, float32 beta) const 
b2Mat33()
The default constructor does nothing (for performance). 
float32 LengthSquared() const 
void operator*=(float32 a)
Multiply this vector by a scalar. 
float32 b2InvSqrt(float32 x)
This is a approximate yet fast inverse square-root. 
void operator-=(const b2Vec2 &v)
Subtract a vector from this vector. 
b2Vec2()
Default constructor does nothing (for performance). 
float32 operator()(int32 i) const 
Read from and indexed element. 
void SetZero()
Set this vector to all zeros. 
b2Vec2 b2Mul22(const b2Mat33 &A, const b2Vec2 &v)
Multiply a matrix times a vector. 
b2Mat22()
The default constructor does nothing (for performance). 
b2Mat22(const b2Vec2 &c1, const b2Vec2 &c2)
Construct this matrix using columns. 
bool IsValid() const 
Does this vector contain finite coordinates? 
b2Vec2 localCenter
local center of mass position 
float32 b2Cross(const b2Vec2 &a, const b2Vec2 &b)
Perform the cross product on two vectors. In 2D this produces a scalar. 
A 2D column vector with 3 elements. 
void SetZero()
Set this vector to all zeros. 
b2Vec3()
Default constructor does nothing (for performance). 
float32 b2DistanceSquared(const b2Vec2 &a, const b2Vec2 &b)
bool b2IsValid(float32 x)
This function is used to ensure that a floating point number is not a NaN or infinity. 
b2Mat22(float32 a11, float32 a12, float32 a21, float32 a22)
Construct this matrix using scalars. 
b2Vec2 operator*(float32 s, const b2Vec2 &a)
GLint GLint GLint GLint GLint x
bool convert(const mrpt_msgs::ObservationRangeBeacon &_msg, const mrpt::poses::CPose3D &_pose, mrpt::obs::CObservationBeaconRanges &_obj)
void operator+=(const b2Vec2 &v)
Add a vector to this vector. 
b2Vec2 operator-() const 
Negate this vector. 
bool operator==(const b2Vec2 &a, const b2Vec2 &b)
b2Vec2 Solve(const b2Vec2 &b) const 
b2Vec2 b2MulT(const b2Mat22 &A, const b2Vec2 &v)
A 3-by-3 matrix. Stored in column-major order. 
b2Vec2 operator+(const b2Vec2 &a, const b2Vec2 &b)
Add two vectors component-wise. 
uint32 b2NextPowerOfTwo(uint32 x)
b2Vec3(float32 x, float32 y, float32 z)
Construct using coordinates. 
const b2Vec2 b2Vec2_zero
Useful constant. 
float32 GetAngle() const 
Get the angle in radians. 
void Normalize()
Normalize the angles. 
void SetZero()
Set this matrix to all zeros. 
bool b2IsPowerOfTwo(uint32 x)
b2Vec2 GetYAxis() const 
Get the u-axis. 
void Set(float32 angle)
Set using an angle in radians. 
T b2Clamp(T a, T low, T high)
GLdouble GLdouble GLdouble r
b2Vec2 Skew() const 
Get the skew vector such that dot(skew_vec, other) == cross(vec, other) 
A 2-by-2 matrix. Stored in column-major order. 
b2Vec2 GetXAxis() const 
Get the x-axis. 
void Set(float32 x_, float32 y_, float32 z_)
Set this vector to some specified coordinates. 
void Set(const b2Vec2 &c1, const b2Vec2 &c2)
Initialize this matrix using columns. 
GLdouble GLdouble GLdouble b
float32 s
Sine and cosine. 
GLdouble GLdouble GLdouble GLdouble q
float32 Normalize()
Convert this vector into a unit vector. Returns the length. 
EIGEN_STRONG_INLINE Scalar det() const 
void Set(float32 x_, float32 y_)
Set this vector to some specified coordinates. 
b2Rot(float32 angle)
Initialize from an angle in radians. 
float32 b2Distance(const b2Vec2 &a, const b2Vec2 &b)
b2Mat22 GetInverse() const 
float32 Length() const 
Get the length of this vector (the norm). 
GLdouble GLdouble GLdouble GLdouble GLdouble GLdouble f