/* * Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com * * This software is provided 'as-is', without any express or implied * warranty. In no event will the authors be held liable for any damages * arising from the use of this software. * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it * freely, subject to the following restrictions: * 1. The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software * in a product, an acknowledgment in the product documentation would be * appreciated but is not required. * 2. Altered source versions must be plainly marked as such, and must not be * misrepresented as being the original software. * 3. This notice may not be removed or altered from any source distribution. */ #ifndef B2_MATH_H #define B2_MATH_H #include #include #include #include #include /// This function is used to ensure that a floating point number is /// not a NaN or infinity. inline bool b2IsValid(float32 x) { if (x != x) { // NaN. return false; } float32 infinity = std::numeric_limits::infinity(); return -infinity < x && x < infinity; } /// This is a approximate yet fast inverse square-root. inline float32 b2InvSqrt(float32 x) { union { float32 x; int32 i; } convert; convert.x = x; float32 xhalf = 0.5f * x; convert.i = 0x5f3759df - (convert.i >> 1); x = convert.x; x = x * (1.5f - xhalf * x * x); return x; } #define b2Sqrt(x) sqrtf(x) #define b2Atan2(y, x) atan2f(y, x) inline float32 b2Abs(float32 a) { return a > 0.0f ? a : -a; } /// A 2D column vector. struct b2Vec2 { /// Default constructor does nothing (for performance). b2Vec2() {} /// Construct using coordinates. b2Vec2(float32 x, float32 y) : x(x), y(y) {} /// Set this vector to all zeros. void SetZero() { x = 0.0f; y = 0.0f; } /// Set this vector to some specified coordinates. void Set(float32 x_, float32 y_) { x = x_; y = y_; } /// Negate this vector. b2Vec2 operator -() const { b2Vec2 v; v.Set(-x, -y); return v; } /// Read from and indexed element. float32 operator () (int32 i) const { return (&x)[i]; } /// Write to an indexed element. float32& operator () (int32 i) { return (&x)[i]; } /// Add a vector to this vector. void operator += (const b2Vec2& v) { x += v.x; y += v.y; } /// Subtract a vector from this vector. void operator -= (const b2Vec2& v) { x -= v.x; y -= v.y; } /// Multiply this vector by a scalar. void operator *= (float32 a) { x *= a; y *= a; } /// Get the length of this vector (the norm). float32 Length() const { return b2Sqrt(x * x + y * y); } /// Get the length squared. For performance, use this instead of /// b2Vec2::Length (if possible). float32 LengthSquared() const { return x * x + y * y; } /// Convert this vector into a unit vector. Returns the length. float32 Normalize() { float32 length = Length(); if (length < b2_epsilon) { return 0.0f; } float32 invLength = 1.0f / length; x *= invLength; y *= invLength; return length; } /// Does this vector contain finite coordinates? bool IsValid() const { return b2IsValid(x) && b2IsValid(y); } float32 x, y; }; /// A 2D column vector with 3 elements. struct b2Vec3 { /// Default constructor does nothing (for performance). b2Vec3() {} /// Construct using coordinates. b2Vec3(float32 x, float32 y, float32 z) : x(x), y(y), z(z) {} /// Set this vector to all zeros. void SetZero() { x = 0.0f; y = 0.0f; z = 0.0f; } /// Set this vector to some specified coordinates. void Set(float32 x_, float32 y_, float32 z_) { x = x_; y = y_; z = z_; } /// Negate this vector. b2Vec3 operator -() const { b2Vec3 v; v.Set(-x, -y, -z); return v; } /// Add a vector to this vector. void operator += (const b2Vec3& v) { x += v.x; y += v.y; z += v.z; } /// Subtract a vector from this vector. void operator -= (const b2Vec3& v) { x -= v.x; y -= v.y; z -= v.z; } /// Multiply this vector by a scalar. void operator *= (float32 s) { x *= s; y *= s; z *= s; } float32 x, y, z; }; /// A 2-by-2 matrix. Stored in column-major order. struct b2Mat22 { /// The default constructor does nothing (for performance). b2Mat22() {} /// Construct this matrix using columns. b2Mat22(const b2Vec2& c1, const b2Vec2& c2) { col1 = c1; col2 = c2; } /// Construct this matrix using scalars. b2Mat22(float32 a11, float32 a12, float32 a21, float32 a22) { col1.x = a11; col1.y = a21; col2.x = a12; col2.y = a22; } /// Construct this matrix using an angle. This matrix becomes /// an orthonormal rotation matrix. explicit b2Mat22(float32 angle) { // TODO_ERIN compute sin+cos together. float32 c = cosf(angle), s = sinf(angle); col1.x = c; col2.x = -s; col1.y = s; col2.y = c; } /// Initialize this matrix using columns. void Set(const b2Vec2& c1, const b2Vec2& c2) { col1 = c1; col2 = c2; } /// Initialize this matrix using an angle. This matrix becomes /// an orthonormal rotation matrix. void Set(float32 angle) { float32 c = cosf(angle), s = sinf(angle); col1.x = c; col2.x = -s; col1.y = s; col2.y = c; } /// Set this to the identity matrix. void SetIdentity() { col1.x = 1.0f; col2.x = 0.0f; col1.y = 0.0f; col2.y = 1.0f; } /// Set this matrix to all zeros. void SetZero() { col1.x = 0.0f; col2.x = 0.0f; col1.y = 0.0f; col2.y = 0.0f; } /// Extract the angle from this matrix (assumed to be /// a rotation matrix). float32 GetAngle() const { return b2Atan2(col1.y, col1.x); } b2Mat22 GetInverse() const { float32 a = col1.x, b = col2.x, c = col1.y, d = col2.y; b2Mat22 B; float32 det = a * d - b * c; if (det != 0.0f) { det = 1.0f / det; } B.col1.x = det * d; B.col2.x = -det * b; B.col1.y = -det * c; B.col2.y = det * a; return B; } /// Solve A * x = b, where b is a column vector. This is more efficient /// than computing the inverse in one-shot cases. b2Vec2 Solve(const b2Vec2& b) const { float32 a11 = col1.x, a12 = col2.x, a21 = col1.y, a22 = col2.y; float32 det = a11 * a22 - a12 * a21; if (det != 0.0f) { det = 1.0f / det; } b2Vec2 x; x.x = det * (a22 * b.x - a12 * b.y); x.y = det * (a11 * b.y - a21 * b.x); return x; } b2Vec2 col1, col2; }; /// A 3-by-3 matrix. Stored in column-major order. struct b2Mat33 { /// The default constructor does nothing (for performance). b2Mat33() {} /// Construct this matrix using columns. b2Mat33(const b2Vec3& c1, const b2Vec3& c2, const b2Vec3& c3) { col1 = c1; col2 = c2; col3 = c3; } /// Set this matrix to all zeros. void SetZero() { col1.SetZero(); col2.SetZero(); col3.SetZero(); } /// Solve A * x = b, where b is a column vector. This is more efficient /// than computing the inverse in one-shot cases. b2Vec3 Solve33(const b2Vec3& b) const; /// Solve A * x = b, where b is a column vector. This is more efficient /// than computing the inverse in one-shot cases. Solve only the upper /// 2-by-2 matrix equation. b2Vec2 Solve22(const b2Vec2& b) const; b2Vec3 col1, col2, col3; }; /// A transform contains translation and rotation. It is used to represent /// the position and orientation of rigid frames. struct b2Transform { /// The default constructor does nothing (for performance). b2Transform() {} /// Initialize using a position vector and a rotation matrix. b2Transform(const b2Vec2& position, const b2Mat22& R) : position(position), R(R) {} /// Set this to the identity transform. void SetIdentity() { position.SetZero(); R.SetIdentity(); } /// Set this based on the position and angle. void Set(const b2Vec2& p, float32 angle) { position = p; R.Set(angle); } /// Calculate the angle that the rotation matrix represents. float32 GetAngle() const { return b2Atan2(R.col1.y, R.col1.x); } b2Vec2 position; b2Mat22 R; }; /// This describes the motion of a body/shape for TOI computation. /// Shapes are defined with respect to the body origin, which may /// no coincide with the center of mass. However, to support dynamics /// we must interpolate the center of mass position. struct b2Sweep { /// Get the interpolated transform at a specific time. /// @param alpha is a factor in [0,1], where 0 indicates t0. void GetTransform(b2Transform* xf, float32 alpha) const; /// Advance the sweep forward, yielding a new initial state. /// @param t the new initial time. void Advance(float32 t); /// Normalize the angles. void Normalize(); b2Vec2 localCenter; ///< local center of mass position b2Vec2 c0, c; ///< center world positions float32 a0, a; ///< world angles }; extern const b2Vec2 b2Vec2_zero; extern const b2Mat22 b2Mat22_identity; extern const b2Transform b2Transform_identity; /// Perform the dot product on two vectors. inline float32 b2Dot(const b2Vec2& a, const b2Vec2& b) { return a.x * b.x + a.y * b.y; } /// Perform the cross product on two vectors. In 2D this produces a scalar. inline float32 b2Cross(const b2Vec2& a, const b2Vec2& b) { return a.x * b.y - a.y * b.x; } /// Perform the cross product on a vector and a scalar. In 2D this produces /// a vector. inline b2Vec2 b2Cross(const b2Vec2& a, float32 s) { return b2Vec2(s * a.y, -s * a.x); } /// Perform the cross product on a scalar and a vector. In 2D this produces /// a vector. inline b2Vec2 b2Cross(float32 s, const b2Vec2& a) { return b2Vec2(-s * a.y, s * a.x); } /// Multiply a matrix times a vector. If a rotation matrix is provided, /// then this transforms the vector from one frame to another. inline b2Vec2 b2Mul(const b2Mat22& A, const b2Vec2& v) { return b2Vec2(A.col1.x * v.x + A.col2.x * v.y, A.col1.y * v.x + A.col2.y * v.y); } /// Multiply a matrix transpose times a vector. If a rotation matrix is provided, /// then this transforms the vector from one frame to another (inverse transform). inline b2Vec2 b2MulT(const b2Mat22& A, const b2Vec2& v) { return b2Vec2(b2Dot(v, A.col1), b2Dot(v, A.col2)); } /// Add two vectors component-wise. inline b2Vec2 operator + (const b2Vec2& a, const b2Vec2& b) { return b2Vec2(a.x + b.x, a.y + b.y); } /// Subtract two vectors component-wise. inline b2Vec2 operator - (const b2Vec2& a, const b2Vec2& b) { return b2Vec2(a.x - b.x, a.y - b.y); } inline b2Vec2 operator * (float32 s, const b2Vec2& a) { return b2Vec2(s * a.x, s * a.y); } inline bool operator == (const b2Vec2& a, const b2Vec2& b) { return a.x == b.x && a.y == b.y; } inline float32 b2Distance(const b2Vec2& a, const b2Vec2& b) { b2Vec2 c = a - b; return c.Length(); } inline float32 b2DistanceSquared(const b2Vec2& a, const b2Vec2& b) { b2Vec2 c = a - b; return b2Dot(c, c); } inline b2Vec3 operator * (float32 s, const b2Vec3& a) { return b2Vec3(s * a.x, s * a.y, s * a.z); } /// Add two vectors component-wise. inline b2Vec3 operator + (const b2Vec3& a, const b2Vec3& b) { return b2Vec3(a.x + b.x, a.y + b.y, a.z + b.z); } /// Subtract two vectors component-wise. inline b2Vec3 operator - (const b2Vec3& a, const b2Vec3& b) { return b2Vec3(a.x - b.x, a.y - b.y, a.z - b.z); } /// Perform the dot product on two vectors. inline float32 b2Dot(const b2Vec3& a, const b2Vec3& b) { return a.x * b.x + a.y * b.y + a.z * b.z; } /// Perform the cross product on two vectors. inline b2Vec3 b2Cross(const b2Vec3& a, const b2Vec3& b) { return b2Vec3(a.y * b.z - a.z * b.y, a.z * b.x - a.x * b.z, a.x * b.y - a.y * b.x); } inline b2Mat22 operator + (const b2Mat22& A, const b2Mat22& B) { return b2Mat22(A.col1 + B.col1, A.col2 + B.col2); } // A * B inline b2Mat22 b2Mul(const b2Mat22& A, const b2Mat22& B) { return b2Mat22(b2Mul(A, B.col1), b2Mul(A, B.col2)); } // A^T * B inline b2Mat22 b2MulT(const b2Mat22& A, const b2Mat22& B) { b2Vec2 c1(b2Dot(A.col1, B.col1), b2Dot(A.col2, B.col1)); b2Vec2 c2(b2Dot(A.col1, B.col2), b2Dot(A.col2, B.col2)); return b2Mat22(c1, c2); } /// Multiply a matrix times a vector. inline b2Vec3 b2Mul(const b2Mat33& A, const b2Vec3& v) { return v.x * A.col1 + v.y * A.col2 + v.z * A.col3; } inline b2Vec2 b2Mul(const b2Transform& T, const b2Vec2& v) { float32 x = T.position.x + T.R.col1.x * v.x + T.R.col2.x * v.y; float32 y = T.position.y + T.R.col1.y * v.x + T.R.col2.y * v.y; return b2Vec2(x, y); } inline b2Vec2 b2MulT(const b2Transform& T, const b2Vec2& v) { return b2MulT(T.R, v - T.position); } inline b2Vec2 b2Abs(const b2Vec2& a) { return b2Vec2(b2Abs(a.x), b2Abs(a.y)); } inline b2Mat22 b2Abs(const b2Mat22& A) { return b2Mat22(b2Abs(A.col1), b2Abs(A.col2)); } template inline T b2Min(T a, T b) { return a < b ? a : b; } inline b2Vec2 b2Min(const b2Vec2& a, const b2Vec2& b) { return b2Vec2(b2Min(a.x, b.x), b2Min(a.y, b.y)); } template inline T b2Max(T a, T b) { return a > b ? a : b; } inline b2Vec2 b2Max(const b2Vec2& a, const b2Vec2& b) { return b2Vec2(b2Max(a.x, b.x), b2Max(a.y, b.y)); } template inline T b2Clamp(T a, T low, T high) { return b2Max(low, b2Min(a, high)); } inline b2Vec2 b2Clamp(const b2Vec2& a, const b2Vec2& low, const b2Vec2& high) { return b2Max(low, b2Min(a, high)); } template inline void b2Swap(T& a, T& b) { T tmp = a; a = b; b = tmp; } /// "Next Largest Power of 2 /// Given a binary integer value x, the next largest power of 2 can be computed by a SWAR algorithm /// that recursively "folds" the upper bits into the lower bits. This process yields a bit vector with /// the same most significant 1 as x, but all 1's below it. Adding 1 to that value yields the next /// largest power of 2. For a 32-bit value:" inline uint32 b2NextPowerOfTwo(uint32 x) { x |= (x >> 1); x |= (x >> 2); x |= (x >> 4); x |= (x >> 8); x |= (x >> 16); return x + 1; } inline bool b2IsPowerOfTwo(uint32 x) { bool result = x > 0 && (x & (x - 1)) == 0; return result; } inline void b2Sweep::GetTransform(b2Transform* xf, float32 alpha) const { xf->position = (1.0f - alpha) * c0 + alpha * c; float32 angle = (1.0f - alpha) * a0 + alpha * a; xf->R.Set(angle); // Shift to origin xf->position -= b2Mul(xf->R, localCenter); } inline void b2Sweep::Advance(float32 t) { c0 = (1.0f - t) * c0 + t * c; a0 = (1.0f - t) * a0 + t * a; } /// Normalize an angle in radians to be between -pi and pi inline void b2Sweep::Normalize() { float32 twoPi = 2.0f * b2_pi; float32 d = twoPi * floorf(a0 / twoPi); a0 -= d; a -= d; } #endif