/* * Copyright (c) 2007-2009 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. */ #include const b2Vec2 b2Vec2_zero(0.0f, 0.0f); const b2Mat22 b2Mat22_identity(1.0f, 0.0f, 0.0f, 1.0f); const b2Transform b2Transform_identity(b2Vec2_zero, b2Mat22_identity); /// Solve A * x = b, where b is a column vector. This is more efficient /// than computing the inverse in one-shot cases. b2Vec3 b2Mat33::Solve33(const b2Vec3& b) const { float32 det = b2Dot(col1, b2Cross(col2, col3)); if (det != 0.0f) { det = 1.0f / det; } b2Vec3 x; x.x = det * b2Dot(b, b2Cross(col2, col3)); x.y = det * b2Dot(col1, b2Cross(b, col3)); x.z = det * b2Dot(col1, b2Cross(col2, b)); return x; } /// Solve A * x = b, where b is a column vector. This is more efficient /// than computing the inverse in one-shot cases. b2Vec2 b2Mat33::Solve22(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; }