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99 lines
2.8 KiB
C++
99 lines
2.8 KiB
C++
// MIT License
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// Copyright (c) 2019 Erin Catto
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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// SOFTWARE.
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#include "box2d/b2_math.h"
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const b2Vec2 b2Vec2_zero(0.0f, 0.0f);
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/// Solve A * x = b, where b is a column vector. This is more efficient
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/// than computing the inverse in one-shot cases.
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b2Vec3 b2Mat33::Solve33(const b2Vec3& b) const
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{
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float det = b2Dot(ex, b2Cross(ey, ez));
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if (det != 0.0f)
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{
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det = 1.0f / det;
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}
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b2Vec3 x;
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x.x = det * b2Dot(b, b2Cross(ey, ez));
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x.y = det * b2Dot(ex, b2Cross(b, ez));
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x.z = det * b2Dot(ex, b2Cross(ey, b));
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return x;
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}
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/// Solve A * x = b, where b is a column vector. This is more efficient
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/// than computing the inverse in one-shot cases.
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b2Vec2 b2Mat33::Solve22(const b2Vec2& b) const
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{
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float a11 = ex.x, a12 = ey.x, a21 = ex.y, a22 = ey.y;
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float det = a11 * a22 - a12 * a21;
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if (det != 0.0f)
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{
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det = 1.0f / det;
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}
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b2Vec2 x;
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x.x = det * (a22 * b.x - a12 * b.y);
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x.y = det * (a11 * b.y - a21 * b.x);
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return x;
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}
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///
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void b2Mat33::GetInverse22(b2Mat33* M) const
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{
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float a = ex.x, b = ey.x, c = ex.y, d = ey.y;
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float det = a * d - b * c;
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if (det != 0.0f)
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{
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det = 1.0f / det;
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}
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M->ex.x = det * d; M->ey.x = -det * b; M->ex.z = 0.0f;
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M->ex.y = -det * c; M->ey.y = det * a; M->ey.z = 0.0f;
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M->ez.x = 0.0f; M->ez.y = 0.0f; M->ez.z = 0.0f;
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}
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/// Returns the zero matrix if singular.
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void b2Mat33::GetSymInverse33(b2Mat33* M) const
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{
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float det = b2Dot(ex, b2Cross(ey, ez));
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if (det != 0.0f)
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{
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det = 1.0f / det;
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}
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float a11 = ex.x, a12 = ey.x, a13 = ez.x;
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float a22 = ey.y, a23 = ez.y;
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float a33 = ez.z;
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M->ex.x = det * (a22 * a33 - a23 * a23);
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M->ex.y = det * (a13 * a23 - a12 * a33);
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M->ex.z = det * (a12 * a23 - a13 * a22);
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M->ey.x = M->ex.y;
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M->ey.y = det * (a11 * a33 - a13 * a13);
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M->ey.z = det * (a13 * a12 - a11 * a23);
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M->ez.x = M->ex.z;
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M->ez.y = M->ey.z;
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M->ez.z = det * (a11 * a22 - a12 * a12);
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}
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