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| author | Samu Laaksonen <laaksonen.sj@gmail.com> | 2012-10-18 23:58:18 +0300 |
|---|---|---|
| committer | Samu Laaksonen <laaksonen.sj@gmail.com> | 2012-10-18 23:58:18 +0300 |
| commit | a0f7ab0f77fa81b77d03de751e4a5f4e07c49d25 (patch) | |
| tree | 92c033e000f6796f3e679ee8ba58bf83844b84c5 /Box2D/Common/b2Math.cpp | |
| parent | 2049e08432907f645f5a3786ea4f50a6456b77c4 (diff) | |
| download | prism-a0f7ab0f77fa81b77d03de751e4a5f4e07c49d25.tar.gz prism-a0f7ab0f77fa81b77d03de751e4a5f4e07c49d25.zip | |
Box2d precommit
Added
- box2d source codes to be added in project when there is no longer cba
- some base ideas to display classes
Improved
- level loading : layer with property "solid" is now loaded tile by
tile, this allows adding static rigid bodies to these items for
collision detection
Diffstat (limited to 'Box2D/Common/b2Math.cpp')
| -rw-r--r-- | Box2D/Common/b2Math.cpp | 94 |
1 files changed, 94 insertions, 0 deletions
diff --git a/Box2D/Common/b2Math.cpp b/Box2D/Common/b2Math.cpp new file mode 100644 index 0000000..d6027be --- /dev/null +++ b/Box2D/Common/b2Math.cpp @@ -0,0 +1,94 @@ +/* +* Copyright (c) 2007-2009 Erin Catto http://www.box2d.org +* +* 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 <Box2D/Common/b2Math.h> + +const b2Vec2 b2Vec2_zero(0.0f, 0.0f); + +/// 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(ex, b2Cross(ey, ez)); + if (det != 0.0f) + { + det = 1.0f / det; + } + b2Vec3 x; + x.x = det * b2Dot(b, b2Cross(ey, ez)); + x.y = det * b2Dot(ex, b2Cross(b, ez)); + x.z = det * b2Dot(ex, b2Cross(ey, 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 = ex.x, a12 = ey.x, a21 = ex.y, a22 = ey.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; +} + +/// +void b2Mat33::GetInverse22(b2Mat33* M) const +{ + float32 a = ex.x, b = ey.x, c = ex.y, d = ey.y; + float32 det = a * d - b * c; + if (det != 0.0f) + { + det = 1.0f / det; + } + + M->ex.x = det * d; M->ey.x = -det * b; M->ex.z = 0.0f; + M->ex.y = -det * c; M->ey.y = det * a; M->ey.z = 0.0f; + M->ez.x = 0.0f; M->ez.y = 0.0f; M->ez.z = 0.0f; +} + +/// Returns the zero matrix if singular. +void b2Mat33::GetSymInverse33(b2Mat33* M) const +{ + float32 det = b2Dot(ex, b2Cross(ey, ez)); + if (det != 0.0f) + { + det = 1.0f / det; + } + + float32 a11 = ex.x, a12 = ey.x, a13 = ez.x; + float32 a22 = ey.y, a23 = ez.y; + float32 a33 = ez.z; + + M->ex.x = det * (a22 * a33 - a23 * a23); + M->ex.y = det * (a13 * a23 - a12 * a33); + M->ex.z = det * (a12 * a23 - a13 * a22); + + M->ey.x = M->ex.y; + M->ey.y = det * (a11 * a33 - a13 * a13); + M->ey.z = det * (a13 * a12 - a11 * a23); + + M->ez.x = M->ex.z; + M->ez.y = M->ey.z; + M->ez.z = det * (a11 * a22 - a12 * a12); +} |
