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com.almasb.fxgl.physics.box2d.common.Mat33 Maven / Gradle / Ivy
/*
* FXGL - JavaFX Game Library. The MIT License (MIT).
* Copyright (c) AlmasB ([email protected]).
* See LICENSE for details.
*/
package com.almasb.fxgl.physics.box2d.common;
import com.almasb.fxgl.core.math.Vec2;
import java.io.Serializable;
/**
* A 3-by-3 matrix. Stored in column-major order.
*
* @author Daniel Murphy
*/
public final class Mat33 implements Serializable {
private static final long serialVersionUID = 2L;
public final Vec3 ex, ey, ez;
public Mat33() {
ex = new Vec3();
ey = new Vec3();
ez = new Vec3();
}
public static void mul22ToOutUnsafe(Mat33 A, Vec2 v, Vec2 out) {
assert v != out;
out.y = A.ex.y * v.x + A.ey.y * v.y;
out.x = A.ex.x * v.x + A.ey.x * v.y;
}
public static void mulToOutUnsafe(Mat33 A, Vec3 v, Vec3 out) {
assert out != v;
out.x = v.x * A.ex.x + v.y * A.ey.x + v.z * A.ez.x;
out.y = v.x * A.ex.y + v.y * A.ey.y + v.z * A.ez.y;
out.z = v.x * A.ex.z + v.y * A.ey.z + v.z * A.ez.z;
}
/**
* Solve A * x = b, where b is a column vector. This is more efficient than computing the inverse
* in one-shot cases.
*/
public void solve22ToOut(Vec2 b, Vec2 out) {
final float a11 = ex.x, a12 = ey.x, a21 = ex.y, a22 = ey.y;
float det = a11 * a22 - a12 * a21;
if (det != 0.0f) {
det = 1.0f / det;
}
out.x = det * (a22 * b.x - a12 * b.y);
out.y = det * (a11 * b.y - a21 * b.x);
}
/**
* Solve A * x = b, where b is a column vector. This is more efficient than computing the inverse
* in one-shot cases.
*
* @param out the result
*/
public void solve33ToOut(Vec3 b, Vec3 out) {
assert b != out;
Vec3.crossToOutUnsafe(ey, ez, out);
float det = Vec3.dot(ex, out);
if (det != 0.0f) {
det = 1.0f / det;
}
Vec3.crossToOutUnsafe(ey, ez, out);
final float x = det * Vec3.dot(b, out);
Vec3.crossToOutUnsafe(b, ez, out);
final float y = det * Vec3.dot(ex, out);
Vec3.crossToOutUnsafe(ey, b, out);
float z = det * Vec3.dot(ex, out);
out.x = x;
out.y = y;
out.z = z;
}
public void getInverse22(Mat33 M) {
float a = ex.x, b = ey.x, c = ex.y, d = ey.y;
float 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.
public void getSymInverse33(Mat33 M) {
float bx = ey.y * ez.z - ey.z * ez.y;
float by = ey.z * ez.x - ey.x * ez.z;
float bz = ey.x * ez.y - ey.y * ez.x;
float det = ex.x * bx + ex.y * by + ex.z * bz;
if (det != 0.0f) {
det = 1.0f / det;
}
float a11 = ex.x, a12 = ey.x, a13 = ez.x;
float a22 = ey.y, a23 = ez.y;
float 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);
}
@Override
public int hashCode() {
final int prime = 31;
int result = 1;
result = prime * result + ex.hashCode();
result = prime * result + ey.hashCode();
result = prime * result + ez.hashCode();
return result;
}
@Override
public boolean equals(Object obj) {
if (this == obj) return true;
if (obj == null) return false;
if (getClass() != obj.getClass()) return false;
Mat33 other = (Mat33) obj;
if (!ex.equals(other.ex))
return false;
if (!ey.equals(other.ey))
return false;
if (!ez.equals(other.ez))
return false;
return true;
}
}
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