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A 2D java physics engine, a port of the C++ Box2d engine. This is the core physics engine.
/*******************************************************************************
* Copyright (c) 2011, Daniel Murphy
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without modification,
* are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright notice,
* this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
******************************************************************************/
/*
* JBox2D - A Java Port of Erin Catto's Box2D
*
* JBox2D homepage: http://jbox2d.sourceforge.net/
* Box2D homepage: 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.
*/
package org.jbox2d.common;
import java.io.Serializable;
// updated to rev 100
/**
* A 3-by-3 matrix. Stored in column-major order.
* @author Daniel Murphy
*/
public class Mat33 implements Serializable{
private static final long serialVersionUID = 1L;
public static final Mat33 IDENTITY = new Mat33(new Vec3(1,0,0), new Vec3(0,1,0), new Vec3(0,0,1));
public final Vec3 col1,col2,col3;
public Mat33(){
col1 = new Vec3();
col2 = new Vec3();
col3 = new Vec3();
}
public Mat33(Vec3 argCol1, Vec3 argCol2, Vec3 argCol3){
col1 = argCol1.clone();
col2 = argCol2.clone();
col3 = argCol3.clone();
}
public void setZero(){
col1.setZero();
col2.setZero();
col3.setZero();
}
/// Multiply a matrix times a vector.
public static final Vec3 mul( Mat33 A, Vec3 v){
return new Vec3(v.x * A.col1.x + v.y * A.col2.x + v.z + A.col3.x,
v.x * A.col1.y + v.y * A.col2.y + v.z * A.col3.y,
v.x * A.col1.z + v.y * A.col2.z + v.z * A.col3.z);
}
public static final void mulToOut(Mat33 A, Vec3 v, Vec3 out){
final float tempy = v.x * A.col1.y + v.y * A.col2.y + v.z * A.col3.y;
final float tempz = v.x * A.col1.z + v.y * A.col2.z + v.z * A.col3.z;
out.x = v.x * A.col1.x + v.y * A.col2.x + v.z + A.col3.x;
out.y = tempy;
out.z = tempz;
}
/**
* Solve A * x = b, where b is a column vector. This is more efficient
* than computing the inverse in one-shot cases.
* @param b
* @return
*/
public final Vec2 solve22(Vec2 b){
Vec2 x = new Vec2();
solve22ToOut(b, x);
return x;
}
/**
* Solve A * x = b, where b is a column vector. This is more efficient
* than computing the inverse in one-shot cases.
* @param b
* @return
*/
public final void solve22ToOut(Vec2 b, Vec2 out){
final float a11 = col1.x, a12 = col2.x, a21 = col1.y, a22 = col2.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);
}
// djm pooling from below
/**
* Solve A * x = b, where b is a column vector. This is more efficient
* than computing the inverse in one-shot cases.
* @param b
* @return
*/
public final Vec3 solve33(Vec3 b){
Vec3 x = new Vec3();
solve33ToOut(b, x);
return x;
}
/**
* Solve A * x = b, where b is a column vector. This is more efficient
* than computing the inverse in one-shot cases.
* @param b
* @param out the result
*/
public final void solve33ToOut(Vec3 b, Vec3 out){
Vec3.crossToOut(col2, col3, out);
float det = Vec3.dot(col1, out);
if (det != 0.0f){
det = 1.0f / det;
}
Vec3.crossToOut(col2, col3, out);
final float x = det * Vec3.dot(b, out);
Vec3.crossToOut(b, col3, out);
final float y = det * Vec3.dot(col1, out);
Vec3.crossToOut(col2, b, out);
float z = det * Vec3.dot(col1, out);
out.x = x;
out.y = y;
out.z = z;
}
}