/* * Copyright (c) 2006-2007 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. */ package Box2D.Common.Math{ import Box2D.Common.*; /** * A 2-by-2 matrix. Stored in column-major order. */ public class b2Mat22 { public function b2Mat22() { col1.x = col2.y = 1.0; } public static function FromAngle(angle:number):b2Mat22 { var mat:b2Mat22 = new b2Mat22(); mat.Set(angle); return mat; } public static function FromVV(c1:b2Vec2, c2:b2Vec2):b2Mat22 { var mat:b2Mat22 = new b2Mat22(); mat.SetVV(c1, c2); return mat; } public function Set(angle:number) : void { var c:number = Math.cos(angle); var s:number = Math.sin(angle); col1.x = c; col2.x = -s; col1.y = s; col2.y = c; } public function SetVV(c1:b2Vec2, c2:b2Vec2) : void { col1.SetV(c1); col2.SetV(c2); } public function Copy():b2Mat22{ var mat:b2Mat22 = new b2Mat22(); mat.SetM(this); return mat; } public function SetM(m:b2Mat22) : void { col1.SetV(m.col1); col2.SetV(m.col2); } public function AddM(m:b2Mat22) : void { col1.x += m.col1.x; col1.y += m.col1.y; col2.x += m.col2.x; col2.y += m.col2.y; } public function SetIdentity() : void { col1.x = 1.0; col2.x = 0.0; col1.y = 0.0; col2.y = 1.0; } public function SetZero() : void { col1.x = 0.0; col2.x = 0.0; col1.y = 0.0; col2.y = 0.0; } public function GetAngle() :number { return Math.atan2(col1.y, col1.x); } /** * Compute the inverse of this matrix, such that inv(A) * A = identity. */ public function GetInverse(out:b2Mat22):b2Mat22 { var a:number = col1.x; var b:number = col2.x; var c:number = col1.y; var d:number = col2.y; //var B:b2Mat22 = new b2Mat22(); var det:number = a * d - b * c; if (det != 0.0) { det = 1.0 / det; } out.col1.x = det * d; out.col2.x = -det * b; out.col1.y = -det * c; out.col2.y = det * a; return out; } // Solve A * x = b public function Solve(out:b2Vec2, bX:number, bY:number):b2Vec2 { //float32 a11 = col1.x, a12 = col2.x, a21 = col1.y, a22 = col2.y; var a11:number = col1.x; var a12:number = col2.x; var a21:number = col1.y; var a22:number = col2.y; //float32 det = a11 * a22 - a12 * a21; var det:number = a11 * a22 - a12 * a21; if (det != 0.0) { det = 1.0 / det; } out.x = det * (a22 * bX - a12 * bY); out.y = det * (a11 * bY - a21 * bX); return out; } public function Abs() : void { col1.Abs(); col2.Abs(); } public var col1:b2Vec2 = new b2Vec2(); public var col2:b2Vec2 = new b2Vec2(); }; }