/* * 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 3-by-3 matrix. Stored in column-major order. */ public class b2Mat33 { public function b2Mat33(c1:b2Vec3=null, c2:b2Vec3=null, c3:b2Vec3=null) { if (!c1 && !c2 && !c3) { col1.SetZero(); col2.SetZero(); col3.SetZero(); } else { col1.SetV(c1); col2.SetV(c2); col3.SetV(c3); } } public function SetVVV(c1:b2Vec3, c2:b2Vec3, c3:b2Vec3) : void { col1.SetV(c1); col2.SetV(c2); col3.SetV(c3); } public function Copy():b2Mat33{ return new b2Mat33(col1, col2, col3); } public function SetM(m:b2Mat33) : void { col1.SetV(m.col1); col2.SetV(m.col2); col3.SetV(m.col3); } public function AddM(m:b2Mat33) : void { col1.x += m.col1.x; col1.y += m.col1.y; col1.z += m.col1.z; col2.x += m.col2.x; col2.y += m.col2.y; col2.z += m.col2.z; col3.x += m.col3.x; col3.y += m.col3.y; col3.z += m.col3.z; } public function SetIdentity() : void { col1.x = 1.0; col2.x = 0.0; col3.x = 0.0; col1.y = 0.0; col2.y = 1.0; col3.y = 0.0; col1.z = 0.0; col2.z = 0.0; col3.z = 1.0; } public function SetZero() : void { col1.x = 0.0; col2.x = 0.0; col3.x = 0.0; col1.y = 0.0; col2.y = 0.0; col3.y = 0.0; col1.z = 0.0; col2.z = 0.0; col3.z = 0.0; } // Solve A * x = b public function Solve22(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; } // Solve A * x = b public function Solve33(out:b2Vec3, bX:number, bY:number, bZ:number):b2Vec3 { var a11:number = col1.x; var a21:number = col1.y; var a31:number = col1.z; var a12:number = col2.x; var a22:number = col2.y; var a32:number = col2.z; var a13:number = col3.x; var a23:number = col3.y; var a33:number = col3.z; //float32 det = b2Dot(col1, b2Cross(col2, col3)); var det:number = a11 * (a22 * a33 - a32 * a23) + a21 * (a32 * a13 - a12 * a33) + a31 * (a12 * a23 - a22 * a13); if (det != 0.0) { det = 1.0 / det; } //out.x = det * b2Dot(b, b2Cross(col2, col3)); out.x = det * ( bX * (a22 * a33 - a32 * a23) + bY * (a32 * a13 - a12 * a33) + bZ * (a12 * a23 - a22 * a13) ); //out.y = det * b2Dot(col1, b2Cross(b, col3)); out.y = det * ( a11 * (bY * a33 - bZ * a23) + a21 * (bZ * a13 - bX * a33) + a31 * (bX * a23 - bY * a13)); //out.z = det * b2Dot(col1, b2Cross(col2, b)); out.z = det * ( a11 * (a22 * bZ - a32 * bY) + a21 * (a32 * bX - a12 * bZ) + a31 * (a12 * bY - a22 * bX)); return out; } public var col1:b2Vec3 = new b2Vec3(); public var col2:b2Vec3 = new b2Vec3(); public var col3:b2Vec3 = new b2Vec3(); }; }