26 inline bool b2IsValid(float32 x)
28 int32 ix = *
reinterpret_cast<int32*
>(&x);
29 return (ix & 0x7f800000) != 0x7f800000;
33 inline float32 b2InvSqrt(float32 x)
42 float32 xhalf = 0.5f * x;
43 convert.i = 0x5f3759df - (convert.i >> 1);
45 x = x * (1.5f - xhalf * x * x);
49 #define b2Sqrt(x) sqrtf(x)
50 #define b2Atan2(y, x) atan2f(y, x)
59 b2Vec2(float32 x, float32 y) : x(x), y(y) {}
65 void Set(float32 x_, float32 y_) { x = x_; y = y_; }
103 return b2Sqrt(x * x + y * y);
110 return x * x + y * y;
116 float32 length =
Length();
117 if (length < b2_epsilon)
121 float32 invLength = 1.0f / length;
131 return b2IsValid(x) && b2IsValid(y);
150 b2Vec3(float32 x, float32 y, float32 z) : x(x), y(y), z(z) {}
153 void SetZero() { x = 0.0f; y = 0.0f; z = 0.0f; }
156 void Set(float32 x_, float32 y_, float32 z_) { x = x_; y = y_; z = z_; }
164 x += v.x; y += v.y; z += v.z;
170 x -= v.x; y -= v.y; z -= v.z;
176 x *= s; y *= s; z *= s;
196 b2Mat22(float32 a11, float32 a12, float32 a21, float32 a22)
198 ex.x = a11; ex.y = a21;
199 ey.x = a12; ey.y = a22;
212 ex.x = 1.0f; ey.x = 0.0f;
213 ex.y = 0.0f; ey.y = 1.0f;
219 ex.x = 0.0f; ey.x = 0.0f;
220 ex.y = 0.0f; ey.y = 0.0f;
225 float32 a = ex.x, b = ey.x, c = ex.y, d = ey.y;
227 float32 det = a * d - b * c;
232 B.ex.x = det * d; B.ey.x = -det * b;
233 B.ex.y = -det * c; B.ey.y = det * a;
241 float32 a11 = ex.x, a12 = ey.x, a21 = ex.y, a22 = ey.y;
242 float32 det = a11 * a22 - a12 * a21;
248 x.x = det * (a22 * b.x - a12 * b.y);
249 x.y = det * (a11 * b.y - a21 * b.x);
329 return b2Atan2(
s, c);
403 extern const b2Vec2 b2Vec2_zero;
408 return a.x * b.x + a.y * b.y;
412 inline float32 b2Cross(
const b2Vec2& a,
const b2Vec2& b)
414 return a.x * b.y - a.y * b.x;
421 return b2Vec2(s * a.y, -s * a.x);
428 return b2Vec2(-s * a.y, s * a.x);
435 return b2Vec2(A.ex.x * v.x + A.ey.x * v.y, A.ex.y * v.x + A.ey.y * v.y);
442 return b2Vec2(b2Dot(v, A.ex), b2Dot(v, A.ey));
448 return b2Vec2(a.x + b.x, a.y + b.y);
454 return b2Vec2(a.x - b.x, a.y - b.y);
459 return b2Vec2(s * a.x, s * a.y);
462 inline bool operator == (
const b2Vec2& a,
const b2Vec2& b)
464 return a.x == b.x && a.y == b.y;
467 inline float32 b2Distance(
const b2Vec2& a,
const b2Vec2& b)
473 inline float32 b2DistanceSquared(
const b2Vec2& a,
const b2Vec2& b)
481 return b2Vec3(s * a.x, s * a.y, s * a.z);
487 return b2Vec3(a.x + b.x, a.y + b.y, a.z + b.z);
493 return b2Vec3(a.x - b.x, a.y - b.y, a.z - b.z);
499 return a.x * b.x + a.y * b.y + a.z * b.z;
505 return b2Vec3(a.y * b.z - a.z * b.y, a.z * b.x - a.x * b.z, a.x * b.y - a.y * b.x);
510 return b2Mat22(A.ex + B.ex, A.ey + B.ey);
516 return b2Mat22(b2Mul(A, B.ex), b2Mul(A, B.ey));
522 b2Vec2 c1(b2Dot(A.ex, B.ex), b2Dot(A.ey, B.ex));
523 b2Vec2 c2(b2Dot(A.ex, B.ey), b2Dot(A.ey, B.ey));
530 return v.x * A.ex + v.y * A.ey + v.z * A.ez;
536 return b2Vec2(A.ex.x * v.x + A.ey.x * v.y, A.ex.y * v.x + A.ey.y * v.y);
547 qr.
s = q.
s * r.c + q.c * r.
s;
548 qr.c = q.c * r.c - q.
s * r.
s;
560 qr.
s = q.c * r.
s - q.
s * r.c;
561 qr.c = q.c * r.c + q.
s * r.
s;
568 return b2Vec2(q.c * v.x - q.
s * v.y, q.
s * v.x + q.c * v.y);
574 return b2Vec2(q.c * v.x + q.
s * v.y, -q.
s * v.x + q.c * v.y);
579 float32 x = (T.q.c * v.x - T.q.
s * v.y) + T.p.x;
580 float32 y = (T.q.
s * v.x + T.q.c * v.y) + T.p.y;
587 float32 px = v.x - T.p.x;
588 float32 py = v.y - T.p.y;
589 float32 x = (T.q.c * px + T.q.
s * py);
590 float32 y = (-T.q.
s * px + T.q.c * py);
600 C.q = b2Mul(A.q, B.q);
601 C.p = b2Mul(A.q, B.p) + A.p;
610 C.q = b2MulT(A.q, B.q);
611 C.p = b2MulT(A.q, B.p - A.p);
615 template <
typename T>
618 return a > T(0) ? a : -a;
623 return b2Vec2(b2Abs(a.x), b2Abs(a.y));
628 return b2Mat22(b2Abs(A.ex), b2Abs(A.ey));
631 template <
typename T>
632 inline T b2Min(T a, T b)
634 return a < b ? a : b;
639 return b2Vec2(b2Min(a.x, b.x), b2Min(a.y, b.y));
642 template <
typename T>
643 inline T b2Max(T a, T b)
645 return a > b ? a : b;
650 return b2Vec2(b2Max(a.x, b.x), b2Max(a.y, b.y));
653 template <
typename T>
654 inline T b2Clamp(T a, T low, T high)
656 return b2Max(low, b2Min(a, high));
661 return b2Max(low, b2Min(a, high));
664 template<
typename T>
inline void b2Swap(T& a, T& b)
676 inline uint32 b2NextPowerOfTwo(uint32 x)
686 inline bool b2IsPowerOfTwo(uint32 x)
688 bool result = x > 0 && (x & (x - 1)) == 0;
694 xf->p = (1.0f - beta) * c0 + beta * c;
695 float32 angle = (1.0f - beta) * a0 + beta * a;
706 c0 += beta * (c - c0);
707 a0 += beta * (a - a0);
714 float32 twoPi = 2.0f * b2_pi;
715 float32 d = twoPi * floorf(a0 / twoPi);
b2Vec2 Solve22(const b2Vec2 &b) const
Definition: b2Math.cpp:41
b2Vec3(float32 x, float32 y, float32 z)
Construct using coordinates.
Definition: b2Math.h:150
void GetTransform(b2Transform *xfb, float32 beta) const
Definition: b2Math.h:692
A 2D column vector with 3 elements.
Definition: b2Math.h:144
float32 GetAngle() const
Get the angle in radians.
Definition: b2Math.h:327
bool IsValid() const
Does this vector contain finite coordinates?
Definition: b2Math.h:129
b2Mat22(const b2Vec2 &c1, const b2Vec2 &c2)
Construct this matrix using columns.
Definition: b2Math.h:189
b2Vec3()
Default constructor does nothing (for performance).
Definition: b2Math.h:147
A 3-by-3 matrix. Stored in column-major order.
Definition: b2Math.h:257
b2Vec2()
Default constructor does nothing (for performance).
Definition: b2Math.h:56
void Set(float32 x_, float32 y_, float32 z_)
Set this vector to some specified coordinates.
Definition: b2Math.h:156
float32 Normalize()
Convert this vector into a unit vector. Returns the length.
Definition: b2Math.h:114
b2Vec2 GetYAxis() const
Get the u-axis.
Definition: b2Math.h:339
b2Mat33()
The default constructor does nothing (for performance).
Definition: b2Math.h:260
b2Vec2 operator-() const
Negate this vector.
Definition: b2Math.h:68
b2Vec2(float32 x, float32 y)
Construct using coordinates.
Definition: b2Math.h:59
b2Mat22()
The default constructor does nothing (for performance).
Definition: b2Math.h:186
float32 s
Sine and cosine.
Definition: b2Math.h:345
float32 a
world angles
Definition: b2Math.h:395
b2Mat33(const b2Vec3 &c1, const b2Vec3 &c2, const b2Vec3 &c3)
Construct this matrix using columns.
Definition: b2Math.h:263
b2Vec2 Skew() const
Get the skew vector such that dot(skew_vec, other) == cross(vec, other)
Definition: b2Math.h:135
b2Vec2 GetXAxis() const
Get the x-axis.
Definition: b2Math.h:333
b2Vec3 operator-() const
Negate this vector.
Definition: b2Math.h:159
void Set(float32 x_, float32 y_)
Set this vector to some specified coordinates.
Definition: b2Math.h:65
void SetZero()
Set this vector to all zeros.
Definition: b2Math.h:62
void operator+=(const b2Vec2 &v)
Add a vector to this vector.
Definition: b2Math.h:83
void GetInverse22(b2Mat33 *M) const
Definition: b2Math.cpp:56
void operator*=(float32 s)
Multiply this vector by a scalar.
Definition: b2Math.h:174
void operator-=(const b2Vec2 &v)
Subtract a vector from this vector.
Definition: b2Math.h:89
void SetZero()
Set this vector to all zeros.
Definition: b2Math.h:153
void operator-=(const b2Vec3 &v)
Subtract a vector from this vector.
Definition: b2Math.h:168
b2Rot(float32 angle)
Initialize from an angle in radians.
Definition: b2Math.h:304
void operator+=(const b2Vec3 &v)
Add a vector to this vector.
Definition: b2Math.h:162
b2Vec2 Solve(const b2Vec2 &b) const
Definition: b2Math.h:239
b2Vec2 c
center world positions
Definition: b2Math.h:394
float32 Length() const
Get the length of this vector (the norm).
Definition: b2Math.h:101
b2Vec2 localCenter
local center of mass position
Definition: b2Math.h:393
void GetSymInverse33(b2Mat33 *M) const
Returns the zero matrix if singular.
Definition: b2Math.cpp:71
A 2-by-2 matrix. Stored in column-major order.
Definition: b2Math.h:183
void Set(const b2Vec2 &c1, const b2Vec2 &c2)
Initialize this matrix using columns.
Definition: b2Math.h:203
void SetIdentity()
Set to the identity rotation.
Definition: b2Math.h:320
float32 alpha0
Definition: b2Math.h:399
void SetIdentity()
Set this to the identity matrix.
Definition: b2Math.h:210
void Normalize()
Normalize the angles.
Definition: b2Math.h:712
b2Vec3 Solve33(const b2Vec3 &b) const
Definition: b2Math.cpp:25
void SetZero()
Set this matrix to all zeros.
Definition: b2Math.h:217
A 2D column vector.
Definition: b2Math.h:53
void Advance(float32 alpha)
Definition: b2Math.h:702
float32 LengthSquared() const
Definition: b2Math.h:108
void operator*=(float32 a)
Multiply this vector by a scalar.
Definition: b2Math.h:95
void Set(float32 angle)
Set using an angle in radians.
Definition: b2Math.h:312
void SetZero()
Set this matrix to all zeros.
Definition: b2Math.h:271
b2Mat22(float32 a11, float32 a12, float32 a21, float32 a22)
Construct this matrix using scalars.
Definition: b2Math.h:196
Rotation.
Definition: b2Math.h:299
float32 operator()(int32 i) const
Read from and indexed element.
Definition: b2Math.h:71