2016-12-18 18:39:47 -02:00

60 lines
1.8 KiB
C

/*
* Copyright (c) 2016-2016 Irlan Robson http://www.irlan.net
*
* 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.
*/
#ifndef B3_MAT_22_H
#define B3_MAT_22_H
#include <bounce\common\math\vec2.h>
// A 2-by-2 matrix stored in column-major order.
struct b3Mat22
{
// Does nothing for performance.
b3Mat22() { }
// Set this matrix from two vector elements.
b3Mat22(const b3Vec2& _x, const b3Vec2& _y) : x(_x), y(_y) { }
// Solve Ax = b.
// It doesn't compute the inverse.
// Therefore, is more efficient.
// Returns the zero vector if the matrix is singular.
b3Vec2 Solve(const b3Vec2& b) const;
b3Vec2 x, y;
};
// Multiply a matrix times a vector.
inline b3Vec2 operator*(const b3Mat22& A, const b3Vec2& v)
{
return v.x * A.x + v.y * A.y;
}
// Multiply a matrix times a vector.
inline b3Vec2 b3Mul(const b3Mat22& A, const b3Vec2& v)
{
return v.x * A.x + v.y * A.y;
}
// Invert a matrix.
// If the matrix determinant is zero this returns
// the zero matrix.
inline b3Mat22 b3Inverse(const b3Mat22& A);
#endif