| /* | |
| * Copyright (c) 2006-2009 Erin Catto 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. | |
| */ | |
| #ifndef B2_MATH_H | |
| #define B2_MATH_H | |
| #include <Box2D/Common/b2Settings.h> | |
| #ifdef EM_NO_LIBCPP | |
| #include <math.h> | |
| #include <float.h> | |
| #include <stddef.h> | |
| #include <limits.h> | |
| #else | |
| #include <cmath> | |
| #include <cfloat> | |
| #include <cstddef> | |
| #include <limits> | |
| #endif | |
| /// This function is used to ensure that a floating point number is | |
| /// not a NaN or infinity. | |
| inline bool b2IsValid(float32 x) | |
| { | |
| if (x != x) | |
| { | |
| // NaN. | |
| return false; | |
| } | |
| float32 infinity = std::numeric_limits<float32>::infinity(); | |
| return -infinity < x && x < infinity; | |
| } | |
| /// This is a approximate yet fast inverse square-root. | |
| inline float32 b2InvSqrt(float32 x) | |
| { | |
| union | |
| { | |
| float32 x; | |
| int32 i; | |
| } convert; | |
| convert.x = x; | |
| float32 xhalf = 0.5f * x; | |
| convert.i = 0x5f3759df - (convert.i >> 1); | |
| x = convert.x; | |
| x = x * (1.5f - xhalf * x * x); | |
| return x; | |
| } | |
| #define b2Sqrt(x) std::sqrt(x) | |
| #define b2Atan2(y, x) std::atan2(y, x) | |
| /// A 2D column vector. | |
| struct b2Vec2 | |
| { | |
| /// Default constructor does nothing (for performance). | |
| b2Vec2() {} | |
| /// Construct using coordinates. | |
| b2Vec2(float32 x, float32 y) : x(x), y(y) {} | |
| /// Set this vector to all zeros. | |
| void SetZero() { x = 0.0f; y = 0.0f; } | |
| /// Set this vector to some specified coordinates. | |
| void Set(float32 x_, float32 y_) { x = x_; y = y_; } | |
| /// Negate this vector. | |
| b2Vec2 operator -() const { b2Vec2 v; v.Set(-x, -y); return v; } | |
| /// Read from and indexed element. | |
| float32 operator () (int32 i) const | |
| { | |
| return (&x)[i]; | |
| } | |
| /// Write to an indexed element. | |
| float32& operator () (int32 i) | |
| { | |
| return (&x)[i]; | |
| } | |
| /// Add a vector to this vector. | |
| void operator += (const b2Vec2& v) | |
| { | |
| x += v.x; y += v.y; | |
| } | |
| /// Subtract a vector from this vector. | |
| void operator -= (const b2Vec2& v) | |
| { | |
| x -= v.x; y -= v.y; | |
| } | |
| /// Multiply this vector by a scalar. | |
| void operator *= (float32 a) | |
| { | |
| x *= a; y *= a; | |
| } | |
| /// Get the length of this vector (the norm). | |
| float32 Length() const | |
| { | |
| return b2Sqrt(x * x + y * y); | |
| } | |
| /// Get the length squared. For performance, use this instead of | |
| /// b2Vec2::Length (if possible). | |
| float32 LengthSquared() const | |
| { | |
| return x * x + y * y; | |
| } | |
| /// Convert this vector into a unit vector. Returns the length. | |
| float32 Normalize() | |
| { | |
| float32 length = Length(); | |
| if (length < b2_epsilon) | |
| { | |
| return 0.0f; | |
| } | |
| float32 invLength = 1.0f / length; | |
| x *= invLength; | |
| y *= invLength; | |
| return length; | |
| } | |
| /// Does this vector contain finite coordinates? | |
| bool IsValid() const | |
| { | |
| return b2IsValid(x) && b2IsValid(y); | |
| } | |
| /// Get the skew vector such that dot(skew_vec, other) == cross(vec, other) | |
| b2Vec2 Skew() const | |
| { | |
| return b2Vec2(-y, x); | |
| } | |
| float32 x; | |
| float32 y; | |
| }; | |
| /// A 2D column vector with 3 elements. | |
| struct b2Vec3 | |
| { | |
| /// Default constructor does nothing (for performance). | |
| b2Vec3() {} | |
| /// Construct using coordinates. | |
| b2Vec3(float32 x, float32 y, float32 z) : x(x), y(y), z(z) {} | |
| /// Set this vector to all zeros. | |
| void SetZero() { x = 0.0f; y = 0.0f; z = 0.0f; } | |
| /// Set this vector to some specified coordinates. | |
| void Set(float32 x_, float32 y_, float32 z_) { x = x_; y = y_; z = z_; } | |
| /// Negate this vector. | |
| b2Vec3 operator -() const { b2Vec3 v; v.Set(-x, -y, -z); return v; } | |
| /// Add a vector to this vector. | |
| void operator += (const b2Vec3& v) | |
| { | |
| x += v.x; y += v.y; z += v.z; | |
| } | |
| /// Subtract a vector from this vector. | |
| void operator -= (const b2Vec3& v) | |
| { | |
| x -= v.x; y -= v.y; z -= v.z; | |
| } | |
| /// Multiply this vector by a scalar. | |
| void operator *= (float32 s) | |
| { | |
| x *= s; y *= s; z *= s; | |
| } | |
| float32 x, y, z; | |
| }; | |
| /// A 2-by-2 matrix. Stored in column-major order. | |
| struct b2Mat22 | |
| { | |
| /// The default constructor does nothing (for performance). | |
| b2Mat22() {} | |
| /// Construct this matrix using columns. | |
| b2Mat22(const b2Vec2& c1, const b2Vec2& c2) | |
| { | |
| ex = c1; | |
| ey = c2; | |
| } | |
| /// Construct this matrix using scalars. | |
| b2Mat22(float32 a11, float32 a12, float32 a21, float32 a22) | |
| { | |
| ex.x = a11; ex.y = a21; | |
| ey.x = a12; ey.y = a22; | |
| } | |
| /// Initialize this matrix using columns. | |
| void Set(const b2Vec2& c1, const b2Vec2& c2) | |
| { | |
| ex = c1; | |
| ey = c2; | |
| } | |
| /// Set this to the identity matrix. | |
| void SetIdentity() | |
| { | |
| ex.x = 1.0f; ey.x = 0.0f; | |
| ex.y = 0.0f; ey.y = 1.0f; | |
| } | |
| /// Set this matrix to all zeros. | |
| void SetZero() | |
| { | |
| ex.x = 0.0f; ey.x = 0.0f; | |
| ex.y = 0.0f; ey.y = 0.0f; | |
| } | |
| b2Mat22 GetInverse() const | |
| { | |
| float32 a = ex.x, b = ey.x, c = ex.y, d = ey.y; | |
| b2Mat22 B; | |
| float32 det = a * d - b * c; | |
| if (det != 0.0f) | |
| { | |
| det = 1.0f / det; | |
| } | |
| B.ex.x = det * d; B.ey.x = -det * b; | |
| B.ex.y = -det * c; B.ey.y = det * a; | |
| return B; | |
| } | |
| /// Solve A * x = b, where b is a column vector. This is more efficient | |
| /// than computing the inverse in one-shot cases. | |
| b2Vec2 Solve(const b2Vec2& b) const | |
| { | |
| float32 a11 = ex.x, a12 = ey.x, a21 = ex.y, a22 = ey.y; | |
| float32 det = a11 * a22 - a12 * a21; | |
| if (det != 0.0f) | |
| { | |
| det = 1.0f / det; | |
| } | |
| b2Vec2 x; | |
| x.x = det * (a22 * b.x - a12 * b.y); | |
| x.y = det * (a11 * b.y - a21 * b.x); | |
| return x; | |
| } | |
| b2Vec2 ex, ey; | |
| }; | |
| /// A 3-by-3 matrix. Stored in column-major order. | |
| struct b2Mat33 | |
| { | |
| /// The default constructor does nothing (for performance). | |
| b2Mat33() {} | |
| /// Construct this matrix using columns. | |
| b2Mat33(const b2Vec3& c1, const b2Vec3& c2, const b2Vec3& c3) | |
| { | |
| ex = c1; | |
| ey = c2; | |
| ez = c3; | |
| } | |
| /// Set this matrix to all zeros. | |
| void SetZero() | |
| { | |
| ex.SetZero(); | |
| ey.SetZero(); | |
| ez.SetZero(); | |
| } | |
| /// Solve A * x = b, where b is a column vector. This is more efficient | |
| /// than computing the inverse in one-shot cases. | |
| b2Vec3 Solve33(const b2Vec3& b) const; | |
| /// Solve A * x = b, where b is a column vector. This is more efficient | |
| /// than computing the inverse in one-shot cases. Solve only the upper | |
| /// 2-by-2 matrix equation. | |
| b2Vec2 Solve22(const b2Vec2& b) const; | |
| /// Get the inverse of this matrix as a 2-by-2. | |
| /// Returns the zero matrix if singular. | |
| void GetInverse22(b2Mat33* M) const; | |
| /// Get the symmetric inverse of this matrix as a 3-by-3. | |
| /// Returns the zero matrix if singular. | |
| void GetSymInverse33(b2Mat33* M) const; | |
| b2Vec3 ex, ey, ez; | |
| }; | |
| /// Rotation | |
| struct b2Rot | |
| { | |
| b2Rot() {} | |
| /// Initialize from an angle in radians | |
| explicit b2Rot(float32 angle) | |
| { | |
| /// TODO_ERIN optimize | |
| s = sinf(angle); | |
| c = cosf(angle); | |
| } | |
| /// Set using an angle in radians. | |
| void Set(float32 angle) | |
| { | |
| /// TODO_ERIN optimize | |
| s = sinf(angle); | |
| c = cosf(angle); | |
| } | |
| /// Set to the identity rotation | |
| void SetIdentity() | |
| { | |
| s = 0.0f; | |
| c = 1.0f; | |
| } | |
| /// Get the angle in radians | |
| float32 GetAngle() const | |
| { | |
| return b2Atan2(s, c); | |
| } | |
| /// Get the x-axis | |
| b2Vec2 GetXAxis() const | |
| { | |
| return b2Vec2(c, s); | |
| } | |
| /// Get the u-axis | |
| b2Vec2 GetYAxis() const | |
| { | |
| return b2Vec2(-s, c); | |
| } | |
| /// Sine and cosine | |
| float32 s, c; | |
| }; | |
| /// A transform contains translation and rotation. It is used to represent | |
| /// the position and orientation of rigid frames. | |
| struct b2Transform | |
| { | |
| /// The default constructor does nothing. | |
| b2Transform() {} | |
| /// Initialize using a position vector and a rotation. | |
| b2Transform(const b2Vec2& position, const b2Rot& rotation) : p(position), q(rotation) {} | |
| /// Set this to the identity transform. | |
| void SetIdentity() | |
| { | |
| p.SetZero(); | |
| q.SetIdentity(); | |
| } | |
| /// Set this based on the position and angle. | |
| void Set(const b2Vec2& position, float32 angle) | |
| { | |
| p = position; | |
| q.Set(angle); | |
| } | |
| b2Vec2 p; | |
| b2Rot q; | |
| }; | |
| /// This describes the motion of a body/shape for TOI computation. | |
| /// Shapes are defined with respect to the body origin, which may | |
| /// no coincide with the center of mass. However, to support dynamics | |
| /// we must interpolate the center of mass position. | |
| struct b2Sweep | |
| { | |
| /// Get the interpolated transform at a specific time. | |
| /// @param beta is a factor in [0,1], where 0 indicates alpha0. | |
| void GetTransform(b2Transform* xfb, float32 beta) const; | |
| /// Advance the sweep forward, yielding a new initial state. | |
| /// @param alpha the new initial time. | |
| void Advance(float32 alpha); | |
| /// Normalize the angles. | |
| void Normalize(); | |
| b2Vec2 localCenter; ///< local center of mass position | |
| b2Vec2 c0, c; ///< center world positions | |
| float32 a0, a; ///< world angles | |
| /// Fraction of the current time step in the range [0,1] | |
| /// c0 and a0 are the positions at alpha0. | |
| float32 alpha0; | |
| }; | |
| /// Useful constant | |
| extern const b2Vec2 b2Vec2_zero; | |
| /// Perform the dot product on two vectors. | |
| inline float32 b2Dot(const b2Vec2& a, const b2Vec2& b) | |
| { | |
| return a.x * b.x + a.y * b.y; | |
| } | |
| /// Perform the cross product on two vectors. In 2D this produces a scalar. | |
| inline float32 b2Cross(const b2Vec2& a, const b2Vec2& b) | |
| { | |
| return a.x * b.y - a.y * b.x; | |
| } | |
| /// Perform the cross product on a vector and a scalar. In 2D this produces | |
| /// a vector. | |
| inline b2Vec2 b2Cross(const b2Vec2& a, float32 s) | |
| { | |
| return b2Vec2(s * a.y, -s * a.x); | |
| } | |
| /// Perform the cross product on a scalar and a vector. In 2D this produces | |
| /// a vector. | |
| inline b2Vec2 b2Cross(float32 s, const b2Vec2& a) | |
| { | |
| return b2Vec2(-s * a.y, s * a.x); | |
| } | |
| /// Multiply a matrix times a vector. If a rotation matrix is provided, | |
| /// then this transforms the vector from one frame to another. | |
| inline b2Vec2 b2Mul(const b2Mat22& A, const b2Vec2& v) | |
| { | |
| return b2Vec2(A.ex.x * v.x + A.ey.x * v.y, A.ex.y * v.x + A.ey.y * v.y); | |
| } | |
| /// Multiply a matrix transpose times a vector. If a rotation matrix is provided, | |
| /// then this transforms the vector from one frame to another (inverse transform). | |
| inline b2Vec2 b2MulT(const b2Mat22& A, const b2Vec2& v) | |
| { | |
| return b2Vec2(b2Dot(v, A.ex), b2Dot(v, A.ey)); | |
| } | |
| /// Add two vectors component-wise. | |
| inline b2Vec2 operator + (const b2Vec2& a, const b2Vec2& b) | |
| { | |
| return b2Vec2(a.x + b.x, a.y + b.y); | |
| } | |
| /// Subtract two vectors component-wise. | |
| inline b2Vec2 operator - (const b2Vec2& a, const b2Vec2& b) | |
| { | |
| return b2Vec2(a.x - b.x, a.y - b.y); | |
| } | |
| inline b2Vec2 operator * (float32 s, const b2Vec2& a) | |
| { | |
| return b2Vec2(s * a.x, s * a.y); | |
| } | |
| inline bool operator == (const b2Vec2& a, const b2Vec2& b) | |
| { | |
| return a.x == b.x && a.y == b.y; | |
| } | |
| inline float32 b2Distance(const b2Vec2& a, const b2Vec2& b) | |
| { | |
| b2Vec2 c = a - b; | |
| return c.Length(); | |
| } | |
| inline float32 b2DistanceSquared(const b2Vec2& a, const b2Vec2& b) | |
| { | |
| b2Vec2 c = a - b; | |
| return b2Dot(c, c); | |
| } | |
| inline b2Vec3 operator * (float32 s, const b2Vec3& a) | |
| { | |
| return b2Vec3(s * a.x, s * a.y, s * a.z); | |
| } | |
| /// Add two vectors component-wise. | |
| inline b2Vec3 operator + (const b2Vec3& a, const b2Vec3& b) | |
| { | |
| return b2Vec3(a.x + b.x, a.y + b.y, a.z + b.z); | |
| } | |
| /// Subtract two vectors component-wise. | |
| inline b2Vec3 operator - (const b2Vec3& a, const b2Vec3& b) | |
| { | |
| return b2Vec3(a.x - b.x, a.y - b.y, a.z - b.z); | |
| } | |
| /// Perform the dot product on two vectors. | |
| inline float32 b2Dot(const b2Vec3& a, const b2Vec3& b) | |
| { | |
| return a.x * b.x + a.y * b.y + a.z * b.z; | |
| } | |
| /// Perform the cross product on two vectors. | |
| inline b2Vec3 b2Cross(const b2Vec3& a, const b2Vec3& b) | |
| { | |
| 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); | |
| } | |
| inline b2Mat22 operator + (const b2Mat22& A, const b2Mat22& B) | |
| { | |
| return b2Mat22(A.ex + B.ex, A.ey + B.ey); | |
| } | |
| // A * B | |
| inline b2Mat22 b2Mul(const b2Mat22& A, const b2Mat22& B) | |
| { | |
| return b2Mat22(b2Mul(A, B.ex), b2Mul(A, B.ey)); | |
| } | |
| // A^T * B | |
| inline b2Mat22 b2MulT(const b2Mat22& A, const b2Mat22& B) | |
| { | |
| b2Vec2 c1(b2Dot(A.ex, B.ex), b2Dot(A.ey, B.ex)); | |
| b2Vec2 c2(b2Dot(A.ex, B.ey), b2Dot(A.ey, B.ey)); | |
| return b2Mat22(c1, c2); | |
| } | |
| /// Multiply a matrix times a vector. | |
| inline b2Vec3 b2Mul(const b2Mat33& A, const b2Vec3& v) | |
| { | |
| return v.x * A.ex + v.y * A.ey + v.z * A.ez; | |
| } | |
| /// Multiply a matrix times a vector. | |
| inline b2Vec2 b2Mul22(const b2Mat33& A, const b2Vec2& v) | |
| { | |
| return b2Vec2(A.ex.x * v.x + A.ey.x * v.y, A.ex.y * v.x + A.ey.y * v.y); | |
| } | |
| /// Multiply two rotations: q * r | |
| inline b2Rot b2Mul(const b2Rot& q, const b2Rot& r) | |
| { | |
| // [qc -qs] * [rc -rs] = [qc*rc-qs*rs -qc*rs-qs*rc] | |
| // [qs qc] [rs rc] [qs*rc+qc*rs -qs*rs+qc*rc] | |
| // s = qs * rc + qc * rs | |
| // c = qc * rc - qs * rs | |
| b2Rot qr; | |
| qr.s = q.s * r.c + q.c * r.s; | |
| qr.c = q.c * r.c - q.s * r.s; | |
| return qr; | |
| } | |
| /// Transpose multiply two rotations: qT * r | |
| inline b2Rot b2MulT(const b2Rot& q, const b2Rot& r) | |
| { | |
| // [ qc qs] * [rc -rs] = [qc*rc+qs*rs -qc*rs+qs*rc] | |
| // [-qs qc] [rs rc] [-qs*rc+qc*rs qs*rs+qc*rc] | |
| // s = qc * rs - qs * rc | |
| // c = qc * rc + qs * rs | |
| b2Rot qr; | |
| qr.s = q.c * r.s - q.s * r.c; | |
| qr.c = q.c * r.c + q.s * r.s; | |
| return qr; | |
| } | |
| /// Rotate a vector | |
| inline b2Vec2 b2Mul(const b2Rot& q, const b2Vec2& v) | |
| { | |
| return b2Vec2(q.c * v.x - q.s * v.y, q.s * v.x + q.c * v.y); | |
| } | |
| /// Inverse rotate a vector | |
| inline b2Vec2 b2MulT(const b2Rot& q, const b2Vec2& v) | |
| { | |
| return b2Vec2(q.c * v.x + q.s * v.y, -q.s * v.x + q.c * v.y); | |
| } | |
| inline b2Vec2 b2Mul(const b2Transform& T, const b2Vec2& v) | |
| { | |
| float32 x = (T.q.c * v.x - T.q.s * v.y) + T.p.x; | |
| float32 y = (T.q.s * v.x + T.q.c * v.y) + T.p.y; | |
| return b2Vec2(x, y); | |
| } | |
| inline b2Vec2 b2MulT(const b2Transform& T, const b2Vec2& v) | |
| { | |
| float32 px = v.x - T.p.x; | |
| float32 py = v.y - T.p.y; | |
| float32 x = (T.q.c * px + T.q.s * py); | |
| float32 y = (-T.q.s * px + T.q.c * py); | |
| return b2Vec2(x, y); | |
| } | |
| // v2 = A.q.Rot(B.q.Rot(v1) + B.p) + A.p | |
| // = (A.q * B.q).Rot(v1) + A.q.Rot(B.p) + A.p | |
| inline b2Transform b2Mul(const b2Transform& A, const b2Transform& B) | |
| { | |
| b2Transform C; | |
| C.q = b2Mul(A.q, B.q); | |
| C.p = b2Mul(A.q, B.p) + A.p; | |
| return C; | |
| } | |
| // v2 = A.q' * (B.q * v1 + B.p - A.p) | |
| // = A.q' * B.q * v1 + A.q' * (B.p - A.p) | |
| inline b2Transform b2MulT(const b2Transform& A, const b2Transform& B) | |
| { | |
| b2Transform C; | |
| C.q = b2MulT(A.q, B.q); | |
| C.p = b2MulT(A.q, B.p - A.p); | |
| return C; | |
| } | |
| template <typename T> | |
| inline T b2Abs(T a) | |
| { | |
| return a > T(0) ? a : -a; | |
| } | |
| inline b2Vec2 b2Abs(const b2Vec2& a) | |
| { | |
| return b2Vec2(b2Abs(a.x), b2Abs(a.y)); | |
| } | |
| inline b2Mat22 b2Abs(const b2Mat22& A) | |
| { | |
| return b2Mat22(b2Abs(A.ex), b2Abs(A.ey)); | |
| } | |
| template <typename T> | |
| inline T b2Min(T a, T b) | |
| { | |
| return a < b ? a : b; | |
| } | |
| inline b2Vec2 b2Min(const b2Vec2& a, const b2Vec2& b) | |
| { | |
| return b2Vec2(b2Min(a.x, b.x), b2Min(a.y, b.y)); | |
| } | |
| template <typename T> | |
| inline T b2Max(T a, T b) | |
| { | |
| return a > b ? a : b; | |
| } | |
| inline b2Vec2 b2Max(const b2Vec2& a, const b2Vec2& b) | |
| { | |
| return b2Vec2(b2Max(a.x, b.x), b2Max(a.y, b.y)); | |
| } | |
| template <typename T> | |
| inline T b2Clamp(T a, T low, T high) | |
| { | |
| return b2Max(low, b2Min(a, high)); | |
| } | |
| inline b2Vec2 b2Clamp(const b2Vec2& a, const b2Vec2& low, const b2Vec2& high) | |
| { | |
| return b2Max(low, b2Min(a, high)); | |
| } | |
| template<typename T> inline void b2Swap(T& a, T& b) | |
| { | |
| T tmp = a; | |
| a = b; | |
| b = tmp; | |
| } | |
| /// "Next Largest Power of 2 | |
| /// Given a binary integer value x, the next largest power of 2 can be computed by a SWAR algorithm | |
| /// that recursively "folds" the upper bits into the lower bits. This process yields a bit vector with | |
| /// the same most significant 1 as x, but all 1's below it. Adding 1 to that value yields the next | |
| /// largest power of 2. For a 32-bit value:" | |
| inline uint32 b2NextPowerOfTwo(uint32 x) | |
| { | |
| x |= (x >> 1); | |
| x |= (x >> 2); | |
| x |= (x >> 4); | |
| x |= (x >> 8); | |
| x |= (x >> 16); | |
| return x + 1; | |
| } | |
| inline bool b2IsPowerOfTwo(uint32 x) | |
| { | |
| bool result = x > 0 && (x & (x - 1)) == 0; | |
| return result; | |
| } | |
| inline void b2Sweep::GetTransform(b2Transform* xf, float32 beta) const | |
| { | |
| xf->p = (1.0f - beta) * c0 + beta * c; | |
| float32 angle = (1.0f - beta) * a0 + beta * a; | |
| xf->q.Set(angle); | |
| // Shift to origin | |
| xf->p -= b2Mul(xf->q, localCenter); | |
| } | |
| inline void b2Sweep::Advance(float32 alpha) | |
| { | |
| b2Assert(alpha0 < 1.0f); | |
| float32 beta = (alpha - alpha0) / (1.0f - alpha0); | |
| c0 = (1.0f - beta) * c0 + beta * c; | |
| a0 = (1.0f - beta) * a0 + beta * a; | |
| alpha0 = alpha; | |
| } | |
| /// Normalize an angle in radians to be between -pi and pi | |
| inline void b2Sweep::Normalize() | |
| { | |
| float32 twoPi = 2.0f * b2_pi; | |
| float32 d = twoPi * floorf(a0 / twoPi); | |
| a0 -= d; | |
| a -= d; | |
| } | |
| #endif |