本文整理汇总了C++中btMatrix3x3::inverse方法的典型用法代码示例。如果您正苦于以下问题:C++ btMatrix3x3::inverse方法的具体用法?C++ btMatrix3x3::inverse怎么用?C++ btMatrix3x3::inverse使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类btMatrix3x3
的用法示例。
在下文中一共展示了btMatrix3x3::inverse方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: decompose
unsigned int btPolarDecomposition::decompose(const btMatrix3x3& a, btMatrix3x3& u, btMatrix3x3& h) const
{
// Use the 'u' and 'h' matrices for intermediate calculations
u = a;
h = a.inverse();
for (unsigned int i = 0; i < m_maxIterations; ++i)
{
const btScalar h_1 = p1_norm(h);
const btScalar h_inf = pinf_norm(h);
const btScalar u_1 = p1_norm(u);
const btScalar u_inf = pinf_norm(u);
const btScalar h_norm = h_1 * h_inf;
const btScalar u_norm = u_1 * u_inf;
// The matrix is effectively singular so we cannot invert it
if (btFuzzyZero(h_norm) || btFuzzyZero(u_norm))
break;
const btScalar gamma = btPow(h_norm / u_norm, 0.25f);
const btScalar inv_gamma = 1.0 / gamma;
// Determine the delta to 'u'
const btMatrix3x3 delta = (u * (gamma - 2.0) + h.transpose() * inv_gamma) * 0.5;
// Update the matrices
u += delta;
h = u.inverse();
// Check for convergence
if (p1_norm(delta) <= m_tolerance * u_1)
{
h = u.transpose() * a;
h = (h + h.transpose()) * 0.5;
return i;
}
}
// The algorithm has failed to converge to the specified tolerance, but we
// want to make sure that the matrices returned are in the right form.
h = u.transpose() * a;
h = (h + h.transpose()) * 0.5;
return m_maxIterations;
}
示例2: computeGyroscopicImpulseImplicit_Cooper
btVector3 btRigidBody::computeGyroscopicImpulseImplicit_Cooper(btScalar step) const
{
#if 0
dReal h = callContext->m_stepperCallContext->m_stepSize; // Step size
dVector3 L; // Compute angular momentum
dMultiply0_331(L, I, b->avel);
#endif
btVector3 inertiaLocal = getLocalInertia();
btMatrix3x3 inertiaTensorWorld = getWorldTransform().getBasis().scaled(inertiaLocal) * getWorldTransform().getBasis().transpose();
btVector3 L = inertiaTensorWorld*getAngularVelocity();
btMatrix3x3 Itild(0, 0, 0, 0, 0, 0, 0, 0, 0);
#if 0
for (int ii = 0; ii<12; ++ii) {
Itild[ii] = Itild[ii] * h + I[ii];
}
#endif
btSetCrossMatrixMinus(Itild, L*step);
Itild += inertiaTensorWorld;
#if 0
// Compute a new effective 'inertia tensor'
// for the implicit step: the cross-product
// matrix of the angular momentum plus the
// old tensor scaled by the timestep.
// Itild may not be symmetric pos-definite,
// but we can still use it to compute implicit
// gyroscopic torques.
dMatrix3 Itild = { 0 };
dSetCrossMatrixMinus(Itild, L, 4);
for (int ii = 0; ii<12; ++ii) {
Itild[ii] = Itild[ii] * h + I[ii];
}
#endif
L *= step;
//Itild may not be symmetric pos-definite
btMatrix3x3 itInv = Itild.inverse();
Itild = inertiaTensorWorld * itInv;
btMatrix3x3 ident(1,0,0,0,1,0,0,0,1);
Itild -= ident;
#if 0
// Scale momentum by inverse time to get
// a sort of "torque"
dScaleVector3(L, dRecip(h));
// Invert the pseudo-tensor
dMatrix3 itInv;
// This is a closed-form inversion.
// It's probably not numerically stable
// when dealing with small masses with
// a large asymmetry.
// An LU decomposition might be better.
if (dInvertMatrix3(itInv, Itild) != 0) {
// "Divide" the original tensor
// by the pseudo-tensor (on the right)
dMultiply0_333(Itild, I, itInv);
// Subtract an identity matrix
Itild[0] -= 1; Itild[5] -= 1; Itild[10] -= 1;
// This new inertia matrix rotates the
// momentum to get a new set of torques
// that will work correctly when applied
// to the old inertia matrix as explicit
// torques with a semi-implicit update
// step.
dVector3 tau0;
dMultiply0_331(tau0, Itild, L);
// Add the gyro torques to the torque
// accumulator
for (int ii = 0; ii<3; ++ii) {
b->tacc[ii] += tau0[ii];
}
#endif
btVector3 tau0 = Itild * L;
// printf("tau0 = %f,%f,%f\n",tau0.x(),tau0.y(),tau0.z());
return tau0;
}
btVector3 btRigidBody::computeGyroscopicImpulseImplicit_Ewert(btScalar step) const
{
// use full newton-euler equations. common practice to drop the wxIw term. want it for better tumbling behavior.
// calculate using implicit euler step so it's stable.
const btVector3 inertiaLocal = getLocalInertia();
const btVector3 w0 = getAngularVelocity();
btMatrix3x3 I;
I = m_worldTransform.getBasis().scaled(inertiaLocal) *
m_worldTransform.getBasis().transpose();
//.........这里部分代码省略.........