diff --git a/sources/reactphysics3d/.directory b/sources/reactphysics3d/.directory
new file mode 100644
index 00000000..fe105892
--- /dev/null
+++ b/sources/reactphysics3d/.directory
@@ -0,0 +1,3 @@
+[Dolphin]
+Timestamp=2008,12,9,0,4,54
+ViewMode=1
diff --git a/sources/reactphysics3d/Matrix.cpp b/sources/reactphysics3d/Matrix.cpp
new file mode 100644
index 00000000..cf48744c
--- /dev/null
+++ b/sources/reactphysics3d/Matrix.cpp
@@ -0,0 +1,415 @@
+/****************************************************************************
+ * Copyright (C) 2009 Daniel Chappuis *
+ ****************************************************************************
+ * This file is part of ReactPhysics3D. *
+ * *
+ * ReactPhysics3D is free software: you can redistribute it and/or modify *
+ * it under the terms of the GNU General Public License as published by *
+ * the Free Software Foundation, either version 3 of the License, or *
+ * (at your option) any later version. *
+ * *
+ * ReactPhysics3D is distributed in the hope that it will be useful, *
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of *
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
+ * GNU General Public License for more details. *
+ * *
+ * You should have received a copy of the GNU General Public License *
+ * along with ReactPhysics3D. If not, see . *
+ ***************************************************************************/
+
+// Libraries
+#include
+#include "Matrix.h"
+
+// Namespaces
+using namespace reactphysics3d;
+
+// Constructor of the class Matrix
+Matrix::Matrix(int nbRow, int nbColumn) throw(std::invalid_argument)
+ :nbRow(nbRow),nbColumn(nbColumn) {
+ // Check the arguments
+ if (nbRow>0 && nbColumn>0) {
+
+ // Create the two dimensional dynamic array
+ array = new double*[nbRow];
+
+ assert(array != 0); // Array pointer musn't be null
+
+ for(int i=0; iarray;
+}
+
+
+// Function that return the cofactor matrix by removing row i and column j
+Matrix Matrix::getCofactor(int i, int j) const throw(std::invalid_argument) {
+ // If i and j are in the matrix
+ if (0<= i && i < nbRow && 0<= j && j 0) {
+ // Create a new matrix
+ Matrix identityMatrix(dimension,dimension);
+
+ // Fill in the identity matrix
+ for(int i=0; igetValue(i,j) + matrix2.getValue(i,j));
+ }
+ }
+
+ // Return the sum matrix
+ return sumMatrix;
+ }
+ else {
+ // We throw an MathematicsException
+ throw MathematicsException("MathematicsException : Addition of the matrices isn't possible beacause the size of the matrices aren't the same");
+ }
+}
+
+// Definition of the operator - for the substraction of two matrices with references
+Matrix Matrix::operator-(const Matrix& matrix2) const throw(MathematicsException) {
+ if (nbRow == matrix2.nbRow && nbColumn == matrix2.nbColumn) {
+ // Create a new matrix
+ Matrix sumMatrix(nbRow, nbColumn);
+
+ // Substract the two matrices
+ for(int i=0; inbColumn; ++j) {
+ sumMatrix.setValue(i, j, this->getValue(i,j) - matrix2.getValue(i,j));
+ }
+ }
+
+ // Return the sum matrix
+ return sumMatrix;
+ }
+ else {
+ // We throw a MathematicsException
+ throw MathematicsException("MathematicsException : Substraction of the matrices isn't possible beacause the size of the matrices aren't the same");
+ }
+}
+
+// Overloaded operator * for the multiplication of the matrix with a number
+Matrix Matrix::operator*(double nb) const {
+ // Creation of the result matrix
+ Matrix result(nbRow,nbColumn);
+
+ // Multiplication of the matrix with the number
+ for(int i=0; isetValue(i,j, matrix2.getValue(i,j));
+ }
+ }
+ }
+
+ // Return a reference to the matrix
+ return *this;
+ }
+ else {
+ // Throw a MathematicsException
+ throw MathematicsException("MathematicsException : Assignment impossible because the size of the matrices aren't the same !");
+ }
+}
+
+// Overloaded operator for equality condition
+bool Matrix::operator==(const Matrix& matrix2) const throw(MathematicsException) {
+ // Check if the matrices dimensions are compatible
+ if (nbRow == matrix2.nbRow && nbColumn == matrix2.nbColumn) {
+ for (int i=0; i. *
+ ***************************************************************************/
+
+#ifndef MATRIX_H
+#define MATRIX_H
+
+// Libraries
+#include "exceptions.h"
+#include
+#include
+
+// ReactPhysics3D namespace
+namespace reactphysics3d {
+
+/* -------------------------------------------------------------------
+ Class Matrix :
+ This class represents a matrix.
+ -------------------------------------------------------------------
+*/
+class Matrix {
+ private :
+ int nbRow; // Number of row in the matrix
+ int nbColumn; // Number of colum in the matrix
+ double** array; // Dynamic array that contains the values of the matrix
+
+ public :
+ Matrix(int nbRow, int nbColum) throw(std::invalid_argument); // Constructor of the class Matrix
+ Matrix(const Matrix& matrix); // Copy constructor of the class Matrix
+ virtual ~Matrix(); // Destructor of the class Matrix
+ double getValue(int i, int j) const throw(std::invalid_argument); // Return a value in the matrix
+ void setValue(int i, int j, double value) throw(std::invalid_argument); // Set a value in the matrix
+ int getNbRow() const; // Return the number of row of the matrix
+ int getNbColumn() const; // Return the number of column of the matrix
+ Matrix getCofactor(int i, int j) const throw(std::invalid_argument); // Return the cofactor matrix by removing row i and column j
+ Matrix getTranspose() const; // Return the transposed matrixs
+ Matrix getInverse() const throw(MathematicsException); // Return the inverse of the matrix if there exists
+ double getDeterminant() const throw(MathematicsException); // Return the determinant of the matrix
+ double getTrace() const throw(MathematicsException); // Return the trace of a square matrix
+ static Matrix identity(int dimension) throw(std::invalid_argument); // Return the identity matrix I of the given dimension
+
+ void display() const; // TO DELETE
+
+ // --- Overloaded operators --- //
+ Matrix operator+(const Matrix& matrix2) const throw(MathematicsException); // Overloaded operator for addition
+ Matrix operator-(const Matrix& matrix2) const throw(MathematicsException); // Overloaded operator for substraction
+ Matrix operator*(double nb) const; // Overloaded operator for multiplication with a number
+ Matrix operator*(const Matrix& matrix2) const throw(MathematicsException); // Overloaded operator for multiplication with a matrix
+ Matrix& operator=(const Matrix& matrix2) throw(MathematicsException); // Overloaded operator for assignment
+ bool operator==(const Matrix& matrix2) const throw(MathematicsException); // Overloaded operator for equality condition
+};
+
+// Function to get a value in the matrix (inline)
+inline double Matrix::getValue(int i, int j) const throw(std::invalid_argument) {
+ if (0 <= i && i < nbRow && 0 <= j && j < nbColumn) {
+ // get the value in the matrix
+ return array[i][j];
+ }
+ else {
+ // We Throw an out_of_range exception
+ throw std::invalid_argument("Exception : The index i or j is outside the matrix size !");
+ }
+}
+
+// Function to set a value in the matrix (inline)
+inline void Matrix::setValue(int i, int j, double value) throw(std::invalid_argument) {
+ if (0 <= i && i < nbRow && 0 <= j && j < nbColumn) {
+ // Set the value in the matrix
+ this->array[i][j] = value;
+ }
+ else {
+ // We Throw an out_of_range exception
+ throw std::invalid_argument("Exception : The index i or j is outside the matrix size !");
+ }
+}
+
+// Function that return the number of row of the matrix (inline)
+inline int Matrix::getNbRow() const {
+ return nbRow;
+}
+
+// Function that return the number of colum of the matrix (inline)
+inline int Matrix::getNbColumn() const {
+ return nbColumn;
+}
+
+// Overloaded operator for multiplication between a number and a Matrix (inline)
+inline Matrix operator*(double number, const Matrix& matrix) {
+
+ // Return the result matrix
+ return matrix * number;
+}
+
+} // End of the ReactPhysics3D namespace
+
+#endif
diff --git a/sources/reactphysics3d/Matrix3x3.cpp b/sources/reactphysics3d/Matrix3x3.cpp
new file mode 100644
index 00000000..a2506c98
--- /dev/null
+++ b/sources/reactphysics3d/Matrix3x3.cpp
@@ -0,0 +1,219 @@
+/****************************************************************************
+ * Copyright (C) 2009 Daniel Chappuis *
+ ****************************************************************************
+ * This file is part of ReactPhysics3D. *
+ * *
+ * ReactPhysics3D is free software: you can redistribute it and/or modify *
+ * it under the terms of the GNU General Public License as published by *
+ * the Free Software Foundation, either version 3 of the License, or *
+ * (at your option) any later version. *
+ * *
+ * ReactPhysics3D is distributed in the hope that it will be useful, *
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of *
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
+ * GNU General Public License for more details. *
+ * *
+ * You should have received a copy of the GNU General Public License *
+ * along with ReactPhysics3D. If not, see . *
+ ***************************************************************************/
+
+// Libraries
+#include
+#include "Matrix3x3.h"
+
+// Namespaces
+using namespace reactphysics3d;
+
+// Constructor of the class Matrix3x3
+Matrix3x3::Matrix3x3() {
+ // Initialize all values in the matrix to zero
+ setAllValues(0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0);
+}
+
+// Constructor with arguments
+Matrix3x3::Matrix3x3(double a1, double a2, double a3, double b1, double b2, double b3, double c1, double c2, double c3) {
+ // Initialize the matrix with the values
+ setAllValues(a1, a2, a3, b1, b2, b3, c1, c2, c3);
+}
+
+// Copy-constructor
+Matrix3x3::Matrix3x3(const Matrix3x3& matrix2) {
+ // Copy the values in the matrix
+ setAllValues(matrix2.array[0][0], matrix2.array[0][1], matrix2.array[0][2],
+ matrix2.array[1][0], matrix2.array[1][1], matrix2.array[1][2],
+ matrix2.array[2][0], matrix2.array[2][1], matrix2.array[2][2]);
+}
+
+// Create a Matrix3x3 from a quaternion (the quaternion can be non-unit)
+Matrix3x3::Matrix3x3(const Quaternion& quaternion) {
+ double x = quaternion.getX();
+ double y = quaternion.getY();
+ double z = quaternion.getZ();
+ double w = quaternion.getW();
+
+ double nQ = x*x + y*y + z*z + w*w;
+ double s = 0.0;
+
+ if (nQ > 0.0) {
+ s = 2.0/nQ;
+ }
+
+ // Computations used for optimization (less multiplications)
+ double xs = x*s;
+ double ys = y*s;
+ double zs = z*s;
+ double wxs = w*xs;
+ double wys = w*ys;
+ double wzs = w*zs;
+ double xxs = x*xs;
+ double xys = x*ys;
+ double xzs = x*zs;
+ double yys = y*ys;
+ double yzs = y*zs;
+ double zzs = z*zs;
+
+ // Create the matrix corresponding to the quaternion
+ setAllValues(1.0-yys-zzs, xys-wzs, xzs + wys,
+ xys + wzs, 1.0-xxs-zzs, yzs-wxs,
+ xzs-wys, yzs + wxs, 1.0-xxs-yys);
+}
+
+// Destructor
+Matrix3x3::~Matrix3x3() {
+
+}
+
+// Return the inverse matrix
+Matrix3x3 Matrix3x3::getInverse() const throw(MathematicsException) {
+ // Compute the determinant of the matrix
+ double determinant = getDeterminant();
+
+ // Check if the determinant is equal to zero
+ if (determinant != 0) {
+ double invDeterminant = 1.0 / determinant;
+ Matrix3x3 tempMatrix;
+
+ // Compute the inverse of the matrix
+ tempMatrix.setAllValues((array[1][1]*array[2][2]-array[2][1]*array[1][2]), -(array[1][0]*array[2][2]-array[2][0]*array[1][2]), (array[1][0]*array[2][1]-array[2][0]*array[1][1]),
+ -(array[0][1]*array[2][2]-array[2][1]*array[0][2]), (array[0][0]*array[2][2]-array[2][0]*array[0][2]), -(array[0][0]*array[2][1]-array[2][0]*array[0][1]),
+ (array[0][1]*array[1][2]-array[0][2]*array[1][1]), -(array[0][0]*array[1][2]-array[1][0]*array[0][2]), (array[0][0]*array[1][1]-array[0][1]*array[1][0]));
+
+ // Return the inverse matrix
+ return (invDeterminant * tempMatrix.getTranspose());
+ }
+ else {
+ // Throw an exception because the inverse of the matrix doesn't exist if the determinant is equal to zero
+ throw MathematicsException("MathematicsException : Impossible to compute the inverse of the matrix because the determinant is equal to zero");
+ }
+}
+
+// Return the quaternion corresponding to the matrix (it returns a unit quaternion)
+Quaternion Matrix3x3::getQuaternion() const {
+
+ // Get the trace of the matrix
+ double trace = getTrace();
+
+ double r;
+ double s;
+
+ if (trace < 0.0) {
+ if (array[1][1] > array[0][0]) {
+ if(array[2][2] > array[1][1]) {
+ r = sqrt(array[2][2] - array[0][0] - array[1][1] + 1.0);
+ s = 0.5 / r;
+ return Quaternion((array[2][0] + array[0][2])*s, (array[1][2] + array[2][1])*s, 0.5*r, (array[1][0] - array[0][1])*s);
+ }
+ else {
+ r = sqrt(array[1][1] - array[2][2] - array[0][0] + 1.0);
+ s = 0.5 / r;
+ return Quaternion((array[0][1] + array[1][0])*s, 0.5 * r, (array[1][2] + array[2][1])*s, (array[0][2] - array[2][0])*s);
+ }
+ }
+ else if (array[2][2] > array[0][0]) {
+ r = sqrt(array[2][2] - array[0][0] - array[1][1] + 1.0);
+ s = 0.5 / r;
+ return Quaternion((array[2][0] + array[0][2])*s, (array[1][2] + array[2][1])*s, 0.5 * r, (array[1][0] - array[0][1])*s);
+ }
+ else {
+ r = sqrt(array[0][0] - array[1][1] - array[2][2] + 1.0);
+ s = 0.5 / r;
+ return Quaternion(0.5 * r, (array[0][1] + array[1][0])*s, (array[2][0] - array[0][2])*s, (array[2][1] - array[1][2])*s);
+ }
+ }
+ else {
+ r = sqrt(trace + 1.0);
+ s = 0.5/r;
+ return Quaternion((array[2][1]-array[1][2])*s, (array[0][2]-array[2][0])*s, (array[1][0]-array[0][1])*s, 0.5 * r);
+ }
+}
+
+// Return the 3x3 identity matrix
+Matrix3x3 Matrix3x3::identity() {
+ // Return the isdentity matrix
+ return Matrix3x3(1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0);
+}
+
+// TO DELETE, THIS IS JUST FOR TESTING MATRICES
+void Matrix3x3::display() const {
+ for(int i=0; i<3; ++i) {
+ for(int j=0; j<3; ++j) {
+ std::cout << array[i][j] << " ";
+ }
+
+ std::cout << std::endl;
+ }
+}
+
+// Overloaded operator for addition
+Matrix3x3 Matrix3x3::operator+(const Matrix3x3& matrix2) const {
+ // Return the sum matrix
+ return Matrix3x3(array[0][0] + matrix2.array[0][0], array[0][1] + matrix2.array[0][1], array[0][2] + matrix2.array[0][2],
+ array[1][0] + matrix2.array[1][0], array[1][1] + matrix2.array[1][1], array[1][2] + matrix2.array[1][2],
+ array[2][0] + matrix2.array[2][0], array[2][1] + matrix2.array[2][1], array[2][2] + matrix2.array[2][2]);
+}
+
+// Overloaded operator for substraction
+Matrix3x3 Matrix3x3::operator-(const Matrix3x3& matrix2) const {
+ // Return the substraction matrix
+ return Matrix3x3(array[0][0] - matrix2.array[0][0], array[0][1] - matrix2.array[0][1], array[0][2] - matrix2.array[0][2],
+ array[1][0] - matrix2.array[1][0], array[1][1] - matrix2.array[1][1], array[1][2] - matrix2.array[1][2],
+ array[2][0] - matrix2.array[2][0], array[2][1] - matrix2.array[2][1], array[2][2] - matrix2.array[2][2]);
+}
+
+// Overloaded operator for multiplication with a number
+Matrix3x3 Matrix3x3::operator*(double nb) const {
+ // Return multiplied matrix
+ return Matrix3x3(array[0][0] * nb, array[0][1] * nb, array[0][2] * nb,
+ array[1][0] * nb, array[1][1] * nb, array[1][2] * nb,
+ array[2][0] * nb, array[2][1] * nb, array[2][2] * nb);
+}
+
+// Overloaded operator for multiplication with a matrix
+Matrix3x3 Matrix3x3::operator*(const Matrix3x3& matrix2) const {
+ // Compute and return the multiplication of the matrices
+ return Matrix3x3(array[0][0]*matrix2.array[0][0] + array[0][1]*matrix2.array[1][0] + array[0][2]*matrix2.array[2][0],
+ array[0][0]*matrix2.array[0][1] + array[0][1]*matrix2.array[1][1] + array[0][2]*matrix2.array[2][1],
+ array[0][0]*matrix2.array[0][2] + array[0][1]*matrix2.array[1][2] + array[0][2]*matrix2.array[2][2],
+ array[1][0]*matrix2.array[0][0] + array[1][1]*matrix2.array[1][0] + array[1][2]*matrix2.array[2][0],
+ array[1][0]*matrix2.array[0][1] + array[1][1]*matrix2.array[1][1] + array[1][2]*matrix2.array[2][1],
+ array[1][0]*matrix2.array[0][2] + array[1][1]*matrix2.array[1][2] + array[1][2]*matrix2.array[2][2],
+ array[2][0]*matrix2.array[0][0] + array[2][1]*matrix2.array[1][0] + array[2][2]*matrix2.array[2][0],
+ array[2][0]*matrix2.array[0][1] + array[2][1]*matrix2.array[1][1] + array[2][2]*matrix2.array[2][1],
+ array[2][0]*matrix2.array[0][2] + array[2][1]*matrix2.array[1][2] + array[2][2]*matrix2.array[2][2]);
+}
+
+// Overloaded operator for assignment
+Matrix3x3& Matrix3x3::operator=(const Matrix3x3& matrix2) {
+ // Check for self-assignment
+ if (this != &matrix2) {
+ setAllValues(matrix2.array[0][0], matrix2.array[0][1], matrix2.array[0][2],
+ matrix2.array[1][0], matrix2.array[1][1], matrix2.array[1][2],
+ matrix2.array[2][0], matrix2.array[2][1], matrix2.array[2][2]);
+ }
+
+ // Return a reference to the matrix
+ return *this;
+}
+
+
+
diff --git a/sources/reactphysics3d/Matrix3x3.h b/sources/reactphysics3d/Matrix3x3.h
new file mode 100644
index 00000000..ede01190
--- /dev/null
+++ b/sources/reactphysics3d/Matrix3x3.h
@@ -0,0 +1,150 @@
+/****************************************************************************
+ * Copyright (C) 2009 Daniel Chappuis *
+ ****************************************************************************
+ * This file is part of ReactPhysics3D. *
+ * *
+ * ReactPhysics3D is free software: you can redistribute it and/or modify *
+ * it under the terms of the GNU General Public License as published by *
+ * the Free Software Foundation, either version 3 of the License, or *
+ * (at your option) any later version. *
+ * *
+ * ReactPhysics3D is distributed in the hope that it will be useful, *
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of *
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
+ * GNU General Public License for more details. *
+ * *
+ * You should have received a copy of the GNU General Public License *
+ * along with ReactPhysics3D. If not, see . *
+ ***************************************************************************/
+
+
+#ifndef MATRIX3X3_H
+#define MATRIX3X3_H
+
+// Libraries
+#include "exceptions.h"
+#include "Quaternion.h"
+
+// ReactPhysics3D namespace
+namespace reactphysics3d {
+
+
+/* -------------------------------------------------------------------
+ Class Matrix3x3 :
+ This class represents a 3x3 matrix.
+ -------------------------------------------------------------------
+*/
+class Matrix3x3 {
+ private :
+ double array[3][3]; // Array with the values of the matrix
+
+ public :
+ Matrix3x3(); // Constructor of the class Matrix3x3
+ Matrix3x3(double a1, double a2, double a3, double b1, double b2, double b3,
+ double c1, double c2, double c3); // Constructor with arguments
+ Matrix3x3(const Matrix3x3& matrix); // Copy-constructor
+ Matrix3x3(const Quaternion& quaternion); // Create a Matrix3x3 from a Quaternion
+ virtual ~Matrix3x3(); // Destructor
+ double getValue(int i, int j) const throw(std::invalid_argument); // Get a value in the matrix
+ void setValue(int i, int j, double value) throw(std::invalid_argument); // Set a value in the matrix
+ void setAllValues(double a1, double a2, double a3, double b1, double b2, double b3,
+ double c1, double c2, double c3); // Set all the values in the matrix
+ Matrix3x3 getTranspose() const; // Return the transpose matrix
+ double getDeterminant() const; // Return the determinant of the matrix
+ double getTrace() const; // Return the trace of the matrix
+ Matrix3x3 getInverse() const throw(MathematicsException); // Return the inverse matrix
+ Quaternion getQuaternion() const; // Return the unit quaternion corresponding to the matrix
+ static Matrix3x3 identity(); // Return the 3x3 identity matrix
+
+ void display() const; // TO DELETE
+
+ // --- Overloaded operators --- //
+ Matrix3x3 operator+(const Matrix3x3& matrix2) const; // Overloaded operator for addition
+ Matrix3x3 operator-(const Matrix3x3& matrix2) const ; // Overloaded operator for substraction
+ Matrix3x3 operator*(double nb) const; // Overloaded operator for multiplication with a number
+ Matrix3x3 operator*(const Matrix3x3& matrix2) const; // Overloaded operator for multiplication with a matrix
+ Matrix3x3& operator=(const Matrix3x3& matrix2); // Overloaded operator for assignment
+ bool operator==(const Matrix3x3& matrix2) const; // Overloaded operator for equality condition
+};
+
+
+// Method to get a value in the matrix (inline)
+inline double Matrix3x3::getValue(int i, int j) const throw(std::invalid_argument) {
+ // Check the argument
+ if (i>=0 && i<3 && j>=0 && j<3) {
+ // Return the value
+ return array[i][j];
+ }
+ else {
+ // Throw an exception because of the wrong argument
+ throw std::invalid_argument("Exception : The argument isn't in the bounds of the 3x3 matrix");
+ }
+}
+
+// Method to set a value in the matrix (inline)
+inline void Matrix3x3::setValue(int i, int j, double value) throw(std::invalid_argument) {
+ // Check the argument
+ if (i>=0 && i<3 && j>=0 && j<3) {
+ // Set the value
+ array[i][j] = value;
+ }
+ else {
+ // Throw an exception because of the wrong argument
+ throw std::invalid_argument("Exception : The argument isn't in the bounds of the 3x3 matrix");
+ }
+} // End of the dcmaths namespace
+
+// Method to set all the values in the matrix
+inline void Matrix3x3::setAllValues(double a1, double a2, double a3, double b1, double b2, double b3,
+ double c1, double c2, double c3) {
+ // Set all the values of the matrix
+ array[0][0] = a1;
+ array[0][1] = a2;
+ array[0][2] = a3;
+
+ array[1][0] = b1;
+ array[1][1] = b2;
+ array[1][2] = b3;
+
+ array[2][0] = c1;
+ array[2][1] = c2;
+ array[2][2] = c3;
+}
+
+// Return the transpose matrix
+inline Matrix3x3 Matrix3x3::getTranspose() const {
+ // Return the transpose matrix
+ return Matrix3x3(array[0][0], array[1][0], array[2][0],
+ array[0][1], array[1][1], array[2][1],
+ array[0][2], array[1][2], array[2][2]);
+}
+
+// Return the determinant of the matrix
+inline double Matrix3x3::getDeterminant() const {
+ // Compute and return the determinant of the matrix
+ return (array[0][0]*(array[1][1]*array[2][2]-array[2][1]*array[1][2]) - array[0][1]*(array[1][0]*array[2][2]-array[2][0]*array[1][2]) +
+ array[0][2]*(array[1][0]*array[2][1]-array[2][0]*array[1][1]));
+}
+
+// Return the trace of the matrix
+inline double Matrix3x3::getTrace() const {
+ // Compute and return the trace
+ return (array[0][0] + array[1][1] + array[2][2]);
+}
+
+// Overloaded operator for multiplication between a number and a Matrix3x3 (inline)
+inline Matrix3x3 operator*(double number, const Matrix3x3& matrix) {
+ // Return the multiplied matrix
+ return matrix * number;
+}
+
+// Overloaded operator for equality condition
+inline bool Matrix3x3::operator==(const Matrix3x3& matrix2) const {
+ return (array[0][0] == matrix2.array[0][0] && array[0][1] == matrix2.array[0][1] && array[0][2] == matrix2.array[0][2] &&
+ array[1][0] == matrix2.array[1][0] && array[1][1] == matrix2.array[1][1] && array[1][2] == matrix2.array[1][2] &&
+ array[2][0] == matrix2.array[2][0] && array[2][1] == matrix2.array[2][1] && array[2][2] == matrix2.array[2][2]);
+}
+
+} // End of the ReactPhysics3D namespace
+
+#endif
diff --git a/sources/reactphysics3d/Quaternion.cpp b/sources/reactphysics3d/Quaternion.cpp
new file mode 100755
index 00000000..32453c90
--- /dev/null
+++ b/sources/reactphysics3d/Quaternion.cpp
@@ -0,0 +1,55 @@
+/****************************************************************************
+ * Copyright (C) 2009 Daniel Chappuis *
+ ****************************************************************************
+ * This file is part of ReactPhysics3D. *
+ * *
+ * ReactPhysics3D is free software: you can redistribute it and/or modify *
+ * it under the terms of the GNU General Public License as published by *
+ * the Free Software Foundation, either version 3 of the License, or *
+ * (at your option) any later version. *
+ * *
+ * ReactPhysics3D is distributed in the hope that it will be useful, *
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of *
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
+ * GNU General Public License for more details. *
+ * *
+ * You should have received a copy of the GNU General Public License *
+ * along with ReactPhysics3D. If not, see . *
+ ***************************************************************************/
+
+// Libraries
+#include "Quaternion.h"
+
+// Namespaces
+using namespace reactphysics3d;
+
+// Constructor of the class
+Quaternion::Quaternion()
+ :x(0.0), y(0.0), z(0.0), w(0.0) {
+
+}
+
+// Constructor with arguments
+Quaternion::Quaternion(double x, double y, double z, double w)
+ :x(x), y(y), z(z), w(w) {
+
+}
+
+// Constructor with the component w and the vector v=(x y z)
+Quaternion::Quaternion(double w, const Vector3D& v)
+ :x(v.getX()), y(v.getY()), z(v.getZ()), w(w) {
+
+}
+
+// Copy-constructor
+Quaternion::Quaternion(const Quaternion& quaternion)
+ :x(quaternion.x), y(quaternion.y), z(quaternion.z), w(quaternion.w) {
+
+}
+
+// Destructor
+Quaternion::~Quaternion() {
+
+}
+
+
diff --git a/sources/reactphysics3d/Quaternion.h b/sources/reactphysics3d/Quaternion.h
new file mode 100644
index 00000000..59cb96b0
--- /dev/null
+++ b/sources/reactphysics3d/Quaternion.h
@@ -0,0 +1,209 @@
+/****************************************************************************
+ * Copyright (C) 2009 Daniel Chappuis *
+ ****************************************************************************
+ * This file is part of ReactPhysics3D. *
+ * *
+ * ReactPhysics3D is free software: you can redistribute it and/or modify *
+ * it under the terms of the GNU General Public License as published by *
+ * the Free Software Foundation, either version 3 of the License, or *
+ * (at your option) any later version. *
+ * *
+ * ReactPhysics3D is distributed in the hope that it will be useful, *
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of *
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
+ * GNU General Public License for more details. *
+ * *
+ * You should have received a copy of the GNU General Public License *
+ * along with ReactPhysics3D. If not, see . *
+ ***************************************************************************/
+
+#ifndef QUATERNION_H
+#define QUATERNION_H
+
+// Libraries
+#include
+#include "Vector3D.h"
+#include "exceptions.h"
+
+// ReactPhysics3D namespace
+namespace reactphysics3d {
+
+/* -------------------------------------------------------------------
+ Class Quaternion :
+ This class represents a quaternion. We use the notation :
+ q = (x*i, y*j, z*k, w) to represent a quaternion.
+ -------------------------------------------------------------------
+*/
+class Quaternion
+{
+ private :
+ double x; // Component x of the quaternion
+ double y; // Component y of the quaternion
+ double z; // Component z of the quaternion
+ double w; // Component w of the quaternion
+
+ public :
+ Quaternion(); // Constructor
+ Quaternion(double x, double y, double z, double w); // Constructor with arguments
+ Quaternion(double w, const Vector3D& v); // Constructor with the component w and the vector v=(x y z)
+ Quaternion(const Quaternion& quaternion); // Copy-constructor
+ ~Quaternion(); // Destructor
+ double getX() const; // Return the component x of the quaternion
+ double getY() const; // Return the component y of the quaternion
+ double getZ() const; // Return the component z of the quaternion
+ double getW() const; // Return the component w of the quaternion
+ void setX(double x); // Set the value x
+ void setY(double y); // Set the value y
+ void setZ(double z); // Set the value z
+ void setW(double w); // Set the value w
+ Vector3D vectorV() const; // Return the vector v=(x y z) of the quaternion
+ double length() const; // Return the length of the quaternion
+ Quaternion getUnit() const throw (MathematicsException); // Return the unit quaternion
+ Quaternion getConjugate() const; // Return the conjugate quaternion
+ Quaternion getInverse() const throw (MathematicsException); // Return the inverse of the quaternion
+
+ // --- Overloaded operators --- //
+ Quaternion operator+(const Quaternion& quaternion) const; // Overloaded operator for the addition
+ Quaternion operator-(const Quaternion& quaternion) const; // Overloaded operator for the substraction
+ Quaternion operator*(double nb) const; // Overloaded operator for the multiplication with a constant
+ Quaternion operator*(const Quaternion& quaternion) const; // Overloaded operator for the multiplication
+ Quaternion& operator=(const Quaternion& quaternion); // Overloaded operator for assignment
+ bool operator==(const Quaternion& quaternion) const; // Overloaded operator for equality condition
+};
+
+
+// Get the value x (inline)
+inline double Quaternion::getX() const {
+ return x;
+}
+
+// Get the value y (inline)
+inline double Quaternion::getY() const {
+ return y;
+}
+
+// Get the value z (inline)
+inline double Quaternion::getZ() const {
+ return z;
+}
+
+// Get the value w (inline)
+inline double Quaternion::getW() const {
+ return w;
+}
+
+// Set the value x (inline)
+inline void Quaternion::setX(double x) {
+ this->x = x;
+}
+
+// Set the value y (inline)
+inline void Quaternion::setY(double y) {
+ this->y = y;
+}
+
+// Set the value z (inline)
+inline void Quaternion::setZ(double z) {
+ this->z = z;
+}
+
+// Set the value w (inline)
+inline void Quaternion::setW(double w) {
+ this->w = w;
+}
+
+// Return the vector v=(x y z) of the quaternion
+inline Vector3D Quaternion::vectorV() const {
+ // Return the vector v
+ return Vector3D(x, y, z);
+}
+
+// Return the length of the quaternion (inline)
+inline double Quaternion::length() const {
+ return sqrt(x*x + y*y + z*z + w*w);
+}
+
+// Return the unit quaternion
+inline Quaternion Quaternion::getUnit() const throw(MathematicsException) {
+ double lengthQuaternion = length();
+
+ // Check if the length is not equal to zero
+ if (lengthQuaternion != 0.0) {
+
+ // Compute and return the unit quaternion
+ return Quaternion(x/lengthQuaternion, y/lengthQuaternion, z/lengthQuaternion, w/lengthQuaternion);
+ }
+ else {
+ // Throw an exception because it's impossible to compute a unit quaternion if its length is equal to zero
+ throw MathematicsException("MathematicsException : Impossible to compute the unit quaternion if the length of the quaternion is zero");
+ }
+}
+
+// Return the conjugate of the quaternion (inline)
+inline Quaternion Quaternion::getConjugate() const {
+ return Quaternion(-x, -y, -z, w);
+}
+
+// Return the inverse of the quaternion (inline)
+inline Quaternion Quaternion::getInverse() const throw(MathematicsException) {
+ double lengthQuaternion = length();
+ lengthQuaternion = lengthQuaternion * lengthQuaternion;
+
+ // Check if the length is not equal to zero
+ if (lengthQuaternion != 0.0) {
+
+ // Compute and return the inverse quaternion
+ return Quaternion(-x/lengthQuaternion, -y/lengthQuaternion, -z/lengthQuaternion, w/lengthQuaternion);
+ }
+ else {
+ // Throw an exception because the inverse cannot be computed
+ throw MathematicsException("MathematicsException : Impossible to compute the inverse of the quaternion because it's length is zero");
+ }
+}
+
+// Overloaded operator for the addition of two quaternions
+inline Quaternion Quaternion::operator+(const Quaternion& quaternion) const {
+ // Return the result quaternion
+ return Quaternion(x + quaternion.x, y + quaternion.y, z + quaternion.z, w + quaternion.w);
+}
+
+// Overloaded operator for the substraction of two quaternions
+inline Quaternion Quaternion::operator-(const Quaternion& quaternion) const {
+ // Return the result of the substraction
+ return Quaternion(x-quaternion.x, y - quaternion.y, z - quaternion.z, w - quaternion.w);
+}
+
+// Overloaded operator for the multiplication with a constant
+inline Quaternion Quaternion::operator*(double nb) const {
+ // Return the result
+ return Quaternion(nb*x, nb*y, nb*z, nb*w);
+}
+
+// Overloaded operator for the multiplication of two quaternions
+inline Quaternion Quaternion::operator*(const Quaternion& quaternion) const {
+ // Return the result of the multiplication
+ return Quaternion(w*quaternion.w - vectorV().scalarProduct(quaternion.vectorV()), w*quaternion.vectorV()+quaternion.w*vectorV() + vectorV().crossProduct(quaternion.vectorV()));
+}
+
+// Overloaded operator for the assignment
+inline Quaternion& Quaternion::operator=(const Quaternion& quaternion) {
+ // Check for self-assignment
+ if (this != &quaternion) {
+ x = quaternion.x;
+ y = quaternion.y;
+ z = quaternion.z;
+ w = quaternion.w;
+ }
+
+ // Return this quaternion
+ return *this;
+}
+
+// Overloaded operator for equality condition
+inline bool Quaternion::operator==(const Quaternion& quaternion) const {
+ return (x == quaternion.x && y == quaternion.y && z == quaternion.z && w == quaternion.w);
+}
+
+} // End of the ReactPhysics3D namespace
+
+#endif
diff --git a/sources/reactphysics3d/Vector.cpp b/sources/reactphysics3d/Vector.cpp
new file mode 100644
index 00000000..017a34e5
--- /dev/null
+++ b/sources/reactphysics3d/Vector.cpp
@@ -0,0 +1,223 @@
+/****************************************************************************
+ * Copyright (C) 2009 Daniel Chappuis *
+ ****************************************************************************
+ * This file is part of ReactPhysics3D. *
+ * *
+ * ReactPhysics3D is free software: you can redistribute it and/or modify *
+ * it under the terms of the GNU General Public License as published by *
+ * the Free Software Foundation, either version 3 of the License, or *
+ * (at your option) any later version. *
+ * *
+ * ReactPhysics3D is distributed in the hope that it will be useful, *
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of *
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
+ * GNU General Public License for more details. *
+ * *
+ * You should have received a copy of the GNU General Public License *
+ * along with ReactPhysics3D. If not, see . *
+ ***************************************************************************/
+
+// Libraries
+#include "Vector.h"
+
+// Namespaces
+using namespace reactphysics3d;
+
+// Constructor of the class Vector
+Vector::Vector(int n) throw(std::invalid_argument) {
+ // Check the argument
+ if (n > 0) {
+ // Create the array that contains the values of the vector
+ nbComponent = n;
+ tab = new double[nbComponent];
+
+
+ // Fill the array with zero's value
+ for(int i=0; i. *
+ ***************************************************************************/
+
+#ifndef VECTOR_H
+#define VECTOR_H
+
+// Libraries
+#include "exceptions.h"
+#include
+#include
+
+// ReactPhysics3D namespace
+namespace reactphysics3d {
+
+/* -------------------------------------------------------------------
+ Class Vector :
+ This class represents a Vector.
+ -------------------------------------------------------------------
+*/
+class Vector {
+ private :
+ double* tab; // Array of the vector's components
+ int nbComponent; // number of components in the vector
+
+ public :
+ Vector(int n) throw(std::invalid_argument); // Constructor of the class Vector
+ Vector(const Vector& vector); // Copy-constructor of the class Vector
+ virtual ~Vector(); // Destructor of the class Vector
+ double getValue(int n) const throw(std::invalid_argument); // Get a component of the vector
+ void setValue(int n, double value) throw(std::invalid_argument); // Set the value of a component of the vector
+ int getNbComponent() const; // Get the number of components in the vector
+ double length() const; // Get the length of the vector
+ Vector getUnit() const throw(MathematicsException); // Return the corresponding unit vector
+ double scalarProduct(const Vector& vector) const throw(MathematicsException); // Scalar product of two vectors
+ Vector crossProduct(const Vector& vector) const throw(MathematicsException); // Cross product of two vectors (in 3D only)
+
+ // --- Overloaded operators --- //
+ Vector operator+(const Vector& vector) const throw(MathematicsException); // Overloaded operator for addition
+ Vector operator-(const Vector& vector) const throw(MathematicsException); // Overloaded operator for substraction
+ Vector operator*(double number) const; // Overloaded operator for multiplication with a number
+ Vector& operator=(const Vector& vector) throw(MathematicsException); // Overloaded operator for the assignement to a Vector
+ bool operator==(const Vector& vector) const throw(MathematicsException); // Overloaded operator for the equality condition
+};
+
+
+// ------ Definition of inlines functions ------ //
+
+// Method to get the value of a component of the vector (inline)
+inline double Vector::getValue(int n) const throw(std::invalid_argument) {
+ // Check the argument
+ if (n>=0 && n= 0 && n. *
+ ***************************************************************************/
+
+// Libraries
+#include "Vector3D.h"
+#include
+
+// Namespaces
+using namespace reactphysics3d;
+
+// Constructor of the class Vector3D
+Vector3D::Vector3D()
+ :x(0.0), y(0.0), z(0.0) {
+
+}
+
+// Constructor with arguments
+Vector3D::Vector3D(double x, double y, double z)
+ :x(x), y(y), z(z) {
+
+}
+
+// Copy-constructor
+Vector3D::Vector3D(const Vector3D& vector)
+ :x(vector.x), y(vector.y), z(vector.z) {
+
+}
+
+// Destructor
+Vector3D::~Vector3D() {
+
+}
+
+// Return the corresponding unit vector
+Vector3D Vector3D::getUnit() const throw(MathematicsException) {
+ double lengthVector = length();
+
+ // Check if the length is equal to zero
+ if (lengthVector != 0) {
+ // Compute and return the unit vector
+ double lengthInv = 1.0 / lengthVector;
+ return Vector3D(x * lengthInv, y * lengthInv, z*lengthInv);
+ }
+ else {
+ // Throw an exception because the length of the vector is zero
+ throw MathematicsException("MathematicsException : Impossible to compute the unit vector because the length of the vector is zero");
+ }
+}
+
+// Overloaded operator for addition
+Vector3D Vector3D::operator+(const Vector3D& vector) const {
+ // Compute and return the sum of the two vectors
+ return Vector3D(x + vector.x, y + vector.y, z + vector.z);
+}
+
+// Overloaded operator for substraction
+Vector3D Vector3D::operator-(const Vector3D& vector) const {
+ // Compute and return the substraction of the two vectors
+ return Vector3D(x - vector.x, y - vector.y, z - vector.z);
+}
+
+// Overloaded operator for multiplication with a number
+Vector3D Vector3D::operator*(double number) const {
+ // Compute and return the result
+ return Vector3D(x * number, y * number, z * number);
+}
+
+// Overloaded operator for the assignement to a Vector
+Vector3D& Vector3D::operator=(const Vector3D& vector) {
+ // Check for self-assignment
+ if (this != &vector) {
+ // Copy the vector
+ x = vector.x;
+ y = vector.y;
+ z = vector.z;
+ }
+
+ // Return a reference to the vector
+ return *this;
+}
diff --git a/sources/reactphysics3d/Vector3D.h b/sources/reactphysics3d/Vector3D.h
new file mode 100644
index 00000000..99fbbb6c
--- /dev/null
+++ b/sources/reactphysics3d/Vector3D.h
@@ -0,0 +1,136 @@
+/****************************************************************************
+ * Copyright (C) 2009 Daniel Chappuis *
+ ****************************************************************************
+ * This file is part of ReactPhysics3D. *
+ * *
+ * ReactPhysics3D is free software: you can redistribute it and/or modify *
+ * it under the terms of the GNU General Public License as published by *
+ * the Free Software Foundation, either version 3 of the License, or *
+ * (at your option) any later version. *
+ * *
+ * ReactPhysics3D is distributed in the hope that it will be useful, *
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of *
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
+ * GNU General Public License for more details. *
+ * *
+ * You should have received a copy of the GNU General Public License *
+ * along with ReactPhysics3D. If not, see . *
+ ***************************************************************************/
+
+#ifndef VECTOR3D_H
+#define VECTOR3D_H
+
+// Libraries
+#include
+#include "exceptions.h"
+
+// ReactPhysics3D namespace
+namespace reactphysics3d {
+
+
+/* -------------------------------------------------------------------
+ Class Vector3D :
+ This classrepresents 3 dimensionnal vector in space.
+ -------------------------------------------------------------------
+*/
+class Vector3D {
+ private :
+ double x; // X component of the vector
+ double y; // Y component of the vector
+ double z; // Z component of the vector
+
+ public :
+ Vector3D(); // Constructor of the class Vector3D
+ Vector3D(double x, double y, double z); // Constructor with arguments
+ Vector3D(const Vector3D& vector); // Copy-constructor
+ virtual ~Vector3D(); // Destructor
+ double getX() const; // Get the x component of the vector
+ double getY() const; // Get the y component of the vector
+ double getZ() const; // Get the z component of the vector
+ void setX(double x); // Set the x component of the vector
+ void setY(double y); // Set the y component of the vector
+ void setZ(double z); // Set the z component of the vector
+ void setAllValues(double x, double y, double z); // Set all the values of the vector
+ double length() const; // Return the lenght of the vector
+ Vector3D getUnit() const throw(MathematicsException); // Return the corresponding unit vector
+ double scalarProduct(const Vector3D& vector) const; // Scalar product of two vectors
+ Vector3D crossProduct(const Vector3D& vector) const; // Cross product of two vectors
+
+ // --- Overloaded operators --- //
+ Vector3D operator+(const Vector3D& vector) const; // Overloaded operator for addition
+ Vector3D operator-(const Vector3D& vector) const ; // Overloaded operator for substraction
+ Vector3D operator*(double number) const; // Overloaded operator for multiplication with a number
+ Vector3D& operator=(const Vector3D& vector); // Overloaded operator for the assignement to a Vector
+ bool operator==(const Vector3D& vector) const; // Overloaded operator for the equality condition
+};
+
+
+// Get the x component of the vector (inline)
+inline double Vector3D::getX() const {
+ return x;
+}
+
+// Get the y component of the vector (inline)
+inline double Vector3D::getY() const {
+ return y;
+}
+
+// Get the z component of the vector (inline)
+inline double Vector3D::getZ() const {
+ return z;
+}
+
+// Set the x component of the vector (inline)
+inline void Vector3D::setX(double x) {
+ this->x = x;
+}
+
+// Set the y component of the vector (inline)
+inline void Vector3D::setY(double y) {
+ this->y = y;
+}
+
+// Set the z component of the vector (inline)
+inline void Vector3D::setZ(double z) {
+ this->z = z;
+}
+
+// Set all the values of the vector (inline)
+inline void Vector3D::setAllValues(double x, double y, double z) {
+ this->x = x;
+ this->y = y;
+ this->z = z;
+}
+
+// Return the length of the vector (inline)
+inline double Vector3D::length() const {
+ // Compute and return the length of the vector
+ return sqrt(x*x + y*y + z*z);
+}
+
+// Scalar product of two vectors (inline)
+inline double Vector3D::scalarProduct(const Vector3D& vector) const {
+ // Compute and return the result of the scalar product
+ return (x * vector.x + y * vector.y + z * vector.z);
+}
+
+// Cross product of two vectors (inline)
+inline Vector3D Vector3D::crossProduct(const Vector3D& vector) const {
+ // Compute and return the cross product
+ return Vector3D(y * vector.z - z * vector.y, z * vector.x - x * vector.z , x * vector.y - y * vector.x);
+}
+
+// Overloaded operator for multiplication between a number and a Vector3D (inline)
+inline Vector3D operator * (double number, const Vector3D& vector) {
+ // Compute and return the result vector
+ return vector * number;
+}
+
+// Overloaded operator for the equality condition
+inline bool Vector3D::operator == (const Vector3D& vector) const {
+ return (x == vector.x && y == vector.y && z == vector.z);
+}
+
+} // End of the ReactPhysics3D namespace
+
+#endif
diff --git a/sources/reactphysics3d/exceptions.cpp b/sources/reactphysics3d/exceptions.cpp
new file mode 100755
index 00000000..d72a9db3
--- /dev/null
+++ b/sources/reactphysics3d/exceptions.cpp
@@ -0,0 +1,58 @@
+/****************************************************************************
+ * Copyright (C) 2009 Daniel Chappuis *
+ ****************************************************************************
+ * This file is part of ReactPhysics3D. *
+ * *
+ * ReactPhysics3D is free software: you can redistribute it and/or modify *
+ * it under the terms of the GNU General Public License as published by *
+ * the Free Software Foundation, either version 3 of the License, or *
+ * (at your option) any later version. *
+ * *
+ * ReactPhysics3D is distributed in the hope that it will be useful, *
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of *
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
+ * GNU General Public License for more details. *
+ * *
+ * You should have received a copy of the GNU General Public License *
+ * along with ReactPhysics3D. If not, see . *
+ ***************************************************************************/
+
+// Libraries
+#include "exceptions.h"
+
+// Namespaces
+using namespace reactphysics3d;
+
+
+// Constructor of the MathematicsException class
+MathematicsException::MathematicsException(const std::string& msg)
+ :std::runtime_error(msg) {
+
+}
+
+// Destructor of the MathException class
+MathematicsException::~MathematicsException() throw() {
+
+}
+
+// Overriden exception base class method
+const char* MathematicsException::what() const throw() {
+ return std::runtime_error::what();
+}
+
+// Constructor of the DivisionByZeroException class
+DivisionByZeroException::DivisionByZeroException(const std::string& msg)
+ :MathematicsException(msg) {
+
+}
+
+// Destructor of the DivisionByZeroException class
+DivisionByZeroException::~DivisionByZeroException() throw() {
+
+}
+
+// Overriden exception base class method
+const char* DivisionByZeroException::what() const throw() {
+ return MathematicsException::what();
+}
+
diff --git a/sources/reactphysics3d/exceptions.h b/sources/reactphysics3d/exceptions.h
new file mode 100755
index 00000000..785f4d6d
--- /dev/null
+++ b/sources/reactphysics3d/exceptions.h
@@ -0,0 +1,52 @@
+/****************************************************************************
+ * Copyright (C) 2009 Daniel Chappuis *
+ ****************************************************************************
+ * This file is part of ReactPhysics3D. *
+ * *
+ * ReactPhysics3D is free software: you can redistribute it and/or modify *
+ * it under the terms of the GNU General Public License as published by *
+ * the Free Software Foundation, either version 3 of the License, or *
+ * (at your option) any later version. *
+ * *
+ * ReactPhysics3D is distributed in the hope that it will be useful, *
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of *
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
+ * GNU General Public License for more details. *
+ * *
+ * You should have received a copy of the GNU General Public License *
+ * along with ReactPhysics3D. If not, see . *
+ ***************************************************************************/
+
+#ifndef EXCEPTIONS_H
+#define EXCEPTIONS_H
+
+// Libraries
+#include
+
+// ReactPhysics3D namespace
+namespace reactphysics3d {
+
+/* -------------------------------------------------------------------
+ Exception class for the mathematics library
+ -------------------------------------------------------------------
+*/
+
+// Class MathematicsException
+class MathematicsException : public std::runtime_error {
+ public:
+ MathematicsException(const std::string& msg="MathException"); // Constructor
+ virtual ~MathematicsException() throw(); // Destructor
+ virtual const char* what() const throw(); // Overriding the base exception method
+};
+
+// Class DivisionByZeroException
+class DivisionByZeroException : public MathematicsException {
+ public:
+ DivisionByZeroException(const std::string& msg="DivisionByZeroException : Division by zero !"); // Constructor
+ virtual ~DivisionByZeroException() throw(); // Destructor
+ virtual const char* what() const throw(); // Overriding the base exception method
+};
+
+} // End of the ReactPhysics3D namespace
+
+#endif
diff --git a/sources/reactphysics3d/main.cpp b/sources/reactphysics3d/main.cpp
new file mode 100755
index 00000000..89c34570
--- /dev/null
+++ b/sources/reactphysics3d/main.cpp
@@ -0,0 +1,25 @@
+
+#include "mathematics.h"
+
+#include
+#include
+
+using namespace std;
+
+int main(int argc, char *argv[])
+{
+ Matrix matrix(3,3);
+ matrix.setValue(0, 0, 4);
+ matrix.setValue(0, 1, 64);
+ matrix.setValue(0, 2, 6);
+
+ matrix.setValue(1, 0, 73);
+ matrix.setValue(1, 1, -64);
+ matrix.setValue(1, 2, 5);
+
+ matrix.setValue(2, 0, 3);
+ matrix.setValue(2, 1, 976);
+ matrix.setValue(2, 2, 70);
+
+ matrix.getInverse().display();
+}
diff --git a/sources/reactphysics3d/mathematics.h b/sources/reactphysics3d/mathematics.h
new file mode 100644
index 00000000..bee2d1e1
--- /dev/null
+++ b/sources/reactphysics3d/mathematics.h
@@ -0,0 +1,34 @@
+/****************************************************************************
+ * Copyright (C) 2009 Daniel Chappuis *
+ ****************************************************************************
+ * This file is part of ReactPhysics3D. *
+ * *
+ * ReactPhysics3D is free software: you can redistribute it and/or modify *
+ * it under the terms of the GNU General Public License as published by *
+ * the Free Software Foundation, either version 3 of the License, or *
+ * (at your option) any later version. *
+ * *
+ * ReactPhysics3D is distributed in the hope that it will be useful, *
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of *
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
+ * GNU General Public License for more details. *
+ * *
+ * You should have received a copy of the GNU General Public License *
+ * along with ReactPhysics3D. If not, see . *
+ ***************************************************************************/
+
+// TODO : Mathematics library : We have to use assert to debug
+// TODO : Mathematics library : Check everywhere that in member methods we use attributes access instead of getter and setter.
+
+#ifndef DCMATHS_H
+#define DCMATHS_H
+
+// Libraries
+#include "Matrix.h"
+#include "Matrix3x3.h"
+#include "Quaternion.h"
+#include "Vector.h"
+#include "Vector3D.h"
+#include "exceptions.h"
+
+#endif