Move files around. Centralize sparsity and pattern structures. Add a view for b3SparseMat33.
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a97e5c07cc
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@ -87,7 +87,9 @@ private:
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void ApplyConstraints();
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// Solve Ax = b.
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void Solve(b3DenseVec3& x, u32& iterations, const b3SparseSymMat33View& A, const b3DenseVec3& b, const b3DiagMat33& S, const b3DenseVec3& z, const b3DenseVec3& y) const;
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void SolveMPCG(b3DenseVec3& x,
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const b3SparseSymMat33View& A, const b3DenseVec3& b,
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const b3DiagMat33& S, const b3DenseVec3& z, const b3DenseVec3& y, u32 maxIterations = 30) const;
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b3StackAllocator* m_allocator;
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@ -22,7 +22,36 @@
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#include <bounce/common/math/mat33.h>
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#include <bounce/cloth/diag_mat33.h>
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#include <bounce/cloth/dense_vec3.h>
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#include <bounce/cloth/sparse_sym_mat33.h>
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// An element in a sparse matrix.
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struct b3RowValue
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{
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u32 column;
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b3Mat33 value;
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b3RowValue* next;
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};
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// Singly linked list of row elements.
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struct b3RowValueList
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{
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b3RowValueList()
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{
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head = nullptr;
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count = 0;
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}
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~b3RowValueList() { }
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void PushFront(b3RowValue* link)
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{
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link->next = head;
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head = link;
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++count;
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}
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b3RowValue* head;
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u32 count;
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};
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// A sparse matrix.
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// Each row is a list of non-zero elements in the row.
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include/bounce/cloth/sparse_mat33_view.h
Normal file
137
include/bounce/cloth/sparse_mat33_view.h
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@ -0,0 +1,137 @@
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/*
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* Copyright (c) 2016-2019 Irlan Robson https://irlanrobson.github.io
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef B3_SPARSE_MAT_33_VIEW_H
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#define B3_SPARSE_MAT_33_VIEW_H
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#include <bounce/cloth/sparse_mat33.h>
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struct b3ArrayRowValue
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{
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u32 column;
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b3Mat33 value;
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};
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struct b3RowValueArray
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{
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u32 count;
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b3ArrayRowValue* values;
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};
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// A read-only sparse matrix.
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struct b3SparseMat33View
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{
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//
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b3SparseMat33View(const b3SparseMat33& _m);
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//
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~b3SparseMat33View();
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//
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const b3Mat33& operator()(u32 i, u32 j) const;
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u32 rowCount;
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b3RowValueArray* rows;
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};
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inline b3SparseMat33View::b3SparseMat33View(const b3SparseMat33& _m)
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{
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rowCount = _m.rowCount;
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rows = (b3RowValueArray*)b3Alloc(rowCount * sizeof(b3RowValueArray));
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for (u32 i = 0; i < _m.rowCount; ++i)
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{
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b3RowValueList* rowList = _m.rows + i;
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b3RowValueArray* rowArray = rows + i;
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rowArray->count = rowList->count;
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rowArray->values = (b3ArrayRowValue*)b3Alloc(rowArray->count * sizeof(b3ArrayRowValue));
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u32 valueIndex = 0;
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for (b3RowValue* v = rowList->head; v; v = v->next)
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{
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rowArray->values[valueIndex].column = v->column;
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rowArray->values[valueIndex].value = v->value;
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++valueIndex;
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}
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}
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}
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inline b3SparseMat33View::~b3SparseMat33View()
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{
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for (u32 i = 0; i < rowCount; ++i)
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{
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b3RowValueArray* rowArray = rows + i;
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b3Free(rowArray->values);
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}
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b3Free(rows);
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}
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inline const b3Mat33& b3SparseMat33View::operator()(u32 i, u32 j) const
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{
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B3_ASSERT(i < rowCount);
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B3_ASSERT(j < rowCount);
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if (i > j)
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{
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b3Swap(i, j);
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}
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b3RowValueArray* vs = rows + i;
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for (u32 c = 0; c < vs->count; ++c)
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{
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b3ArrayRowValue* rv = vs->values + c;
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if (rv->column == j)
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{
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return rv->value;
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}
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}
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return b3Mat33_zero;
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}
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inline void b3Mul(b3DenseVec3& out, const b3SparseMat33View& A, const b3DenseVec3& v)
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{
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B3_ASSERT(A.rowCount == out.n);
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out.SetZero();
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for (u32 i = 0; i < A.rowCount; ++i)
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{
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b3RowValueArray* rowArray = A.rows + i;
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for (u32 c = 0; c < rowArray->count; ++c)
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{
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b3ArrayRowValue* rv = rowArray->values + c;
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u32 j = rv->column;
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b3Mat33 a = rv->value;
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out[i] += a * v[j];
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}
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}
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}
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inline b3DenseVec3 operator*(const b3SparseMat33View& A, const b3DenseVec3& v)
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{
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b3DenseVec3 result(v.n);
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b3Mul(result, A, v);
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return result;
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}
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#endif
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@ -19,44 +19,14 @@
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#ifndef B3_SPARSE_SYM_MAT_33_H
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#define B3_SPARSE_SYM_MAT_33_H
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#include <bounce/common/math/mat33.h>
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#include <bounce/cloth/diag_mat33.h>
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#include <bounce/cloth/dense_vec3.h>
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// An element in a sparse symmetric matrix.
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struct b3RowValue
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{
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u32 column;
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b3Mat33 value;
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b3RowValue* next;
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};
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// Doubly linked list of row elements.
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struct b3RowValueList
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{
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b3RowValueList()
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{
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head = nullptr;
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count = 0;
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}
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~b3RowValueList() { }
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void PushFront(b3RowValue* link)
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{
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link->next = head;
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head = link;
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++count;
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}
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b3RowValue* head;
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u32 count;
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};
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#include <bounce/cloth/sparse_mat33.h>
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// A sparse symmetric matrix.
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// Each row is a list of non-zero elements in the row.
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// The total matrix capacity is bounded by
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// M * (M + 1) / 2
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// You must write only the upper triangle elements of the original
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// matrix to this matrix because a_ji = a_ij.
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struct b3SparseSymMat33
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{
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//
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@ -19,20 +19,9 @@
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#ifndef B3_SPARSE_SYM_MAT_33_VIEW_H
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#define B3_SPARSE_SYM_MAT_33_VIEW_H
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#include <bounce/cloth/sparse_mat33_view.h>
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#include <bounce/cloth/sparse_sym_mat33.h>
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struct b3ArrayRowValue
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{
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u32 column;
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b3Mat33 value;
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};
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struct b3RowValueArray
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{
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u32 count;
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b3ArrayRowValue* values;
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};
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// A read-only sparse symmetric matrix.
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struct b3SparseSymMat33View
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{
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@ -45,9 +34,6 @@ struct b3SparseSymMat33View
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//
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const b3Mat33& operator()(u32 i, u32 j) const;
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//
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void Diagonal(b3DiagMat33& out) const;
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u32 rowCount;
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b3RowValueArray* rows;
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};
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@ -99,6 +85,7 @@ inline const b3Mat33& b3SparseSymMat33View::operator()(u32 i, u32 j) const
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for (u32 c = 0; c < vs->count; ++c)
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{
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b3ArrayRowValue* rv = vs->values + c;
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if (rv->column == j)
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{
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return rv->value;
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@ -108,16 +95,6 @@ inline const b3Mat33& b3SparseSymMat33View::operator()(u32 i, u32 j) const
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return b3Mat33_zero;
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}
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inline void b3SparseSymMat33View::Diagonal(b3DiagMat33& out) const
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{
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B3_ASSERT(rowCount == out.n);
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for (u32 i = 0; i < rowCount; ++i)
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{
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out[i] = (*this)(i, i);
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}
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}
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inline void b3Mul(b3DenseVec3& out, const b3SparseSymMat33View& A, const b3DenseVec3& v)
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{
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B3_ASSERT(A.rowCount == out.n);
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@ -152,4 +129,4 @@ inline b3DenseVec3 operator*(const b3SparseSymMat33View& A, const b3DenseVec3& v
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return result;
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}
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#endif
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#endif
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@ -287,9 +287,7 @@ void b3ClothSolver::Solve(float32 dt, const b3Vec3& gravity)
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// x
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b3DenseVec3 x(m_particleCount);
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u32 iterations = 0;
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Solve(x, iterations, viewA, b, S, z, sx0);
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b3_clothSolverIterations = iterations;
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SolveMPCG(x, viewA, b, S, z, sx0);
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#if 0
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// Copy constraint forces to the contacts
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b3DenseVec3 f = A * x - b;
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@ -398,17 +396,21 @@ void b3ClothSolver::Solve(float32 dt, const b3Vec3& gravity)
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}
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}
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void b3ClothSolver::Solve(b3DenseVec3& x, u32& iterations,
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const b3SparseSymMat33View& A, const b3DenseVec3& b, const b3DiagMat33& S, const b3DenseVec3& z, const b3DenseVec3& y) const
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void b3ClothSolver::SolveMPCG(b3DenseVec3& x,
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const b3SparseSymMat33View& A, const b3DenseVec3& b,
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const b3DiagMat33& S, const b3DenseVec3& z, const b3DenseVec3& y, u32 maxIterations) const
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{
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B3_PROFILE("Cloth Solve Ax = b");
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// P = diag(A)
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b3DiagMat33 inv_P(m_particleCount);
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A.Diagonal(inv_P);
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b3DiagMat33 inv_P(A.rowCount);
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for (u32 i = 0; i < A.rowCount; ++i)
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{
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inv_P[i] = A(i, i);
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}
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// Invert
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for (u32 i = 0; i < m_particleCount; ++i)
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for (u32 i = 0; i < inv_P.n; ++i)
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{
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b3Mat33& D = inv_P[i];
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@ -427,81 +429,53 @@ void b3ClothSolver::Solve(b3DenseVec3& x, u32& iterations,
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D = b3Diagonal(xx, yy, zz);
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}
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// I
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b3DiagMat33 I(m_particleCount);
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I.SetIdentity();
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// x = S * y + (I - S) * z
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x = (S * y) + (I - S) * z;
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// b^ = S * (b - A * (I - S) * z)
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b3DenseVec3 b_hat = S * (b - A * ((I - S) * z));
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// b_delta = dot(b^, P^-1 * b_^)
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float32 b_delta = b3Dot(b_hat, inv_P * b_hat);
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// r = S * (b - A * x)
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b3DenseVec3 r = S * (b - A * x);
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// p = S * (P^-1 * r)
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b3DenseVec3 p = S * (inv_P * r);
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// delta_new = dot(r, p)
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float32 delta_new = b3Dot(r, p);
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// Set the tolerance.
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const float32 tolerance = 2.0f * B3_EPSILON;
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// Maximum number of iterations.
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// Stop at this iteration if diverged.
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const u32 max_iterations = 50;
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u32 iteration = 0;
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// Main iteration loop.
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for (;;)
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{
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// Divergence check.
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if (iteration >= max_iterations)
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if (iteration >= maxIterations)
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{
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break;
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}
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if (delta_new <= B3_EPSILON * B3_EPSILON * b_delta)
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{
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break;
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}
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// Convergence check.
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if (delta_new <= tolerance * tolerance * b_delta)
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{
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break;
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}
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// s = S * (A * p)
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b3DenseVec3 s = S * (A * p);
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// alpha = delta_new / dot(p, s)
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float32 alpha = delta_new / b3Dot(p, s);
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// x = x + alpha * p
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x = x + alpha * p;
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// r = r - alpha * s
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r = r - alpha * s;
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// h = inv_P * r
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b3DenseVec3 h = inv_P * r;
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// delta_old = delta_new
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float32 delta_old = delta_new;
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// delta_new = dot(r, h)
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delta_new = b3Dot(r, h);
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// beta = delta_new / delta_old
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float32 beta = delta_new / delta_old;
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// p = S * (h + beta * p)
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p = S * (h + beta * p);
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++iteration;
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}
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iterations = iteration;
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b3_clothSolverIterations = iteration;
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}
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@ -20,12 +20,14 @@
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#include <bounce/softbody/softbody_mesh.h>
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#include <bounce/softbody/softbody_node.h>
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#include <bounce/softbody/softbody.h>
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#include <bounce/softbody/sparse_mat33.h>
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#include <bounce/softbody/softbody_contact_solver.h>
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#include <bounce/dynamics/body.h>
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#include <bounce/dynamics/shapes/shape.h>
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#include <bounce/cloth/sparse_mat33.h>
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#include <bounce/cloth/sparse_mat33_view.h>
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// This work is based on the paper "Interactive Virtual Materials" written by
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// Matthias Mueller Fischer
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// The paper is available here:
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@ -91,9 +93,11 @@ static void b3ExtractRotation(b3Mat33& out, b3Quat& q, const b3Mat33& A, u32 max
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}
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static void b3SolveMPCG(b3DenseVec3& x,
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const b3SparseMat33& A, const b3DenseVec3& b,
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const b3SparseMat33View& A, const b3DenseVec3& b,
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const b3DenseVec3& z, const b3DiagMat33& S, u32 maxIterations = 20)
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{
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B3_PROFILE("Soft Body Solve Ax = b");
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b3DiagMat33 P(A.rowCount);
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b3DiagMat33 invP(A.rowCount);
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for (u32 i = 0; i < A.rowCount; ++i)
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@ -377,12 +381,14 @@ void b3SoftBodySolver::Solve(float32 dt, const b3Vec3& gravity, u32 velocityIter
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f0 = -f0;
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b3SparseMat33 A = M + h * C + h * h * K;
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b3SparseMat33View viewA(A);
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b3DenseVec3 b = M * v - h * (K * p + f0 - (f_plastic + fe));
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// Solve Ax = b
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b3DenseVec3 sx(m_mesh->vertexCount);
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b3SolveMPCG(sx, A, b, z, S);
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b3SolveMPCG(sx, viewA, b, z, S);
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// Solve constraints
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b3SoftBodyContactSolverDef contactSolverDef;
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