Move files around. Centralize sparsity and pattern structures. Add a view for b3SparseMat33.

This commit is contained in:
Irlan 2019-05-31 11:58:08 -03:00
parent a97e5c07cc
commit 2e65edc6a8
7 changed files with 202 additions and 107 deletions

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@ -87,7 +87,9 @@ private:
void ApplyConstraints();
// Solve Ax = b.
void Solve(b3DenseVec3& x, u32& iterations, const b3SparseSymMat33View& A, const b3DenseVec3& b, const b3DiagMat33& S, const b3DenseVec3& z, const b3DenseVec3& y) const;
void SolveMPCG(b3DenseVec3& x,
const b3SparseSymMat33View& A, const b3DenseVec3& b,
const b3DiagMat33& S, const b3DenseVec3& z, const b3DenseVec3& y, u32 maxIterations = 30) const;
b3StackAllocator* m_allocator;

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@ -22,7 +22,36 @@
#include <bounce/common/math/mat33.h>
#include <bounce/cloth/diag_mat33.h>
#include <bounce/cloth/dense_vec3.h>
#include <bounce/cloth/sparse_sym_mat33.h>
// An element in a sparse matrix.
struct b3RowValue
{
u32 column;
b3Mat33 value;
b3RowValue* next;
};
// Singly linked list of row elements.
struct b3RowValueList
{
b3RowValueList()
{
head = nullptr;
count = 0;
}
~b3RowValueList() { }
void PushFront(b3RowValue* link)
{
link->next = head;
head = link;
++count;
}
b3RowValue* head;
u32 count;
};
// A sparse matrix.
// Each row is a list of non-zero elements in the row.

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@ -0,0 +1,137 @@
/*
* Copyright (c) 2016-2019 Irlan Robson https://irlanrobson.github.io
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B3_SPARSE_MAT_33_VIEW_H
#define B3_SPARSE_MAT_33_VIEW_H
#include <bounce/cloth/sparse_mat33.h>
struct b3ArrayRowValue
{
u32 column;
b3Mat33 value;
};
struct b3RowValueArray
{
u32 count;
b3ArrayRowValue* values;
};
// A read-only sparse matrix.
struct b3SparseMat33View
{
//
b3SparseMat33View(const b3SparseMat33& _m);
//
~b3SparseMat33View();
//
const b3Mat33& operator()(u32 i, u32 j) const;
u32 rowCount;
b3RowValueArray* rows;
};
inline b3SparseMat33View::b3SparseMat33View(const b3SparseMat33& _m)
{
rowCount = _m.rowCount;
rows = (b3RowValueArray*)b3Alloc(rowCount * sizeof(b3RowValueArray));
for (u32 i = 0; i < _m.rowCount; ++i)
{
b3RowValueList* rowList = _m.rows + i;
b3RowValueArray* rowArray = rows + i;
rowArray->count = rowList->count;
rowArray->values = (b3ArrayRowValue*)b3Alloc(rowArray->count * sizeof(b3ArrayRowValue));
u32 valueIndex = 0;
for (b3RowValue* v = rowList->head; v; v = v->next)
{
rowArray->values[valueIndex].column = v->column;
rowArray->values[valueIndex].value = v->value;
++valueIndex;
}
}
}
inline b3SparseMat33View::~b3SparseMat33View()
{
for (u32 i = 0; i < rowCount; ++i)
{
b3RowValueArray* rowArray = rows + i;
b3Free(rowArray->values);
}
b3Free(rows);
}
inline const b3Mat33& b3SparseMat33View::operator()(u32 i, u32 j) const
{
B3_ASSERT(i < rowCount);
B3_ASSERT(j < rowCount);
if (i > j)
{
b3Swap(i, j);
}
b3RowValueArray* vs = rows + i;
for (u32 c = 0; c < vs->count; ++c)
{
b3ArrayRowValue* rv = vs->values + c;
if (rv->column == j)
{
return rv->value;
}
}
return b3Mat33_zero;
}
inline void b3Mul(b3DenseVec3& out, const b3SparseMat33View& A, const b3DenseVec3& v)
{
B3_ASSERT(A.rowCount == out.n);
out.SetZero();
for (u32 i = 0; i < A.rowCount; ++i)
{
b3RowValueArray* rowArray = A.rows + i;
for (u32 c = 0; c < rowArray->count; ++c)
{
b3ArrayRowValue* rv = rowArray->values + c;
u32 j = rv->column;
b3Mat33 a = rv->value;
out[i] += a * v[j];
}
}
}
inline b3DenseVec3 operator*(const b3SparseMat33View& A, const b3DenseVec3& v)
{
b3DenseVec3 result(v.n);
b3Mul(result, A, v);
return result;
}
#endif

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@ -19,44 +19,14 @@
#ifndef B3_SPARSE_SYM_MAT_33_H
#define B3_SPARSE_SYM_MAT_33_H
#include <bounce/common/math/mat33.h>
#include <bounce/cloth/diag_mat33.h>
#include <bounce/cloth/dense_vec3.h>
// An element in a sparse symmetric matrix.
struct b3RowValue
{
u32 column;
b3Mat33 value;
b3RowValue* next;
};
// Doubly linked list of row elements.
struct b3RowValueList
{
b3RowValueList()
{
head = nullptr;
count = 0;
}
~b3RowValueList() { }
void PushFront(b3RowValue* link)
{
link->next = head;
head = link;
++count;
}
b3RowValue* head;
u32 count;
};
#include <bounce/cloth/sparse_mat33.h>
// A sparse symmetric matrix.
// Each row is a list of non-zero elements in the row.
// The total matrix capacity is bounded by
// M * (M + 1) / 2
// You must write only the upper triangle elements of the original
// matrix to this matrix because a_ji = a_ij.
struct b3SparseSymMat33
{
//

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@ -19,20 +19,9 @@
#ifndef B3_SPARSE_SYM_MAT_33_VIEW_H
#define B3_SPARSE_SYM_MAT_33_VIEW_H
#include <bounce/cloth/sparse_mat33_view.h>
#include <bounce/cloth/sparse_sym_mat33.h>
struct b3ArrayRowValue
{
u32 column;
b3Mat33 value;
};
struct b3RowValueArray
{
u32 count;
b3ArrayRowValue* values;
};
// A read-only sparse symmetric matrix.
struct b3SparseSymMat33View
{
@ -45,9 +34,6 @@ struct b3SparseSymMat33View
//
const b3Mat33& operator()(u32 i, u32 j) const;
//
void Diagonal(b3DiagMat33& out) const;
u32 rowCount;
b3RowValueArray* rows;
};
@ -99,6 +85,7 @@ inline const b3Mat33& b3SparseSymMat33View::operator()(u32 i, u32 j) const
for (u32 c = 0; c < vs->count; ++c)
{
b3ArrayRowValue* rv = vs->values + c;
if (rv->column == j)
{
return rv->value;
@ -108,16 +95,6 @@ inline const b3Mat33& b3SparseSymMat33View::operator()(u32 i, u32 j) const
return b3Mat33_zero;
}
inline void b3SparseSymMat33View::Diagonal(b3DiagMat33& out) const
{
B3_ASSERT(rowCount == out.n);
for (u32 i = 0; i < rowCount; ++i)
{
out[i] = (*this)(i, i);
}
}
inline void b3Mul(b3DenseVec3& out, const b3SparseSymMat33View& A, const b3DenseVec3& v)
{
B3_ASSERT(A.rowCount == out.n);
@ -152,4 +129,4 @@ inline b3DenseVec3 operator*(const b3SparseSymMat33View& A, const b3DenseVec3& v
return result;
}
#endif
#endif

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@ -287,9 +287,7 @@ void b3ClothSolver::Solve(float32 dt, const b3Vec3& gravity)
// x
b3DenseVec3 x(m_particleCount);
u32 iterations = 0;
Solve(x, iterations, viewA, b, S, z, sx0);
b3_clothSolverIterations = iterations;
SolveMPCG(x, viewA, b, S, z, sx0);
#if 0
// Copy constraint forces to the contacts
b3DenseVec3 f = A * x - b;
@ -398,17 +396,21 @@ void b3ClothSolver::Solve(float32 dt, const b3Vec3& gravity)
}
}
void b3ClothSolver::Solve(b3DenseVec3& x, u32& iterations,
const b3SparseSymMat33View& A, const b3DenseVec3& b, const b3DiagMat33& S, const b3DenseVec3& z, const b3DenseVec3& y) const
void b3ClothSolver::SolveMPCG(b3DenseVec3& x,
const b3SparseSymMat33View& A, const b3DenseVec3& b,
const b3DiagMat33& S, const b3DenseVec3& z, const b3DenseVec3& y, u32 maxIterations) const
{
B3_PROFILE("Cloth Solve Ax = b");
// P = diag(A)
b3DiagMat33 inv_P(m_particleCount);
A.Diagonal(inv_P);
b3DiagMat33 inv_P(A.rowCount);
for (u32 i = 0; i < A.rowCount; ++i)
{
inv_P[i] = A(i, i);
}
// Invert
for (u32 i = 0; i < m_particleCount; ++i)
for (u32 i = 0; i < inv_P.n; ++i)
{
b3Mat33& D = inv_P[i];
@ -427,81 +429,53 @@ void b3ClothSolver::Solve(b3DenseVec3& x, u32& iterations,
D = b3Diagonal(xx, yy, zz);
}
// I
b3DiagMat33 I(m_particleCount);
I.SetIdentity();
// x = S * y + (I - S) * z
x = (S * y) + (I - S) * z;
// b^ = S * (b - A * (I - S) * z)
b3DenseVec3 b_hat = S * (b - A * ((I - S) * z));
// b_delta = dot(b^, P^-1 * b_^)
float32 b_delta = b3Dot(b_hat, inv_P * b_hat);
// r = S * (b - A * x)
b3DenseVec3 r = S * (b - A * x);
// p = S * (P^-1 * r)
b3DenseVec3 p = S * (inv_P * r);
// delta_new = dot(r, p)
float32 delta_new = b3Dot(r, p);
// Set the tolerance.
const float32 tolerance = 2.0f * B3_EPSILON;
// Maximum number of iterations.
// Stop at this iteration if diverged.
const u32 max_iterations = 50;
u32 iteration = 0;
// Main iteration loop.
for (;;)
{
// Divergence check.
if (iteration >= max_iterations)
if (iteration >= maxIterations)
{
break;
}
if (delta_new <= B3_EPSILON * B3_EPSILON * b_delta)
{
break;
}
// Convergence check.
if (delta_new <= tolerance * tolerance * b_delta)
{
break;
}
// s = S * (A * p)
b3DenseVec3 s = S * (A * p);
// alpha = delta_new / dot(p, s)
float32 alpha = delta_new / b3Dot(p, s);
// x = x + alpha * p
x = x + alpha * p;
// r = r - alpha * s
r = r - alpha * s;
// h = inv_P * r
b3DenseVec3 h = inv_P * r;
// delta_old = delta_new
float32 delta_old = delta_new;
// delta_new = dot(r, h)
delta_new = b3Dot(r, h);
// beta = delta_new / delta_old
float32 beta = delta_new / delta_old;
// p = S * (h + beta * p)
p = S * (h + beta * p);
++iteration;
}
iterations = iteration;
b3_clothSolverIterations = iteration;
}

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@ -20,12 +20,14 @@
#include <bounce/softbody/softbody_mesh.h>
#include <bounce/softbody/softbody_node.h>
#include <bounce/softbody/softbody.h>
#include <bounce/softbody/sparse_mat33.h>
#include <bounce/softbody/softbody_contact_solver.h>
#include <bounce/dynamics/body.h>
#include <bounce/dynamics/shapes/shape.h>
#include <bounce/cloth/sparse_mat33.h>
#include <bounce/cloth/sparse_mat33_view.h>
// This work is based on the paper "Interactive Virtual Materials" written by
// Matthias Mueller Fischer
// The paper is available here:
@ -91,9 +93,11 @@ static void b3ExtractRotation(b3Mat33& out, b3Quat& q, const b3Mat33& A, u32 max
}
static void b3SolveMPCG(b3DenseVec3& x,
const b3SparseMat33& A, const b3DenseVec3& b,
const b3SparseMat33View& A, const b3DenseVec3& b,
const b3DenseVec3& z, const b3DiagMat33& S, u32 maxIterations = 20)
{
B3_PROFILE("Soft Body Solve Ax = b");
b3DiagMat33 P(A.rowCount);
b3DiagMat33 invP(A.rowCount);
for (u32 i = 0; i < A.rowCount; ++i)
@ -377,12 +381,14 @@ void b3SoftBodySolver::Solve(float32 dt, const b3Vec3& gravity, u32 velocityIter
f0 = -f0;
b3SparseMat33 A = M + h * C + h * h * K;
b3SparseMat33View viewA(A);
b3DenseVec3 b = M * v - h * (K * p + f0 - (f_plastic + fe));
// Solve Ax = b
b3DenseVec3 sx(m_mesh->vertexCount);
b3SolveMPCG(sx, A, b, z, S);
b3SolveMPCG(sx, viewA, b, z, S);
// Solve constraints
b3SoftBodyContactSolverDef contactSolverDef;