add dense vector and sparse matrix
This commit is contained in:
		
							
								
								
									
										174
									
								
								include/bounce/dynamics/cloth/dense_vec3.h
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										174
									
								
								include/bounce/dynamics/cloth/dense_vec3.h
									
									
									
									
									
										Normal file
									
								
							| @@ -0,0 +1,174 @@ | ||||
| /* | ||||
| * Copyright (c) 2016-2016 Irlan Robson http://www.irlan.net | ||||
| * | ||||
| * 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_DENSE_VEC_3_H | ||||
| #define B3_DENSE_VEC_3_H | ||||
|  | ||||
| #include <bounce/common/math/vec3.h> | ||||
|  | ||||
| struct b3DenseVec3 | ||||
| { | ||||
| 	b3DenseVec3() | ||||
| 	{ | ||||
| 		n = 0; | ||||
| 		v = nullptr; | ||||
| 	} | ||||
|  | ||||
| 	b3DenseVec3(u32 _n) | ||||
| 	{ | ||||
| 		n = _n; | ||||
| 		v = (b3Vec3*)b3Alloc(n * sizeof(b3Vec3)); | ||||
| 	} | ||||
|  | ||||
| 	b3DenseVec3(const b3DenseVec3& _v) | ||||
| 	{ | ||||
| 		n = _v.n; | ||||
| 		v = (b3Vec3*)b3Alloc(n * sizeof(b3Vec3)); | ||||
|  | ||||
| 		Copy(_v); | ||||
| 	} | ||||
|  | ||||
| 	~b3DenseVec3() | ||||
| 	{ | ||||
| 		b3Free(v); | ||||
| 	} | ||||
|  | ||||
| 	const b3Vec3& operator[](u32 i) const | ||||
| 	{ | ||||
| 		B3_ASSERT(i < n); | ||||
| 		return v[i]; | ||||
| 	} | ||||
|  | ||||
| 	b3Vec3& operator[](u32 i) | ||||
| 	{ | ||||
| 		B3_ASSERT(i < n); | ||||
| 		return v[i]; | ||||
| 	} | ||||
|  | ||||
| 	b3DenseVec3& operator=(const b3DenseVec3& _v) | ||||
| 	{ | ||||
| 		if (_v.v == v) | ||||
| 		{ | ||||
| 			return *this; | ||||
| 		} | ||||
| 		 | ||||
| 		if (n == _v.n) | ||||
| 		{ | ||||
| 			Copy(_v); | ||||
| 			return *this; | ||||
| 		} | ||||
|  | ||||
| 		b3Free(v); | ||||
|  | ||||
| 		n = _v.n; | ||||
| 		v = (b3Vec3*)b3Alloc(n * sizeof(b3Vec3)); | ||||
| 		 | ||||
| 		Copy(_v); | ||||
|  | ||||
| 		return *this; | ||||
| 	} | ||||
|  | ||||
| 	void Copy(const b3DenseVec3& _v) | ||||
| 	{ | ||||
| 		B3_ASSERT(n == _v.n); | ||||
| 		memcpy(v, _v.v, n * sizeof(b3Vec3)); | ||||
| 	} | ||||
|  | ||||
| 	void SetZero() | ||||
| 	{ | ||||
| 		for (u32 i = 0; i < n; ++i) | ||||
| 		{ | ||||
| 			v[i].SetZero(); | ||||
| 		} | ||||
| 	} | ||||
|  | ||||
| 	b3Vec3* v; | ||||
| 	u32 n; | ||||
| }; | ||||
|  | ||||
| inline void b3Add(b3DenseVec3& out, const b3DenseVec3& a, const b3DenseVec3& b) | ||||
| { | ||||
| 	B3_ASSERT(out.n == a.n && a.n == b.n); | ||||
|  | ||||
| 	for (u32 i = 0; i < a.n; ++i) | ||||
| 	{ | ||||
| 		out[i] = a[i] + b[i]; | ||||
| 	} | ||||
| } | ||||
|  | ||||
| inline void b3Sub(b3DenseVec3& out, const b3DenseVec3& a, const b3DenseVec3& b) | ||||
| { | ||||
| 	B3_ASSERT(out.n == a.n && a.n == b.n); | ||||
|  | ||||
| 	for (u32 i = 0; i < a.n; ++i) | ||||
| 	{ | ||||
| 		out[i] = a[i] - b[i]; | ||||
| 	} | ||||
| } | ||||
|  | ||||
| inline void b3Mul(b3DenseVec3& out, float32 a, const b3DenseVec3& b) | ||||
| { | ||||
| 	B3_ASSERT(out.n == b.n); | ||||
|  | ||||
| 	for (u32 i = 0; i < b.n; ++i) | ||||
| 	{ | ||||
| 		out[i] = a * b[i]; | ||||
| 	} | ||||
| } | ||||
|  | ||||
| inline void b3Negate(b3DenseVec3& out, const b3DenseVec3& v) | ||||
| { | ||||
| 	b3Mul(out, -1.0f, v); | ||||
| } | ||||
|  | ||||
| inline float32 b3Dot(const b3DenseVec3& a, const b3DenseVec3& b) | ||||
| { | ||||
| 	B3_ASSERT(a.n == b.n); | ||||
|  | ||||
| 	float32 result = 0.0f; | ||||
|  | ||||
| 	for (u32 i = 0; i < a.n; ++i) | ||||
| 	{ | ||||
| 		result += b3Dot(a[i], b[i]); | ||||
| 	} | ||||
| 	 | ||||
| 	return result; | ||||
| } | ||||
|  | ||||
| inline b3DenseVec3 operator+(const b3DenseVec3& a, const b3DenseVec3& b) | ||||
| { | ||||
| 	b3DenseVec3 result(a.n); | ||||
| 	b3Add(result, a, b); | ||||
| 	return result; | ||||
| } | ||||
|  | ||||
| inline b3DenseVec3 operator-(const b3DenseVec3& a, const b3DenseVec3& b) | ||||
| { | ||||
| 	b3DenseVec3 result(a.n); | ||||
| 	b3Sub(result, a, b); | ||||
| 	return result; | ||||
| } | ||||
|  | ||||
| inline b3DenseVec3 operator*(float32 a, const b3DenseVec3& b) | ||||
| { | ||||
| 	b3DenseVec3 result(b.n); | ||||
| 	b3Mul(result, a, b); | ||||
| 	return result; | ||||
| } | ||||
|  | ||||
| #endif | ||||
							
								
								
									
										151
									
								
								include/bounce/dynamics/cloth/sparse_mat33.h
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										151
									
								
								include/bounce/dynamics/cloth/sparse_mat33.h
									
									
									
									
									
										Normal file
									
								
							| @@ -0,0 +1,151 @@ | ||||
| /* | ||||
| * Copyright (c) 2016-2016 Irlan Robson http://www.irlan.net | ||||
| * | ||||
| * 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_H | ||||
| #define B3_SPARSE_MAT_33_H | ||||
|  | ||||
| #include <bounce/common/math/mat33.h> | ||||
| #include <bounce/dynamics/cloth/dense_vec3.h> | ||||
|  | ||||
| // A static sparse matrix stored in in Compressed Sparse Row (CSR) format. | ||||
| // It's efficient when using in iterative solvers such as CG method, where   | ||||
| // the coefficient matrix must be multiplied with a vector at each iteration. | ||||
| // See https://en.wikipedia.org/wiki/Sparse_matrix | ||||
| struct b3SparseMat33 | ||||
| { | ||||
| 	b3SparseMat33() { } | ||||
|  | ||||
| 	b3SparseMat33(u32 _M, u32 _N,  | ||||
| 		u32 _valueCount, b3Mat33* _values, | ||||
| 		u32* _row_ptrs, u32* _cols) | ||||
| 	{ | ||||
| 		M = _M; | ||||
| 		N = _N; | ||||
| 		 | ||||
| 		values = _values; | ||||
| 		valueCount = _valueCount; | ||||
| 		 | ||||
| 		row_ptrs = _row_ptrs; | ||||
| 		cols = _cols; | ||||
| 	} | ||||
|  | ||||
| 	~b3SparseMat33() | ||||
| 	{ | ||||
|  | ||||
| 	} | ||||
| 	 | ||||
| 	// Output any given row of the original matrix. | ||||
| 	// The given buffer must have size of greater or equal than M. | ||||
| 	void AssembleRow(b3Mat33* out, u32 row) const; | ||||
|  | ||||
| 	// Decompresses this matrix into its original form. | ||||
| 	// The output matrix is stored in row-major order. | ||||
| 	// The given buffer must have size of greater or equal than M * N. | ||||
| 	void AssembleMatrix(b3Mat33* out) const; | ||||
|  | ||||
| 	// Output the block diagonal part of the original matrix. | ||||
| 	// This matrix must be a square matrix. | ||||
| 	// The given buffer must have size of greater or equal than M. | ||||
| 	void AssembleDiagonal(b3Mat33* out) const; | ||||
|  | ||||
| 	// Multiplies this matrix with a given (compatible) vector. | ||||
| 	void Mul(b3DenseVec3& out, const b3DenseVec3& v) const; | ||||
|  | ||||
| 	// Dimensions of the original 2D matrix | ||||
| 	u32 M; | ||||
| 	u32 N; | ||||
|  | ||||
| 	// Non-zero values	 | ||||
| 	b3Mat33* values; | ||||
| 	u32 valueCount; | ||||
| 	 | ||||
| 	// Sparsity structure | ||||
| 	u32* row_ptrs; // pointers to the first non-zero value of each row (size is M + 1) | ||||
| 	u32* cols; // column indices for each non-zero value (size is valueCount) | ||||
| }; | ||||
|  | ||||
| inline void b3SparseMat33::AssembleRow(b3Mat33* out, u32 row) const | ||||
| { | ||||
| 	B3_ASSERT(row < M + 1); | ||||
|  | ||||
| 	// Start with zero row | ||||
| 	for (u32 i = 0; i < N; ++i) | ||||
| 	{ | ||||
| 		out[i].SetZero(); | ||||
| 	} | ||||
|  | ||||
| 	for (u32 i = row_ptrs[row]; i < row_ptrs[row + 1]; ++i) | ||||
| 	{ | ||||
| 		u32 col = cols[i]; | ||||
|  | ||||
| 		out[col] = values[i]; | ||||
| 	} | ||||
| } | ||||
|  | ||||
| inline void b3SparseMat33::AssembleMatrix(b3Mat33* out) const | ||||
| { | ||||
| 	for (u32 i = 0; i < M; ++i) | ||||
| 	{ | ||||
| 		AssembleRow(out + i * N, i); | ||||
| 	} | ||||
| } | ||||
|  | ||||
| inline void b3SparseMat33::AssembleDiagonal(b3Mat33* out) const | ||||
| { | ||||
| 	B3_ASSERT(M == N); | ||||
| 	 | ||||
| 	for (u32 row = 0; row < M; ++row) | ||||
| 	{ | ||||
| 		out[row].SetZero(); | ||||
| 		 | ||||
| 		for (u32 row_ptr = row_ptrs[row]; row_ptr < row_ptrs[row + 1]; ++row_ptr) | ||||
| 		{ | ||||
| 			if (cols[row_ptr] == row) | ||||
| 			{ | ||||
| 				out[row] = values[row_ptr]; | ||||
| 				break; | ||||
| 			} | ||||
| 		} | ||||
| 	} | ||||
| } | ||||
|  | ||||
| inline void b3SparseMat33::Mul(b3DenseVec3& out, const b3DenseVec3& v) const | ||||
| { | ||||
| 	B3_ASSERT(N == out.n); | ||||
|  | ||||
| 	for (u32 i = 0; i < N; ++i)  | ||||
| 	{ | ||||
| 		out[i].SetZero(); | ||||
|  | ||||
| 		for (u32 j = row_ptrs[i]; j < row_ptrs[i + 1]; ++j) | ||||
| 		{ | ||||
| 			u32 col = cols[j]; | ||||
| 			 | ||||
| 			out[i] += values[j] * v[col]; | ||||
| 		} | ||||
| 	} | ||||
| } | ||||
|  | ||||
| inline b3DenseVec3 operator*(const b3SparseMat33& A, const b3DenseVec3& v) | ||||
| { | ||||
| 	b3DenseVec3 result(v.n); | ||||
| 	A.Mul(result, v); | ||||
| 	return result; | ||||
| } | ||||
|  | ||||
| #endif | ||||
		Reference in New Issue
	
	Block a user