rearrange input and output arguments

This commit is contained in:
Irlan 2018-04-03 23:01:26 -03:00
parent a8c2a48a6f
commit fecd622b92
2 changed files with 6 additions and 6 deletions

View File

@ -58,13 +58,13 @@ private:
// Solve Ax = b using the Modified Conjugate Gradient (MCG).
// Output x and the residual error f.
void Solve_MCG(b3DenseVec3& x, const b3SparseMat33& A, b3DenseVec3& f, u32& iterations, const b3DenseVec3& b) const;
void Solve_MCG(b3DenseVec3& x, b3DenseVec3& f, u32& iterations, const b3SparseMat33& A, const b3DenseVec3& b) const;
// Solve Ax = b using MCG with Jacobi preconditioning.
// Output x and the residual error f.
// This method is slower than MCG because we have to compute the preconditioning
// matrix P, but it can improve convergence.
void Solve_MPCG(b3DenseVec3& x, const b3SparseMat33& A, b3DenseVec3& f, u32& iterations, const b3DenseVec3& b) const;
void Solve_MPCG(b3DenseVec3& x, b3DenseVec3& f, u32& iterations, const b3SparseMat33& A, const b3DenseVec3& b) const;
b3SpringCloth * m_cloth;
float32 m_h;

View File

@ -95,11 +95,11 @@ void b3SpringSolver::Solve(b3DenseVec3& f)
if (b3_enablePrecontitioning)
{
Solve_MPCG(x, A, f, m_iterations, b);
Solve_MPCG(x, f, m_iterations, A, b);
}
else
{
Solve_MCG(x, A, f, m_iterations, b);
Solve_MCG(x, f, m_iterations, A, b);
}
// Update state
@ -431,7 +431,7 @@ static void b3Filter(b3DenseVec3& out,
}
}
void b3SpringSolver::Solve_MCG(b3DenseVec3& dv, const b3SparseMat33& A, b3DenseVec3& e, u32& iterations, const b3DenseVec3& b) const
void b3SpringSolver::Solve_MCG(b3DenseVec3& dv, b3DenseVec3& e, u32& iterations, const b3SparseMat33& A, const b3DenseVec3& b) const
{
//
b3Mat33* S = (b3Mat33*)m_allocator->Allocate(m_massCount * sizeof(b3Mat33));
@ -519,7 +519,7 @@ static bool b3IsPD(const b3Mat33* diagA, u32 n)
return true;
}
void b3SpringSolver::Solve_MPCG(b3DenseVec3& dv, const b3SparseMat33& A, b3DenseVec3& e, u32& iterations, const b3DenseVec3& b) const
void b3SpringSolver::Solve_MPCG(b3DenseVec3& dv, b3DenseVec3& e, u32& iterations, const b3SparseMat33& A, const b3DenseVec3& b) const
{
// S
b3Mat33* S = (b3Mat33*)m_allocator->Allocate(m_massCount * sizeof(b3Mat33));