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create/src/Mod/Mesh/App/WildMagic4/Wm4LinearSystem.cpp
2011-10-10 13:44:52 +00:00

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// Wild Magic Source Code
// David Eberly
// http://www.geometrictools.com
// Copyright (c) 1998-2007
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation; either version 2.1 of the License, or (at
// your option) any later version. The license is available for reading at
// either of the locations:
// http://www.gnu.org/copyleft/lgpl.html
// http://www.geometrictools.com/License/WildMagicLicense.pdf
// The license applies to versions 0 through 4 of Wild Magic.
//
// Version: 4.0.0 (2006/06/28)
#include "Wm4FoundationPCH.h"
#include "Wm4LinearSystem.h"
namespace Wm4
{
//----------------------------------------------------------------------------
template <class Real>
LinearSystem<Real>::LinearSystem ()
{
ZeroTolerance = Math<Real>::ZERO_TOLERANCE;
}
//----------------------------------------------------------------------------
template <class Real>
bool LinearSystem<Real>::Solve2 (const Real aafA[2][2], const Real afB[2],
Real afX[2])
{
Real fDet = aafA[0][0]*aafA[1][1]-aafA[0][1]*aafA[1][0];
if (Math<Real>::FAbs(fDet) < ZeroTolerance)
{
return false;
}
Real fInvDet = ((Real)1.0)/fDet;
afX[0] = (aafA[1][1]*afB[0]-aafA[0][1]*afB[1])*fInvDet;
afX[1] = (aafA[0][0]*afB[1]-aafA[1][0]*afB[0])*fInvDet;
return true;
}
//----------------------------------------------------------------------------
template <class Real>
bool LinearSystem<Real>::Solve3 (const Real aafA[3][3], const Real afB[3],
Real afX[3])
{
Real aafAInv[3][3];
aafAInv[0][0] = aafA[1][1]*aafA[2][2]-aafA[1][2]*aafA[2][1];
aafAInv[0][1] = aafA[0][2]*aafA[2][1]-aafA[0][1]*aafA[2][2];
aafAInv[0][2] = aafA[0][1]*aafA[1][2]-aafA[0][2]*aafA[1][1];
aafAInv[1][0] = aafA[1][2]*aafA[2][0]-aafA[1][0]*aafA[2][2];
aafAInv[1][1] = aafA[0][0]*aafA[2][2]-aafA[0][2]*aafA[2][0];
aafAInv[1][2] = aafA[0][2]*aafA[1][0]-aafA[0][0]*aafA[1][2];
aafAInv[2][0] = aafA[1][0]*aafA[2][1]-aafA[1][1]*aafA[2][0];
aafAInv[2][1] = aafA[0][1]*aafA[2][0]-aafA[0][0]*aafA[2][1];
aafAInv[2][2] = aafA[0][0]*aafA[1][1]-aafA[0][1]*aafA[1][0];
Real fDet = aafA[0][0]*aafAInv[0][0] + aafA[0][1]*aafAInv[1][0] +
aafA[0][2]*aafAInv[2][0];
if (Math<Real>::FAbs(fDet) < ZeroTolerance)
{
return false;
}
Real fInvDet = ((Real)1.0)/fDet;
for (int iRow = 0; iRow < 3; iRow++)
{
for (int iCol = 0; iCol < 3; iCol++)
{
aafAInv[iRow][iCol] *= fInvDet;
}
}
afX[0] = aafAInv[0][0]*afB[0]+aafAInv[0][1]*afB[1]+aafAInv[0][2]*afB[2];
afX[1] = aafAInv[1][0]*afB[0]+aafAInv[1][1]*afB[1]+aafAInv[1][2]*afB[2];
afX[2] = aafAInv[2][0]*afB[0]+aafAInv[2][1]*afB[1]+aafAInv[2][2]*afB[2];
return true;
}
//----------------------------------------------------------------------------
template <class Real>
bool LinearSystem<Real>::Inverse (const GMatrix<Real>& rkA,
GMatrix<Real>& rkInvA)
{
// computations are performed in-place
assert(rkA.GetRows() == rkA.GetColumns());
int iSize = rkInvA.GetRows();
rkInvA = rkA;
int* aiColIndex = WM4_NEW int[iSize];
int* aiRowIndex = WM4_NEW int[iSize];
bool* abPivoted = WM4_NEW bool[iSize];
memset(abPivoted,0,iSize*sizeof(bool));
int i1, i2, iRow = 0, iCol = 0;
Real fSave;
// elimination by full pivoting
for (int i0 = 0; i0 < iSize; i0++)
{
// search matrix (excluding pivoted rows) for maximum absolute entry
Real fMax = 0.0f;
for (i1 = 0; i1 < iSize; i1++)
{
if (!abPivoted[i1])
{
for (i2 = 0; i2 < iSize; i2++)
{
if (!abPivoted[i2])
{
Real fAbs = Math<Real>::FAbs(rkInvA[i1][i2]);
if (fAbs > fMax)
{
fMax = fAbs;
iRow = i1;
iCol = i2;
}
}
}
}
}
if (fMax == (Real)0.0)
{
// matrix is not invertible
WM4_DELETE[] aiColIndex;
WM4_DELETE[] aiRowIndex;
WM4_DELETE[] abPivoted;
return false;
}
abPivoted[iCol] = true;
// swap rows so that A[iCol][iCol] contains the pivot entry
if (iRow != iCol)
{
rkInvA.SwapRows(iRow,iCol);
}
// keep track of the permutations of the rows
aiRowIndex[i0] = iRow;
aiColIndex[i0] = iCol;
// scale the row so that the pivot entry is 1
Real fInv = ((Real)1.0)/rkInvA[iCol][iCol];
rkInvA[iCol][iCol] = (Real)1.0;
for (i2 = 0; i2 < iSize; i2++)
{
rkInvA[iCol][i2] *= fInv;
}
// zero out the pivot column locations in the other rows
for (i1 = 0; i1 < iSize; i1++)
{
if (i1 != iCol)
{
fSave = rkInvA[i1][iCol];
rkInvA[i1][iCol] = (Real)0.0;
for (i2 = 0; i2 < iSize; i2++)
{
rkInvA[i1][i2] -= rkInvA[iCol][i2]*fSave;
}
}
}
}
// reorder rows so that A[][] stores the inverse of the original matrix
for (i1 = iSize-1; i1 >= 0; i1--)
{
if (aiRowIndex[i1] != aiColIndex[i1])
{
for (i2 = 0; i2 < iSize; i2++)
{
fSave = rkInvA[i2][aiRowIndex[i1]];
rkInvA[i2][aiRowIndex[i1]] = rkInvA[i2][aiColIndex[i1]];
rkInvA[i2][aiColIndex[i1]] = fSave;
}
}
}
WM4_DELETE[] aiColIndex;
WM4_DELETE[] aiRowIndex;
WM4_DELETE[] abPivoted;
return true;
}
//----------------------------------------------------------------------------
template <class Real>
bool LinearSystem<Real>::Solve (const GMatrix<Real>& rkA, const Real* afB,
Real* afX)
{
// computations are performed in-place
int iSize = rkA.GetColumns();
GMatrix<Real> kInvA = rkA;
size_t uiSize = iSize*sizeof(Real);
System::Memcpy(afX,uiSize,afB,uiSize);
int* aiColIndex = WM4_NEW int[iSize];
int* aiRowIndex = WM4_NEW int[iSize];
bool* abPivoted = WM4_NEW bool[iSize];
memset(abPivoted,0,iSize*sizeof(bool));
int i1, i2, iRow = 0, iCol = 0;
Real fSave;
// elimination by full pivoting
for (int i0 = 0; i0 < iSize; i0++)
{
// search matrix (excluding pivoted rows) for maximum absolute entry
Real fMax = 0.0f;
for (i1 = 0; i1 < iSize; i1++)
{
if (!abPivoted[i1])
{
for (i2 = 0; i2 < iSize; i2++)
{
if (!abPivoted[i2])
{
Real fAbs = Math<Real>::FAbs(kInvA[i1][i2]);
if (fAbs > fMax)
{
fMax = fAbs;
iRow = i1;
iCol = i2;
}
}
}
}
}
if (fMax == (Real)0.0)
{
// matrix is not invertible
WM4_DELETE[] aiColIndex;
WM4_DELETE[] aiRowIndex;
WM4_DELETE[] abPivoted;
return false;
}
abPivoted[iCol] = true;
// swap rows so that A[iCol][iCol] contains the pivot entry
if (iRow != iCol)
{
kInvA.SwapRows(iRow,iCol);
fSave = afX[iRow];
afX[iRow] = afX[iCol];
afX[iCol] = fSave;
}
// keep track of the permutations of the rows
aiRowIndex[i0] = iRow;
aiColIndex[i0] = iCol;
// scale the row so that the pivot entry is 1
Real fInv = ((Real)1.0)/kInvA[iCol][iCol];
kInvA[iCol][iCol] = (Real)1.0;
for (i2 = 0; i2 < iSize; i2++)
{
kInvA[iCol][i2] *= fInv;
}
afX[iCol] *= fInv;
// zero out the pivot column locations in the other rows
for (i1 = 0; i1 < iSize; i1++)
{
if (i1 != iCol)
{
fSave = kInvA[i1][iCol];
kInvA[i1][iCol] = (Real)0.0;
for (i2 = 0; i2 < iSize; i2++)
kInvA[i1][i2] -= kInvA[iCol][i2]*fSave;
afX[i1] -= afX[iCol]*fSave;
}
}
}
// reorder rows so that A[][] stores the inverse of the original matrix
for (i1 = iSize-1; i1 >= 0; i1--)
{
if (aiRowIndex[i1] != aiColIndex[i1])
{
for (i2 = 0; i2 < iSize; i2++)
{
fSave = kInvA[i2][aiRowIndex[i1]];
kInvA[i2][aiRowIndex[i1]] = kInvA[i2][aiColIndex[i1]];
kInvA[i2][aiColIndex[i1]] = fSave;
}
}
}
WM4_DELETE[] aiColIndex;
WM4_DELETE[] aiRowIndex;
WM4_DELETE[] abPivoted;
return true;
}
//----------------------------------------------------------------------------
template <class Real>
bool LinearSystem<Real>::SolveTri (int iSize, Real* afA, Real* afB,
Real* afC, Real* afR, Real* afU)
{
if (afB[0] == (Real)0.0)
{
return false;
}
Real* afD = WM4_NEW Real[iSize-1];
Real fE = afB[0];
Real fInvE = ((Real)1.0)/fE;
afU[0] = afR[0]*fInvE;
int i0, i1;
for (i0 = 0, i1 = 1; i1 < iSize; i0++, i1++)
{
afD[i0] = afC[i0]*fInvE;
fE = afB[i1] - afA[i0]*afD[i0];
if (fE == (Real)0.0)
{
WM4_DELETE[] afD;
return false;
}
fInvE = ((Real)1.0)/fE;
afU[i1] = (afR[i1] - afA[i0]*afU[i0])*fInvE;
}
for (i0 = iSize-1, i1 = iSize-2; i1 >= 0; i0--, i1--)
{
afU[i1] -= afD[i1]*afU[i0];
}
WM4_DELETE[] afD;
return true;
}
//----------------------------------------------------------------------------
template <class Real>
bool LinearSystem<Real>::SolveConstTri (int iSize, Real fA, Real fB, Real fC,
Real* afR, Real* afU)
{
if (fB == (Real)0.0)
{
return false;
}
Real* afD = WM4_NEW Real[iSize-1];
Real fE = fB;
Real fInvE = ((Real)1.0)/fE;
afU[0] = afR[0]*fInvE;
int i0, i1;
for (i0 = 0, i1 = 1; i1 < iSize; i0++, i1++)
{
afD[i0] = fC*fInvE;
fE = fB - fA*afD[i0];
if (fE == (Real)0.0)
{
WM4_DELETE[] afD;
return false;
}
fInvE = ((Real)1.0)/fE;
afU[i1] = (afR[i1] - fA*afU[i0])*fInvE;
}
for (i0 = iSize-1, i1 = iSize-2; i1 >= 0; i0--, i1--)
{
afU[i1] -= afD[i1]*afU[i0];
}
WM4_DELETE[] afD;
return true;
}
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
// conjugate gradient methods
//----------------------------------------------------------------------------
template <class Real>
Real LinearSystem<Real>::Dot (int iSize, const Real* afU, const Real* afV)
{
Real fDot = (Real)0.0;
for (int i = 0; i < iSize; i++)
{
fDot += afU[i]*afV[i];
}
return fDot;
}
//----------------------------------------------------------------------------
template <class Real>
void LinearSystem<Real>::Multiply (const GMatrix<Real>& rkA, const Real* afX,
Real* afProd)
{
int iSize = rkA.GetRows();
memset(afProd,0,iSize*sizeof(Real));
for (int iRow = 0; iRow < iSize; iRow++)
{
for (int iCol = 0; iCol < iSize; iCol++)
{
afProd[iRow] += rkA[iRow][iCol]*afX[iCol];
}
}
}
//----------------------------------------------------------------------------
template <class Real>
void LinearSystem<Real>::Multiply (int iSize, const SparseMatrix& rkA,
const Real* afX, Real* afProd)
{
memset(afProd,0,iSize*sizeof(Real));
typename SparseMatrix::const_iterator pkIter = rkA.begin();
for (/**/; pkIter != rkA.end(); pkIter++)
{
int i = pkIter->first.first;
int j = pkIter->first.second;
Real fValue = pkIter->second;
afProd[i] += fValue*afX[j];
if (i != j)
{
afProd[j] += fValue*afX[i];
}
}
}
//----------------------------------------------------------------------------
template <class Real>
void LinearSystem<Real>::UpdateX (int iSize, Real* afX, Real fAlpha,
const Real* afP)
{
for (int i = 0; i < iSize; i++)
{
afX[i] += fAlpha*afP[i];
}
}
//----------------------------------------------------------------------------
template <class Real>
void LinearSystem<Real>::UpdateR (int iSize, Real* afR, Real fAlpha,
const Real* afW)
{
for (int i = 0; i < iSize; i++)
{
afR[i] -= fAlpha*afW[i];
}
}
//----------------------------------------------------------------------------
template <class Real>
void LinearSystem<Real>::UpdateP (int iSize, Real* afP, Real fBeta,
const Real* afR)
{
for (int i = 0; i < iSize; i++)
{
afP[i] = afR[i] + fBeta*afP[i];
}
}
//----------------------------------------------------------------------------
template <class Real>
bool LinearSystem<Real>::SolveSymmetricCG (const GMatrix<Real>& rkA,
const Real* afB, Real* afX)
{
// based on the algorithm in "Matrix Computations" by Golum and Van Loan
assert(rkA.GetRows() == rkA.GetColumns());
int iSize = rkA.GetRows();
Real* afR = WM4_NEW Real[iSize];
Real* afP = WM4_NEW Real[iSize];
Real* afW = WM4_NEW Real[iSize];
// first iteration
size_t uiSize = iSize*sizeof(Real);
memset(afX,0,uiSize);
System::Memcpy(afR,uiSize,afB,uiSize);
Real fRho0 = Dot(iSize,afR,afR);
System::Memcpy(afP,uiSize,afR,uiSize);
Multiply(rkA,afP,afW);
Real fAlpha = fRho0/Dot(iSize,afP,afW);
UpdateX(iSize,afX,fAlpha,afP);
UpdateR(iSize,afR,fAlpha,afW);
Real fRho1 = Dot(iSize,afR,afR);
// remaining iterations
const int iMax = 1024;
int i;
for (i = 1; i < iMax; i++)
{
Real fRoot0 = Math<Real>::Sqrt(fRho1);
Real fNorm = Dot(iSize,afB,afB);
Real fRoot1 = Math<Real>::Sqrt(fNorm);
if (fRoot0 <= ZeroTolerance*fRoot1)
{
break;
}
Real fBeta = fRho1/fRho0;
UpdateP(iSize,afP,fBeta,afR);
Multiply(rkA,afP,afW);
fAlpha = fRho1/Dot(iSize,afP,afW);
UpdateX(iSize,afX,fAlpha,afP);
UpdateR(iSize,afR,fAlpha,afW);
fRho0 = fRho1;
fRho1 = Dot(iSize,afR,afR);
}
WM4_DELETE[] afW;
WM4_DELETE[] afP;
WM4_DELETE[] afR;
return i < iMax;
}
//----------------------------------------------------------------------------
template <class Real>
bool LinearSystem<Real>::SolveSymmetricCG (int iSize,
const SparseMatrix& rkA, const Real* afB, Real* afX)
{
// based on the algorithm in "Matrix Computations" by Golum and Van Loan
Real* afR = WM4_NEW Real[iSize];
Real* afP = WM4_NEW Real[iSize];
Real* afW = WM4_NEW Real[iSize];
// first iteration
size_t uiSize = iSize*sizeof(Real);
memset(afX,0,uiSize);
System::Memcpy(afR,uiSize,afB,uiSize);
Real fRho0 = Dot(iSize,afR,afR);
System::Memcpy(afP,uiSize,afR,uiSize);
Multiply(iSize,rkA,afP,afW);
Real fAlpha = fRho0/Dot(iSize,afP,afW);
UpdateX(iSize,afX,fAlpha,afP);
UpdateR(iSize,afR,fAlpha,afW);
Real fRho1 = Dot(iSize,afR,afR);
// remaining iterations
const int iMax = 1024;
int i;
for (i = 1; i < iMax; i++)
{
Real fRoot0 = Math<Real>::Sqrt(fRho1);
Real fNorm = Dot(iSize,afB,afB);
Real fRoot1 = Math<Real>::Sqrt(fNorm);
if (fRoot0 <= ZeroTolerance*fRoot1)
{
break;
}
Real fBeta = fRho1/fRho0;
UpdateP(iSize,afP,fBeta,afR);
Multiply(iSize,rkA,afP,afW);
fAlpha = fRho1/Dot(iSize,afP,afW);
UpdateX(iSize,afX,fAlpha,afP);
UpdateR(iSize,afR,fAlpha,afW);
fRho0 = fRho1;
fRho1 = Dot(iSize,afR,afR);
}
WM4_DELETE[] afW;
WM4_DELETE[] afP;
WM4_DELETE[] afR;
return i < iMax;
}
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
// banded matrices
//----------------------------------------------------------------------------
template <class Real>
bool LinearSystem<Real>::ForwardEliminate (int iReduceRow,
BandedMatrix<Real>& rkA, Real* afB)
{
// the pivot must be nonzero in order to proceed
Real fDiag = rkA(iReduceRow,iReduceRow);
if (fDiag == (Real)0.0)
{
return false;
}
Real fInvDiag = ((Real)1.0)/fDiag;
rkA(iReduceRow,iReduceRow) = (Real)1.0;
// multiply row to be consistent with diagonal term of 1
int iColMin = iReduceRow + 1;
int iColMax = iColMin + rkA.GetUBands();
if (iColMax > rkA.GetSize())
{
iColMax = rkA.GetSize();
}
int iCol;
for (iCol = iColMin; iCol < iColMax; iCol++)
{
rkA(iReduceRow,iCol) *= fInvDiag;
}
afB[iReduceRow] *= fInvDiag;
// reduce remaining rows
int iRowMin = iReduceRow + 1;
int iRowMax = iRowMin + rkA.GetLBands();
if (iRowMax > rkA.GetSize())
{
iRowMax = rkA.GetSize();
}
for (int iRow = iRowMin; iRow < iRowMax; iRow++)
{
Real fMult = rkA(iRow,iReduceRow);
rkA(iRow,iReduceRow) = (Real)0.0;
for (iCol = iColMin; iCol < iColMax; iCol++)
{
rkA(iRow,iCol) -= fMult*rkA(iReduceRow,iCol);
}
afB[iRow] -= fMult*afB[iReduceRow];
}
return true;
}
//----------------------------------------------------------------------------
template <class Real>
bool LinearSystem<Real>::SolveBanded (const BandedMatrix<Real>& rkA,
const Real* afB, Real* afX)
{
BandedMatrix<Real> kTmp = rkA;
int iSize = rkA.GetSize();
size_t uiSize = iSize*sizeof(Real);
System::Memcpy(afX,uiSize,afB,uiSize);
// forward elimination
int iRow;
for (iRow = 0; iRow < iSize; iRow++)
{
if (!ForwardEliminate(iRow,kTmp,afX))
{
return false;
}
}
// backward substitution
for (iRow = iSize-2; iRow >= 0; iRow--)
{
int iColMin = iRow + 1;
int iColMax = iColMin + kTmp.GetUBands();
if (iColMax > iSize)
{
iColMax = iSize;
}
for (int iCol = iColMin; iCol < iColMax; iCol++)
{
afX[iRow] -= kTmp(iRow,iCol)*afX[iCol];
}
}
return true;
}
//----------------------------------------------------------------------------
template <class Real>
bool LinearSystem<Real>::ForwardEliminate (int iReduceRow,
BandedMatrix<Real>& rkA, GMatrix<Real>& rkB)
{
// the pivot must be nonzero in order to proceed
Real fDiag = rkA(iReduceRow,iReduceRow);
if (fDiag == (Real)0.0)
{
return false;
}
Real fInvDiag = ((Real)1.0)/fDiag;
rkA(iReduceRow,iReduceRow) = (Real)1.0;
// multiply row to be consistent with diagonal term of 1
int iColMin = iReduceRow + 1;
int iColMax = iColMin + rkA.GetUBands();
if (iColMax > rkA.GetSize())
{
iColMax = rkA.GetSize();
}
int iCol;
for (iCol = iColMin; iCol < iColMax; iCol++)
{
rkA(iReduceRow,iCol) *= fInvDiag;
}
for (iCol = 0; iCol <= iReduceRow; iCol++)
{
rkB(iReduceRow,iCol) *= fInvDiag;
}
// reduce remaining rows
int iRowMin = iReduceRow + 1;
int iRowMax = iRowMin + rkA.GetLBands();
if (iRowMax > rkA.GetSize())
{
iRowMax = rkA.GetSize();
}
for (int iRow = iRowMin; iRow < iRowMax; iRow++)
{
Real fMult = rkA(iRow,iReduceRow);
rkA(iRow,iReduceRow) = (Real)0.0;
for (iCol = iColMin; iCol < iColMax; iCol++)
{
rkA(iRow,iCol) -= fMult*rkA(iReduceRow,iCol);
}
for (iCol = 0; iCol <= iReduceRow; iCol++)
{
rkB(iRow,iCol) -= fMult*rkB(iReduceRow,iCol);
}
}
return true;
}
//----------------------------------------------------------------------------
template <class Real>
void LinearSystem<Real>::BackwardEliminate (int iReduceRow,
BandedMatrix<Real>& rkA, GMatrix<Real>& rkB)
{
int iRowMax = iReduceRow - 1;
int iRowMin = iReduceRow - rkA.GetUBands();
if (iRowMin < 0)
{
iRowMin = 0;
}
for (int iRow = iRowMax; iRow >= iRowMin; iRow--)
{
Real fMult = rkA(iRow,iReduceRow);
rkA(iRow,iReduceRow) = (Real)0.0;
for (int iCol = 0; iCol < rkB.GetColumns(); iCol++)
{
rkB(iRow,iCol) -= fMult*rkB(iReduceRow,iCol);
}
}
}
//----------------------------------------------------------------------------
template <class Real>
bool LinearSystem<Real>::Invert (const BandedMatrix<Real>& rkA,
GMatrix<Real>& rkInvA)
{
int iSize = rkA.GetSize();
BandedMatrix<Real> kTmp = rkA;
int iRow;
for (iRow = 0; iRow < iSize; iRow++)
{
for (int iCol = 0; iCol < iSize; iCol++)
{
if (iRow != iCol)
{
rkInvA(iRow,iCol) = (Real)0.0;
}
else
{
rkInvA(iRow,iRow) = (Real)1.0;
}
}
}
// forward elimination
for (iRow = 0; iRow < iSize; iRow++)
{
if (!ForwardEliminate(iRow,kTmp,rkInvA))
{
return false;
}
}
// backward elimination
for (iRow = iSize-1; iRow >= 1; iRow--)
{
BackwardEliminate(iRow,kTmp,rkInvA);
}
return true;
}
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
// explicit instantiation
//----------------------------------------------------------------------------
template WM4_FOUNDATION_ITEM
class LinearSystem<float>;
template WM4_FOUNDATION_ITEM
class LinearSystem<double>;
//----------------------------------------------------------------------------
}