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385 lines
12 KiB
385 lines
12 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// A set of generic, template-based matrix functions.
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//===========================================================================//
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#ifndef MATRIXMATH_H
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#define MATRIXMATH_H
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#include <stdarg.h>
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// The operations in this file can perform basic matrix operations on matrices represented
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// using any class that supports the necessary operations:
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//
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// .Element( row, col ) - return the element at a given matrox position
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// .SetElement( row, col, val ) - modify an element
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// .Width(), .Height() - get dimensions
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// .SetDimensions( nrows, ncols) - set a matrix to be un-initted and the appropriate size
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//
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// Generally, vectors can be used with these functions by using N x 1 matrices to represent them.
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// Matrices are addressed as row, column, and indices are 0-based
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//
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//
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// Note that the template versions of these routines are defined for generality - it is expected
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// that template specialization is used for common high performance cases.
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namespace MatrixMath
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{
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/// M *= flScaleValue
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template<class MATRIXCLASS>
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void ScaleMatrix( MATRIXCLASS &matrix, float flScaleValue )
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{
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for( int i = 0; i < matrix.Height(); i++ )
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{
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for( int j = 0; j < matrix.Width(); j++ )
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{
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matrix.SetElement( i, j, flScaleValue * matrix.Element( i, j ) );
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}
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}
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}
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/// AppendElementToMatrix - same as setting the element, except only works when all calls
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/// happen in top to bottom left to right order, end you have to call FinishedAppending when
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/// done. For normal matrix classes this is not different then SetElement, but for
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/// CSparseMatrix, it is an accelerated way to fill a matrix from scratch.
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template<class MATRIXCLASS>
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FORCEINLINE void AppendElement( MATRIXCLASS &matrix, int nRow, int nCol, float flValue )
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{
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matrix.SetElement( nRow, nCol, flValue ); // default implementation
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}
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template<class MATRIXCLASS>
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FORCEINLINE void FinishedAppending( MATRIXCLASS &matrix ) {} // default implementation
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/// M += fl
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template<class MATRIXCLASS>
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void AddToMatrix( MATRIXCLASS &matrix, float flAddend )
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{
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for( int i = 0; i < matrix.Height(); i++ )
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{
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for( int j = 0; j < matrix.Width(); j++ )
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{
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matrix.SetElement( i, j, flAddend + matrix.Element( i, j ) );
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}
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}
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}
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/// transpose
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template<class MATRIXCLASSIN, class MATRIXCLASSOUT>
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void TransposeMatrix( MATRIXCLASSIN const &matrixIn, MATRIXCLASSOUT *pMatrixOut )
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{
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pMatrixOut->SetDimensions( matrixIn.Width(), matrixIn.Height() );
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for( int i = 0; i < pMatrixOut->Height(); i++ )
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{
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for( int j = 0; j < pMatrixOut->Width(); j++ )
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{
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AppendElement( *pMatrixOut, i, j, matrixIn.Element( j, i ) );
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}
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}
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FinishedAppending( *pMatrixOut );
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}
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/// copy
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template<class MATRIXCLASSIN, class MATRIXCLASSOUT>
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void CopyMatrix( MATRIXCLASSIN const &matrixIn, MATRIXCLASSOUT *pMatrixOut )
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{
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pMatrixOut->SetDimensions( matrixIn.Height(), matrixIn.Width() );
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for( int i = 0; i < matrixIn.Height(); i++ )
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{
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for( int j = 0; j < matrixIn.Width(); j++ )
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{
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AppendElement( *pMatrixOut, i, j, matrixIn.Element( i, j ) );
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}
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}
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FinishedAppending( *pMatrixOut );
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}
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/// M+=M
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template<class MATRIXCLASSIN, class MATRIXCLASSOUT>
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void AddMatrixToMatrix( MATRIXCLASSIN const &matrixIn, MATRIXCLASSOUT *pMatrixOut )
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{
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for( int i = 0; i < matrixIn.Height(); i++ )
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{
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for( int j = 0; j < matrixIn.Width(); j++ )
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{
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pMatrixOut->SetElement( i, j, pMatrixOut->Element( i, j ) + matrixIn.Element( i, j ) );
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}
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}
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}
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// M += scale * M
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template<class MATRIXCLASSIN, class MATRIXCLASSOUT>
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void AddScaledMatrixToMatrix( float flScale, MATRIXCLASSIN const &matrixIn, MATRIXCLASSOUT *pMatrixOut )
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{
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for( int i = 0; i < matrixIn.Height(); i++ )
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{
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for( int j = 0; j < matrixIn.Width(); j++ )
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{
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pMatrixOut->SetElement( i, j, pMatrixOut->Element( i, j ) + flScale * matrixIn.Element( i, j ) );
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}
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}
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}
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// simple way to initialize a matrix with constants from code.
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template<class MATRIXCLASSOUT>
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void SetMatrixToIdentity( MATRIXCLASSOUT *pMatrixOut, float flDiagonalValue = 1.0 )
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{
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for( int i = 0; i < pMatrixOut->Height(); i++ )
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{
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for( int j = 0; j < pMatrixOut->Width(); j++ )
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{
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AppendElement( *pMatrixOut, i, j, ( i == j ) ? flDiagonalValue : 0 );
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}
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}
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FinishedAppending( *pMatrixOut );
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}
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//// simple way to initialize a matrix with constants from code
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template<class MATRIXCLASSOUT>
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void SetMatrixValues( MATRIXCLASSOUT *pMatrix, int nRows, int nCols, ... )
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{
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va_list argPtr;
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va_start( argPtr, nCols );
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pMatrix->SetDimensions( nRows, nCols );
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for( int nRow = 0; nRow < nRows; nRow++ )
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{
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for( int nCol = 0; nCol < nCols; nCol++ )
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{
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double flNewValue = va_arg( argPtr, double );
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pMatrix->SetElement( nRow, nCol, flNewValue );
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}
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}
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va_end( argPtr );
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}
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/// row and colum accessors. treat a row or a column as a column vector
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template<class MATRIXTYPE> class MatrixRowAccessor
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{
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public:
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FORCEINLINE MatrixRowAccessor( MATRIXTYPE const &matrix, int nRow )
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{
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m_pMatrix = &matrix;
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m_nRow = nRow;
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}
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FORCEINLINE float Element( int nRow, int nCol ) const
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{
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Assert( nCol == 0 );
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return m_pMatrix->Element( m_nRow, nRow );
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}
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FORCEINLINE int Width( void ) const { return 1; };
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FORCEINLINE int Height( void ) const { return m_pMatrix->Width(); }
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private:
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MATRIXTYPE const *m_pMatrix;
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int m_nRow;
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};
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template<class MATRIXTYPE> class MatrixColumnAccessor
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{
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public:
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FORCEINLINE MatrixColumnAccessor( MATRIXTYPE const &matrix, int nColumn )
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{
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m_pMatrix = &matrix;
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m_nColumn = nColumn;
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}
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FORCEINLINE float Element( int nRow, int nColumn ) const
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{
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Assert( nColumn == 0 );
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return m_pMatrix->Element( nRow, m_nColumn );
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}
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FORCEINLINE int Width( void ) const { return 1; }
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FORCEINLINE int Height( void ) const { return m_pMatrix->Height(); }
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private:
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MATRIXTYPE const *m_pMatrix;
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int m_nColumn;
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};
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/// this translator acts as a proxy for the transposed matrix
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template<class MATRIXTYPE> class MatrixTransposeAccessor
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{
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public:
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FORCEINLINE MatrixTransposeAccessor( MATRIXTYPE const & matrix )
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{
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m_pMatrix = &matrix;
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}
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FORCEINLINE float Element( int nRow, int nColumn ) const
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{
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return m_pMatrix->Element( nColumn, nRow );
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}
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FORCEINLINE int Width( void ) const { return m_pMatrix->Height(); }
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FORCEINLINE int Height( void ) const { return m_pMatrix->Width(); }
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private:
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MATRIXTYPE const *m_pMatrix;
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};
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/// this tranpose returns a wrapper around it's argument, allowing things like AddMatrixToMatrix( Transpose( matA ), &matB ) without an extra copy
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template<class MATRIXCLASSIN>
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MatrixTransposeAccessor<MATRIXCLASSIN> TransposeMatrix( MATRIXCLASSIN const &matrixIn )
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{
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return MatrixTransposeAccessor<MATRIXCLASSIN>( matrixIn );
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}
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/// retrieve rows and columns
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template<class MATRIXTYPE>
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FORCEINLINE MatrixColumnAccessor<MATRIXTYPE> MatrixColumn( MATRIXTYPE const &matrix, int nColumn )
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{
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return MatrixColumnAccessor<MATRIXTYPE>( matrix, nColumn );
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}
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template<class MATRIXTYPE>
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FORCEINLINE MatrixRowAccessor<MATRIXTYPE> MatrixRow( MATRIXTYPE const &matrix, int nRow )
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{
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return MatrixRowAccessor<MATRIXTYPE>( matrix, nRow );
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}
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//// dot product between vectors (or rows and/or columns via accessors)
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template<class MATRIXACCESSORATYPE, class MATRIXACCESSORBTYPE >
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float InnerProduct( MATRIXACCESSORATYPE const &vecA, MATRIXACCESSORBTYPE const &vecB )
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{
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Assert( vecA.Width() == 1 );
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Assert( vecB.Width() == 1 );
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Assert( vecA.Height() == vecB.Height() );
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double flResult = 0;
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for( int i = 0; i < vecA.Height(); i++ )
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{
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flResult += vecA.Element( i, 0 ) * vecB.Element( i, 0 );
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}
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return flResult;
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}
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/// matrix x matrix multiplication
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template<class MATRIXATYPE, class MATRIXBTYPE, class MATRIXOUTTYPE>
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void MatrixMultiply( MATRIXATYPE const &matA, MATRIXBTYPE const &matB, MATRIXOUTTYPE *pMatrixOut )
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{
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Assert( matA.Width() == matB.Height() );
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pMatrixOut->SetDimensions( matA.Height(), matB.Width() );
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for( int i = 0; i < matA.Height(); i++ )
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{
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for( int j = 0; j < matB.Width(); j++ )
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{
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pMatrixOut->SetElement( i, j, InnerProduct( MatrixRow( matA, i ), MatrixColumn( matB, j ) ) );
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}
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}
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}
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/// solve Ax=B via the conjugate graident method. Code and naming conventions based on the
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/// wikipedia article.
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template<class ATYPE, class XTYPE, class BTYPE>
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void ConjugateGradient( ATYPE const &matA, BTYPE const &vecB, XTYPE &vecX, float flTolerance = 1.0e-20 )
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{
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XTYPE vecR;
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vecR.SetDimensions( vecX.Height(), 1 );
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MatrixMultiply( matA, vecX, &vecR );
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ScaleMatrix( vecR, -1 );
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AddMatrixToMatrix( vecB, &vecR );
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XTYPE vecP;
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CopyMatrix( vecR, &vecP );
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float flRsOld = InnerProduct( vecR, vecR );
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for( int nIter = 0; nIter < 100; nIter++ )
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{
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XTYPE vecAp;
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MatrixMultiply( matA, vecP, &vecAp );
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float flDivisor = InnerProduct( vecAp, vecP );
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float flAlpha = flRsOld / flDivisor;
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AddScaledMatrixToMatrix( flAlpha, vecP, &vecX );
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AddScaledMatrixToMatrix( -flAlpha, vecAp, &vecR );
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float flRsNew = InnerProduct( vecR, vecR );
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if ( flRsNew < flTolerance )
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{
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break;
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}
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ScaleMatrix( vecP, flRsNew / flRsOld );
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AddMatrixToMatrix( vecR, &vecP );
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flRsOld = flRsNew;
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}
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}
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/// solve (A'*A) x=B via the conjugate gradient method. Code and naming conventions based on
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/// the wikipedia article. Same as Conjugate gradient but allows passing in two matrices whose
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/// product is used as the A matrix (in order to preserve sparsity)
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template<class ATYPE, class APRIMETYPE, class XTYPE, class BTYPE>
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void ConjugateGradient( ATYPE const &matA, APRIMETYPE const &matAPrime, BTYPE const &vecB, XTYPE &vecX, float flTolerance = 1.0e-20 )
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{
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XTYPE vecR1;
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vecR1.SetDimensions( vecX.Height(), 1 );
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MatrixMultiply( matA, vecX, &vecR1 );
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XTYPE vecR;
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vecR.SetDimensions( vecR1.Height(), 1 );
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MatrixMultiply( matAPrime, vecR1, &vecR );
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ScaleMatrix( vecR, -1 );
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AddMatrixToMatrix( vecB, &vecR );
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XTYPE vecP;
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CopyMatrix( vecR, &vecP );
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float flRsOld = InnerProduct( vecR, vecR );
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for( int nIter = 0; nIter < 100; nIter++ )
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{
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XTYPE vecAp1;
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MatrixMultiply( matA, vecP, &vecAp1 );
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XTYPE vecAp;
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MatrixMultiply( matAPrime, vecAp1, &vecAp );
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float flDivisor = InnerProduct( vecAp, vecP );
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float flAlpha = flRsOld / flDivisor;
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AddScaledMatrixToMatrix( flAlpha, vecP, &vecX );
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AddScaledMatrixToMatrix( -flAlpha, vecAp, &vecR );
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float flRsNew = InnerProduct( vecR, vecR );
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if ( flRsNew < flTolerance )
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{
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break;
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}
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ScaleMatrix( vecP, flRsNew / flRsOld );
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AddMatrixToMatrix( vecR, &vecP );
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flRsOld = flRsNew;
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}
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}
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template<class ATYPE, class XTYPE, class BTYPE>
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void LeastSquaresFit( ATYPE const &matA, BTYPE const &vecB, XTYPE &vecX )
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{
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// now, generate the normal equations
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BTYPE vecBeta;
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MatrixMath::MatrixMultiply( MatrixMath::TransposeMatrix( matA ), vecB, &vecBeta );
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vecX.SetDimensions( matA.Width(), 1 );
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MatrixMath::SetMatrixToIdentity( &vecX );
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ATYPE matATransposed;
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TransposeMatrix( matA, &matATransposed );
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ConjugateGradient( matA, matATransposed, vecBeta, vecX, 1.0e-20 );
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}
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};
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/// a simple fixed-size matrix class
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template<int NUMROWS, int NUMCOLS> class CFixedMatrix
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{
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public:
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FORCEINLINE int Width( void ) const { return NUMCOLS; }
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FORCEINLINE int Height( void ) const { return NUMROWS; }
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FORCEINLINE float Element( int nRow, int nCol ) const { return m_flValues[nRow][nCol]; }
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FORCEINLINE void SetElement( int nRow, int nCol, float flValue ) { m_flValues[nRow][nCol] = flValue; }
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FORCEINLINE void SetDimensions( int nNumRows, int nNumCols ) { Assert( ( nNumRows == NUMROWS ) && ( nNumCols == NUMCOLS ) ); }
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private:
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float m_flValues[NUMROWS][NUMCOLS];
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};
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#endif //matrixmath_h
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