inline mat4 inverse(mat4 const& m) { float coef00 = m[2][2] * m[3][3] - m[3][2] * m[2][3]; float coef02 = m[1][2] * m[3][3] - m[3][2] * m[1][3]; float coef03 = m[1][2] * m[2][3] - m[2][2] * m[1][3]; float coef04 = m[2][1] * m[3][3] - m[3][1] * m[2][3]; float coef06 = m[1][1] * m[3][3] - m[3][1] * m[1][3]; float coef07 = m[1][1] * m[2][3] - m[2][1] * m[1][3]; float coef08 = m[2][1] * m[3][2] - m[3][1] * m[2][2]; float coef10 = m[1][1] * m[3][2] - m[3][1] * m[1][2]; float coef11 = m[1][1] * m[2][2] - m[2][1] * m[1][2]; float coef12 = m[2][0] * m[3][3] - m[3][0] * m[2][3]; float coef14 = m[1][0] * m[3][3] - m[3][0] * m[1][3]; float coef15 = m[1][0] * m[2][3] - m[2][0] * m[1][3]; float coef16 = m[2][0] * m[3][2] - m[3][0] * m[2][2]; float coef18 = m[1][0] * m[3][2] - m[3][0] * m[1][2]; float coef19 = m[1][0] * m[2][2] - m[2][0] * m[1][2]; float coef20 = m[2][0] * m[3][1] - m[3][0] * m[2][1]; float coef22 = m[1][0] * m[3][1] - m[3][0] * m[1][1]; float coef23 = m[1][0] * m[2][1] - m[2][0] * m[1][1]; vec4 fac0(coef00, coef00, coef02, coef03); vec4 fac1(coef04, coef04, coef06, coef07); vec4 fac2(coef08, coef08, coef10, coef11); vec4 fac3(coef12, coef12, coef14, coef15); vec4 fac4(coef16, coef16, coef18, coef19); vec4 fac5(coef20, coef20, coef22, coef23); vec4 v0(m[1][0], m[0][0], m[0][0], m[0][0]); vec4 v1(m[1][1], m[0][1], m[0][1], m[0][1]); vec4 v2(m[1][2], m[0][2], m[0][2], m[0][2]); vec4 v3(m[1][3], m[0][3], m[0][3], m[0][3]); vec4 inv0(v1 * fac0 - v2 * fac1 + v3 * fac2); vec4 inv1(v0 * fac0 - v2 * fac3 + v3 * fac4); vec4 inv2(v0 * fac1 - v1 * fac3 + v3 * fac5); vec4 inv3(v0 * fac2 - v1 * fac4 + v2 * fac5); vec4 signA(+1, -1, +1, -1); vec4 signB(-1, +1, -1, +1); mat4 inv(inv0 * signA, inv1 * signB, inv2 * signA, inv3 * signB); vec4 row0(inv[0][0], inv[1][0], inv[2][0], inv[3][0]); vec4 dot0(m[0] * row0); float dot1 = (dot0.x + dot0.y) + (dot0.z + dot0.w); float one_over_det = 1.f / dot1; return inv * one_over_det; }
int main() { std::cout.precision(10); // lattice structure int n = 16; int ibond = n; std::vector<int> ipair; for (int i = 0; i < ibond; ++i) { ipair.push_back(i); ipair.push_back((i + 1) % n); } // Hamiltonian parameters std::vector<double> bondwt(ibond, -1); std::vector<double> zrtio(ibond, 1); // table of configurations std::vector<int> list1; std::vector<std::pair<int, int> > list2; int idim = sz(n, 0, list1, list2); // You may alternatively use szdy or sztn for faster processing // int idim = szdy(n, 0, list1, list2); // or // int idim = sztn(n, 0, list1, list2); // Eigenvalues int nvec = 0; int iv = idim / 3 - 1; std::vector<double> E, alpha, beta; matrix_type coeff; matrix_type v; int itr = lnc1(n, ipair, bondwt, zrtio, nvec, iv, E, alpha, beta, coeff, v, list1, list2); std::cout << "[Eigenvalues]\n"; for (int i = 0; i < 4; ++i) std::cout << '\t' << E[i]; std::cout << std::endl; std::cout << "[Iteration number]\n\t" << itr << std::endl; // Ground-state eigenvector std::vector<double> x; inv1(n, ipair, bondwt, zrtio, E[2], iv, x, v, list1, list2); std::cout << "[Eigenvector components (selected)]"; int count = 0; for (int i = 12; i < idim; i += idim/20, ++count) { if (count % 4 == 0) std::cout << std::endl; std::cout << '\t' << x[i]; } std::cout << std::endl; // Precision check and correlation functions double Hexpec = check1(n, ipair, bondwt, zrtio, x, v, 0, list1, list2); }
void gssinv(real_t **a, int n, real_t aux[]) { int *allocate_integer_vector(int, int); void free_integer_vector(int *, int); void gsselm(real_t **, int, real_t [], int [], int []); real_t inv1(real_t **, int, int [], int [], int); int *ri,*ci; ri=allocate_integer_vector(1,n); ci=allocate_integer_vector(1,n); gsselm(a,n,aux,ri,ci); if (aux[3] == n) aux[9]=inv1(a,n,ri,ci,1); free_integer_vector(ri,1); free_integer_vector(ci,1); }
CreatureTypeDef::CreatureTypeDef(void) { for(int i = 0; i<kMaxCreatureTypes; i++) { creatureTypes[i].setTypeID(i); std::unique_ptr<InventoryComponent> inv1(new InventoryComponent()); std::unique_ptr<EquipSlotsComponent> equip1(new EquipSlotsComponent()); for(int j = 0; j<EntityEquipSlotID::Count; j++) { equip1->addEquipSlot(EntityEquipSlotID::E(j)); } creatureTypes[i].addComponent(std::move(inv1)); creatureTypes[i].addComponent(std::move(equip1)); } creatureTypes[0].setLName("insurgent"); creatureTypes[0].setSName("Elliot Hatch"); creatureTypes[0].setDName("insurgent"); creatureTypes[0].setClassID(CreatureClassID::Insurgent01); creatureTypes[0].setSpeed(5); creatureTypes[0].setStrength(6); }