コード例 #1
0
ファイル: LU.hpp プロジェクト: Patrick-Louden/2.2
bool invertMatrix(MatrixType& A, MatrixType& AI)
{
  typedef typename MatrixType::ElemType Real;
  if (A.getNRow() != A.getNCol() || A.getNRow() != AI.getNRow() || A.getNCol() != AI.getNCol()) {
    return false;
  }
  
  int size = A.getNRow();
  int *index=NULL, iScratch[10];
  Real *column=NULL, dScratch[10];

  // Check on allocation of working vectors
  //
  if ( size <= 10 ) {
    index = iScratch;
    column = dScratch;
  } else {
    index = new int[size];
    column = new Real[size];
  }

  bool retVal = invertMatrix(A, AI, size, index, column);

  if ( size > 10 ) {
    delete [] index;
    delete [] column;
  }
  
  return retVal;
}
コード例 #2
0
void setLightMatrix(double *result, double *shadowProjection, double *shadowModelView, double* camModelView) {
	/*Matrix44f shadowTransMatrix = mShadowCam.getProjectionMatrix();
	shadowTransMatrix *= mShadowCam.getModelViewMatrix();
	shadowTransMatrix *= camera.getInverseModelViewMatrix();
	return shadowTransMatrix;*/
	
	// Adding the BIAS means we can use shadow2DProj which is good for linear filtering on the FBO for free with NVidia cards
	
	double bias[16] = {	
		0.5, 0.0, 0.0, 0.0, 
		0.0, 0.5, 0.0, 0.0,
		0.0, 0.0, 0.5, 0.0,
		0.5, 0.5, 0.5, 1.0};
	
	
	double trans[16];
	multMatrix(trans, bias, shadowProjection);
	double trans2[16];
	
	multMatrix(trans2,trans,shadowModelView);
	//setEqual(trans, shadowModelView);
	double inv[16];
	invertMatrix(inv, camModelView);
	multMatrix(result, trans2, inv);
	
}
コード例 #3
0
ファイル: Sphere.cpp プロジェクト: Patrick-Louden/2.2
  HydroProp* Sphere::getHydroProp(RealType viscosity, RealType temperature) {
    
    RealType Xitt  = 6.0 * NumericConstant::PI * viscosity * radius_;
    RealType Xirr = 8.0 * NumericConstant::PI * viscosity * radius_ * radius_ * radius_;

    Mat6x6d Xi, XiCopy, D;

    Xi(0, 0) = Xitt;
    Xi(1, 1) = Xitt;
    Xi(2, 2) = Xitt;
    Xi(3, 3) = Xirr;
    Xi(4, 4) = Xirr;
    Xi(5, 5) = Xirr;
    
    Xi *= PhysicalConstants::viscoConvert;
    XiCopy = Xi;

    invertMatrix(XiCopy, D);
    RealType kt = PhysicalConstants::kb * temperature; // in kcal mol^-1
    D *= kt;  // now in angstroms^2 fs^-1  (at least for Trans-trans)

    HydroProp* hprop = new HydroProp(V3Zero, Xi, D);
    
    return hprop;
  }
コード例 #4
0
void		OE_ProjectionMgr::ApplyToObj(void)
{
	if (gObjects.empty())
		return;
	GLdouble matrix[16], matrix_i[16];
	mDeformer->GetTransform(matrix);
	invertMatrix(matrix_i, matrix);
	mPreviewObj = gObjects[gLevelOfDetail];
	for (set<int>::iterator cmdNum = gSelection.begin(); cmdNum != gSelection.end(); ++cmdNum)
	{
		XObjCmd& cmd = mPreviewObj.cmds[*cmdNum];
		for (vector<vec_tex>::iterator st = cmd.st.begin(); st != cmd.st.end(); ++st)
		{
			GLdouble	xyz[4], xyz_t[4];
			xyz[0] = st->v[0];
			xyz[1] = st->v[1];
			xyz[2] = st->v[2];
			xyz[3] = 1.0;
			double	s, t;
			multMatrixVec(xyz_t, matrix_i, xyz);
			mProjector[mCurProjector]->ProjectVertex(xyz_t[0], xyz_t[1], xyz_t[2], s, t);
			s = mTexture.s1 + s * (mTexture.s2 - mTexture.s1);
			t = mTexture.t1 + t * (mTexture.t2 - mTexture.t1);
			st->st[0] = s;
			st->st[1] = t;
		}
	}
}
コード例 #5
0
ファイル: Nonlinear3D.C プロジェクト: mangerij/moose
void
Nonlinear3D::computeIncrementalDeformationGradient(std::vector<ColumnMajorMatrix> & Fhat)
{
  // A = grad(u(k+1) - u(k))
  // Fbar = 1 + grad(u(k))
  // Fhat = 1 + A*(Fbar^-1)
  ColumnMajorMatrix A;
  ColumnMajorMatrix Fbar;
  ColumnMajorMatrix Fbar_inverse;
  ColumnMajorMatrix Fhat_average;
  Real volume(0);

  _Fbar.resize(_solid_model.qrule()->n_points());

  for (unsigned qp = 0; qp < _solid_model.qrule()->n_points(); ++qp)
  {
    fillMatrix(qp, _grad_disp_x, _grad_disp_y, _grad_disp_z, A);
    fillMatrix(qp, _grad_disp_x_old, _grad_disp_y_old, _grad_disp_z_old, Fbar);

    A -= Fbar;

    Fbar.addDiag(1);

    _Fbar[qp] = Fbar;

    // Get Fbar^(-1)
    // Computing the inverse is generally a bad idea.
    // It's better to compute LU factors.   For now at least, we'll take
    // a direct route.

    invertMatrix(Fbar, Fbar_inverse);

    Fhat[qp] = A * Fbar_inverse;
    Fhat[qp].addDiag(1);

    if (_volumetric_locking_correction)
    {
      // Now include the contribution for the integration of Fhat over the element
      Fhat_average += Fhat[qp] * _solid_model.JxW(qp);

      volume += _solid_model.JxW(qp); // Accumulate original configuration volume
    }
  }

  if (_volumetric_locking_correction)
  {
    Fhat_average /= volume;
    const Real det_Fhat_average(detMatrix(Fhat_average));

    // Finalize volumetric locking correction
    for (unsigned qp = 0; qp < _solid_model.qrule()->n_points(); ++qp)
    {
      const Real det_Fhat(detMatrix(Fhat[qp]));
      const Real factor(std::cbrt(det_Fhat_average / det_Fhat));

      Fhat[qp] *= factor;
    }
  }
  //    Moose::out << "Fhat(0,0)" << Fhat[0](0,0) << std::endl;
}
コード例 #6
0
const Matrix&
SectionForceDeformation2d::getInitialFlexibility ()
{
  int order = this->getOrder();
  
  if (fDefault == 0) {		
    fDefault = new Matrix(order,order);
    if (fDefault == 0) {
      opserr << "SectionForceDeformation2d::getInitialFlexibility -- failed to allocate flexibility matrix\n";
      exit(-1);
    }
  }
  
  const Matrix &k = this->getInitialTangent();
  
  switch(order) {
  case 1:
    if (k(0,0) != 0.0)
      (*fDefault)(0,0) = 1.0/k(0,0);
    break;
  case 2:
    invert2by2Matrix(k,*fDefault);
    break;
  case 3:
    invert3by3Matrix(k,*fDefault);
    break;
  default:
    invertMatrix(order,k,*fDefault);
    break;
  }
  
  return *fDefault;
}
コード例 #7
0
ファイル: InertiaAlign.cpp プロジェクト: 151706061/sofa
Matrix4 InertiaAlign::inverseTransform(Matrix4 transformToInvert)
{
    Matrix3 rotationToInvert;
    Matrix3 rotationInverted;
    Vector3 Translation;
    Matrix4 transformInverted;

    sout << "Before inversion"<< sendl;
    for(unsigned int i=0;i<4;i++)
    {
        for(unsigned int j=0;j<4;j++)
        {
            sout << transformToInvert(i,j)<< " ";
        }
        sout << sendl;
    }
    for(unsigned int i=0;i<3;i++)
    {
        for(unsigned int j=0;j<3;j++)
        {
            rotationToInvert(i,j) = transformToInvert(i,j);
        }
        Translation(i)=transformToInvert(i,3);
    }

    bool bS = invertMatrix(rotationInverted,rotationToInvert);

    sout << "Translation = " << Translation;
    if(!bS)
    {
        sout <<"Error : Source transformation matrix is not invertible"<<sendl;
    }
    else //Compute R-1 * t
    {
        Translation = (-1*rotationInverted * Translation);
    }
    sout << "Translation = " << Translation;
    for(unsigned int i=0;i<3;i++)
    {
        for(unsigned int j=0;j<3;j++)
        {
            transformInverted(i,j) = rotationInverted(i,j);
        }
        transformInverted(i,3)= Translation(i);
    }
    transformInverted(3,3)=1;

    sout << "After inversion"<< sendl;
    for(unsigned int i=0;i<4;i++)
    {
        for(unsigned int j=0;j<4;j++)
        {
            sout << transformInverted(i,j)<< " ";
        }
        sout << sendl;
    }
    return transformInverted;

}
コード例 #8
0
ファイル: transformCommand.cpp プロジェクト: mwmarzin/pcl
void
TransformCommand::undo()
{ 
  if (!cloud_ptr_)
    return;
  float transform_matrix_inv[MATRIX_SIZE];
  invertMatrix(transform_matrix_, transform_matrix_inv);
  float x,y,z;
  unsigned int index = 0;
  Selection::const_iterator it;
  for(it = internal_selection_ptr_ -> begin();
      it != internal_selection_ptr_-> end(); ++it)
  {
    Point3D pt;
    index = *it;
    pt.x = (*cloud_ptr_)[index].x - cloud_center_[X];
    pt.y = (*cloud_ptr_)[index].y - cloud_center_[Y];
    pt.z = (*cloud_ptr_)[index].z - cloud_center_[Z];

    x = pt.x * cloud_matrix_[0] +
        pt.y * cloud_matrix_[4] +
        pt.z * cloud_matrix_[8] + cloud_matrix_[12];
    y = pt.x * cloud_matrix_[1] +
        pt.y * cloud_matrix_[5] +
        pt.z * cloud_matrix_[9] + cloud_matrix_[13];
    z = pt.x * cloud_matrix_[2] +
        pt.y * cloud_matrix_[6] +
        pt.z * cloud_matrix_[10] + cloud_matrix_[14];

    pt.x = x - translate_x_;
    pt.y = y - translate_y_;
    pt.z = z - translate_z_;

    x = pt.x * transform_matrix_inv[0] +
        pt.y * transform_matrix_inv[4] +
        pt.z * transform_matrix_inv[8] + transform_matrix_inv[12];
    y = pt.x * transform_matrix_inv[1] +
        pt.y * transform_matrix_inv[5] +
        pt.z * transform_matrix_inv[9] + transform_matrix_inv[13];
    z = pt.x * transform_matrix_inv[2] +
        pt.y * transform_matrix_inv[6] +
        pt.z * transform_matrix_inv[10] + transform_matrix_inv[14];

    pt.x = x * cloud_matrix_inv_[0] +
           y * cloud_matrix_inv_[4] +
           z * cloud_matrix_inv_[8] + cloud_matrix_inv_[12];
    pt.y = x * cloud_matrix_inv_[1] +
           y * cloud_matrix_inv_[5] +
           z * cloud_matrix_inv_[9] + cloud_matrix_inv_[13];
    pt.z = x * cloud_matrix_inv_[2] +
           y * cloud_matrix_inv_[6] +
           z * cloud_matrix_inv_[10] + cloud_matrix_inv_[14];

    (*cloud_ptr_)[index].x = pt.x + cloud_center_[X];
    (*cloud_ptr_)[index].y = pt.y + cloud_center_[Y];
    (*cloud_ptr_)[index].z = pt.z + cloud_center_[Z];
  }
}
コード例 #9
0
lfPoint2Dd_t lfTransformPoint2D_inv(lfTransMat2D_t M, lfPoint2Dd_t pi)
{
  lfPoint2Dd_t po;
  lfTransMat2D_t invM;
  invertMatrix(M, invM);

  po = lfTransformPoint2D(invM, pi);    
  return po;
}
コード例 #10
0
ファイル: cube.c プロジェクト: huoyao/libigl
/* display cube */
void updateCube(pCube cube,pMesh mesh) {
    pScene      sc;
    pTransform  cubetr,view;
    GLfloat     inv[16],axis[4],trans[4];
    int         idw;

    /* default */
    if ( ddebug ) printf("updateCube\n");

    /* retrieve context */
    idw    = currentScene();
    sc     = cv.scene[idw];
    view   = sc->view;
    cubetr = cube->cubetr;

    /* compute cube transform */
    if ( cube->active & C_EDIT ) {
        invertMatrix(view->matrix,inv);
        inv[3] = inv[7] = inv[11] = 0.0f;
        inv[15] = 1.0;

        /* rotation cumulative */
        if ( cubetr->angle != 0.0 ) {
            transformVector(trans,cubetr->axis,inv);
            glPushMatrix();
            glLoadIdentity();
            glRotatef(cubetr->angle,trans[0],trans[1],trans[2]);
            glMultMatrixf(cubetr->rot);
            glGetFloatv(GL_MODELVIEW_MATRIX,cubetr->rot);
            glPopMatrix();
        }

        /* translation cumulative */
        axis[0] = cubetr->panx;
        axis[1] = cubetr->pany;
        axis[2] = 0.0;
        axis[3] = 1.0;
        transformVector(trans,axis,inv);

        cubetr->tra[12] = trans[0];
        cubetr->tra[13] = trans[1];
        cubetr->tra[14] = trans[2];

        /* final transformation */
        glPushMatrix();
        glLoadIdentity();
        glMultMatrixf(cubetr->tra);
        glMultMatrixf(cubetr->rot);
        glGetFloatv(GL_MODELVIEW_MATRIX,cubetr->matrix);
        glPopMatrix();
    }
    if ( !cubetr->manim ) {
        cubetr->angle = 0.0;
        cube->active ^= C_UPDATE;
    }
}
コード例 #11
0
ファイル: zpr.c プロジェクト: dmgiannel/Sphere-Mapper
static void
getMatrix()
{
    glGetDoublev(GL_MODELVIEW_MATRIX,_matrix);
	/*printf("{ %f %f %f %f }\n %f %f %f %f }\n %f %f %f %f }\n %f %f %f %f }\n", 
	_matrix[0], _matrix[4], _matrix[8], _matrix[12],  
	_matrix[1], _matrix[5], _matrix[9], _matrix[13],
	_matrix[2], _matrix[6], _matrix[10], _matrix[14],
	_matrix[3], _matrix[7], _matrix[11], _matrix[15]);*/
    invertMatrix(_matrix,_matrixInverse);
}
コード例 #12
0
ファイル: Compass.cpp プロジェクト: Gustavo6046/TrenchBroom
 Mat4x4f Compass::cameraRotationMatrix(const Camera& camera) const {
     Mat4x4f rotation;
     rotation[0] = camera.right();
     rotation[1] = camera.direction();
     rotation[2] = camera.up();
     
     bool invertible = true;
     invertMatrix(rotation, invertible);
     assert(invertible);
     return rotation;
 }
コード例 #13
0
ファイル: Nonlinear3D.C プロジェクト: DarinReid/moose
void
Nonlinear3D::computePolarDecomposition( const ColumnMajorMatrix & Fhat )
{

  // From Rashid, 1993.
  ColumnMajorMatrix Fhat_inverse;
  invertMatrix( Fhat, Fhat_inverse );
  Fhat_inverse = Fhat;
  /*Moose::out << "Fhat = " << std::endl;
  ColumnMajorMatrix out(Fhat);
  out.print();
  Moose::out << "Fhat_inverse = " << std::endl;
  out = Fhat_inverse;
  out.print();*/

  const Real Uxx = Fhat_inverse(0,0);
  const Real Uxy = Fhat_inverse(0,1);
  const Real Uxz = Fhat_inverse(0,2);
  const Real Uyx = Fhat_inverse(1,0);
  const Real Uyy = Fhat_inverse(1,1);
  const Real Uyz = Fhat_inverse(1,2);
  const Real Uzx = Fhat_inverse(2,0);
  const Real Uzy = Fhat_inverse(2,1);
  const Real Uzz = Fhat_inverse(2,2);

  const Real Ax = Uyz - Uzy;
  const Real Ay = Uzx - Uxz;
  const Real Az = Uxy - Uyx;
  const Real Q = 0.25 * (Ax*Ax + Ay*Ay + Az*Az);
  const Real traceF = Uxx + Uyy + Uzz;
  const Real P = 0.25 * (traceF - 1) * (traceF - 1);
  const Real Y = 1 / ((Q+P)*(Q+P)*(Q+P));

  const Real C1 = std::sqrt(P * (1 + (P*(Q+Q+(Q+P))) * (1-(Q+P)) * Y));
  const Real C2 = 0.125 + Q * 0.03125 * (P*P - 12*(P-1)) / (P*P);
  const Real C3 = 0.5 * std::sqrt( (P*Q*(3-Q) + P*P*P + Q*Q) * Y );

  // Since the input to this routine is the incremental deformation gradient
  //   and not the inverse incremental gradient, this result is the transpose
  //   of the one in Rashid's paper.
  _incremental_rotation(0,0) = C1 + (C2*Ax)*Ax;
  _incremental_rotation(0,1) =      (C2*Ay)*Ax + (C3*Az);
  _incremental_rotation(0,2) =      (C2*Az)*Ax - (C3*Ay);
  _incremental_rotation(1,0) =      (C2*Ax)*Ay - (C3*Az);
  _incremental_rotation(1,1) = C1 + (C2*Ay)*Ay;
  _incremental_rotation(1,2) =      (C2*Az)*Ay + (C3*Ax);
  _incremental_rotation(2,0) =      (C2*Ax)*Az + (C3*Ay);
  _incremental_rotation(2,1) =      (C2*Ay)*Az - (C3*Ax);
  _incremental_rotation(2,2) = C1 + (C2*Az)*Az;

}
コード例 #14
0
void setLightMatrixNoBias(double *result, double *shadowProjection, double *shadowModelView, double* camModelView) {
	/*Matrix44f shadowTransMatrix = mShadowCam.getProjectionMatrix();
	 shadowTransMatrix *= mShadowCam.getModelViewMatrix();
	 shadowTransMatrix *= camera.getInverseModelViewMatrix();
	 return shadowTransMatrix;*/
	
	double trans2[16];
	
	multMatrix(trans2,shadowProjection,shadowModelView);
	//setEqual(trans, shadowModelView);
	double inv[16];
	invertMatrix(inv, camModelView);
	multMatrix(result, trans2, inv);
	
}
コード例 #15
0
ファイル: transformCommand.cpp プロジェクト: mwmarzin/pcl
TransformCommand::TransformCommand(ConstSelectionPtr selection_ptr,
                                   CloudPtr cloud_ptr,
                                   const float *matrix,
                                   float translate_x,
                                   float translate_y,
                                   float translate_z)
  : selection_ptr_(selection_ptr), cloud_ptr_(cloud_ptr),
    translate_x_(translate_x), translate_y_(translate_y),
    translate_z_(translate_z)
{
  internal_selection_ptr_ = SelectionPtr(new Selection(*selection_ptr));
  std::copy(matrix, matrix+MATRIX_SIZE, transform_matrix_);
  const float *cloud_matrix = cloud_ptr_->getMatrix();
  std::copy(cloud_matrix, cloud_matrix+MATRIX_SIZE, cloud_matrix_);
  invertMatrix(cloud_matrix, cloud_matrix_inv_);
  cloud_ptr_->getCenter(cloud_center_[X], cloud_center_[Y], cloud_center_[Z]);
}
コード例 #16
0
// Screen Space
void ScreenProject::calculateMVP(GLint * vp, double * mv, double * p)
{
	vp_[0] = vp[0];
	vp_[1] = vp[1];
	vp_[2] = vp[2];
	vp_[3] = vp[3];

	// Matrix Multiplication
	for (int k=0; k<16; k+=4)
	{
		for (int j=0; j<4; j++)
		{
			mvp_[j+k] = 0;
			for (int i=0; i<4; i++)
				mvp_[j+k] += p[4*i+j]*mv[i+k];
		}
	}
	
	invertMatrix(mvp_, mvpInv_);
}
コード例 #17
0
ファイル: Element.C プロジェクト: Jieun2/moose
void
Element::polarDecompositionEigen( const ColumnMajorMatrix & Fhat, ColumnMajorMatrix & Rhat, SymmTensor & strain_increment )
{
  const int ND = 3;

  ColumnMajorMatrix eigen_value(ND,1), eigen_vector(ND,ND);
  ColumnMajorMatrix invUhat(ND,ND), logVhat(ND,ND);
  ColumnMajorMatrix n1(ND,1), n2(ND,1), n3(ND,1), N1(ND,1), N2(ND,1), N3(ND,1);

  ColumnMajorMatrix Chat = Fhat.transpose() * Fhat;

  Chat.eigen(eigen_value,eigen_vector);

  for(int i = 0; i < ND; i++)
  {
    N1(i) = eigen_vector(i,0);
    N2(i) = eigen_vector(i,1);
    N3(i) = eigen_vector(i,2);
  }

  const Real lamda1 = std::sqrt(eigen_value(0));
  const Real lamda2 = std::sqrt(eigen_value(1));
  const Real lamda3 = std::sqrt(eigen_value(2));


  const Real log1 = std::log(lamda1);
  const Real log2 = std::log(lamda2);
  const Real log3 = std::log(lamda3);

  ColumnMajorMatrix Uhat = N1 * N1.transpose() * lamda1 +  N2 * N2.transpose() * lamda2 +  N3 * N3.transpose() * lamda3;

  invertMatrix(Uhat,invUhat);

  Rhat = Fhat * invUhat;

  strain_increment = N1 * N1.transpose() * log1 +  N2 * N2.transpose() * log2 +  N3 * N3.transpose() * log3;
}
コード例 #18
0
void iterativeSolvers_unitTest() {
   // small matrix test
   {
      Vector4f test = makeVector4f(1.0f, 3.14f, 2.0f, 2.71f);
      Matrix4f mat = makeRotX4f(0.32f) * makeRotY4f(-0.39f) * makeRotZ4f(0.76f);
      mat += mat.transpose();
      mat += IDENTITY4F*5;
      Vector4f rhs = mat * test;
      Matrix4f invMat = invertMatrix(mat);
      Vector4f directFloat = invMat * rhs;

      DVectorD testD(4); for (card32 i=0; i<4; i++) testD[i] = test[i];
      DVectorD rhsD(4); for (card32 i=0; i<4; i++) rhsD[i] = rhs[i];
      SparseMatrixD matS(4);
      for (card32 r=0; r<4; r++) {
         for (card32 c=0; c<4; c++) {
            double v = mat[c][r];
            if (v != 0) {
               matS[r].setEntry(c, v);
            }
         }
      }

      output << "Matrix:\n" << mat.toString() << "\n";
      output << "true solution: " << test.toString() << "\n";
      output << "right hand side: " << rhs.toString() << "\n";
      output << "direct float prec. solution: " << directFloat.toString() << "\n\n";

      output << "Matrix:\n" << matS.toString() << "\n";
      output << "true solution: " << testD.toString() << "\n";
      output << "right hand side: " << rhsD.toString() << "\n\n";

      DVectorD x = nullDVector<double>(4);

	  card32 numIterations = 1000;
      gaussSeidelSolve(matS, x, rhsD, numIterations, 1E-20, 1E-5, false);
      output << "Gauss-Seidel solution: " << x.toString() << "\n\n";

	  numIterations = 1000;
      x = nullDVector<double>(4);
      steepestDescentSolve(matS, x, rhsD, numIterations, 1E-5, false);
      output << "Steepest-Descent solution: " << x.toString() << "\n\n";

	  numIterations = 1000;
      x = nullDVector<double>(4);
      conjugateGradientsSolve(matS, x, rhsD, numIterations, 1E-5, true);
      output << "CG solution: " << x.toString() << "\n\n";
   }

   // large matrix test
   {
      SparseMatrixD mat(MDIM*MDIM);
      for (int y=0; y<MDIM; y++) {
         for (int x=0; x<MDIM; x++) {
            addEntry(mat, x,y, x,y,  -4, MDIM);
            addEntry(mat, x,y, x+1,y, 1, MDIM);
            addEntry(mat, x,y, x-1,y, 1, MDIM);
            addEntry(mat, x,y, x,y+1, 1, MDIM);
            addEntry(mat, x,y, x,y-1, 1, MDIM);
         }
      }

      Timer T; card32 vt;

      DVectorD x = nullDVector<double>(MDIM*MDIM);
      DVectorD b = scalarDVector<double>(MDIM*MDIM, 1);
      DVectorD gs, sd, cg;


      x = nullDVector<double>(MDIM*MDIM);
      T.getDeltaValue();
	  card32 numIterations = 100000;
      conjugateGradientsSolve(mat, x, b, numIterations, 1E-7, false);
      vt = T.getDeltaValue();
      output << "CG time: " << vt << "\n\n";
      output << "Large sytem CG solution (LAPL(f) == 1):\n";
      for (int y=0; y<MDIM; y++) {
			for (int xp=0; xp<MDIM; xp++) {
            output << x[xp +y*MDIM] << "\t";
         }
         output.cr();
      }
      output.cr();
      cg = x;

      x = nullDVector<double>(MDIM*MDIM);
      T.getDeltaValue();
	  numIterations = 100000;
      gaussSeidelSolve(mat, x, b, numIterations, 1E-20, 1E-7, false);
      vt = T.getDeltaValue();
      output << "GS time: " << vt << "\n\n";
      output << "Large sytem Gauss-Seidel solution (LAPL(f) == 1):\n";
      for (int y=0; y<MDIM; y++) {
         for (int xp=0; xp<MDIM; xp++) {
           output << x[xp +y*MDIM] << "\t";
         }
        output.cr();
      }
      output.cr();

      gs = x;

      x = nullDVector<double>(MDIM*MDIM);
      T.getDeltaValue();
	  numIterations = 100000;
      steepestDescentSolve(mat, x, b, numIterations, 1E-7, false);
      vt = T.getDeltaValue();
      output << "SD time: " << vt << "\n\n";
      output << "Large sytem steepest descent solution (LAPL(f) == 1):\n";
      for (int y=0; y<MDIM; y++) {
         for (int xp=0; xp<MDIM; xp++) {
            output << (long double)x[xp +y*MDIM] << "\t";
         }
         output.cr();
      }
      output.cr();

      sd = x;

      x = nullDVector<double>(MDIM*MDIM);

      output << "|gs-sd|_2 " << (long double)norm(gs-sd) << "\n";
      output << "|gs-cg|_2 " << (long double)norm(gs-cg) << "\n";

      vector< DVectorD > eigenVects;
      vector< double > eigenvalues;
      DVectorD eigenvector;
      double eigenvalue;
      for (int i=0; i<10; i++) {
         powerIteration(mat, eigenVects, eigenvector, eigenvalue, 1.0001, 1000, false);
         eigenVects.push_back(eigenvector);
         eigenvalues.push_back(eigenvalue);
      }
      for (int i=0; i<10; i++) {
         output << i << " largest of large sytem eigenvector (LAPL(f) == 1):\n";
         for (int y=0; y<MDIM; y++) {
            for (int xp=0; xp<MDIM; xp++) {
               output << eigenVects[i][xp +y*MDIM] << "\t";
            }
            output.cr();
         }
         output.cr();
      }
      output << "eigenvalue:\n";
      for (int i=0; i<10; i++) {
         output << eigenvalues[i] << "\n";
      }

      T.getDeltaValue();

      eigenVects.clear();
      for (int i=0; i<10; i++) {
         GaussSeidelSolver<double> linSolve;
         inversePowerIteration(mat, eigenVects, eigenvector, eigenvalue, &linSolve, 1.0001, 1000, false);
         eigenvalues.push_back(eigenvalue);
         eigenVects.push_back(eigenvector);
      }

      output << "GS-PowerIt time: " << T.getDeltaValue() << "\n\n";

      eigenVects.clear();
      for (int i=0; i<10; i++) {
         CGSolver<double> linSolve;
         inversePowerIteration(mat, eigenVects, eigenvector, eigenvalue, &linSolve, 1.0001, 1000, false);
         eigenvalues.push_back(eigenvalue);
         eigenVects.push_back(eigenvector);
      }

      output << "CG-PowerIt time: " << T.getDeltaValue() << "\n\n";

      eigenVects.clear();
      for (int i=0; i<10; i++) {
         SteepestDescentSolver<double> linSolve;
         inversePowerIteration(mat, eigenVects, eigenvector, eigenvalue, &linSolve, 1.0001, 1000, false);
         eigenvalues.push_back(eigenvalue);
         eigenVects.push_back(eigenvector);
      }

      output << "Steepest descent-PowerIt time: " << T.getDeltaValue() << "\n\n";

      for (int i=0; i<10; i++) {
         output << i << " smallest of large sytem eigenvector (LAPL(f) == 1):\n";
         for (int y=0; y<MDIM; y++) {
            for (int xp=0; xp<MDIM; xp++) {
               output << eigenVects[i][xp +y*MDIM] << "\t";
            }
            output.cr();
         }
         output.cr();
      }
      output << "eigenvalues:\n";
      for (int i=0; i<10; i++) {
         output << eigenvalues[i] << "\n";
      }
        
   }
   {
      Timer T;
      output << "cg scaling test\n";
      for (unsigned i=1; i<21; i++) {
         const int size = i * 10;
         SparseMatrixD mat(size*size);
         for (int y=0; y<size; y++) {
            for (int x=0; x<size; x++) {
               addEntry(mat, x,y, x,y,  -4, size);
               addEntry(mat, x,y, x+1,y, 1, size);
               addEntry(mat, x,y, x-1,y, 1, size);
               addEntry(mat, x,y, x,y+1, 1, size);
               addEntry(mat, x,y, x,y-1, 1, size);
            }
         }

         Timer T; card32 vt;

         DVectorD x = nullDVector<double>(size*size);
         DVectorD b = scalarDVector<double>(size*size, 1);

         T.getDeltaValue();
		 card32 numIterations = 100000;
         conjugateGradientsSolve(mat, x, b, numIterations, 1E-7, false);
         vt = T.getDeltaValue();

         output << i << "\t" << vt << "\n";
      }
   }
   {
      Timer T;
      output << "gs scaling test\n";
      for (unsigned i=1; i<21; i++) {
         const int size = i * 10;
         SparseMatrixD mat(size*size);
         for (int y=0; y<size; y++) {
            for (int x=0; x<size; x++) {
               addEntry(mat, x,y, x,y,  -4, size);
               addEntry(mat, x,y, x+1,y, 1, size);
               addEntry(mat, x,y, x-1,y, 1, size);
               addEntry(mat, x,y, x,y+1, 1, size);
               addEntry(mat, x,y, x,y-1, 1, size);
            }
         }

         Timer T; card32 vt;

         DVectorD x = nullDVector<double>(size*size);
         DVectorD b = scalarDVector<double>(size*size, 1);

         T.getDeltaValue();
		 card32 numIterations = 100000;
         gaussSeidelSolve(mat, x, b, numIterations, 1E-20, 1E-7, false);
         vt = T.getDeltaValue();

         output << i << "\t" << vt << "\n";
      }
   }
   {
      Timer T;
      output << "sd scaling test\n";
      for (unsigned i=1; i<21; i++) {
         const int size = i * 10;
         SparseMatrixD mat(size*size);
         for (int y=0; y<size; y++) {
            for (int x=0; x<size; x++) {
               addEntry(mat, x,y, x,y,  -4, size);
               addEntry(mat, x,y, x+1,y, 1, size);
               addEntry(mat, x,y, x-1,y, 1, size);
               addEntry(mat, x,y, x,y+1, 1, size);
               addEntry(mat, x,y, x,y-1, 1, size);
            }
         }

         Timer T; card32 vt;

         DVectorD x = nullDVector<double>(size*size);
         DVectorD b = scalarDVector<double>(size*size, 1);

         T.getDeltaValue();
		 card32 numIterations = 100000;
         steepestDescentSolve(mat, x, b, numIterations, 1E-7, false);
         vt = T.getDeltaValue();

         output << i << "\t" << vt << "\n";
      }
   }

}
コード例 #19
0
ファイル: dynamics.cpp プロジェクト: CURG/graspit_bci
int
iterateDynamics(std::vector<Robot *> robotVec,
		std::vector<DynamicBody *> bodyVec,
		DynamicParameters *dp)		
{
  double h = dp->timeStep;
  bool useContactEps = dp->useContactEps;
  static double Jcg_tmp[9],Jcg_B[9],Jcg_N[9],Jcg_N_inv[9],R_N_B[9];
  static double db0=0.0,tmp3[3];
  static mat3 Rot;
  static int info;
  World *myWorld;
  KinematicChain *chain;
  int numBodies = bodyVec.size(),errCode = 0;
  int numRobots = robotVec.size();
  int numJoints=0;
  int numDOF=0;
  int bn,cn,i,j;
  int Mrows,Dcols,Arows,Hrows,Hcols,Nurows,Nucols;
  int numDOFLimits=0;

  std::list<Contact *> contactList;
  std::list<Contact *> objContactList;
  std::list<Contact *>::iterator cp;

  //  unsigned long dmark = dmalloc_mark();

  double *ql = new double[7*numBodies];
  double *qnew = new double[7*numBodies];
  double *vl = new double[6*numBodies];
  double *vlnew = new double[6*numBodies];
  double *M = new double[(6*numBodies)*(6*numBodies)];
  double *M_i = new double[(6*numBodies)*(6*numBodies)];
  double *fext = new double[6*numBodies];

  // LCP matrix
  double *A;

  // LCP vectors
  double *g,*lambda;
  double *predLambda = NULL; //used for debugging the prediction of LCP basis

  // main matrices for contact constraints
  double *H;

  // main matrices for joint constraints
  double *Nu;

  // main vector for contact constraints
  double *k;
  
  // main vectors for joint constraints
  double *eps;

  // intermediate matrices for contact constraints
  double *HtM_i,*v1;

  // intermediate matrices for contact constraints
  double *v2;

  // intermediate matrices for case of both joint and contact constraints
  double *NutM_i,*NutM_iNu,*INVNutM_iNu,*INVNutM_iNuNut;
  double *INVNutM_iNuNutM_i,*INVNutM_iNuNutM_iH;

  // intermediate vectors for case of both joint and contact constraints
  double *NutM_ikminuseps,*INVNutM_iNuNutM_ikminuseps;

  double *currq,*currM;

  Mrows = 6*numBodies;

  myWorld = bodyVec[0]->getWorld();

  std::map<Body*, int> islandIndices;
  for (i=0;i<myWorld->getNumBodies();i++) {
	islandIndices.insert( std::pair<Body*, int>(myWorld->getBody(i), -1) );
  }
  for (i=0;i<numBodies;i++) {
	islandIndices[ bodyVec[i] ] = i;
  }

  // count the joints and DOF, and the joint coupling constraints
  int numCouplingConstraints = 0;
  for (i=0;i<numRobots;i++) {
    numDOF += robotVec[i]->getNumDOF();
    for (j=0;j<robotVec[i]->getNumChains();j++) {
      chain = robotVec[i]->getChain(j);
      numJoints += chain->getNumJoints();
    }
	for (j=0;j<robotVec[i]->getNumDOF();j++) {
	  numCouplingConstraints += robotVec[i]->getDOF(j)->getNumCouplingConstraints();
	  numDOFLimits += robotVec[i]->getDOF(j)->getNumLimitConstraints();
	}
  }

  DBGP("Dynamics time step: " << h);
  DBGP("numJoints: " << numJoints);

  // count the total number of joints and contacts
  int numContacts = 0;
  int numTotalFrictionEdges = 0;
  int numDynJointConstraints=0;
  for (bn=0;bn<numBodies;bn++) {
    //count joints
    if (bodyVec[bn]->getDynJoint()) {
	  int numCon = bodyVec[bn]->getDynJoint()->getNumConstraints();
	  numDynJointConstraints += numCon;
	  DBGP(bodyVec[bn]->getName().latin1() << ": " << numCon << " constraints");
    }
	//count contacts
    objContactList = bodyVec[bn]->getContacts();
    for (cp=objContactList.begin();cp!=objContactList.end();cp++) {
      // check if the mate of this contact is already in the contact list
      if (std::find(contactList.begin(),contactList.end(),(*cp)->getMate()) == contactList.end()) {
		numContacts++;
		numTotalFrictionEdges += (*cp)->numFrictionEdges;
		contactList.push_back(*cp);
      }
	}
  }

  DBGP("Num contacts: " << numContacts);
  DBGP("Num friction edges: " << numTotalFrictionEdges);
  DBGP("Num dynjoint: " << numDynJointConstraints);

  // zero out matrices
  dcopy(Mrows*Mrows,&db0,0,M,1);
  dcopy(Mrows*Mrows,&db0,0,M_i,1);
  dcopy(Mrows,&db0,0,fext,1);

  //allocate the joint constraint matrices
  if (numJoints) {
    Nurows = Mrows;
    Nucols = numDynJointConstraints + numCouplingConstraints;
    DBGP("Nucols: " << Nucols);

    Nu = new double[Nurows * Nucols];
    dcopy(Nurows*Nucols,&db0,0,Nu,1);

    eps = new double[Nucols];
    dcopy(Nucols,&db0,0,eps,1);
    Arows = Mrows+Nucols;
  }
    
  // allocate the LCP matrix
  if (numContacts || numDOFLimits) {
	Dcols = numTotalFrictionEdges;

    DBGP("numContacts " << numContacts);	
    DBGP("Dcols " << Dcols);
    DBGP("numDOFLimits " << numDOFLimits);

    Hrows = Mrows;
    Hcols = Dcols + 2*numContacts + numDOFLimits;
    H = new double[Hrows * Hcols];

    dcopy(Hrows*Hcols,&db0,0,H,1);

    v1 = new double[Hrows * Hcols];
    v2 = new double[Hrows];
    dcopy(Hrows*Hcols,&db0,0,v1,1);
    dcopy(Hrows,&db0,0,v2,1);

    k = new double[Mrows]; //holds mass*previous velocity and external impulses
    Arows = Hcols;
    lambda = new double[Arows];  // the LCP solution    
  } else {
    Dcols = 0;
  }

  // allocate the constraint matrix
  if (numJoints || numContacts) {    
    A = new double[Arows*Arows];
    g = new double[Arows];

    dcopy(Arows*Arows,&db0,0,A,1); 
    dcopy(Arows,&db0,0,g,1); 
  }

  // compute mass matrix and external forces
  for (bn=0;bn<numBodies;bn++) {
	memcpy(vl+6*bn,bodyVec[bn]->getVelocity(),6*sizeof(double));
	memcpy(vlnew+6*bn,bodyVec[bn]->getVelocity(),6*sizeof(double));

    memcpy(ql+7*bn,bodyVec[bn]->getPos(),7*sizeof(double));    
    memcpy(qnew+7*bn,bodyVec[bn]->getPos(),7*sizeof(double));

    currq = qnew + 7*bn;    
    Quaternion tmpQuat(currq[3],currq[4],currq[5],currq[6]);
    tmpQuat.ToRotationMatrix(Rot);   

    // The rotation matrix returned by ToRotationMatrix is expressed as
    // a graphics style rot matrix (new axes are in rows), the R_N_B matrix
    // is a robotics style rot matrix (new axes in columns)
    
    R_N_B[0] = Rot[0];  R_N_B[3] = Rot[1];  R_N_B[6] = Rot[2];
    R_N_B[1] = Rot[3];  R_N_B[4] = Rot[4];  R_N_B[7] = Rot[5];
    R_N_B[2] = Rot[6];  R_N_B[5] = Rot[7];  R_N_B[8] = Rot[8];

    // Jcg_N = R_N_B * Jcg_B * R_N_B'; 
    // where Jcg_B is inertia matrix in body coords
    //       Jcg_N is inertia matrix in world coords ?
    memcpy(Jcg_B,bodyVec[bn]->getInertia(),9*sizeof(double));
	//multiply by mass
	dscal(9, bodyVec[bn]->getMass(), Jcg_B, 1);
    dgemm("N","N",3,3,3,1.0,R_N_B,3,Jcg_B,3,0.0,Jcg_tmp,3);
    dgemm("N","T",3,3,3,1.0,Jcg_tmp,3,R_N_B,3,0.0,Jcg_N,3);

	if ((info = invertMatrix(3,Jcg_N,Jcg_N_inv))) {
      printf("In iterateDynamics, inertia matrix inversion failed (info is %d)\n",info);
	  fprintf(stderr,"%f %f %f\n",Jcg_B[0], Jcg_B[1], Jcg_B[2]);
	  fprintf(stderr,"%f %f %f\n",Jcg_B[3], Jcg_B[4], Jcg_B[5]);
	  fprintf(stderr,"%f %f %f\n",Jcg_B[6], Jcg_B[7], Jcg_B[8]);
	  fprintf(stderr,"Body is %s\n",bodyVec[bn]->getName().latin1());
	}
    
    currM = M+((6*bn)*Mrows + bn*6);  //point to the correct block of M
    
    currM[0]              = bodyVec[bn]->getMass();
    currM[6*numBodies+1]  = bodyVec[bn]->getMass();
    currM[12*numBodies+2] = bodyVec[bn]->getMass();
    fillMatrixBlock(Jcg_N,3,3,3,5,5,currM,Mrows);
  
    currM = M_i+((6*bn)*Mrows + bn*6);//point to correct block of M_i

    currM[0]         = 1.0/bodyVec[bn]->getMass();
    currM[Mrows+1]   = 1.0/bodyVec[bn]->getMass();
    currM[2*Mrows+2] = 1.0/bodyVec[bn]->getMass();
    fillMatrixBlock(Jcg_N_inv,3,3,3,5,5,currM,Mrows);

    // compute external wrench
    // fext = [ 0 0 -9810.0*mass -[ang_vel_N x (Jcg_N * ang_vel_N)] ]
	//based on this, it would appear that graspit force units are N*1.0e6
	fext[6*bn+2] = -9810.0 * bodyVec[bn]->getMass() * dp->gravityMultiplier;  // force of gravity
	// fext[6*bn+2] = 0;  // NO force of gravity

    dgemv("N",3,3,1.0,Jcg_N,3,&vl[6*bn+3],1,0.0,tmp3,1);  // inertial moments
    fext[6*bn+3] = - (vl[6*bn+4]*tmp3[2] - vl[6*bn+5]*tmp3[1]);
    fext[6*bn+4] = - (vl[6*bn+5]*tmp3[0] - vl[6*bn+3]*tmp3[2]);
    fext[6*bn+5] = - (vl[6*bn+3]*tmp3[1] - vl[6*bn+4]*tmp3[0]);

    double ForcesToBodyFrame[36];
    transf invBody = bodyVec[bn]->getTran().inverse();
    vec3 invBodyTransl = invBody.translation();
    buildForceTransform(invBody,invBodyTransl,ForcesToBodyFrame);
	DBGP("fext initial: ");
    DBGST( disp_mat(stdout,&fext[6*bn],1,6,0) );

    // add any other wrenches that have accumulated on the body
    daxpy(6,1.0,bodyVec[bn]->getExtWrenchAcc(),1,&fext[6*bn],1);
	DBGP("fext with accumulated wrench: ");
    DBGST( disp_mat(stdout,&fext[6*bn],1,6,0) );

	if (numContacts||numDOFLimits) {
      // k = Mv_l + hfext
      currM = M+((6*bn)*Mrows + bn*6);  //point to the correct block of M
      dgemv("N",6,6,1.0,currM,Mrows,vl+6*bn,1,0.0,k+6*bn,1);
    }
  }

  if (numJoints) {
    int ncn = 0;
	int hcn = 0;
	for (i=0;i<numBodies;i++) {
	  if (bodyVec[i]->getDynJoint())
		bodyVec[i]->getDynJoint()-> buildConstraints(Nu,eps,numBodies,islandIndices,ncn);
	}
	for (i=0;i<numRobots;i++) {
      robotVec[i]->buildDOFLimitConstraints(islandIndices,numBodies,H,g,hcn);
      robotVec[i]->buildDOFCouplingConstraints(islandIndices,numBodies,Nu,eps,ncn);
	}
	for (i=0;i<Nucols;i++) {
	  eps[i] *= ERP/h;
	}
	for (i=0; i<hcn; i++) {
		g[i] *= ERP/h;
	}
  }

  // add contacts to the LCP
  if (!contactList.empty()) {
    DBGP("processing contacts");
    double Ftform_N_C[36];
    
    // A is square
    double *Wn = &H[numDOFLimits*Hrows];
    double *D  = &H[(numDOFLimits+numContacts)*Hrows];
    
    double *E =		&A[(numDOFLimits+numContacts+Dcols)*Arows + numDOFLimits+numContacts];
    double *negET = &A[(numDOFLimits+numContacts)*Arows + numDOFLimits+numContacts+Dcols]; 
    double *MU    = &A[numDOFLimits*Arows + numDOFLimits+numContacts+Dcols];
    double *contactEps = &g[numDOFLimits];

	int frictionEdgesCount = 0;
    for (cp=contactList.begin(),cn=0; cp!=contactList.end(); cp++,cn++){

      //DBGP("contact " << cn);
      transf cf  = (*cp)->getContactFrame() *  (*cp)->getBody1Tran();
      transf cf2 = (*cp)->getMate()->getContactFrame() * (*cp)->getBody2Tran();

      DBGP("CONTACT DISTANCE: " << (cf.translation() - cf2.translation()).len());
      if (useContactEps) {
            contactEps[cn] = MIN(0.0,-ERP/h *
      			(Contact::THRESHOLD/2.0 - (cf.translation() - cf2.translation()).len()));
	  }
      DBGP(" EPS: " << contactEps[cn]);
      vec3 normal(cf.affine().element(2,0), cf.affine().element(2,1), cf.affine().element(2,2));
        
      // find which body is this contact from
      for (bn=0;bn<numBodies;bn++)
	    if ((*cp)->getBody1() == bodyVec[bn]) break;
      if (bn<numBodies) {
		//????? this doesn't seem correct
       	vec3 radius = cf.translation() - ( bodyVec[bn]->getCoG() * (*cp)->getBody1Tran() - position::ORIGIN );

	    //	radius = radius / 1000.0;  // convert to meters

		vec3 RcrossN = radius * normal;
		DBGP("body1 normal: " << normal);
		DBGP("body1 radius: " << radius);

		Wn[cn*Hrows+6*bn]   = normal.x();
		Wn[cn*Hrows+6*bn+1] = normal.y();
		Wn[cn*Hrows+6*bn+2] = normal.z();
		Wn[cn*Hrows+6*bn+3] = RcrossN.x();
		Wn[cn*Hrows+6*bn+4] = RcrossN.y();
		Wn[cn*Hrows+6*bn+5] = RcrossN.z();
	
		vec3 bodyOrigin = bodyVec[bn]->getCoG() * (*cp)->getBody1Tran() - position::ORIGIN;
		buildForceTransform(cf,bodyOrigin,Ftform_N_C);

		/* dgemm("N","N", 6,Contact::numFrictionEdges,6, 1.0,Ftform_N_C,6, Contact::frictionEdges,6,
			    0.0,&D[Contact::numFrictionEdges*cn*Hrows+6*bn],Hrows); */
				
		dgemm("N","N",
				6,(*cp)->numFrictionEdges,6,  //m, n, k
				1.0,Ftform_N_C,6,			 //alfa, A, lda
				(*cp)->frictionEdges,6,		//B, ldb
			    0.0,&D[ frictionEdgesCount*Hrows+6*bn],Hrows);	//beta, C, ldc
	  }

      //find the other body
      for(bn=0;bn<numBodies;bn++)
		if ((*cp)->getBody2() == bodyVec[bn]) break;
      if (bn<numBodies) {

        //normal = vec3(cf2.affine().element(2,0), cf2.affine().element(2,1),cf2.affine().element(2,2));
		normal = -normal;

		//vec3 radius = cf2.translation() - (bodyVec[bn]->getCoG() * (*cp)->getBody2Tran() - position::ORIGIN);
		vec3 radius = cf.translation() - (bodyVec[bn]->getCoG() * (*cp)->getBody2Tran() - position::ORIGIN);
		vec3 RcrossN = radius * normal;
		DBGP("body2 normal: " << normal);
		DBGP("body2 radius: " << radius);

		Wn[cn*Hrows+6*bn]   = normal.x();
		Wn[cn*Hrows+6*bn+1] = normal.y();
		Wn[cn*Hrows+6*bn+2] = normal.z();
		Wn[cn*Hrows+6*bn+3] = RcrossN.x();
		Wn[cn*Hrows+6*bn+4] = RcrossN.y();
		Wn[cn*Hrows+6*bn+5] = RcrossN.z();
	
		vec3 bodyOrigin = bodyVec[bn]->getCoG()*(*cp)->getBody2Tran() - position::ORIGIN;
		buildForceTransform(cf,bodyOrigin,Ftform_N_C);
		//buildForceTransform(cf2,bodyOrigin,Ftform_N_C);

/*		dgemm("N","N",6,Contact::numFrictionEdges,6,-1.0,Ftform_N_C,6, Contact::frictionEdges,6,
			  0.0,&D[Contact::numFrictionEdges*cn*Hrows+6*bn],Hrows);*/
		//original graspit had a -1.0 here in front of Ftform_N_C
		dgemm("N","N",
				6,(*cp)->numFrictionEdges,6,
				-1.0,Ftform_N_C,6,
				(*cp)->frictionEdges,6,
				0.0,&D[ frictionEdgesCount*Hrows+6*bn ],Hrows);
      }

      //for (i=cn*Contact::numFrictionEdges; i<(cn+1)*Contact::numFrictionEdges; i++) {
	  for (i=frictionEdgesCount; i<frictionEdgesCount+(*cp)->numFrictionEdges; i++) {
		E[cn*Arows+i] = 1.0;
		negET[i*Arows+cn] = -1.0;
      }      
      MU[cn*Arows + cn] = (*cp)->getCof();
	  frictionEdgesCount += (*cp)->numFrictionEdges;
    }
  }
  
  if (numContacts || numDOFLimits)
    daxpy(Mrows,h,fext,1,k,1);

  if (numJoints && (numContacts || numDOFLimits)) {
    // Cnu1 = INV(Nu'M_iNu)Nu'M_iH
    // Cnu2 = INV(Nu'M_iNu)(Nu'M_ik-eps)
    // v1 = -NuCnu1
    // v2 = -NuCnu2
    
    NutM_i = new double[Nucols*Mrows];
    NutM_iNu = new double[Nucols*Nucols];
    INVNutM_iNu = new double[Nucols*Nucols];
    INVNutM_iNuNut = new double[Nucols*Nurows];
    INVNutM_iNuNutM_i = new double[Nucols*Mrows];
    INVNutM_iNuNutM_iH = new double[Nucols*Hcols];
    

    NutM_ikminuseps = new double[Nucols];
    INVNutM_iNuNutM_ikminuseps = new double[Nucols];
    
    dgemm("T","N",Nucols,Mrows,Mrows,1.0,Nu,Nurows,M_i,Mrows, 0.0,NutM_i,Nucols);
    dgemm("N","N",Nucols,Nucols,Mrows,1.0,NutM_i,Nucols,Nu,Nurows, 0.0,NutM_iNu,Nucols);
    if ((info = invertMatrix(Nucols,NutM_iNu,INVNutM_iNu)))
      printf("In iterateDynamics, NutM_iNu matrix inversion failed (info is %d)\n",info);
    
    dgemm("N","T",Nucols,Nurows,Nucols,1.0,INVNutM_iNu,Nucols,Nu,Nurows,
	  0.0,INVNutM_iNuNut,Nucols);
    dgemm("N","N",Nucols,Mrows,Mrows,1.0,INVNutM_iNuNut,Nucols,M_i,Mrows,
	  0.0,INVNutM_iNuNutM_i,Nucols);
    dgemm("N","N",Nucols,Hcols,Mrows,1.0,INVNutM_iNuNutM_i,Nucols,H,Hrows,
	  0.0,INVNutM_iNuNutM_iH,Nucols);
    dgemm("N","N",Nurows,Hcols,Nucols,-1.0,Nu,Nurows,INVNutM_iNuNutM_iH,Nucols,
	  0.0,v1,Nurows);

    dgemv("N",Nucols,Mrows,1.0,NutM_i,Nucols,k,1,0.0,NutM_ikminuseps,1);
    daxpy(Nucols,-1.0,eps,1,NutM_ikminuseps,1);

    dgemv("N",Nucols,Nucols,1.0,INVNutM_iNu,Nucols,NutM_ikminuseps,1,
	  0.0,INVNutM_iNuNutM_ikminuseps,1);

    dgemv("N",Nurows,Nucols,-1.0,Nu,Nurows,INVNutM_iNuNutM_ikminuseps,1,
	  0.0,v2,1);
  }

  if (numContacts || numDOFLimits) {
    // in the simple case without joint constraints
    // A = H'M_iv1 + N
    // g = H'M_iv2
    // where N is already stored in A
    // v1 is the first term of v_(l+1) and v2 is the second term
    // v_l+1 = M_i(v1 lambda + v2) = M_i(H lambda + k)
    // k is (Mv_l + hfext)

    //add H to v1
    //add k to v2
    DBGP("k:");
    DBGST( disp_mat(stdout,k,1,Mrows,0) );
    DBGP("first g:");
    DBGST( disp_mat(stdout,g,1,Arows,0) );

	daxpy(Mrows*Hcols,1.0,H,1,v1,1);
    daxpy(Mrows,1.0,k,1,v2,1);

    // build A and g
    HtM_i = new double[Hcols*Mrows];
    dgemm("T","N",Hcols,Mrows,Hrows,1.0,H,Hrows,M_i,Mrows,0.0,HtM_i,Hcols);

    dgemm("N","N",Hcols,Hcols,Mrows,1.0,HtM_i,Hcols,v1,Mrows,1.0,A,Arows);
    //    dgemv("N",Hcols,Mrows,1.0,HtM_i,Hcols,v2,1,0.0,g,1);
    dgemv("N",Hcols,Mrows,1.0,HtM_i,Hcols,v2,1,1.0,g,1);
  }

	int frictionEdgesCount;
	//debug information; can be removed

	if (numContacts || numDOFLimits) {
		bool lemkePredict = false;
		if (lemkePredict) {
			//try to use information from previous time steps to guess a good starting basis for Lemke's algorithm
			assembleLCPPrediction(lambda, Arows, numDOFLimits, &contactList);
	        predLambda = new double[Arows];  // keep a copy of the prediction so we can check it later
			dcopy(Arows, lambda, 1, predLambda, 1);
//			fprintf(stderr,"Prediction: \n");
//			printLCPBasis(predLambda, Arows, numDOFLimits, numContacts);
		}

	    //    double startTime;   
	    //    startTime = getTime();
   
		DBGP("g:");
		DBGST( for (i=0;i<Arows;i++) printf("%le ",g[i]); );
コード例 #20
0
   Matrix3x3d
   computeIntersectionCovariance(vector<Matrix3x4d> const& projections,
                                 vector<PointMeasurement> const& measurements,
                                 double sigma)
   {
      Matrix<double> Cp(3, 3, 0.0);
      Cp[0][0] = Cp[1][1] = sigma;
      Cp[2][2] = 0.0;

      int const N = measurements.size();

      Matrix<double> A(2*N, 4, 0.0);
      InlineMatrix<double, 2, 3> Sp;
      makeZeroMatrix(Sp);
      InlineMatrix<double, 2, 4> Sp_P;
      for (int i = 0; i < N; ++i)
      {
         Sp[0][1] = -1; Sp[0][2] = measurements[i].pos[1];
         Sp[1][0] =  1; Sp[1][2] = -measurements[i].pos[0];

         int const view = measurements[i].view;
         multiply_A_B(Sp, projections[view], Sp_P);

         A[2*i+0][0] = Sp_P[0][0]; A[2*i+0][1] = Sp_P[0][1]; A[2*i+0][2] = Sp_P[0][2]; A[2*i+0][3] = Sp_P[0][3];
         A[2*i+1][0] = Sp_P[1][0]; A[2*i+1][1] = Sp_P[1][1]; A[2*i+1][2] = Sp_P[1][2]; A[2*i+1][3] = Sp_P[1][3];
      } // end for (i)

      SVD<double> svd(A);

      Matrix<double> V;
      svd.getV(V);

      Vector4d X;
      X[0] = V[0][3]; X[1] = V[1][3]; X[2] = V[2][3]; X[3] = V[3][3];

      Vector3d P;
      Matrix<double> S(2, 3, 0.0);
      Matrix<double> B(2*N, 3*N, 0.0);

      for (int i = 0; i < N; ++i)
      {
         int const view = measurements[i].view;
         multiply_A_v(projections[view], X, P);
         P[0] /= P[2]; P[1] /= P[2]; P[2] = 1.0;

         S[0][1] = -P[2]; S[0][2] =  P[1];
         S[1][0] =  P[2]; S[1][2] = -P[0];

         B[2*i+0][3*i+0] = -S[0][0]; B[2*i+0][3*i+1] = -S[0][1]; B[2*i+0][3*i+2] = S[0][2];
         B[2*i+1][3*i+0] = -S[1][0]; B[2*i+1][3*i+1] = -S[1][1]; B[2*i+1][3*i+2] = S[1][2];
      } // end for (i)

      Matrix<double> C(3*N, 3*N, 0.0);
      for (int i = 0; i < N; ++i)
      {
         C[3*i+0][3*i+0] = Cp[0][0]; C[3*i+0][3*i+1] = Cp[0][1]; C[3*i+0][3*i+2] = Cp[0][2];
         C[3*i+1][3*i+0] = Cp[1][0]; C[3*i+1][3*i+1] = Cp[1][1]; C[3*i+1][3*i+2] = Cp[1][2];
         C[3*i+2][3*i+0] = Cp[2][0]; C[3*i+2][3*i+1] = Cp[2][1]; C[3*i+2][3*i+2] = Cp[2][2];
      } // end for (i)

      Matrix<double> B_C(2*N, 3*N);
      multiply_A_B(B, C, B_C);
      Matrix<double> T(2*N, 2*N);
      multiply_A_Bt(B_C, B, T);

      Matrix<double> Tinv;
      invertMatrix(T, Tinv);

      Matrix<double> NN(5, 5), N4(4, 4);
      Matrix<double> At_Tinv(4, 2*N);
      multiply_At_B(A, Tinv, At_Tinv);
      multiply_A_B(At_Tinv, A, N4);

      for (int r = 0; r < 4; ++r)
         for (int c = 0; c < 4; ++c)
            NN[r][c] = N4[r][c];

      NN[0][4] = NN[4][0] = X[0];
      NN[1][4] = NN[4][1] = X[1];
      NN[2][4] = NN[4][2] = X[2];
      NN[3][4] = NN[4][3] = X[3];
      NN[4][4] = 0.0;

      Matrix<double> Ninv(5, 5);
      invertMatrix(NN, Ninv);

      Matrix4x4d sigma_XX;
      for (int r = 0; r < 4; ++r)
         for (int c = 0; c < 4; ++c)
            sigma_XX[r][c] = Ninv[r][c];

      Matrix3x4d Je;
      makeZeroMatrix(Je);
      Je[0][0] = Je[1][1] = Je[2][2] = 1.0 / X[3];
      Je[0][3] = -X[0] / (X[3]*X[3]);
      Je[1][3] = -X[1] / (X[3]*X[3]);
      Je[2][3] = -X[2] / (X[3]*X[3]);

      Matrix3x3d sigma_X = Je * sigma_XX * Je.transposed();
      return sigma_X;
   }
コード例 #21
0
ファイル: m3d.cpp プロジェクト: paulhayes/m3d
m4x4 m4x4::inverse(){
  m4x4 m;
  invertMatrix(*this,m);
  return m;
}
コード例 #22
0
ファイル: glpuzzle.cpp プロジェクト: GustavoMOG/efltk
/*
   ** This is a screwball function.  What it does is the following:
   ** Given screen x and y coordinates, compute the corresponding object space 
   **   x and y coordinates given that the object space z is 0.9 + OFFSETZ.
   ** Since the tops of (most) pieces are at z = 0.9 + OFFSETZ, we use that 
   **   number.
 */
int
computeCoords(int piece, int mousex, int mousey,
  GLfloat * selx, GLfloat * sely)
{
  GLfloat modelMatrix[16];
  GLfloat projMatrix[16];
  GLfloat finalMatrix[16];
  GLfloat in[4];
  GLfloat a, b, c, d;
  GLfloat top, bot;
  GLfloat z;
  GLfloat w;
  GLfloat height;

  if (piece == 0)
    return 0;
  height = zsize[piece] - 0.1 + OFFSETZ;

  glGetFloatv(GL_PROJECTION_MATRIX, projMatrix);
  glGetFloatv(GL_MODELVIEW_MATRIX, modelMatrix);
  multMatrices(modelMatrix, projMatrix, finalMatrix);
  if (!invertMatrix(finalMatrix, finalMatrix))
    return 0;

  in[0] = (2.0 * (mousex - viewport[0]) / viewport[2]) - 1;
  in[1] = (2.0 * ((H - mousey) - viewport[1]) / viewport[3]) - 1;

  a = in[0] * finalMatrix[0 * 4 + 2] +
    in[1] * finalMatrix[1 * 4 + 2] +
    finalMatrix[3 * 4 + 2];
  b = finalMatrix[2 * 4 + 2];
  c = in[0] * finalMatrix[0 * 4 + 3] +
    in[1] * finalMatrix[1 * 4 + 3] +
    finalMatrix[3 * 4 + 3];
  d = finalMatrix[2 * 4 + 3];

  /* 
     ** Ok, now we need to solve for z: **   (a + b z) / (c + d 

     z) = height. ** ("height" is the height in object space we 

     want to solve z for) ** ** ==>  a + b z = height c +
     height d z **      bz - height d z = height c - a ** z =
     (height c - a) / (b - height d) */
  top = height * c - a;
  bot = b - height * d;
  if (bot == 0.0)
    return 0;

  z = top / bot;

  /* 
     ** Ok, no problem. ** Now we solve for x and y.  We know
     that w = c + d z, so we compute it. */
  w = c + d * z;

  /* 
     ** Now for x and y: */
  *selx = (in[0] * finalMatrix[0 * 4 + 0] +
    in[1] * finalMatrix[1 * 4 + 0] +
    z * finalMatrix[2 * 4 + 0] +
    finalMatrix[3 * 4 + 0]) / w - OFFSETX;
  *sely = (in[0] * finalMatrix[0 * 4 + 1] +
    in[1] * finalMatrix[1 * 4 + 1] +
    z * finalMatrix[2 * 4 + 1] +
    finalMatrix[3 * 4 + 1]) / w - OFFSETY;
  return 1;
}
コード例 #23
0
ファイル: zpr.c プロジェクト: auralius/Azolla
static void getMatrix()
{
	glGetDoublev(GL_MODELVIEW_MATRIX, _matrix);
	invertMatrix(_matrix, _matrixInverse);
}
コード例 #24
0
ファイル: Billiards.cpp プロジェクト: prabhat246/Billiards
static void display(void)
{
  /* World-space positions for light and eye. */
  const float eyePosition[4] = { camera[0], camera[1], camera[2], 1 };
  const float lightPosition[4] = { 0,100,0, 1 };

  float translateMatrix[16], rotateMatrix[16],
        modelMatrix[16], invModelMatrix[16], viewMatrix[16],
        modelViewMatrix[16], modelViewProjMatrix[16];
  float objSpaceEyePosition[4], objSpaceLightPosition[4];

  buildLookAtMatrix(eyePosition[0], eyePosition[1], eyePosition[2],
                    0, 0, 0,
                    0, 1, 0,
                    viewMatrix);

  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

  cgGLBindProgram(myCgVertexProgram);
  checkForCgError("binding vertex program");

  cgGLEnableProfile(myCgVertexProfile);
  checkForCgError("enabling vertex profile");

  cgGLBindProgram(myCgFragmentProgram);
  checkForCgError("binding fragment program");

  cgGLEnableProfile(myCgFragmentProfile);
  checkForCgError("enabling fragment profile");
  

  /*** Render able ***/

   
  setTableMaterial();

  /* modelView = rotateMatrix * translateMatrix */
  makeRotateMatrix(0, 1, 1, 1, rotateMatrix);
  makeTranslateMatrix(0, 0 , 0, translateMatrix);
  multMatrix(modelMatrix, translateMatrix, rotateMatrix);

  /* invModelMatrix = inverse(modelMatrix) */
  invertMatrix(invModelMatrix, modelMatrix);

  /* Transform world-space eye and light positions to sphere's object-space. */
  transform(objSpaceEyePosition, invModelMatrix, eyePosition);
  cgSetParameter3fv(myCgFragmentParam_eyePosition, objSpaceEyePosition);
  transform(objSpaceLightPosition, invModelMatrix, lightPosition);
  cgSetParameter3fv(myCgFragmentParam_lightPosition, objSpaceLightPosition);

  /* modelViewMatrix = viewMatrix * modelMatrix */
  multMatrix(modelViewMatrix, viewMatrix, modelMatrix);

  /* modelViewProj = projectionMatrix * modelViewMatrix */
  multMatrix(modelViewProjMatrix, myProjectionMatrix, modelViewMatrix);

  /* Set matrix parameter with row-major matrix. */
  cgSetMatrixParameterfr(myCgVertexParam_modelViewProj, modelViewProjMatrix);
  drawtable();
  
  collision();

  /*** Render White Ball ***/
  setBallMaterial(w.r, w.g, w.b);
  
  if (w.xspeed>0) { w.xspeed=w.xspeed-friction; if (w.xspeed<=0){ w.xspeed=0;}else w.x=w.x+(w.xspeed);}
  else if(w.xspeed<0){ w.xspeed=w.xspeed+friction; if (w.xspeed>=0) {w.xspeed=0;}else w.x=w.x+(w.xspeed);}
	else  { w.xspeed = 0; 
			}
	if (w.zspeed>0) {w.zspeed=w.zspeed-friction; if (w.zspeed<=0) {w.zspeed=0;}else w.z=w.z+(w.zspeed);}
	else if (w.zspeed<0){ w.zspeed=w.zspeed+friction; if (w.zspeed>=0) {w.zspeed=0;}else w.z=w.z+(w.zspeed);}
	else { w.zspeed=0;
	}
  if (w.xspeed==0 && w.zspeed==0)
 {b.flag=1;
 w.flag=1;
 r.flag=1;
glutPostRedisplay(); 
 }
 
  board();
  
  /* modelView = viewMatrix * translateMatrix */
  makeTranslateMatrix(w.x, w.y, w.z, translateMatrix);
  makeRotateMatrix(90, 1, 0, 0, rotateMatrix);
  multMatrix(modelMatrix, translateMatrix, rotateMatrix);

  /* invModelMatrix = inverse(modelMatrix) */
  invertMatrix(invModelMatrix, modelMatrix);

  /* Transform world-space eye and light positions to sphere's object-space. */
  transform(objSpaceEyePosition, invModelMatrix, eyePosition);
  cgSetParameter3fv(myCgFragmentParam_eyePosition, objSpaceEyePosition);
  transform(objSpaceLightPosition, invModelMatrix, lightPosition);
  cgSetParameter3fv(myCgFragmentParam_lightPosition, objSpaceLightPosition);

  /* modelViewMatrix = viewMatrix * modelMatrix */
  multMatrix(modelViewMatrix, viewMatrix, modelMatrix);

  /* modelViewProj = projectionMatrix * modelViewMatrix */
  multMatrix(modelViewProjMatrix, myProjectionMatrix, modelViewMatrix);

  /* Set matrix parameter with row-major matrix. */
  cgSetMatrixParameterfr(myCgVertexParam_modelViewProj, modelViewProjMatrix);

  glutWireSphere(4, 30, 30);

  /*** Render Red Ball ***/
  setBallMaterial(r.r,r.g,r.b);

  collision();
  //checkzerospeed();
  if (r.xspeed>0){r.xspeed=r.xspeed-friction; if (r.xspeed<=0) { r.xspeed=0;}else r.x=r.x+(r.xspeed);}
  else if(r.xspeed<0){r.xspeed=r.xspeed+friction; if (r.xspeed>=0) {r.xspeed=0;}else r.x=r.x+(r.xspeed);}
	else  { r.xspeed = 0;
			}
	if (r.zspeed>0){r.zspeed=r.zspeed-friction; if (r.zspeed<=0){ r.zspeed=0;}else r.z=r.z+(r.zspeed);}
	else if (r.zspeed<0){r.zspeed=r.zspeed+friction; if (r.zspeed>=0) { r.zspeed=0;}else r.z=r.z+(r.zspeed);}
	else r.zspeed=0;

	if (r.xspeed==0 && r.zspeed==0)
 {b.flag=1;
 w.flag=1;
 r.flag=1;
glutPostRedisplay(); 
 }
  redboard();
  /* modelView = viewMatrix * translateMatrix */
  makeTranslateMatrix(r.x, r.y, r.z, translateMatrix);
  makeRotateMatrix(90, 1, 0, 0, rotateMatrix);
  multMatrix(modelMatrix, translateMatrix, rotateMatrix);

  /* invModelMatrix = inverse(modelMatrix) */
  invertMatrix(invModelMatrix, modelMatrix);

  /* Transform world-space eye and light positions to sphere's object-space. */
  transform(objSpaceEyePosition, invModelMatrix, eyePosition);
  cgSetParameter3fv(myCgFragmentParam_eyePosition, objSpaceEyePosition);
  transform(objSpaceLightPosition, invModelMatrix, lightPosition);
  cgSetParameter3fv(myCgFragmentParam_lightPosition, objSpaceLightPosition);

  /* modelViewMatrix = viewMatrix * modelMatrix */
  multMatrix(modelViewMatrix, viewMatrix, modelMatrix);

  /* modelViewProj = projectionMatrix * modelViewMatrix */
  multMatrix(modelViewProjMatrix, myProjectionMatrix, modelViewMatrix);

  /* Set matrix parameter with row-major matrix. */
  cgSetMatrixParameterfr(myCgVertexParam_modelViewProj, modelViewProjMatrix);

  glutSolidSphere(4, 30, 30); 

 /*** Render Black Ball ***/
  setBallMaterial(b.r,b.g,b.b);

  collision();
 
  if (b.xspeed>0){b.xspeed=b.xspeed-friction; if (b.xspeed<=0) {b.xspeed=0;}else  b.x=b.x+(b.xspeed);}
  else if(b.xspeed<0){b.xspeed=b.xspeed+friction; if (b.xspeed>=0) { b.xspeed=0;}else  b.x=b.x+(b.xspeed);}
	else  { b.xspeed = 0;
			}
	if (b.zspeed>0){b.zspeed=b.zspeed-friction; if (b.zspeed<=0){ b.zspeed=0;}else b.z=b.z+(b.zspeed);}
	else if (b.zspeed<0){b.zspeed=b.zspeed+friction; if (b.zspeed>=0) { b.zspeed=0;}else b.z=b.z+(b.zspeed);}
	else b.zspeed=0;

 if (b.xspeed==0 && b.zspeed==0)
 {b.flag=1;
 w.flag=1;
 r.flag=1;
glutPostRedisplay(); 
 }
  blackboard();
 
  /* modelView = viewMatrix * translateMatrix */
  makeTranslateMatrix(b.x, b.y, b.z, translateMatrix);
  makeRotateMatrix(90, 1, 0, 0, rotateMatrix);
  multMatrix(modelMatrix, translateMatrix, rotateMatrix);

  /* invModelMatrix = inverse(modelMatrix) */
  invertMatrix(invModelMatrix, modelMatrix);

  /* Transform world-space eye and light positions to sphere's object-space. */
  transform(objSpaceEyePosition, invModelMatrix, eyePosition);
  cgSetParameter3fv(myCgFragmentParam_eyePosition, objSpaceEyePosition);
  transform(objSpaceLightPosition, invModelMatrix, lightPosition);
  cgSetParameter3fv(myCgFragmentParam_lightPosition, objSpaceLightPosition);

  /* modelViewMatrix = viewMatrix * modelMatrix */
  multMatrix(modelViewMatrix, viewMatrix, modelMatrix);

  /* modelViewProj = projectionMatrix * modelViewMatrix */
  multMatrix(modelViewProjMatrix, myProjectionMatrix, modelViewMatrix);

  /* Set matrix parameter with row-major matrix. */
  cgSetMatrixParameterfr(myCgVertexParam_modelViewProj, modelViewProjMatrix);

  glutSolidSphere(4, 30, 30);

    /*** Render Stick***/
  if (enablestick)
  
  { //printf("stick enabled");
  setStickMaterial();
  /* modelView = viewMatrix * translateMatrix */
  makeTranslateMatrix(w.x,0,w.z, translateMatrix);
  makeRotateMatrix(stickangle, 0, 1, 0, rotateMatrix);
  multMatrix(modelMatrix, translateMatrix, rotateMatrix);

  /* invModelMatrix = inverse(modelMatrix) */
  invertMatrix(invModelMatrix, modelMatrix);

  /* Transform world-space eye and light positions to sphere's object-space. */
  transform(objSpaceEyePosition, invModelMatrix, eyePosition);
  cgSetParameter3fv(myCgFragmentParam_eyePosition, objSpaceEyePosition);
  transform(objSpaceLightPosition, invModelMatrix, lightPosition);
  cgSetParameter3fv(myCgFragmentParam_lightPosition, objSpaceLightPosition);

  /* modelViewMatrix = viewMatrix * modelMatrix */
  multMatrix(modelViewMatrix, viewMatrix, modelMatrix);

  /* modelViewProj = projectionMatrix * modelViewMatrix */
  multMatrix(modelViewProjMatrix, myProjectionMatrix, modelViewMatrix);

  /* Set matrix parameter with row-major matrix. */
  cgSetMatrixParameterfr(myCgVertexParam_modelViewProj, modelViewProjMatrix);
drawstick();
  
/*  glBegin(GL_LINES);
  glVertex3f(0,0,0);
  glVertex3f(0,20,84);
  glEnd();
 */
  }

  glutSwapBuffers();
}
コード例 #25
0
ファイル: globjloader.cpp プロジェクト: mdqyy/HFMD_demo_noQt
void CGlObjLoader::getMatrix()
{
    glGetDoublev(GL_MODELVIEW_MATRIX, _matrix);
    invertMatrix(_matrix, _matrixI);
}
コード例 #26
0
ファイル: renderer.cpp プロジェクト: mathewbyrne/station
//
// The guts of the shadow determination algorithm.
//
void Renderer::determineShadows (vector<Caster> casters, const Light& light,
    Camera& camera)
{
  glPushAttrib(GL_ALL_ATTRIB_BITS);

  glDepthMask(0);                       // Disable depth buffer changes.
  glDisable(GL_CULL_FACE);              // Enable drawing of backfaces.

  glEnable(GL_STENCIL_TEST);            // Enable the stencil buffer.
  glStencilFunc(GL_ALWAYS, 0, ~0);      // Always pass the stencil test.
  glEnable(GL_DEPTH_TEST);
  glDepthFunc(GL_LESS);

  // If we draw shadow volumes then we need to specify a color, otherwise
  // we disable drawing into the frame buffer.
  if (global.drawShadowVolumes)
  {
    glColor4f(1.0, 0.0, 0.0, 0.2);
  }
  else
  {
    glColorMask(0, 0, 0, 0);
  }

  
  for (vector<Caster>::iterator caster = casters.begin();
      caster != casters.end(); ++caster)
  {
    if (!caster->isCaster())
      continue;
    
    // Get the matricies required to draw the caster, and load a matrix which
    // places the caster into Camera space.
    glPushMatrix();
    const Matrix& localToWorld = caster->getLocalToWorldMatrix();
    glMultMatrix(localToWorld);

    // Transform the light position into object (or local) space by inverting
    // the localToWorld matrix and transforming the light position.
    Vec3 lightPosLocal = light.getPosition();
    invertMatrix(localToWorld).transform(lightPosLocal);


    caster->getModel()->bindExtrudeBuffer();

    // Setup the shader program for use.
    extrudeShader->useProgram();
    glUniform4f(glGetUniformLocation(extrudeShader->getId(), "lightPos"),
        lightPosLocal.x, lightPosLocal.y, lightPosLocal.z, lightPosLocal.w);

    // TODO: Add z-Fail testing here.
    // z-Pass algorithm.
    //setStencilOp(GL_KEEP, GL_INCR_WRAP, GL_KEEP, GL_DECR_WRAP);
    //drawVolumeSides(lightPosLocal, *caster);
    
    // z-fail method (Carmacks Reverse). Works for nearly all situations but
    // isn't as efficient as the z-pass method above as it draws both the
    // front and back caps whereas the other methods doesn't require this.
    if (1)
    {
      setStencilOp(GL_DECR_WRAP, GL_KEEP, GL_INCR_WRAP, GL_KEEP);
      drawVolumeSides(lightPosLocal, *caster);
      drawDarkCap(lightPosLocal, *caster);
      drawLightCap(lightPosLocal, *caster);
    }
    
    /*

    // This is an alternative method for drawing the shadow volumes which
    // works but takes two passes and isn't as efficient. This is the
    // z-pass method too.
       
    glEnable(GL_CULL_FACE);
    
    glCullFace(GL_BACK);
    glStencilOp(GL_KEEP, GL_KEEP, GL_INCR);
    drawVolumeSides(lightPosLocal, *caster);
    
    glCullFace(GL_FRONT);
    glStencilOp(GL_KEEP, GL_KEEP, GL_DECR);
    drawVolumeSides(lightPosLocal, *caster);

    */
    
    extrudeShader->disableProgram();

    glPopMatrix();
  }

  glPopAttrib();
}