Dependency Reconfiguration to support MSVC being picky :/
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@@ -1,11 +1,7 @@
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#pragma once
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#include <J3ML/LinearAlgebra/Common.h>
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#include <J3ML/LinearAlgebra/Matrix3x3.h>
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#include <J3ML/LinearAlgebra/Quaternion.h>
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#include <J3ML/LinearAlgebra/Vector4.h>
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#include <J3ML/LinearAlgebra/Matrices.inl>
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#include <J3ML/LinearAlgebra/Common.h>
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#include <J3ML/Algorithm/RNG.h>
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#include <algorithm>
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@@ -14,114 +10,7 @@ using namespace J3ML::Algorithm;
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namespace J3ML::LinearAlgebra {
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template <typename Matrix>
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bool InverseMatrix(Matrix &mat, float epsilon)
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{
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Matrix inversed = Matrix::Identity;
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const int nc = std::min<int>(Matrix::Rows, Matrix::Cols);
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for (int column = 0; column < nc; ++column)
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{
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// find the row i with i >= j such that M has the largest absolute value.
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int greatest = column;
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float greatestVal = std::abs(mat[greatest][column]);
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for (int i = column+1; i < Matrix::Rows; i++)
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{
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float val = std::abs(mat[i][column]);
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if (val > greatestVal) {
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greatest = i;
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greatestVal = val;
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}
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}
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if (greatestVal < epsilon) {
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mat = inversed;
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return false;
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}
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// exchange rows
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if (greatest != column) {
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inversed.SwapRows(greatest, column);
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mat.SwapRows(greatest, column);
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}
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// multiply rows
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assert(!Math::EqualAbs(mat[column][column], 0.f, epsilon));
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float scale = 1.f / mat[column][column];
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inversed.ScaleRow(column, scale);
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mat.ScaleRow(column, scale);
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// add rows
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for (int i = 0; i < column; i++) {
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inversed.SetRow(i, inversed.Row(i) - inversed.Row(column) * mat[i][column]);
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mat.SetRow(i, mat.Row(i) - mat.Row(column) * mat[i][column]);
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}
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for (int i = column + 1; i < Matrix::Rows; i++) {
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inversed.SetRow(i, inversed.Row(i) - inversed.Row(column) * mat[i][column]);
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mat.SetRow(i, mat.Row(i) - mat.Row(column) * mat[i][column]);
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}
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}
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mat = inversed;
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return true;
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}
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/// Computes the LU-decomposition on the given square matrix.
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/// @return True if the composition was successful, false otherwise. If the return value is false, the contents of the output matrix are unspecified.
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template <typename Matrix>
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bool LUDecomposeMatrix(const Matrix &mat, Matrix &lower, Matrix &upper)
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{
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lower = Matrix::Identity;
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upper = Matrix::Zero;
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for (int i = 0; i < Matrix::Rows; ++i)
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{
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for (int col = i; col < Matrix::Cols; ++col)
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{
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upper[i][col] = mat[i][col];
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for (int k = 0; k < i; ++k)
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upper[i][col] -= lower[i][k] * upper[k][col];
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}
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for (int row = i+1; row < Matrix::Rows; ++row)
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{
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lower[row][i] = mat[row][i];
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for (int k = 0; k < i; ++k)
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lower[row][i] -= lower[row][k] * upper[k][i];
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if (Math::EqualAbs(upper[i][i], 0.f))
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return false;
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lower[row][i] /= upper[i][i];
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}
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}
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return true;
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}
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/// Computes the Cholesky decomposition on the given square matrix *on the real domain*.
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/// @return True if successful, false otherwise. If the return value is false, the contents of the output matrix are uspecified.
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template <typename Matrix>
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bool CholeskyDecomposeMatrix(const Matrix &mat, Matrix& lower)
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{
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lower = Matrix::Zero;
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for (int i = 0; i < Matrix::Rows; ++i)
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{
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for (int j = 0; j < i; ++i)
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{
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lower[i][j] = mat[i][j];
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for (int k = 0; k < j; ++k)
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lower[i][j] -= lower[i][j] * lower[j][k];
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if (Math::EqualAbs(lower[j][j], 0.f))
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return false;
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lower[i][j] /= lower[j][j];
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}
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lower[i][i] = mat[i][i];
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if (lower[i][i])
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return false;
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for (int k = 0; k < i; ++k)
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lower[i][i] -= lower[i][k] * lower[i][k];
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lower[i][i] = std::sqrt(lower[i][i]);
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}
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}
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/// @brief A 4-by-4 matrix for affine transformations and perspective projections of 3D geometry.
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/// This matrix can represent the most generic form of transformations for 3D objects,
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@@ -416,7 +305,8 @@ namespace J3ML::LinearAlgebra {
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/// Returns only the first three elements of the given column.
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Vector3 GetColumn3(int index) const;
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Vector3 Column3(int index) const { return GetColumn3(index);}
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Vector3 Column3(int index) const;
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Vector3 Col3(int i) const;
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/// Returns the scaling performed by this matrix. This function assumes taht the last row is [0 0 0 1].
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@@ -539,11 +429,7 @@ namespace J3ML::LinearAlgebra {
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/// @note This function assumes that this matrix does not contain projection (the fourth row of this matrix is [0 0 0 1]).
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/// @note This function assumes that this matrix has orthogonal basis vectors (row and column vector sets are orthogonal).
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/// @note This function does not remove reflection (-1 scale along some axis).
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void RemoveScale()
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{
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float tx = Row3(0).Normalize();
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float ty = Row3(1).Normalize();
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}
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void RemoveScale();
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/// Decomposes this matrix to translate, rotate, and scale parts.
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