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