616 lines
17 KiB
C++
616 lines
17 KiB
C++
/****************************************************************************
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* VCGLib o o *
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* Visual and Computer Graphics Library o o *
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* _ O _ *
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* Copyright(C) 2004 \/)\/ *
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* Visual Computing Lab /\/| *
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* ISTI - Italian National Research Council | *
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* \ *
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* All rights reserved. *
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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* *
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* This program is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
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* for more details. *
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* *
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****************************************************************************/
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/****************************************************************************
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History
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$Log: not supported by cvs2svn $
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Revision 1.17 2004/05/26 15:09:32 cignoni
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better comments in set rotate
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Revision 1.16 2004/05/07 10:05:50 cignoni
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Corrected abuse of for index variable scope
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Revision 1.15 2004/05/04 23:19:41 cignoni
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Clarified initial comment, removed vector*matrix operator (confusing!)
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Corrected translate and Rotate, removed gl stuff.
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Revision 1.14 2004/05/04 02:34:03 ganovelli
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wrong use of operator [] corrected
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Revision 1.13 2004/04/07 10:45:54 cignoni
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Added: [i][j] access, V() for the raw float values, constructor from T[16]
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Revision 1.12 2004/03/25 14:57:49 ponchio
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****************************************************************************/
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#ifndef __VCGLIB_MATRIX44
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#define __VCGLIB_MATRIX44
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#include <memory.h>
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#include <vcg/math/base.h>
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#include <vcg/space/point3.h>
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#include <vcg/space/point4.h>
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namespace vcg {
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/*
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Annotations:
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Opengl stores matrix in column-major order. That is, the matrix is stored as:
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a0 a4 a8 a12
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a1 a5 a9 a13
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a2 a6 a10 a14
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a3 a7 a11 a15
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Usually in opengl (see opengl specs) vectors are 'column' vectors
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so usually matrix are PRE-multiplied for a vector.
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So the command glTranslate generate a matrix that
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is ready to be premultipled for a vector:
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1 0 0 tx
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0 1 0 ty
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0 0 1 tz
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0 0 0 1
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Matrix44 stores matrix in row-major order i.e.
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a0 a1 a2 a3
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a4 a5 a6 a7
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a8 a9 a10 a11
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a12 a13 a14 a15
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So for the use of that matrix in opengl with their supposed meaning you have to transpose them before feeding to glMultMatrix.
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This mechanism is hidden by the templated function defined in wrap/gl/math.h;
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If your machine has the ARB_transpose_matrix extension it will use the appropriate;
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The various gl-like command SetRotate, SetTranslate assume that you are making matrix
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for 'column' vectors.
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*/
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/** This class represent a 4x4 matrix. T is the kind of element in the matrix.
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*/
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template <class T> class Matrix44 {
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protected:
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T _a[16];
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public:
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typedef T ScalarType;
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///@{
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/** $name Contrutors
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* No automatic casting and default constructor is empty
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*/
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Matrix44() {};
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~Matrix44() {};
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Matrix44(const Matrix44 &m);
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Matrix44(const T v[]);
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T &element(const int row, const int col);
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T element(const int row, const int col) const;
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//T &operator[](const int i);
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//const T &operator[](const int i) const;
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T *V();
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const T *V() const ;
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T *operator[](const int i);
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const T *operator[](const int i) const;
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Matrix44 operator+(const Matrix44 &m) const;
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Matrix44 operator-(const Matrix44 &m) const;
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Matrix44 operator*(const Matrix44 &m) const;
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Point4<T> operator*(const Point4<T> &v) const;
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bool operator==(const Matrix44 &m) const;
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bool operator!= (const Matrix44 &m) const;
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Matrix44 operator-() const;
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Matrix44 operator*(const T k) const;
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void operator+=(const Matrix44 &m);
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void operator-=(const Matrix44 &m);
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void operator*=( const Matrix44 & m );
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void operator*=( const T k );
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void SetZero();
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void SetIdentity();
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void SetDiagonal(const T k);
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Matrix44 &SetScale(const T sx, const T sy, const T sz);
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Matrix44 &SetTranslate(const Point3<T> &t);
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Matrix44 &SetTranslate(const T sx, const T sy, const T sz);
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///use radiants for angle.
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Matrix44 &SetRotate(T AngleRad, const Point3<T> & axis);
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T Determinant() const;
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template <class Q> void Import(const Matrix44<Q> &m) {
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for(int i = 0; i < 16; i++)
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_a[i] = (T)(m.V()[i]);
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}
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};
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/** Class for solving A * x = b. */
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template <class T> class LinearSolve: public Matrix44<T> {
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public:
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LinearSolve(const Matrix44<T> &m);
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Point4<T> Solve(const Point4<T> &b); // solve A <20> x = b
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///If you need to solve some equation you can use this function instead of Matrix44 one for speed.
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T Determinant() const;
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protected:
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///Holds row permutation.
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int index[4]; //hold permutation
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///Hold sign of row permutation (used for determinant sign)
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T d;
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bool Decompose();
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};
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/*** Postmultiply */
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//template <class T> Point3<T> operator*(const Point3<T> &p, const Matrix44<T> &m);
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///Premultiply
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template <class T> Point3<T> operator*(const Matrix44<T> &m, const Point3<T> &p);
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template <class T> Matrix44<T> &Transpose(Matrix44<T> &m);
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//return NULL matrix if not invertible
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template <class T> Matrix44<T> &Invert(Matrix44<T> &m);
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template <class T> Matrix44<T> Inverse(const Matrix44<T> &m);
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typedef Matrix44<short> Matrix44s;
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typedef Matrix44<int> Matrix44i;
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typedef Matrix44<float> Matrix44f;
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typedef Matrix44<double> Matrix44d;
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template <class T> Matrix44<T>::Matrix44(const Matrix44<T> &m) {
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memcpy((T *)_a, (T *)m._a, 16 * sizeof(T));
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}
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template <class T> Matrix44<T>::Matrix44(const T v[]) {
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memcpy((T *)_a, v, 16 * sizeof(T));
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}
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template <class T> T &Matrix44<T>::element(const int row, const int col) {
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assert(row >= 0 && row < 4);
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assert(col >= 0 && col < 4);
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return _a[(row<<2) + col];
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}
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template <class T> T Matrix44<T>::element(const int row, const int col) const {
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assert(row >= 0 && row < 4);
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assert(col >= 0 && col < 4);
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return _a[(row<<2) + col];
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}
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//template <class T> T &Matrix44<T>::operator[](const int i) {
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// assert(i >= 0 && i < 16);
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// return ((T *)_a)[i];
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//}
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//
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//template <class T> const T &Matrix44<T>::operator[](const int i) const {
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// assert(i >= 0 && i < 16);
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// return ((T *)_a)[i];
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//}
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template <class T> T *Matrix44<T>::operator[](const int i) {
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assert(i >= 0 && i < 16);
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return _a+i*4;
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}
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template <class T> const T *Matrix44<T>::operator[](const int i) const {
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assert(i >= 0 && i < 4);
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return _a+i*4;
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}
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template <class T> T *Matrix44<T>::V() { return _a;}
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template <class T> const T *Matrix44<T>::V() const { return _a;}
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template <class T> Matrix44<T> Matrix44<T>::operator+(const Matrix44 &m) const {
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Matrix44<T> ret;
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for(int i = 0; i < 16; i++)
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ret[i] = V()[i] + m.V()[i];
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}
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template <class T> Matrix44<T> Matrix44<T>::operator-(const Matrix44 &m) const {
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Matrix44<T> ret;
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for(int i = 0; i < 16; i++)
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ret[i] = V()[i] - m.V()[i];
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}
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template <class T> Matrix44<T> Matrix44<T>::operator*(const Matrix44 &m) const {
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Matrix44 ret;
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for(int i = 0; i < 4; i++)
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for(int j = 0; j < 4; j++) {
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T t = 0.0;
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for(int k = 0; k < 4; k++)
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t += element(i, k) * m.element(k, j);
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ret.element(i, j) = t;
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}
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return ret;
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}
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template <class T> Point4<T> Matrix44<T>::operator*(const Point4<T> &v) const {
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Point4<T> ret;
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for(int i = 0; i < 4; i++){
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T t = 0.0;
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for(int k = 0; k < 4; k++)
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t += element(i,k) * v[k];
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ret[i] = t;
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}
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return ret;
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}
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template <class T> bool Matrix44<T>::operator==(const Matrix44 &m) const {
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for(int i = 0 ; i < 16; i++)
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if(operator[](i) != m[i])
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return false;
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return true;
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}
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template <class T> bool Matrix44<T>::operator!=(const Matrix44 &m) const {
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for(int i = 0 ; i < 16; i++)
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if(operator[](i) != m[i])
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return true;
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return false;
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}
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template <class T> Matrix44<T> Matrix44<T>::operator-() const {
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Matrix44<T> res;
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for(int i = 0; i < 16; i++)
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res.V()[i] = -V()[i];
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return res;
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}
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template <class T> Matrix44<T> Matrix44<T>::operator*(const T k) const {
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Matrix44<T> res;
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for(int i = 0; i < 16; i++)
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res.V()[i] =V()[i] * k;
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return res;
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}
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template <class T> void Matrix44<T>::operator+=(const Matrix44 &m) {
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for(int i = 0; i < 16; i++)
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V()[i] += m.V()[i];
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}
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template <class T> void Matrix44<T>::operator-=(const Matrix44 &m) {
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for(int i = 0; i < 16; i++)
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V()[i] -= m.V()[i];
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}
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template <class T> void Matrix44<T>::operator*=( const Matrix44 & m ) {
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*this = *this *m;
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/*for(int i = 0; i < 4; i++) { //sbagliato
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Point4<T> t(0, 0, 0, 0);
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for(int k = 0; k < 4; k++) {
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for(int j = 0; j < 4; j++) {
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t[k] += element(i, k) * m.element(k, j);
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}
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}
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for(int l = 0; l < 4; l++)
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element(i, l) = t[l];
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} */
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}
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template <class T> void Matrix44<T>::operator*=( const T k ) {
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for(int i = 0; i < 4; i++)
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operator[](i) *= k;
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}
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template <class T> void Matrix44<T>::SetZero() {
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memset((T *)_a, 0, 16 * sizeof(T));
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}
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template <class T> void Matrix44<T>::SetIdentity() {
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SetDiagonal(1);
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}
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template <class T> void Matrix44<T>::SetDiagonal(const T k) {
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SetZero();
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element(0, 0) = k;
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element(1, 1) = k;
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element(2, 2) = k;
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element(3, 3) = 1;
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}
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template <class T> Matrix44<T> &Matrix44<T>::SetScale(const T sx, const T sy, const T sz) {
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SetZero();
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element(0, 0) = sx;
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element(1, 1) = sy;
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element(2, 2) = sz;
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element(3, 3) = 1;
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return *this;
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}
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template <class T> Matrix44<T> &Matrix44<T>::SetTranslate(const Point3<T> &t) {
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SetTranslate(t[0], t[1], t[2]);
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return *this;
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}
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template <class T> Matrix44<T> &Matrix44<T>::SetTranslate(const T sx, const T sy, const T sz) {
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SetIdentity();
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element(0, 3) = sx;
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element(1, 3) = sy;
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element(2, 3) = sz;
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return *this;
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}
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template <class T> Matrix44<T> &Matrix44<T>::SetRotate(T AngleRad, const Point3<T> & axis) {
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//angle = angle*(T)3.14159265358979323846/180; e' in radianti!
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T c = math::Cos(AngleRad);
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T s = math::Sin(AngleRad);
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T q = 1-c;
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Point3<T> t = axis;
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t.Normalize();
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element(0,0) = t[0]*t[0]*q + c;
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element(0,1) = t[0]*t[1]*q - t[2]*s;
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element(0,2) = t[0]*t[2]*q + t[1]*s;
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element(0,3) = 0;
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element(1,0) = t[1]*t[0]*q + t[2]*s;
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element(1,1) = t[1]*t[1]*q + c;
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element(1,2) = t[1]*t[2]*q - t[0]*s;
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element(1,3) = 0;
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element(2,0) = t[2]*t[0]*q -t[1]*s;
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element(2,1) = t[2]*t[1]*q +t[0]*s;
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element(2,2) = t[2]*t[2]*q +c;
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element(2,3) = 0;
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element(3,0) = 0;
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element(3,1) = 0;
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element(3,2) = 0;
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element(3,3) = 1;
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return *this;
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}
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template <class T> T Matrix44<T>::Determinant() const {
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LinearSolve<T> solve(*this);
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return solve.Determinant();
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}
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template <class T> Point3<T> operator*(const Matrix44<T> &m, const Point3<T> &p) {
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T w;
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Point3<T> s;
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s[0] = m.element(0, 0)*p[0] + m.element(0, 1)*p[1] + m.element(0, 2)*p[2] + m.element(0, 3);
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s[1] = m.element(1, 0)*p[0] + m.element(1, 1)*p[1] + m.element(1, 2)*p[2] + m.element(1, 3);
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s[2] = m.element(2, 0)*p[0] + m.element(2, 1)*p[1] + m.element(2, 2)*p[2] + m.element(2, 3);
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w = m.element(3, 0)*p[0] + m.element(3, 1)*p[1] + m.element(3, 2)*p[2] + m.element(3, 3);
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if(w!= 0) s /= w;
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return s;
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}
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//template <class T> Point3<T> operator*(const Point3<T> &p, const Matrix44<T> &m) {
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// T w;
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// Point3<T> s;
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// s[0] = m.element(0, 0)*p[0] + m.element(1, 0)*p[1] + m.element(2, 0)*p[2] + m.element(3, 0);
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// s[1] = m.element(0, 1)*p[0] + m.element(1, 1)*p[1] + m.element(2, 1)*p[2] + m.element(3, 1);
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// s[2] = m.element(0, 2)*p[0] + m.element(1, 2)*p[1] + m.element(2, 2)*p[2] + m.element(3, 2);
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// w = m.element(0, 3)*p[0] + m.element(1, 3)*p[1] + m.element(2, 3)*p[2] + m.element(3, 3);
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// if(w != 0) s /= w;
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// return s;
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//}
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template <class T> Matrix44<T> &Transpose(Matrix44<T> &m) {
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for(int i = 1; i < 4; i++)
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for(int j = 0; j < i; j++) {
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T t = m.element(i, j);
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m.element(i, j) = m.element(j, i);
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m.element(j, i) = t;
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}
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return m;
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}
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template <class T> Matrix44<T> &Invert(Matrix44<T> &m) {
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LinearSolve<T> solve(m);
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for(int j = 0; j < 4; j++) { //Find inverse by columns.
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Point4<T> col(0, 0, 0, 0);
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col[j] = 1.0;
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col = solve.Solve(col);
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for(int i = 0; i < 4; i++)
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m.element(i, j) = col[i];
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}
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return m;
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}
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template <class T> Matrix44<T> Inverse(const Matrix44<T> &m) {
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LinearSolve<T> solve(m);
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Matrix44<T> res;
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for(int j = 0; j < 4; j++) { //Find inverse by columns.
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Point4<T> col(0, 0, 0, 0);
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col[j] = 1.0;
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col = solve.Solve(col);
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for(int i = 0; i < 4; i++)
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res.element(i, j) = col[i];
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}
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return res;
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}
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/* LINEAR SOLVE IMPLEMENTATION */
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template <class T> LinearSolve<T>::LinearSolve(const Matrix44<T> &m): Matrix44<T>(m) {
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if(!Decompose()) {
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for(int i = 0; i < 4; i++)
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index[i] = i;
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SetZero();
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}
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}
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template <class T> T LinearSolve<T>::Determinant() const {
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T det = d;
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for(int j = 0; j < 4; j++)
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det *= element(j, j);
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return det;
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}
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/*replaces a matrix by its LU decomposition of a rowwise permutation.
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d is +or -1 depeneing of row permutation even or odd.*/
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#define TINY 1e-100
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template <class T> bool LinearSolve<T>::Decompose() {
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/* Matrix44<T> A;
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for(int i = 0; i < 16; i++)
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A[i] = operator[](i);
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||
SetIdentity();
|
||
Point4<T> scale;
|
||
//* Set scale factor, scale(i) = max( |a(i,j)| ), for each row
|
||
for(int i = 0; i < 4; i++ ) {
|
||
index[i] = i; // Initialize row index list
|
||
T scalemax = (T)0.0;
|
||
for(int j = 0; j < 4; j++)
|
||
scalemax = (scalemax > math::Abs(A.element(i,j))) ? scalemax : math::Abs(A.element(i,j));
|
||
scale[i] = scalemax;
|
||
}
|
||
|
||
//* Loop over rows k = 1, ..., (N-1)
|
||
int signDet = 1;
|
||
for(int k = 0; k < 3; k++ ) {
|
||
//* Select pivot row from max( |a(j,k)/s(j)| )
|
||
T ratiomax = (T)0.0;
|
||
int jPivot = k;
|
||
for(int i = k; i < 4; i++ ) {
|
||
T ratio = math::Abs(A.element(index[i], k))/scale[index[i]];
|
||
if(ratio > ratiomax) {
|
||
jPivot = i;
|
||
ratiomax = ratio;
|
||
}
|
||
}
|
||
//* Perform pivoting using row index list
|
||
int indexJ = index[k];
|
||
if( jPivot != k ) { // Pivot
|
||
indexJ = index[jPivot];
|
||
index[jPivot] = index[k]; // Swap index jPivot and k
|
||
index[k] = indexJ;
|
||
signDet *= -1; // Flip sign of determinant
|
||
}
|
||
//* Perform forward elimination
|
||
for(int i=k+1; i < 4; i++ ) {
|
||
T coeff = A.element(index[i],k)/A.element(indexJ,k);
|
||
for(int j=k+1; j < 4; j++ )
|
||
A.element(index[i],j) -= coeff*A.element(indexJ,j);
|
||
A.element(index[i],k) = coeff;
|
||
//for( j=1; j< 4; j++ )
|
||
// element(index[i],j) -= A.element(index[i], k)*element(indexJ, j);
|
||
}
|
||
}
|
||
for(int i = 0; i < 16; i++)
|
||
operator[](i) = A[i];
|
||
|
||
d = signDet;
|
||
//*this = A;
|
||
return true; */
|
||
|
||
d = 1; //no permutation still
|
||
|
||
T scaling[4];
|
||
int i,j,k;
|
||
//Saving the scvaling information per row
|
||
for(i = 0; i < 4; i++) {
|
||
T largest = 0.0;
|
||
for(j = 0; j < 4; j++) {
|
||
T t = math::Abs(element(i, j));
|
||
if (t > largest) largest = t;
|
||
}
|
||
|
||
if (largest == 0.0) { //oooppps there is a zero row!
|
||
return false;
|
||
}
|
||
scaling[i] = (T)1.0 / largest;
|
||
}
|
||
|
||
int imax;
|
||
for(j = 0; j < 4; j++) {
|
||
for(i = 0; i < j; i++) {
|
||
T sum = element(i,j);
|
||
for(int k = 0; k < i; k++)
|
||
sum -= element(i,k)*element(k,j);
|
||
element(i,j) = sum;
|
||
}
|
||
T largest = 0.0;
|
||
for(i = j; i < 4; i++) {
|
||
T sum = element(i,j);
|
||
for(k = 0; k < j; k++)
|
||
sum -= element(i,k)*element(k,j);
|
||
element(i,j) = sum;
|
||
T t = scaling[i] * math::Abs(sum);
|
||
if(t >= largest) {
|
||
largest = t;
|
||
imax = i;
|
||
}
|
||
}
|
||
if (j != imax) {
|
||
for (int k = 0; k < 4; k++) {
|
||
T dum = element(imax,k);
|
||
element(imax,k) = element(j,k);
|
||
element(j,k) = dum;
|
||
}
|
||
d = -(d);
|
||
scaling[imax] = scaling[j];
|
||
}
|
||
index[j]=imax;
|
||
if (element(j,j) == 0.0) element(j,j) = (T)TINY;
|
||
if (j != 3) {
|
||
T dum = (T)1.0 / (element(j,j));
|
||
for (i = j+1; i < 4; i++)
|
||
element(i,j) *= dum;
|
||
}
|
||
}
|
||
return true;
|
||
}
|
||
|
||
|
||
template <class T> Point4<T> LinearSolve<T>::Solve(const Point4<T> &b) {
|
||
Point4<T> x(b);
|
||
int first = -1, ip;
|
||
for(int i = 0; i < 4; i++) {
|
||
ip = index[i];
|
||
T sum = x[ip];
|
||
x[ip] = x[i];
|
||
if(first!= -1)
|
||
for(int j = first; j <= i-1; j++)
|
||
sum -= element(i,j) * x[j];
|
||
else
|
||
if(sum) first = i;
|
||
x[i] = sum;
|
||
}
|
||
for (int i = 3; i >= 0; i--) {
|
||
T sum = x[i];
|
||
for (int j = i+1; j < 4; j++)
|
||
sum -= element(i, j) * x[j];
|
||
x[i] = sum / element(i, i);
|
||
}
|
||
return x;
|
||
}
|
||
|
||
} //namespace
|
||
#endif
|
||
|
||
|