Optimize YASim/RigidBody.cpp utilizing symmetry of tensor.
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2 changed files with 39 additions and 28 deletions
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@ -130,31 +130,29 @@ public:
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out[2] = x*m[2] + y*m[5] + z*m[8];
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}
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// Invert matrix
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static void invert33(float* m, float* out) {
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/// Invert symmetric matrix; ~1/3 less calculations due to symmetry
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static void invert33_sym(float* m, float* out) {
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// Compute the inverse as the adjoint matrix times 1/(det M).
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// A, B ... I are the cofactors of a b c
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// d e f
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// g h i
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// symetric: d=b, g=c, h=f
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float a=m[0], b=m[1], c=m[2];
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float d=m[3], e=m[4], f=m[5];
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float g=m[6], h=m[7], i=m[8];
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float e=m[4], f=m[5];
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float i=m[8];
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float A = (e*i - h*f);
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float B = -(d*i - g*f);
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float C = (d*h - g*e);
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float D = -(b*i - h*c);
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float E = (a*i - g*c);
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float F = -(a*h - g*b);
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float G = (b*f - e*c);
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float H = -(a*f - d*c);
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float I = (a*e - d*b);
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float A = (e*i - f*f);
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float B = -(b*i - c*f);
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float C = (b*f - c*e);
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float E = (a*i - c*c);
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float F = -(a*f - c*b);
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float I = (a*e - b*b);
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float id = 1/(a*A + b*B + c*C);
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out[0] = id*A; out[1] = id*D; out[2] = id*G;
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out[3] = id*B; out[4] = id*E; out[5] = id*H;
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out[6] = id*C; out[7] = id*F; out[8] = id*I;
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out[0] = id*A; out[1] = id*B; out[2] = id*C;
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out[3] = out[1]; out[4] = id*E; out[5] = id*F;
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out[6] = out[2]; out[7] = out[5]; out[8] = id*I;
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}
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// Transpose matrix (for an orthonormal orientation matrix, this
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@ -82,6 +82,12 @@ void RigidBody::setGyro(float* angularMomentum)
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Math::set3(angularMomentum, _gyro);
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}
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/// calculate the total mass, centre of gravity and inertia tensor
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/**
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recalc is used when compiling the model but more important it is called in
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Model::iterate() e.g. at FDM rate (120 Hz)
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We can save some CPU due to the symmetry of the tensor.
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*/
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void RigidBody::recalc()
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{
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// Calculate the c.g and total mass:
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@ -107,17 +113,24 @@ void RigidBody::recalc()
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float x = _masses[i].p[0] - _cg[0];
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float y = _masses[i].p[1] - _cg[1];
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float z = _masses[i].p[2] - _cg[2];
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float mx = m*x;
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float my = m*y;
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float mz = m*z;
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float xy = m*x*y; float yz = m*y*z; float zx = m*z*x;
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float x2 = m*x*x; float y2 = m*y*y; float z2 = m*z*z;
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float xy = mx*y; float yz = my*z; float zx = mz*x;
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float x2 = mx*x; float y2 = my*y; float z2 = mz*z;
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_tI[0] += y2+z2; _tI[1] -= xy; _tI[2] -= zx;
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_tI[3] -= xy; _tI[4] += x2+z2; _tI[5] -= yz;
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_tI[6] -= zx; _tI[7] -= yz; _tI[8] += x2+y2;
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_tI[4] += x2+z2; _tI[5] -= yz;
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_tI[8] += x2+y2;
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}
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// copy symmetric elements
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_tI[3] = _tI[1];
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_tI[6] = _tI[2];
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_tI[7] = _tI[5];
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// And its inverse
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Math::invert33(_tI, _invI);
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//calculate inverse
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Math::invert33_sym(_tI, _invI);
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}
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void RigidBody::reset()
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