copying invertMatrix for DynamicMatrix

the reason is to make sure for blackoil cases, the same algorithm will
be used to invert the D matrix for the well model. As a result, it will
reduce the burden to test the PR.

Whether we will keep this algorithm for 4 X 4 matrix will be addressed
as a separate issue.
This commit is contained in:
Kai Bao
2019-06-06 20:08:02 +02:00
parent 310741a54f
commit 4c105d7672

View File

@@ -161,6 +161,140 @@ static inline K invertMatrix(const FieldMatrix<K,4,4>& matrix, FieldMatrix<K,4,4
return det;
}
template <typename K>
static inline K invertMatrix(const DynamicMatrix<K>& matrix, DynamicMatrix<K>& inverse)
{
// this function is only for 4 X 4 matrix
assert (matrix.rows() == 4);
inverse[0][0] = matrix[1][1] * matrix[2][2] * matrix[3][3] -
matrix[1][1] * matrix[2][3] * matrix[3][2] -
matrix[2][1] * matrix[1][2] * matrix[3][3] +
matrix[2][1] * matrix[1][3] * matrix[3][2] +
matrix[3][1] * matrix[1][2] * matrix[2][3] -
matrix[3][1] * matrix[1][3] * matrix[2][2];
inverse[1][0] = -matrix[1][0] * matrix[2][2] * matrix[3][3] +
matrix[1][0] * matrix[2][3] * matrix[3][2] +
matrix[2][0] * matrix[1][2] * matrix[3][3] -
matrix[2][0] * matrix[1][3] * matrix[3][2] -
matrix[3][0] * matrix[1][2] * matrix[2][3] +
matrix[3][0] * matrix[1][3] * matrix[2][2];
inverse[2][0] = matrix[1][0] * matrix[2][1] * matrix[3][3] -
matrix[1][0] * matrix[2][3] * matrix[3][1] -
matrix[2][0] * matrix[1][1] * matrix[3][3] +
matrix[2][0] * matrix[1][3] * matrix[3][1] +
matrix[3][0] * matrix[1][1] * matrix[2][3] -
matrix[3][0] * matrix[1][3] * matrix[2][1];
inverse[3][0] = -matrix[1][0] * matrix[2][1] * matrix[3][2] +
matrix[1][0] * matrix[2][2] * matrix[3][1] +
matrix[2][0] * matrix[1][1] * matrix[3][2] -
matrix[2][0] * matrix[1][2] * matrix[3][1] -
matrix[3][0] * matrix[1][1] * matrix[2][2] +
matrix[3][0] * matrix[1][2] * matrix[2][1];
inverse[0][1]= -matrix[0][1] * matrix[2][2] * matrix[3][3] +
matrix[0][1] * matrix[2][3] * matrix[3][2] +
matrix[2][1] * matrix[0][2] * matrix[3][3] -
matrix[2][1] * matrix[0][3] * matrix[3][2] -
matrix[3][1] * matrix[0][2] * matrix[2][3] +
matrix[3][1] * matrix[0][3] * matrix[2][2];
inverse[1][1] = matrix[0][0] * matrix[2][2] * matrix[3][3] -
matrix[0][0] * matrix[2][3] * matrix[3][2] -
matrix[2][0] * matrix[0][2] * matrix[3][3] +
matrix[2][0] * matrix[0][3] * matrix[3][2] +
matrix[3][0] * matrix[0][2] * matrix[2][3] -
matrix[3][0] * matrix[0][3] * matrix[2][2];
inverse[2][1] = -matrix[0][0] * matrix[2][1] * matrix[3][3] +
matrix[0][0] * matrix[2][3] * matrix[3][1] +
matrix[2][0] * matrix[0][1] * matrix[3][3] -
matrix[2][0] * matrix[0][3] * matrix[3][1] -
matrix[3][0] * matrix[0][1] * matrix[2][3] +
matrix[3][0] * matrix[0][3] * matrix[2][1];
inverse[3][1] = matrix[0][0] * matrix[2][1] * matrix[3][2] -
matrix[0][0] * matrix[2][2] * matrix[3][1] -
matrix[2][0] * matrix[0][1] * matrix[3][2] +
matrix[2][0] * matrix[0][2] * matrix[3][1] +
matrix[3][0] * matrix[0][1] * matrix[2][2] -
matrix[3][0] * matrix[0][2] * matrix[2][1];
inverse[0][2] = matrix[0][1] * matrix[1][2] * matrix[3][3] -
matrix[0][1] * matrix[1][3] * matrix[3][2] -
matrix[1][1] * matrix[0][2] * matrix[3][3] +
matrix[1][1] * matrix[0][3] * matrix[3][2] +
matrix[3][1] * matrix[0][2] * matrix[1][3] -
matrix[3][1] * matrix[0][3] * matrix[1][2];
inverse[1][2] = -matrix[0][0] * matrix[1][2] * matrix[3][3] +
matrix[0][0] * matrix[1][3] * matrix[3][2] +
matrix[1][0] * matrix[0][2] * matrix[3][3] -
matrix[1][0] * matrix[0][3] * matrix[3][2] -
matrix[3][0] * matrix[0][2] * matrix[1][3] +
matrix[3][0] * matrix[0][3] * matrix[1][2];
inverse[2][2] = matrix[0][0] * matrix[1][1] * matrix[3][3] -
matrix[0][0] * matrix[1][3] * matrix[3][1] -
matrix[1][0] * matrix[0][1] * matrix[3][3] +
matrix[1][0] * matrix[0][3] * matrix[3][1] +
matrix[3][0] * matrix[0][1] * matrix[1][3] -
matrix[3][0] * matrix[0][3] * matrix[1][1];
inverse[3][2] = -matrix[0][0] * matrix[1][1] * matrix[3][2] +
matrix[0][0] * matrix[1][2] * matrix[3][1] +
matrix[1][0] * matrix[0][1] * matrix[3][2] -
matrix[1][0] * matrix[0][2] * matrix[3][1] -
matrix[3][0] * matrix[0][1] * matrix[1][2] +
matrix[3][0] * matrix[0][2] * matrix[1][1];
inverse[0][3] = -matrix[0][1] * matrix[1][2] * matrix[2][3] +
matrix[0][1] * matrix[1][3] * matrix[2][2] +
matrix[1][1] * matrix[0][2] * matrix[2][3] -
matrix[1][1] * matrix[0][3] * matrix[2][2] -
matrix[2][1] * matrix[0][2] * matrix[1][3] +
matrix[2][1] * matrix[0][3] * matrix[1][2];
inverse[1][3] = matrix[0][0] * matrix[1][2] * matrix[2][3] -
matrix[0][0] * matrix[1][3] * matrix[2][2] -
matrix[1][0] * matrix[0][2] * matrix[2][3] +
matrix[1][0] * matrix[0][3] * matrix[2][2] +
matrix[2][0] * matrix[0][2] * matrix[1][3] -
matrix[2][0] * matrix[0][3] * matrix[1][2];
inverse[2][3] = -matrix[0][0] * matrix[1][1] * matrix[2][3] +
matrix[0][0] * matrix[1][3] * matrix[2][1] +
matrix[1][0] * matrix[0][1] * matrix[2][3] -
matrix[1][0] * matrix[0][3] * matrix[2][1] -
matrix[2][0] * matrix[0][1] * matrix[1][3] +
matrix[2][0] * matrix[0][3] * matrix[1][1];
inverse[3][3] = matrix[0][0] * matrix[1][1] * matrix[2][2] -
matrix[0][0] * matrix[1][2] * matrix[2][1] -
matrix[1][0] * matrix[0][1] * matrix[2][2] +
matrix[1][0] * matrix[0][2] * matrix[2][1] +
matrix[2][0] * matrix[0][1] * matrix[1][2] -
matrix[2][0] * matrix[0][2] * matrix[1][1];
K det = matrix[0][0] * inverse[0][0] + matrix[0][1] * inverse[1][0] +
matrix[0][2] * inverse[2][0] + matrix[0][3] * inverse[3][0];
// return identity for singular or nearly singular matrices.
if (std::abs(det) < 1e-40) {
for (int i = 0; i < 4; ++i){
inverse[i][i] = 1.0;
}
return 1.0;
}
K inv_det = 1.0 / det;
inverse *= inv_det;
return det;
}
} // end FMatrixHelp
namespace ISTLUtility {
@@ -211,10 +345,21 @@ static inline void invertMatrix(FieldMatrix<K,n,n>& matrix)
template <typename K>
static inline void invertMatrix(Dune::DynamicMatrix<K>& matrix)
{
// for 4 X 4 matrix, using the invertMatrix() function above
// it is for temporary usage, mainly to reduce the huge burden of testing
// what algorithm should be used to invert 4 X 4 matrix will be handled
// as a seperate issue
if (matrix.rows() == 4) {
Dune::DynamicMatrix<K> A = matrix;
FMatrixHelp::invertMatrix(A, matrix);
return;
}
#if ! DUNE_VERSION_NEWER( DUNE_COMMON, 2, 7 )
Dune::FMatrixPrecision<K>::set_singular_limit(1.e-30);
#endif
matrix.invert();
}
} // end ISTLUtility