fix triangular system
This commit is contained in:
@@ -36,7 +36,18 @@ VectAffine Solver::TriangularSystem() const {
|
||||
Vect noyau = solver.Kernel();
|
||||
Matrix origin = mat.SubMatrix(0, mat.GetColumnCount() - 1, mat.GetRawCount(), 1);
|
||||
|
||||
return {noyau, origin};
|
||||
// on rajoute des 0 si il faut
|
||||
|
||||
Matrix fullOrigin {mat.GetColumnCount() - 1, 1};
|
||||
for (int i = 0; i < mat.GetRawCount(); i++) {
|
||||
fullOrigin.at(i, 0) = origin.at(i, 0);
|
||||
}
|
||||
|
||||
for (int i = mat.GetRawCount(); i < mat.GetColumnCount() - 1; i++) {
|
||||
fullOrigin.at(i, 0) = 0;
|
||||
}
|
||||
|
||||
return {noyau, fullOrigin};
|
||||
}
|
||||
|
||||
std::size_t Solver::Rank() const {
|
||||
|
||||
Reference in New Issue
Block a user