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SolveEquation.h
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SolveEquation.h
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#ifndef SOLVEEQUATION_H
#define SOLVEEQUATION_H
#include <math.h>
#ifndef M_PI
#define M_PI 3.14159265358979323846
#endif
/* epsilon surrounding for near zero values */
#define EQN_EPS 1e-9
#define IsZero(x) ((x) > -EQN_EPS && (x) < EQN_EPS)
#ifdef NOCBRT
#define cbrt(x) ((x) > 0.0 ? pow((double)(x), 1.0 / 3.0) : ((x) < 0.0 ? -pow((double)-(x), 1.0 / 3.0) : 0.0))
#endif
int SolveQuadric(double c[3], double s[2])
{
double p, q, D;
/* normal form: x^2 + px + q = 0 */
p = c[1] / (2 * c[2]);
q = c[0] / c[2];
D = p * p - q;
if (IsZero(D))
{
s[0] = -p;
return 1;
}
else if (D < 0)
{
return 0;
}
else /* if (D > 0) */
{
double sqrt_D = sqrt(D);
s[0] = sqrt_D - p;
s[1] = -sqrt_D - p;
return 2;
}
}
int SolveCubic(double c[4], double s[3])
{
int i, num;
double sub;
double A, B, C;
double sq_A, p, q;
double cb_p, D;
/* normal form: x^3 + Ax^2 + Bx + C = 0 */
A = c[2] / c[3];
B = c[1] / c[3];
C = c[0] / c[3];
/* substitute x = y - A/3 to eliminate quadric term:
x^3 +px + q = 0 */
sq_A = A * A;
p = 1.0 / 3 * (-1.0 / 3 * sq_A + B);
q = 1.0 / 2 * (2.0 / 27 * A * sq_A - 1.0 / 3 * A * B + C);
/* use Cardano's formula */
cb_p = p * p * p;
D = q * q + cb_p;
if (IsZero(D))
{
if (IsZero(q)) /* one triple solution */
{
s[0] = 0;
num = 1;
}
else /* one single and one double solution */
{
double u = cbrt(-q);
s[0] = 2 * u;
s[1] = -u;
num = 2;
}
}
else if (D < 0) /* Casus irreducibilis: three real solutions */
{
double phi = 1.0 / 3 * acos(-q / sqrt(-cb_p));
double t = 2 * sqrt(-p);
s[0] = t * cos(phi);
s[1] = -t * cos(phi + M_PI / 3);
s[2] = -t * cos(phi - M_PI / 3);
num = 3;
}
else /* one real solution */
{
double sqrt_D = sqrt(D);
double u = cbrt(sqrt_D - q);
double v = -cbrt(sqrt_D + q);
s[0] = u + v;
num = 1;
}
/* resubstitute */
sub = 1.0 / 3 * A;
for (i = 0; i < num; ++i)
s[i] -= sub;
return num;
}
int SolveQuartic(double c[5], double s[4])
{
double coeffs[4];
double z, u, v, sub;
double A, B, C, D;
double sq_A, p, q, r;
int i, num;
/* normal form: x^4 + Ax^3 + Bx^2 + Cx + D = 0 */
A = c[3] / c[4];
B = c[2] / c[4];
C = c[1] / c[4];
D = c[0] / c[4];
/* substitute x = y - A/4 to eliminate cubic term:
x^4 + px^2 + qx + r = 0 */
sq_A = A * A;
p = -3.0 / 8 * sq_A + B;
q = 1.0 / 8 * sq_A * A - 1.0 / 2 * A * B + C;
r = -3.0 / 256 * sq_A * sq_A + 1.0 / 16 * sq_A * B - 1.0 / 4 * A * C + D;
if (IsZero(r))
{
/* no absolute term: y(y^3 + py + q) = 0 */
coeffs[0] = q;
coeffs[1] = p;
coeffs[2] = 0;
coeffs[3] = 1;
num = SolveCubic(coeffs, s);
s[num++] = 0;
}
else
{
/* solve the resolvent cubic ... */
coeffs[0] = 1.0 / 2 * r * p - 1.0 / 8 * q * q;
coeffs[1] = -r;
coeffs[2] = -1.0 / 2 * p;
coeffs[3] = 1;
(void)SolveCubic(coeffs, s);
/* ... and take the one real solution ... */
z = s[0];
/* ... to build two quadric equations */
u = z * z - r;
v = 2 * z - p;
if (IsZero(u))
u = 0;
else if (u > 0)
u = sqrt(u);
else
return 0;
if (IsZero(v))
v = 0;
else if (v > 0)
v = sqrt(v);
else
return 0;
coeffs[0] = z - u;
coeffs[1] = q < 0 ? -v : v;
coeffs[2] = 1;
num = SolveQuadric(coeffs, s);
coeffs[0] = z + u;
coeffs[1] = q < 0 ? v : -v;
coeffs[2] = 1;
num += SolveQuadric(coeffs, s + num);
}
/* resubstitute */
sub = 1.0 / 4 * A;
for (i = 0; i < num; ++i)
s[i] -= sub;
return num;
}
#endif