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/* * Roots3And4.c * * Utility functions to find cubic and quartic roots, * coefficients are passed like this: * * c[0] + c[1]*x + c[2]*x^2 + c[3]*x^3 + c[4]*x^4 = 0 * * The functions return the number of non-complex roots and * put the values into the s array. * * Author: Jochen Schwarze (schwarze@isa.de) * * Jan 26, 1990 Version for Graphics Gems * Oct 11, 1990 Fixed sign problem for negative q's in SolveQuartic * (reported by Mark Podlipec), * Old-style function definitions, * IsZero() as a macro * Nov 23, 1990 Some systems do not declare acos() and cbrt() in * <math.h>, though the functions exist in the library. * If large coefficients are used, EQN_EPS should be * reduced considerably (e.g. to 1E-30), results will be * correct but multiple roots might be reported more * than once. */ #include "libcommon/common.h" extern double sqrt(), cbrt(), cos(), acos(); /* epsilon surrounding for near zero values */ /* * In case M_PI isn't defined in math.h */ #ifndef M_PI #define M_PI PI #endif #define EQN_EPS 1e-9 #define IsZero(x) ((x) > -EQN_EPS && (x) < EQN_EPS) #ifndef CBRT #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(c, s) 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) { double sqrt_D = sqrt(D); s[ 0 ] = sqrt_D - p; s[ 1 ] = - sqrt_D - p; return 2; } else /* if (D < 0) */ return 0; } int SolveCubic(c, s) 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(c, s) 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; }
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