/* poly/solve_cubic.c * * Copyright (C) 1996, 1997, 1998, 1999, 2000, 2007, 2009 Brian Gough * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 3 of the License, or (at * your option) any later version. * * This program is distributed in the hope that it will be useful, but * WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ /* solve_cubic.c - finds the real roots of x^3 + a x^2 + b x + c = 0 */ #include #include #include #include #define SWAP(a,b) do { double tmp = b ; b = a ; a = tmp ; } while(0) int gsl_poly_solve_cubic (double a, double b, double c, double *x0, double *x1, double *x2) { double q = (a * a - 3 * b); double r = (2 * a * a * a - 9 * a * b + 27 * c); double Q = q / 9; double R = r / 54; double Q3 = Q * Q * Q; double R2 = R * R; double CR2 = 729 * r * r; double CQ3 = 2916 * q * q * q; if (R == 0 && Q == 0) { *x0 = - a / 3 ; *x1 = - a / 3 ; *x2 = - a / 3 ; return 3 ; } else if (CR2 == CQ3) { /* this test is actually R2 == Q3, written in a form suitable for exact computation with integers */ /* Due to finite precision some double roots may be missed, and considered to be a pair of complex roots z = x +/- epsilon i close to the real axis. */ double sqrtQ = sqrt (Q); if (R > 0) { *x0 = -2 * sqrtQ - a / 3; *x1 = sqrtQ - a / 3; *x2 = sqrtQ - a / 3; } else { *x0 = - sqrtQ - a / 3; *x1 = - sqrtQ - a / 3; *x2 = 2 * sqrtQ - a / 3; } return 3 ; } else if (R2 < Q3) { double sgnR = (R >= 0 ? 1 : -1); double ratio = sgnR * sqrt (R2 / Q3); double theta = acos (ratio); double norm = -2 * sqrt (Q); *x0 = norm * cos (theta / 3) - a / 3; *x1 = norm * cos ((theta + 2.0 * M_PI) / 3) - a / 3; *x2 = norm * cos ((theta - 2.0 * M_PI) / 3) - a / 3; /* Sort *x0, *x1, *x2 into increasing order */ if (*x0 > *x1) SWAP(*x0, *x1) ; if (*x1 > *x2) { SWAP(*x1, *x2) ; if (*x0 > *x1) SWAP(*x0, *x1) ; } return 3; } else { double sgnR = (R >= 0 ? 1 : -1); double A = -sgnR * pow (fabs (R) + sqrt (R2 - Q3), 1.0/3.0); double B = Q / A ; *x0 = A + B - a / 3; return 1; } }