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math: do not use floats in the polynomial root finding.

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Sam Hocevar 9 년 전
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e0698e9600
1개의 변경된 파일27개의 추가작업 그리고 19개의 파일을 삭제
  1. +27
    -19
      src/lol/math/polynomial.h

+ 27
- 19
src/lol/math/polynomial.h 파일 보기

@@ -151,6 +151,8 @@ struct polynomial
}
else if (degree() == 3)
{
static T const pi = acos(T(-1));

/* p(x) = ax³ + bx² + cx + d */
T const &a = m_coefficients[3];
T const &b = m_coefficients[2];
@@ -176,31 +178,31 @@ struct polynomial
* u³ = (-n/a + √((n/a)² + 4m³/27))/2
* v³ = (-n/a - √((n/a)² + 4m³/27))/2
*/
T const delta = (n * n) / (a * a) + 4.f * m * m * m / 27.f;
T const delta = (n * n) / (a * a) + T(4) * m * m * m / T(27);

/* Because 3×u×v = -m and m is not complex
* angle(u³) + angle(v³) must equal 0.
*
* This is why we compute u³ and v³ by norm and angle separately instead of
* using a std::complex class
* This is why we compute u³ and v³ by norm and angle separately
* instead of using a std::complex class
*/
T u3_norm, u3_angle;
T v3_norm, v3_angle;

if (delta < 0)
{
v3_norm = u3_norm = sqrt((-n/a) * (-n/a) + abs(delta)) / 2.f;
v3_norm = u3_norm = sqrt((-n/a) * (-n/a) + abs(delta)) / T(2);

u3_angle = atan2(sqrt(abs(delta)), -n/a);
v3_angle = -u3_angle;
}
else
{
u3_norm = (-n/a + sqrt(delta)) / 2.f;
v3_norm = (-n/a - sqrt(delta)) / 2.f;
u3_norm = (-n/a + sqrt(delta)) / T(2);
v3_norm = (-n/a - sqrt(delta)) / T(2);

u3_angle = u3_norm >= 0 ? 0 : M_PI;
v3_angle = v3_norm >= 0 ? 0 : -M_PI;
u3_angle = u3_norm >= 0 ? 0 : pi;
v3_angle = v3_norm >= 0 ? 0 : -pi;

u3_norm = abs(u3_norm);
v3_norm = abs(v3_norm);
@@ -210,22 +212,28 @@ struct polynomial

for (int i = 0 ; i < 3 ; ++i)
{
T u_angle = u3_angle / 3.f + i * 2.f * M_PI / 3.f;
T v_angle = v3_angle / 3.f - i * 2.f * M_PI / 3.f;
T u_angle = (u3_angle + i * T(2) * pi) / T(3);
T v_angle = (v3_angle - i * T(2) * pi) / T(3);

solutions[i] =
pow(u3_norm, 1.f / 3.f) * cos(u_angle) +
pow(v3_norm, 1.f / 3.f) * cos(v_angle);
pow(u3_norm, T(1) / T(3)) * cos(u_angle) +
pow(v3_norm, T(1) / T(3)) * cos(v_angle);
}

if (delta < 0) // 3 real solutions
return array<T> {solutions[0] - k, solutions[1] - k, solutions[2] - k};
else if (delta > 0) // 1 real solution
return array<T> {solutions[0] - k};
else if (u3_norm > 0) // 2 real solutions
return array<T> {solutions[0] - k, solutions[1] - k};
else // one triple solution
return array<T> {solutions[0] - k};
return array<T> { solutions[0] - k,
solutions[1] - k,
solutions[2] - k };

if (delta > 0) // 1 real solution
return array<T> { solutions[0] - k };

if (u3_norm > 0) // 2 real solutions
return array<T> { solutions[0] - k,
solutions[1] - k };

// one triple solution
return array<T> { solutions[0] - k };
}

/* It is an error to reach this point. */


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