24#include <gsl/gsl_math.h>
25#include <gsl/gsl_complex.h>
26#include <gsl/gsl_poly.h>
28#define SWAP(a,b) do { double tmp = b ; b = a ; a = tmp ; } while(0)
32 gsl_complex *z0, gsl_complex *z1,
35 double q = (
a *
a - 3 *
b);
36 double r = (2 *
a *
a *
a - 9 *
a *
b + 27 *
c);
41 double Q3 =
Q *
Q *
Q;
49 GSL_REAL (*z0) = -
a / 3;
51 GSL_REAL (*z1) = -
a / 3;
53 GSL_REAL (*z2) = -
a / 3;
66 double sqrtQ =
sqrt (
Q);
70 GSL_REAL (*z0) = -2 * sqrtQ -
a / 3;
72 GSL_REAL (*z1) = sqrtQ -
a / 3;
74 GSL_REAL (*z2) = sqrtQ -
a / 3;
79 GSL_REAL (*z0) = -sqrtQ -
a / 3;
81 GSL_REAL (*z1) = -sqrtQ -
a / 3;
83 GSL_REAL (*z2) = 2 * sqrtQ -
a / 3;
90 double sqrtQ =
sqrt (
Q);
91 double sqrtQ3 = sqrtQ * sqrtQ * sqrtQ;
92 double ctheta =
R / sqrtQ3;
96 else if ( ctheta < 1.0)
97 theta =
acos (
R / sqrtQ3);
99 double norm = -2 * sqrtQ;
100 double r0 = norm *
cos (theta / 3) -
a / 3;
101 double r1 = norm *
cos ((theta + 2.0 *
M_PI) / 3) -
a / 3;
102 double r2 = norm *
cos ((theta - 2.0 *
M_PI) / 3) -
a / 3;
130 double sgnR = (
R >= 0 ? 1 : -1);
136 GSL_REAL (*z0) =
A +
B -
a / 3;
139 GSL_REAL (*z1) = -0.5 * (
A +
B) -
a / 3;
140 GSL_IMAG (*z1) = -(
sqrt (3.0) / 2.0) *
fabs(
A -
B);
142 GSL_REAL (*z2) = -0.5 * (
A +
B) -
a / 3;
143 GSL_IMAG (*z2) = (
sqrt (3.0) / 2.0) *
fabs(
A -
B);
147 GSL_REAL (*z0) = -0.5 * (
A +
B) -
a / 3;
148 GSL_IMAG (*z0) = -(
sqrt (3.0) / 2.0) *
fabs(
A -
B);
150 GSL_REAL (*z1) = -0.5 * (
A +
B) -
a / 3;
151 GSL_IMAG (*z1) = (
sqrt (3.0) / 2.0) *
fabs(
A -
B);
153 GSL_REAL (*z2) =
A +
B -
a / 3;
#define R(a, b, c, d, e, f, g, h, i)
double pow(double, double)
VecExpr< UnaryOp< Fabs< T >, VecExpr< A, T, D >, T >, T, D > fabs(const VecExpr< A, T, D > &rhs)
#define R2(v, w, x, y, z, i)
int gsl_poly_complex_solve_cubic(double a, double b, double c, gsl_complex *z0, gsl_complex *z1, gsl_complex *z2)