use alternate quadratic equation in poor accuracy cases

This commit is contained in:
Quaternions 2023-11-09 18:19:22 -08:00
parent 43e62e8f1d
commit 44540853dd

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@ -11,10 +11,12 @@ pub fn zeroes2(a0:Planar64,a1:Planar64,a2:Planar64) -> Vec<Planar64>{
//start with f64 sqrt
let planar_radicand=Planar64::raw(unsafe{(radicand as f64).sqrt().to_int_unchecked()});
//TODO: one or two newtons
if Planar64::ZERO<a2 {
return vec![(-a1-planar_radicand)/(a2*2),(-a1+planar_radicand)/(a2*2)];
} else {
return vec![(-a1+planar_radicand)/(a2*2),(-a1-planar_radicand)/(a2*2)];
//sort roots ascending and avoid taking the difference of large numbers
match (Planar64::ZERO<a2,Planar64::ZERO<a1){
(true, true )=>vec![(-a1-planar_radicand)/(a2*2),(a0*2)/(-a1-planar_radicand)],
(true, false)=>vec![(a0*2)/(-a1+planar_radicand),(-a1+planar_radicand)/(a2*2)],
(false,true )=>vec![(a0*2)/(-a1-planar_radicand),(-a1-planar_radicand)/(a2*2)],
(false,false)=>vec![(-a1+planar_radicand)/(a2*2),(a0*2)/(-a1+planar_radicand)],
}
} else if radicand==0 {
return vec![a1/(a2*-2)];