AeThex-Engine-Core/engine/thirdparty/msdfgen/core/equation-solver.cpp
MrPiglr 9dddce666d
🚀 AeThex Engine v1.0 - Complete Fork
- Forked from Godot Engine 4.7-dev (MIT License)
- Rebranded to AeThex Engine with cyan/purple theme
- Added AI-powered development assistant module
- Integrated Claude API for code completion & error fixing
- Custom hexagon logo and branding
- Multi-platform CI/CD (Windows, Linux, macOS)
- Built Linux editor binary (151MB)
- Complete source code with all customizations

Tech Stack:
- C++ game engine core
- AI Module: Claude 3.5 Sonnet integration
- Build: SCons, 14K+ source files
- License: MIT (Godot) + Custom (AeThex features)

Ready for Windows build via GitHub Actions!
2026-02-23 05:01:56 +00:00

72 lines
1.8 KiB
C++

#include "equation-solver.h"
#define _USE_MATH_DEFINES
#include <cmath>
namespace msdfgen {
int solveQuadratic(double x[2], double a, double b, double c) {
// a == 0 -> linear equation
if (a == 0 || fabs(b) > 1e12*fabs(a)) {
// a == 0, b == 0 -> no solution
if (b == 0) {
if (c == 0)
return -1; // 0 == 0
return 0;
}
x[0] = -c/b;
return 1;
}
double dscr = b*b-4*a*c;
if (dscr > 0) {
dscr = sqrt(dscr);
x[0] = (-b+dscr)/(2*a);
x[1] = (-b-dscr)/(2*a);
return 2;
} else if (dscr == 0) {
x[0] = -b/(2*a);
return 1;
} else
return 0;
}
static int solveCubicNormed(double x[3], double a, double b, double c) {
double a2 = a*a;
double q = 1/9.*(a2-3*b);
double r = 1/54.*(a*(2*a2-9*b)+27*c);
double r2 = r*r;
double q3 = q*q*q;
a *= 1/3.;
if (r2 < q3) {
double t = r/sqrt(q3);
if (t < -1) t = -1;
if (t > 1) t = 1;
t = acos(t);
q = -2*sqrt(q);
x[0] = q*cos(1/3.*t)-a;
x[1] = q*cos(1/3.*(t+2*M_PI))-a;
x[2] = q*cos(1/3.*(t-2*M_PI))-a;
return 3;
} else {
double u = (r < 0 ? 1 : -1)*pow(fabs(r)+sqrt(r2-q3), 1/3.);
double v = u == 0 ? 0 : q/u;
x[0] = (u+v)-a;
if (u == v || fabs(u-v) < 1e-12*fabs(u+v)) {
x[1] = -.5*(u+v)-a;
return 2;
}
return 1;
}
}
int solveCubic(double x[3], double a, double b, double c, double d) {
if (a != 0) {
double bn = b/a;
if (fabs(bn) < 1e6) // Above this ratio, the numerical error gets larger than if we treated a as zero
return solveCubicNormed(x, bn, c/a, d/a);
}
return solveQuadratic(x, b, c, d);
}
}