void Warp_EPoint (VECTOR TPoint, VECTOR EPoint, TPATTERN *TPat) { VECTOR PTurbulence,RP; int Axis,i,temp_rand; int blockX = 0, blockY = 0, blockZ = 0 ; SNGL BlkNum; DBL Length; DBL Strength; WARP *Warp=TPat->Warps; TURB *Turb; TRANS *Tr; REPEAT *Repeat; BLACK_HOLE *Black_Hole; VECTOR Delta, Center; Assign_Vector(TPoint, EPoint); while (Warp != NULL) { switch(Warp->Warp_Type) { case CLASSIC_TURB_WARP: if ((TPat->Type == MARBLE_PATTERN) || (TPat->Type == NO_PATTERN) || (TPat->Type == WOOD_PATTERN)) { break; } /* If not a special type, fall through to next case */ case EXTRA_TURB_WARP: Turb=(TURB *)Warp; DTurbulence (PTurbulence, TPoint, Turb); TPoint[X] += PTurbulence[X] * Turb->Turbulence[X]; TPoint[Y] += PTurbulence[Y] * Turb->Turbulence[Y]; TPoint[Z] += PTurbulence[Z] * Turb->Turbulence[Z]; break; case NO_WARP: break; case TRANSFORM_WARP: Tr=(TRANS *)Warp; MInvTransPoint(TPoint, TPoint, &(Tr->Trans)); break; case REPEAT_WARP: Repeat=(REPEAT *)Warp; Assign_Vector(RP,TPoint); Axis=Repeat->Axis; BlkNum=(SNGL)floor(TPoint[Axis]/Repeat->Width); RP[Axis]=TPoint[Axis]-BlkNum*Repeat->Width; if (((int)BlkNum) & 1) { VEvaluateEq(RP,Repeat->Flip); if ( Repeat->Flip[Axis] < 0 ) { RP[Axis] = Repeat->Width+RP[Axis]; } } VAddScaledEq(RP,BlkNum,Repeat->Offset); Assign_Vector(TPoint,RP); break; case BLACK_HOLE_WARP: Black_Hole = (BLACK_HOLE *) Warp ; Assign_Vector (Center, Black_Hole->Center) ; if (Black_Hole->Repeat) { /* first, get the block number we're in for each dimension */ /* block numbers are (currently) calculated relative to 0 */ /* we use floor () since it correctly returns -1 for the first block below 0 in each axis */ /* one final point - we could run into overflow problems if the repeat vector was small and the scene very large. */ if (Black_Hole->Repeat_Vector [X] >= Small_Tolerance) blockX = (int) floor (TPoint [X] / Black_Hole->Repeat_Vector [X]) ; if (Black_Hole->Repeat_Vector [Y] >= Small_Tolerance) blockY = (int) floor (TPoint [Y] / Black_Hole->Repeat_Vector [Y]) ; if (Black_Hole->Repeat_Vector [Z] >= Small_Tolerance) blockZ = (int) floor (TPoint [Z] / Black_Hole->Repeat_Vector [Z]) ; if (Black_Hole->Uncertain) { /* if the position is uncertain calculate the new one first */ /* this will allow the same numbers to be returned by frand */ temp_rand = POV_GET_OLD_RAND(); /*protect seed*/ POV_SRAND (Hash3d (blockX, blockY, blockZ)) ; Center [X] += FRAND () * Black_Hole->Uncertainty_Vector [X] ; Center [Y] += FRAND () * Black_Hole->Uncertainty_Vector [Y] ; Center [Z] += FRAND () * Black_Hole->Uncertainty_Vector [Z] ; POV_SRAND (temp_rand) ; /*restore*/ } Center [X] += Black_Hole->Repeat_Vector [X] * blockX ; Center [Y] += Black_Hole->Repeat_Vector [Y] * blockY ; Center [Z] += Black_Hole->Repeat_Vector [Z] * blockZ ; } VSub (Delta, TPoint, Center) ; VLength (Length, Delta) ; /* Length is the distance from the centre of the black hole */ if (Length >= Black_Hole->Radius) break ; if (Black_Hole->Type == 0) { /* now convert the length to a proportion (0 to 1) that the point is from the edge of the black hole. a point on the perimeter of the black hole will be 0.0 ; a point at the centre will be 1.0 ; a point exactly halfway will be 0.5, and so forth. */ Length = (Black_Hole->Radius - Length) / Black_Hole->Radius ; /* Strength is the magnitude of the transformation effect. firstly, apply the Power variable to Length. this is meant to provide a means of controlling how fast the power of the Black Hole falls off from its centre. if Power is 2.0, then the effect is inverse square. increasing power will cause the Black Hole to be a lot weaker in its effect towards its perimeter. finally we multiply Strength with the Black Hole's Strength variable. if the resultant value exceeds 1.0 we clip it to 1.0. this means a point will never be transformed by more than its original distance from the centre. the result of this clipping is that you will have an 'exclusion' area near the centre of the black hole where all points whose final value exceeded or equalled 1.0 were moved by a fixed amount. this only happens if the Strength value of the Black Hole was greater than one. */ Strength = pow (Length, Black_Hole->Power) * Black_Hole->Strength ; if (Strength > 1.0) Strength = 1.0 ; /* if the Black Hole is inverted, it gives the impression of 'push- ing' the pattern away from its centre. otherwise it sucks. */ VScaleEq (Delta, Black_Hole->Inverted ? -Strength : Strength) ; /* add the scaled Delta to the input point to end up with TPoint. */ VAddEq (TPoint, Delta) ; } break; /* 10/23/1998 Talious added SPherical Cylindrical and toroidal warps */ case CYLINDRICAL_WARP: warp_cylindrical(TPoint, (CYLW *)Warp); break; case PLANAR_WARP: warp_planar(TPoint, (PLANARW *)Warp); break; case SPHERICAL_WARP: warp_spherical(TPoint, (SPHEREW *)Warp); break; case TOROIDAL_WARP: warp_toroidal(TPoint, (TOROIDAL *) Warp); break; default: Error("Warp type %d not yet implemented",Warp->Warp_Type); } Warp=Warp->Next_Warp; } for (i=X; i<=Z; i++) if (TPoint[i] > COORDINATE_LIMIT) TPoint[i]= COORDINATE_LIMIT; else if (TPoint[i] < -COORDINATE_LIMIT) TPoint[i] = -COORDINATE_LIMIT; }
/** * Vector-valued "Noise" */ void bn_noise_vec(fastf_t *point, fastf_t *result) { register int jx, jy, jz; int ix, iy, iz; /* lower integer lattice point */ double x, y, z; /* corrected point */ double px, py, pz, s; double sx, sy, sz, tx, ty, tz; short m; point_t p, f; int ip[3]; if ( ! ht.hashTableValid ) bn_noise_init(); /* sets: * x, y, z to range [0..maxval], * ix, iy, iz to integer portion, * fx, fy, fz to fractional portion */ filter_args( point, p, f, ip); ix = ip[X]; iy = ip[Y]; iz = ip[Z]; x = p[X]; y = p[Y]; z = p[Z]; jx = ix+1; jy = iy + 1; jz = iz + 1; sx = SMOOTHSTEP(x - ix); sy = SMOOTHSTEP(y - iy); sz = SMOOTHSTEP(z - iz); /* the complement values of sx, sy, sz */ tx = 1.0 - sx; ty = 1.0 - sy; tz = 1.0 - sz; /* * interpolate! */ m = Hash3d( ix, iy, iz ) & 0xFF; px = x-ix; py = y-iy; pz = z-iz; s = tx*ty*tz; result[0] = INCRSUM(m, s, px, py, pz); result[1] = INCRSUM(m+4, s, px, py, pz); result[2] = INCRSUM(m+8, s, px, py, pz); m = Hash3d( jx, iy, iz ) & 0xFF; px = x-jx; s = sx*ty*tz; result[0] += INCRSUM(m, s, px, py, pz); result[1] += INCRSUM(m+4, s, px, py, pz); result[2] += INCRSUM(m+8, s, px, py, pz); m = Hash3d( jx, jy, iz ) & 0xFF; py = y-jy; s = sx*sy*tz; result[0] += INCRSUM(m, s, px, py, pz); result[1] += INCRSUM(m+4, s, px, py, pz); result[2] += INCRSUM(m+8, s, px, py, pz); m = Hash3d( ix, jy, iz ) & 0xFF; px = x-ix; s = tx*sy*tz; result[0] += INCRSUM(m, s, px, py, pz); result[1] += INCRSUM(m+4, s, px, py, pz); result[2] += INCRSUM(m+8, s, px, py, pz); m = Hash3d( ix, jy, jz ) & 0xFF; pz = z-jz; s = tx*sy*sz; result[0] += INCRSUM(m, s, px, py, pz); result[1] += INCRSUM(m+4, s, px, py, pz); result[2] += INCRSUM(m+8, s, px, py, pz); m = Hash3d( jx, jy, jz ) & 0xFF; px = x-jx; s = sx*sy*sz; result[0] += INCRSUM(m, s, px, py, pz); result[1] += INCRSUM(m+4, s, px, py, pz); result[2] += INCRSUM(m+8, s, px, py, pz); m = Hash3d( jx, iy, jz ) & 0xFF; py = y-iy; s = sx*ty*sz; result[0] += INCRSUM(m, s, px, py, pz); result[1] += INCRSUM(m+4, s, px, py, pz); result[2] += INCRSUM(m+8, s, px, py, pz); m = Hash3d( ix, iy, jz ) & 0xFF; px = x-ix; s = tx*ty*sz; result[0] += INCRSUM(m, s, px, py, pz); result[1] += INCRSUM(m+4, s, px, py, pz); result[2] += INCRSUM(m+8, s, px, py, pz); }
/** *@brief * Robert Skinner's Perlin-style "Noise" function * * Results are in the range [-0.5 .. 0.5]. Unlike many implementations, * this function provides random noise at the integer lattice values. * However this produces much poorer quality and should be avoided if * possible. * * The power distribution of the result has no particular shape, though it * isn't as flat as the literature would have one believe. */ double bn_noise_perlin(fastf_t *point) { register int jx, jy, jz; int ix, iy, iz; /* lower integer lattice point */ double x, y, z; /* corrected point */ double fx, fy, fz; /* distance above integer lattice point */ double sx, sy, sz, tx, ty, tz; double sum; short m; point_t p, f; int ip[3]; if (!ht.hashTableValid) bn_noise_init(); else { /* CK_HT(); */ } /* IS: const fastf_t *, point_t, point_t, int[3] */ /* NE: fastf_t *, fastf_t *, fastf_t *, int * */ filter_args( point, p, f, ip); ix = ip[X]; iy = ip[Y]; iz = ip[Z]; fx = f[X]; fy = f[Y]; fz = f[Z]; x = p[X]; y = p[Y]; z = p[Z]; jx = ix + 1; /* (jx, jy, jz) = integer lattice point above (ix, iy, iz) */ jy = iy + 1; jz = iz + 1; sx = SMOOTHSTEP(fx); sy = SMOOTHSTEP(fy); sz = SMOOTHSTEP(fz); /* the complement values of sx, sy, sz */ tx = 1.0 - sx; ty = 1.0 - sy; tz = 1.0 - sz; /* * interpolate! */ /* get a repeatable random # 0..4096 & 0xFF*/ m = Hash3d( ix, iy, iz ) & 0xFF; sum = INCRSUM(m, (tx*ty*tz), (x-ix), (y-iy), (z-iz)); m = Hash3d( jx, iy, iz ) & 0xFF; sum += INCRSUM(m, (sx*ty*tz), (x-jx), (y-iy), (z-iz)); m = Hash3d( ix, jy, iz ) & 0xFF; sum += INCRSUM(m, (tx*sy*tz), (x-ix), (y-jy), (z-iz)); m = Hash3d( jx, jy, iz ) & 0xFF; sum += INCRSUM(m, (sx*sy*tz), (x-jx), (y-jy), (z-iz)); m = Hash3d( ix, iy, jz ) & 0xFF; sum += INCRSUM(m, (tx*ty*sz), (x-ix), (y-iy), (z-jz)); m = Hash3d( jx, iy, jz ) & 0xFF; sum += INCRSUM(m, (sx*ty*sz), (x-jx), (y-iy), (z-jz)); m = Hash3d( ix, jy, jz ) & 0xFF; sum += INCRSUM(m, (tx*sy*sz), (x-ix), (y-jy), (z-jz)); m = Hash3d( jx, jy, jz ) & 0xFF; sum += INCRSUM(m, (sx*sy*sz), (x-jx), (y-jy), (z-jz)); return sum; }
bool BlackHoleWarp::WarpPoint(Vector3d& TPoint) const { Vector3d C = Center; if (Repeat) { int blockX = 0, blockY = 0, blockZ = 0; /* first, get the block number we're in for each dimension */ /* block numbers are (currently) calculated relative to 0 */ /* we use floor () since it correctly returns -1 for the first block below 0 in each axis */ /* one final point - we could run into overflow problems if the repeat vector was small and the scene very large. */ if (Repeat_Vector[X] >= EPSILON) blockX = (int) floor (TPoint[X] / Repeat_Vector[X]); if (Repeat_Vector[Y] >= EPSILON) blockY = (int) floor (TPoint[Y] / Repeat_Vector[Y]); if (Repeat_Vector[Z] >= EPSILON) blockZ = (int) floor (TPoint[Z] / Repeat_Vector[Z]); if (Uncertain) { /* if the position is uncertain calculate the new one first */ /* this will allow the same numbers to be returned by frand */ int seed = Hash3d (blockX, blockY, blockZ); C[X] += WarpRands(seed) * Uncertainty_Vector[X]; C[Y] += WarpRands(seed + 1) * Uncertainty_Vector[Y]; C[Z] += WarpRands(seed + 2) * Uncertainty_Vector[Z]; } C[X] += Repeat_Vector[X] * blockX; C[Y] += Repeat_Vector[Y] * blockY; C[Z] += Repeat_Vector[Z] * blockZ; } Vector3d Delta = TPoint - C; DBL Length = Delta.length(); /* Length is the distance from the centre of the black hole */ if (Length >= Radius) return true; if (Type == 0) { /* now convert the length to a proportion (0 to 1) that the point is from the edge of the black hole. a point on the perimeter of the black hole will be 0.0; a point at the centre will be 1.0; a point exactly halfway will be 0.5, and so forth. */ Length = (Radius - Length) / Radius; /* Strength is the magnitude of the transformation effect. firstly, apply the Power variable to Length. this is meant to provide a means of controlling how fast the power of the Black Hole falls off from its centre. if Power is 2.0, then the effect is inverse square. increasing power will cause the Black Hole to be a lot weaker in its effect towards its perimeter. finally we multiply Strength with the Black Hole's Strength variable. if the resultant value exceeds 1.0 we clip it to 1.0. this means a point will never be transformed by more than its original distance from the centre. the result of this clipping is that you will have an 'exclusion' area near the centre of the black hole where all points whose final value exceeded or equalled 1.0 were moved by a fixed amount. this only happens if the Strength value of the Black Hole was greater than one. */ DBL S = pow (Length, Power) * Strength; if (S > 1.0) S = 1.0; /* if the Black Hole is inverted, it gives the impression of 'push- ing' the pattern away from its centre. otherwise it sucks. */ Delta *= (Inverted ? -S : S); /* add the scaled Delta to the input point to end up with TPoint. */ TPoint += Delta; } return true; }
/************* * DESCRIPTION: Vector-valued noise function * INPUT: v noise position * r result vector * OUTPUT: none *************/ void DNoise(VECTOR *v, VECTOR *r, short *hashTable) { int ix, iy, iz, jx, jy, jz; float x, y, z; float px, py, pz, s; float sx, sy, sz, tx, ty, tz; short m; float tytz,sxsy,tysz,txsy; float *incrsum_tmp; /* ensures the values are positive. */ x = v->x - MINX; y = v->y - MINY; z = v->z - MINZ; /* its equivalent integer lattice point. */ ix = (int)floor(x); iy = (int)floor(y); iz = (int)floor(z); jx = ix + 1; jy = iy + 1; jz = iz + 1; sx = SCURVE(x - ix); sy = SCURVE(y - iy); sz = SCURVE(z - iz); /* the complement values of sx,sy,sz */ tx = 1.f - sx; ty = 1.f - sy; tz = 1.f - sz; tytz = ty*tz; sxsy = sx*sy; tysz = ty*sz; txsy = tx*sy; /* * interpolate! */ m = Hash3d( ix, iy, iz ) & 0xFF; px = x-ix; py = y-iy; pz = z-iz; s = tx*tytz; INCRSUM(r->x=, m, s,px,py,pz); INCRSUM(r->y=, m+4,s,px,py,pz); INCRSUM(r->z=, m+8,s,px,py,pz); m = Hash3d( jx, iy, iz ) & 0xFF; px = x-jx; s = sx*tytz; INCRSUM(r->x+=, m, s,px,py,pz); INCRSUM(r->y+=, m+4,s,px,py,pz); INCRSUM(r->z+=, m+8,s,px,py,pz); m = Hash3d( jx, jy, iz ) & 0xFF; py = y-jy; s = sxsy*tz; INCRSUM(r->x+=, m, s,px,py,pz); INCRSUM(r->y+=, m+4,s,px,py,pz); INCRSUM(r->z+=, m+8,s,px,py,pz); m = Hash3d( ix, jy, iz ) & 0xFF; px = x-ix; s = txsy*tz; INCRSUM(r->x+=, m, s,px,py,pz); INCRSUM(r->y+=, m+4,s,px,py,pz); INCRSUM(r->z+=, m+8,s,px,py,pz); m = Hash3d( ix, jy, jz ) & 0xFF; pz = z-jz; s = txsy*sz; INCRSUM(r->x+=, m, s,px,py,pz); INCRSUM(r->y+=, m+4,s,px,py,pz); INCRSUM(r->z+=, m+8,s,px,py,pz); m = Hash3d( jx, jy, jz ) & 0xFF; px = x-jx; s = sxsy*sz; INCRSUM(r->x+=, m, s,px,py,pz); INCRSUM(r->y+=, m+4,s,px,py,pz); INCRSUM(r->z+=, m+8,s,px,py,pz); m = Hash3d( jx, iy, jz ) & 0xFF; py = y-iy; s = sx*tysz; INCRSUM(r->x+=, m, s,px,py,pz); INCRSUM(r->y+=, m+4,s,px,py,pz); INCRSUM(r->z+=, m+8,s,px,py,pz); m = Hash3d( ix, iy, jz ) & 0xFF; px = x-ix; s = tx*tysz; INCRSUM(r->x+=, m, s,px,py,pz); INCRSUM(r->y+=, m+4,s,px,py,pz); INCRSUM(r->z+=, m+8,s,px,py,pz); }
/************* * DESCRIPTION: Noise function * INPUT: v noise position * OUTPUT: noise *************/ float Noise(VECTOR *v, short *hashTable) { int ix, iy, iz, jx, jy, jz; float x, y, z; float sx, sy, sz, tx, ty, tz; float sum,sum1,sum2, sumj,sumj1,sumj2, res; short m; float t,s,ts1,ts2; float *incrsum_tmp; /* ensures the values are positive. */ x = v->x - MINX; y = v->y - MINY; z = v->z - MINZ; /* its equivalent integer lattice point. */ ix = (int)floor(x); iy = (int)floor(y); iz = (int)floor(z); jx = ix + 1; jy = iy + 1; jz = iz + 1; sum = x - ix; sumj = x - jx; sx = SCURVE(sum); sum1 = y - iy; sumj1 = y - jy; sy = SCURVE(sum1); sum2 = z - iz; sumj2 = z - jz; sz = SCURVE(sum2); /* the complement values of sx,sy,sz */ tx = 1.f - sx; ty = 1.f - sy; tz = 1.f - sz; t = ty*tz; s = sx*sy; ts1 = ty*sz; ts2 = tx*sy; m = Hash3d( ix, iy, iz ) & 0xFF; INCRSUM(res= , m, (tx*t), sum, sum1, sum2); m = Hash3d( jx, iy, iz ) & 0xFF; INCRSUM(res+=, m, (sx*t), sumj, sum1, sum2); m = Hash3d( ix, jy, iz ) & 0xFF; INCRSUM(res+=, m, (ts2*tz), sum, sumj1, sum2); m = Hash3d( jx, jy, iz ) & 0xFF; INCRSUM(res+=, m, (s*tz), sumj, sumj1, sum2); m = Hash3d( ix, iy, jz ) & 0xFF; INCRSUM(res+=, m, (tx*ts1), sum, sum1, sumj2); m = Hash3d( jx, iy, jz ) & 0xFF; INCRSUM(res+=, m, (sx*ts1), sumj, sum1, sumj2); m = Hash3d( ix, jy, jz ) & 0xFF; INCRSUM(res+=, m, (ts2*sz), sum, sumj1, sumj2); m = Hash3d( jx, jy, jz ) & 0xFF; INCRSUM(res+=, m, (s*sz), sumj, sumj1, sumj2); return res; }