void MultiContainerBlock3D::allocateBlocks() 
{
    for (pluint iBlock=0; iBlock<this->getLocalInfo().getBlocks().size(); ++iBlock)
    {
        plint blockId = this->getLocalInfo().getBlocks()[iBlock];
        SmartBulk3D bulk(this->getMultiBlockManagement(), blockId);
        Box3D envelope = bulk.computeEnvelope();
        AtomicContainerBlock3D* newBlock =
            new AtomicContainerBlock3D (
                    envelope.getNx(), envelope.getNy(), envelope.getNz() );
        newBlock -> setLocation(Dot3D(envelope.x0, envelope.y0, envelope.z0));
        blocks[blockId] = newBlock;
    }
}
Esempio n. 2
0
double Noise3D(double xin, double yin,double zin)
{
    double n0, n1, n2, n3; // Noise contributions from the four corners
    
    // Skew the input space to determine which simplex cell we're in
    double F3 = 1.0/3.0;
    double s = (xin+yin+zin)*F3; // Very nice and simple skew factor for 3D
    int i = floor(xin+s);
    int j = floor(yin+s);
    int k = floor(zin+s);
    
    double G3 = 1.0/6.0; // Very nice and simple unskew factor, too
    double t = (i+j+k)*G3;
    
    double X0 = i-t; // Unskew the cell origin back to (x,y,z) space
    double Y0 = j-t;
    double Z0 = k-t;
    
    double x0 = xin-X0; // The x,y,z distances from the cell origin
    double y0 = yin-Y0;
    double z0 = zin-Z0;
    
    // For the 3D case, the simplex shape is a slightly irregular tetrahedron.
    // Determine which simplex we are in.
    int i1, j1, k1; // Offsets for second corner of simplex in (i,j,k) coords
    int i2, j2, k2; // Offsets for third corner of simplex in (i,j,k) coords
    
    if (x0>=y0){
        if (y0>=z0){
            i1=1; j1=0; k1=0; i2=1; j2=1; k2=0; // X Y Z order
        }
        else if (x0>=z0){
            i1=1; j1=0; k1=0; i2=1; j2=0; k2=1; // X Z Y order
        }
        else{
            i1=0; j1=0; k1=1; i2=1; j2=0; k2=1;  // Z X Y order
        }
    }
    else{ // x0<y0
        if (y0<z0){
            i1=0; j1=0; k1=1; i2=0; j2=1; k2=1; // Z Y X order
        }
        else if (x0<z0){
            i1=0; j1=1; k1=0; i2=0; j2=1; k2=1; // Y Z X order
        }
        else{ 
            i1=0; j1=1; k1=0; i2=1; j2=1; k2=0; // Y X Z order
        }
    }
    
    // A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in (x,y,z),
    // a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z), and
    // a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where
    // c = 1/6.
    
    double x1 = x0 - i1 + G3; // Offsets for second corner in (x,y,z) coords
    double y1 = y0 - j1 + G3;
    double z1 = z0 - k1 + G3;
    
    double x2 = x0 - i2 + 2.0*G3; // Offsets for third corner in (x,y,z) coords
    double y2 = y0 - j2 + 2.0*G3;
    double z2 = z0 - k2 + 2.0*G3;
    
    double x3 = x0 - 1.0 + 3.0*G3; // Offsets for last corner in (x,y,z) coords
    double y3 = y0 - 1.0 + 3.0*G3;
    double z3 = z0 - 1.0 + 3.0*G3;
    
    // Work out the hashed gradient indices of the four simplex corners
    int ii = i & 255;
    int jj = j & 255;
    int kk = k & 255;
    
    int gi0 = perm[ii+perm[jj+perm[kk]]] % 12;
    int gi1 = perm[ii+i1+perm[jj+j1+perm[kk+k1]]] % 12;
    int gi2 = perm[ii+i2+perm[jj+j2+perm[kk+k2]]] % 12;
    int gi3 = perm[ii+1+perm[jj+1+perm[kk+1]]] % 12;
    
    // Calculate the contribution from the four corners
    double t0 = 0.5 - x0*x0 - y0*y0 - z0*z0;
    
    if (t0<0){
        n0 = 0.0;
    }
    else {
        t0 = t0*t0;
        n0 = t0 * t0 * Dot3D(gradients3d[gi0], x0, y0, z0);
    }
    
    double t1 = 0.5 - x1*x1 - y1*y1 - z1*z1;
    
    if (t1<0){ 
        n1 = 0.0;
    }
    else{
        t1 = t1*t1;
        n1 = t1 * t1 * Dot3D(gradients3d[gi1], x1, y1, z1);
    }
    
    double t2 = 0.5 - x2*x2 - y2*y2 - z2*z2;
    
    if (t2<0){
        n2 = 0.0;
    }
    else{
        t2 = t2*t2;
        n2 = t2 * t2 * Dot3D(gradients3d[gi2], x2, y2, z2);
    }
    
    double t3 = 0.5 - x3*x3 - y3*y3 - z3*z3;
    
    if (t3<0){
        n3 = 0.0;
    }
    else{
        t3 = t3*t3;
        n3 = t3 * t3 * Dot3D(gradients3d[gi3], x3, y3, z3);
    }
    
    
    // Add contributions from each corner to get the final noise value.
    // The result is scaled to stay just inside [-1,1]
    double retval = 32.0*(n0 + n1 + n2 + n3);
    
    return retval;
}
Esempio n. 3
0
Dot3D computeRelativeDisplacement(AtomicBlock3D const& block1, AtomicBlock3D const& block2) {
    return Dot3D(block1.getLocation().x-block2.getLocation().x,
                 block1.getLocation().y-block2.getLocation().y,
                 block1.getLocation().z-block2.getLocation().z);
}