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; } }
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; }
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); }