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greg |
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/* Copyright (c) 1988 Regents of the University of California */ |
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#ifndef lint |
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static char SCCSid[] = "$SunId$ LBL"; |
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#endif |
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/* |
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* noise3.c - noise functions for random textures. |
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* |
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* Credit for the smooth algorithm goes to Ken Perlin. |
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* (ref. SIGGRAPH Vol 19, No 3, pp 287-96) |
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* |
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* 4/15/86 |
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* 5/19/88 Added fractal noise function |
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*/ |
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#define A 0 |
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#define B 1 |
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#define C 2 |
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#define D 3 |
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#define rand3a(x,y,z) frand(67*(x)+59*(y)+71*(z)) |
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#define rand3b(x,y,z) frand(73*(x)+79*(y)+83*(z)) |
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#define rand3c(x,y,z) frand(89*(x)+97*(y)+101*(z)) |
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#define rand3d(x,y,z) frand(103*(x)+107*(y)+109*(z)) |
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#define hermite(p0,p1,r0,r1,t) ( p0*((2.0*t-3.0)*t*t+1.0) + \ |
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p1*(-2.0*t+3.0)*t*t + \ |
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r0*((t-2.0)*t+1.0)*t + \ |
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r1*(t-1.0)*t*t ) |
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double *noise3(), noise3coef(), argument(), frand(); |
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static long xlim[3][2]; |
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static double xarg[3]; |
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greg |
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#define EPSILON .0001 /* error allowed in fractal */ |
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greg |
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#define frand3(x,y,z) frand((long)((12.38*(x)-22.30*(y)-42.63*(z))/EPSILON)) |
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double fnoise3(); |
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double |
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l_noise3() /* compute 3-dimensional noise function */ |
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{ |
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return(noise3coef(D)); |
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} |
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double |
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l_noise3a() /* compute x slope of noise function */ |
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{ |
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return(noise3coef(A)); |
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} |
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double |
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l_noise3b() /* compute y slope of noise function */ |
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{ |
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return(noise3coef(B)); |
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} |
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double |
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l_noise3c() /* compute z slope of noise function */ |
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{ |
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return(noise3coef(C)); |
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} |
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double |
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l_fnoise3() /* compute fractal noise function */ |
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{ |
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double x[3]; |
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x[0] = argument(1); |
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x[1] = argument(2); |
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x[2] = argument(3); |
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return(fnoise3(x)); |
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} |
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static double |
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noise3coef(coef) /* return coefficient of noise function */ |
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int coef; |
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{ |
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double x[3]; |
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x[0] = argument(1); |
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x[1] = argument(2); |
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x[2] = argument(3); |
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return(noise3(x)[coef]); |
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} |
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double * |
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noise3(xnew) /* compute the noise function */ |
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register double xnew[3]; |
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{ |
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extern double floor(); |
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static double x[3] = {-100000.0, -100000.0, -100000.0}; |
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static double f[4]; |
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if (x[0]==xnew[0] && x[1]==xnew[1] && x[2]==xnew[2]) |
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return(f); |
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x[0] = xnew[0]; x[1] = xnew[1]; x[2] = xnew[2]; |
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xlim[0][0] = floor(x[0]); xlim[0][1] = xlim[0][0] + 1; |
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xlim[1][0] = floor(x[1]); xlim[1][1] = xlim[1][0] + 1; |
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xlim[2][0] = floor(x[2]); xlim[2][1] = xlim[2][0] + 1; |
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xarg[0] = x[0] - xlim[0][0]; |
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xarg[1] = x[1] - xlim[1][0]; |
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xarg[2] = x[2] - xlim[2][0]; |
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interpolate(f, 0, 3); |
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return(f); |
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} |
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static |
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interpolate(f, i, n) |
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double f[4]; |
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register int i, n; |
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{ |
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double f0[4], f1[4]; |
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if (n == 0) { |
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f[A] = rand3a(xlim[0][i&1],xlim[1][i>>1&1],xlim[2][i>>2]); |
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f[B] = rand3b(xlim[0][i&1],xlim[1][i>>1&1],xlim[2][i>>2]); |
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f[C] = rand3c(xlim[0][i&1],xlim[1][i>>1&1],xlim[2][i>>2]); |
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f[D] = rand3d(xlim[0][i&1],xlim[1][i>>1&1],xlim[2][i>>2]); |
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} else { |
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n--; |
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interpolate(f0, i, n); |
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interpolate(f1, i | 1<<n, n); |
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f[A] = (1.0-xarg[n])*f0[A] + xarg[n]*f1[A]; |
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f[B] = (1.0-xarg[n])*f0[B] + xarg[n]*f1[B]; |
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f[C] = (1.0-xarg[n])*f0[C] + xarg[n]*f1[C]; |
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f[D] = hermite(f0[D], f1[D], f0[n], f1[n], xarg[n]); |
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} |
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} |
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double |
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frand(s) /* get random number from seed */ |
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register long s; |
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{ |
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s = s<<13 ^ s; |
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return(1.0-((s*(s*s*15731+789221)+1376312589)&0x7fffffff)/1073741824.0); |
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} |
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double |
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l_hermite() /* library call for hermite interpolation */ |
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{ |
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double t; |
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t = argument(5); |
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return( hermite(argument(1), argument(2), |
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argument(3), argument(4), t) ); |
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} |
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double |
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fnoise3(p) /* compute fractal noise function */ |
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register double p[3]; |
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{ |
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double floor(); |
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double v[3], beg[3], fval[8], s, fc; |
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int closing, branch; |
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register int i, j; |
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/* get starting cube */ |
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for (i = 0; i < 3; i++) |
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beg[i] = floor(p[i]); |
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for (j = 0; j < 8; j++) { |
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for (i = 0; i < 3; i++) { |
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v[i] = beg[i]; |
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if (j & 1<<i) |
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v[i] += 1.0; |
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} |
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fval[j] = frand3(v[0],v[1],v[2]); |
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} |
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s = 1.0; |
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/* compute fractal */ |
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for ( ; ; ) { |
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s *= 0.5; |
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branch = 0; |
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closing = 0; |
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for (i = 0; i < 3; i++) { /* do center */ |
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v[i] = beg[i] + s; |
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if (p[i] > v[i]) { |
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branch |= 1<<i; |
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if (p[i] - v[i] > EPSILON) |
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closing++; |
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} else if (v[i] - p[i] > EPSILON) |
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closing++; |
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} |
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fc = 0.0; |
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for (j = 0; j < 8; j++) |
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fc += fval[j]; |
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fc = 0.125*fc + s*frand3(v[0],v[1],v[2]); |
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if (closing == 0) |
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return(fc); /* close enough */ |
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fval[~branch & 7] = fc; |
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for (i = 0; i < 3; i++) { /* do faces */ |
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if (branch & 1<<i) |
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v[i] += s; |
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else |
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v[i] -= s; |
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fc = 0.0; |
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for (j = 0; j < 8; j++) |
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if (~(j^branch) & 1<<i) |
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fc += fval[j]; |
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fc = 0.25*fc + s*frand3(v[0],v[1],v[2]); |
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fval[~(branch^1<<i) & 7] = fc; |
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v[i] = beg[i] + s; |
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} |
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for (i = 0; i < 3; i++) { /* do edges */ |
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j = (i+1)%3; |
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if (branch & 1<<j) |
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v[j] += s; |
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else |
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v[j] -= s; |
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j = (i+2)%3; |
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if (branch & 1<<j) |
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v[j] += s; |
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else |
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v[j] -= s; |
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fc = fval[branch & ~(1<<i)]; |
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fc += fval[branch | 1<<i]; |
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fc = 0.5*fc + s*frand3(v[0],v[1],v[2]); |
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fval[branch^1<<i] = fc; |
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j = (i+1)%3; |
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v[j] = beg[j] + s; |
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j = (i+2)%3; |
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v[j] = beg[j] + s; |
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} |
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for (i = 0; i < 3; i++) /* new cube */ |
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if (branch & 1<<i) |
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beg[i] += s; |
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} |
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} |