1 /**
2 * Mandelbulber v2, a 3D fractal generator _%}}i*<. ______
3 * Copyright (C) 2020 Mandelbulber Team _>]|=||i=i<, / ____/ __ __
4 * \><||i|=>>%) / / __/ /___/ /_
5 * This file is part of Mandelbulber. )<=i=]=|=i<> / /__ /_ __/_ __/
6 * The project is licensed under GPLv3, -<>>=|><|||` \____/ /_/ /_/
7 * see also COPYING file in this folder. ~+{i%+++
8 *
9 * Menger Smooth
10 * http://www.fractalforums.com/fragmentarium/help-t22583/
11 */
12
13 #include "all_fractal_definitions.h"
14
cFractalMengerSmooth()15 cFractalMengerSmooth::cFractalMengerSmooth() : cAbstractFractal()
16 {
17 nameInComboBox = "Menger - Smooth";
18 internalName = "menger_smooth";
19 internalID = fractal::mengerSmooth;
20 DEType = analyticDEType;
21 DEFunctionType = linearDEFunction;
22 cpixelAddition = cpixelDisabledByDefault;
23 defaultBailout = 10.0;
24 DEAnalyticFunction = analyticFunctionIFS;
25 coloringFunction = coloringFunctionDefault;
26 }
27
FormulaCode(CVector4 & z,const sFractal * fractal,sExtendedAux & aux)28 void cFractalMengerSmooth::FormulaCode(CVector4 &z, const sFractal *fractal, sExtendedAux &aux)
29 {
30 double sc1 = fractal->transformCommon.scale3 - 1.0; // 3 - 1 = 2, 2/3 = 0.6667;
31 double sc2 = sc1 / fractal->transformCommon.scale3; // 8 - 1 = 7, 7/8 = 0.89ish;
32 double OffsetS = fractal->transformCommon.offset0005;
33
34 // the closer to origin the greater the effect of OffsetSQ
35 z =
36 CVector4(sqrt(z.x * z.x + OffsetS), sqrt(z.y * z.y + OffsetS), sqrt(z.z * z.z + OffsetS), z.w);
37
38 double t;
39 CVector4 OffsetC = fractal->transformCommon.offset1105;
40
41 t = z.x - z.y;
42 t = 0.5 * (t - sqrt(t * t + OffsetS));
43 z.x = z.x - t;
44 z.y = z.y + t;
45
46 t = z.x - z.z;
47 t = 0.5 * (t - sqrt(t * t + OffsetS));
48 z.x = z.x - t;
49 z.z = z.z + t;
50
51 t = z.y - z.z;
52 t = 0.5 * (t - sqrt(t * t + OffsetS));
53 z.y = z.y - t;
54 z.z = z.z + t;
55
56 z.z = z.z - OffsetC.z * sc2; // sc2 reduces C.z
57 z.z = -sqrt(z.z * z.z + OffsetS);
58 z.z = z.z + OffsetC.z * sc2;
59
60 z.x = fractal->transformCommon.scale3 * z.x - OffsetC.x * sc1; // sc1 scales up C.x
61 z.y = fractal->transformCommon.scale3 * z.y - OffsetC.y * sc1;
62 z.z = fractal->transformCommon.scale3 * z.z;
63
64 aux.DE *= fractal->transformCommon.scale3;
65
66 if (fractal->transformCommon.rotationEnabled && aux.i >= fractal->transformCommon.startIterationsR
67 && aux.i < fractal->transformCommon.stopIterationsR)
68 {
69 z = fractal->transformCommon.rotationMatrix.RotateVector(z);
70 }
71
72 if (fractal->transformCommon.functionEnabledzFalse)
73 {
74 CVector4 zA = (aux.i == fractal->transformCommon.intA) ? z : CVector4();
75 CVector4 zB = (aux.i == fractal->transformCommon.intB) ? z : CVector4();
76 z = (z * fractal->transformCommon.scale1) + (zA * fractal->transformCommon.offsetA0)
77 + (zB * fractal->transformCommon.offsetB0);
78 aux.DE *= fractal->transformCommon.scale1;
79 }
80 }
81