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  * MsltoeSym4Mod  Based on the formula from Mandelbulb3D
10  * @reference http://www.fractalforums.com/theory/choosing-the-squaring-formula-by-location/15/
11  * This formula contains aux.color
12  */
13 
14 #include "all_fractal_definitions.h"
15 
cFractalMsltoeSym4Mod()16 cFractalMsltoeSym4Mod::cFractalMsltoeSym4Mod() : cAbstractFractal()
17 {
18 	nameInComboBox = "Msltoe - Sym4 Mod";
19 	internalName = "msltoe_sym4_mod";
20 	internalID = fractal::msltoeSym4Mod;
21 	DEType = analyticDEType;
22 	DEFunctionType = logarithmicDEFunction;
23 	cpixelAddition = cpixelEnabledByDefault;
24 	defaultBailout = 10.0;
25 	DEAnalyticFunction = analyticFunctionLogarithmic;
26 	coloringFunction = coloringFunctionDefault;
27 }
28 
FormulaCode(CVector4 & z,const sFractal * fractal,sExtendedAux & aux)29 void cFractalMsltoeSym4Mod::FormulaCode(CVector4 &z, const sFractal *fractal, sExtendedAux &aux)
30 {
31 	CVector4 c = aux.const_c;
32 	CVector4 oldZ = z;
33 	aux.DE = aux.DE * 2.0 * aux.r;
34 
35 	if (fabs(z.x) < fabs(z.z) * fractal->transformCommon.constantMultiplier111.x) swap(z.x, z.z);
36 	if (fabs(z.x) < fabs(z.y) * fractal->transformCommon.constantMultiplier111.y) swap(z.x, z.y);
37 	if (fabs(z.y) < fabs(z.z) * fractal->transformCommon.constantMultiplier111.z) swap(z.y, z.z);
38 
39 	if (fractal->foldColor.auxColorEnabledFalse)
40 	{
41 		if (z.x != oldZ.x) aux.color += fractal->mandelbox.color.factor.x;
42 		if (z.y != oldZ.y) aux.color += fractal->mandelbox.color.factor.y;
43 		if (z.z != oldZ.z) aux.color += fractal->mandelbox.color.factor.z;
44 	}
45 	if (z.x * z.z < 0.0) z.z = -z.z;
46 	if (z.x * z.y < 0.0) z.y = -z.y;
47 
48 	z *= fractal->transformCommon.scale3D111;
49 	aux.DE *= z.Length() / aux.r;
50 
51 	CVector4 temp = z;
52 	temp.x = z.x * z.x - z.y * z.y - z.z * z.z;
53 	temp.y = 2.0 * z.x * z.y;
54 	temp.z = 2.0 * z.x * z.z;
55 
56 	z = temp + fractal->transformCommon.additionConstant000;
57 
58 	if (fractal->transformCommon.rotationEnabled)
59 	{
60 		z = fractal->transformCommon.rotationMatrix.RotateVector(z);
61 	}
62 
63 	double lengthTempZ = -z.Length();
64 	// if (lengthTempZ > -1e-21)
65 	//	lengthTempZ = -1e-21;   //  z is neg.)
66 	z *= 1.0 + fractal->transformCommon.offset / lengthTempZ;
67 	z *= fractal->transformCommon.scale1;
68 	aux.DE *= fabs(fractal->transformCommon.scale1);
69 
70 	if (fractal->transformCommon.addCpixelEnabledFalse)
71 	{
72 		CVector4 tempFAB = c;
73 		if (fractal->transformCommon.functionEnabledx) tempFAB.x = fabs(tempFAB.x);
74 		if (fractal->transformCommon.functionEnabledy) tempFAB.y = fabs(tempFAB.y);
75 		if (fractal->transformCommon.functionEnabledz) tempFAB.z = fabs(tempFAB.z);
76 
77 		tempFAB *= fractal->transformCommon.constantMultiplier000;
78 		z.x += sign(z.x) * tempFAB.x;
79 		z.y += sign(z.y) * tempFAB.y;
80 		z.z += sign(z.z) * tempFAB.z;
81 	}
82 }
83