- UID
- 7
- 帖子
- 2888
- 精华
- 10
- 积分
- 2836
|
506# xuefeiyang
有啊,不过很难用几何画板完成:
Slope_Apollonian {
; Ron Barnett April 23, 2005
; Implements the mapping algorithm of Susan Chambless
; Implements fBm in the global section using a noise array
; and modification of Damien's fBm code
; Circle perturbations added August 13, 2005
; improved duplicate removal code, November 18, 2005
global:
int w = 0
int h = 0
float Inc = @percentInc*0.01
float wd = Inc*#width
float ht = Inc*#height
int wd2 = round(wd*0.5)
int ht2 = round(ht*0.5)
float count[round(#width*(1+@percentInc*0.01)),round(#height*(1+@percentInc*0.01))]
float agree = 100
float thresh = @scircle/agree
int l = 0
int ir = 0
int si = 0
int sj = 0
bool continue = true
complex rra = 0
float rrb = 0
float c = 0
float ddx = 0
float fx = 0.0
float ffx = 0.0
float xx = 0.0
float fy = 0.0
float ffy = 0.0
int px = 0
int py = 0
float cy = imag(#center)
float cx = real(#center)
float txmax = 4.0/#magn
float tymax = txmax*#height/#width
float xmin = cx - txmax/2
float ymin = cy - tymax/2
int MaxLevel = @level
int level = MaxLevel
complex cs[1000000]
float rad[1000000]
float ang = 2*#pi/3
complex ipi = flip(#pi);
float ar = 0
float br = 0
complex a = 0
complex b = 0
float temp = 0
int ii = 0
int i = 0
int j = 0
int k = 0
int ib = 0
int start = 0
int finish = 0
int lev = 2
float ddx = 0
float ddy = 0
float ddr = 0
int pert = @pert
pert = 11 - pert
float scle2 = 0
float scle = 0
if (@ptype == "None")
scle = 2 + sqrt(3)
scle2 = 1
elseif (@ptype == "Outer Circles")
scle = (2 + sqrt(3))*cos(#pi/(pert+6))
scle2 = (scle-sqrt(3)-1.5)/0.5
else ; distance to origin for base spheres
scle = 2 + sqrt(3)
if pert == 10
scle2 = 1.0041268407
elseif pert == 9
scle2 = 1.0049465720
elseif pert == 8
scle2 = 1.0060422243
elseif pert == 7
scle2 = 1.0075560883
elseif pert == 6
scle2 = 1.0097381547
elseif pert == 5
scle2 = 1.0130643119
elseif pert == 4
scle2 = 1.0185254
elseif pert == 3
scle2 = 1.0286754
elseif pert == 2
scle2 = 1.0515254
elseif pert == 1
scle2 = 1.1277437913
endif
endif
int maxi
float gsum[round(#width*(1+@percentInc*0.01)),round(#height*(1+@percentInc*0.01))]
complex gr = (1,1)
complex gr2 = (0,1) ^ 0.411111111111
float gfreq = 1.0
int gi = 0
complex gp = 0
float gbx0 = 0
float gby0 = 0
float gbx1 = 0
float gby1 = 0
float grx0 = 0
float gry0 = 0
float grx1 = 0
float gry1 = 0
float gb00 = 0
float gb10 = 0
float gb01 = 0
float gb11 = 0
float gg_b00_0 = 0
float gg_b10_0 = 0
float gg_b01_0 = 0
float gg_b11_0 = 0
float gg_b00_1 = 0
float gg_b10_1 = 0
float gg_b01_1 = 0
float gg_b11_1 = 0
float gd = 0.0
float gu1 = 0
float gv1 = 0
float gu2 = 0
float gv2 = 0
float gsx = 0
float gsy = 0
float ga = 0
float gb = 0
complex gpixel=0
complex gp = 0
float fsum = 0
;
while (h < #height+ht)
while (w < #width+wd)
gpixel = w/(#width+wd) + flip(h/(#height+ht))
gp = gpixel * @gnscale * gr + @gnoffset
gi = @giter
gfreq = @gfreq
gsum[w,h] = 0
WHILE (gi > 0)
gbx0 = floor(real(gp)) % 256
gby0 = floor(imag(gp)) % 256
IF (gbx0 < 0)
gbx0 = gbx0 + 256
ENDIF
IF (gby0 < 0)
gby0 = gby0 + 256
ENDIF
gbx1 = (gbx0 + 1) % 256
gby1 = (gby0 + 1) % 256
grx0 = real(gp) - floor(real(gp))
gry0 = imag(gp) - floor(imag(gp))
grx1 = grx0 - 1
gry1 = gry0 - 1
gb00 = (gbx0^2 % 65536 + gby0)^2 % 65536
gb10 = (gbx1^2 % 65536 + gby0)^2 % 65536
gb01 = (gbx0^2 % 65536 + gby1)^2 % 65536
gb11 = (gbx1^2 % 65536 + gby1)^2 % 65536
太长了,超出论坛权限,只截取一段。详见UF |
|