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Objectcommon:Generic
common:Coloring
common:GradientColoring
Standard:Standard_Triangle
class
Object version of Triangle in Standard.ucl.
Variation on the Triangle Inequality Average coloring method from Kerry
Mitchell. The smoothing used here is based on the Smooth formula, which only
works for z^n+c and derivates.
Originally written by Damien M. Jones
class Standard_Triangle(common.ulb:GradientColoring) {
;
; Object version of Triangle in Standard.ucl.
;
; Variation on the Triangle Inequality Average coloring method from Kerry
; Mitchell. The smoothing used here is based on the Smooth formula, which only
; works for z^n+c and derivates.
;
; Originally written by Damien M. Jones
;
public:
func Init(complex pz, complex ppixel)
GradientColoring.Init(pz, ppixel)
fSum = 0
fSum2 = 0
fAC = cabs(ppixel)
endfunc
func Iterate(complex pz)
GradientColoring.Iterate(pz)
fSum2 = fSum
if m_Iterations > 1
float az2 = cabs(pz - GetPixel())
float lowbound = abs(az2 - fAC)
fSum = fSum + ((cabs(pz) - lowbound) / (az2 + fAC - lowbound))
endif
endfunc
float func ResultIndex(complex pz)
fSum = fSum / m_Iterations
fSum2 = fSum2 / (m_Iterations - 1)
float il = 1 / log(@power)
float lp = log(log(@bailout) / 2)
float f = il * lp - il*log(log(cabs(pz)))
return fSum2 + (fSum - fSum2) * (f + 1)
endfunc
private:
float fAC
float fSum
float fSum2
default:
title = "Triangle Inequality Average"
helpfile = "Uf*.chm"
helptopic = "Html/coloring/standard/triangleinequalityaverage.html"
rating = recommended
param power
caption = "Exponent"
default = 2.0
hint = "This should be set to match the exponent of the \
formula you are using. For Mandelbrot, this is usually 2."
endparam
param bailout
caption = "Bailout"
default = 1e20
min = 1
exponential = true
hint = "This should be set to match the bail-out value in \
the Formula tab. Use a very high value for good results."
endparam
}
| Constructor Summary | |
|---|---|
Standard_Triangle()
|
|
| Method Summary | |
|---|---|
void |
Init(complex pz,
complex ppixel)
Set up for a sequence of values |
void |
Iterate(complex pz)
Process the next value in the sequence |
float |
ResultIndex(complex pz)
Produce a resulting color index after a sequence is finished |
| Methods inherited from class common:GradientColoring |
|---|
IsGradient, IsSolid, Result |
| Methods inherited from class common:Coloring |
|---|
GetPixel |
| Methods inherited from class common:Generic |
|---|
GetParent |
| Methods inherited from class Object |
|---|
|
| Constructor Detail |
|---|
public Standard_Triangle()
| Method Detail |
|---|
public void Init(complex pz,
complex ppixel)
GradientColoringThis function will be called at the beginning of each sequence of values (e.g. at the beginning of each fractal orbit).
Init in class GradientColoringpz - first value for the sequence; for a normal coloring formula, this will be #zppixel - seed value for the sequence; for a normal coloring formula, this will be #pixelpublic void Iterate(complex pz)
GradientColoringAs long as the sequence has not bailed out, this function will be continually called to produce sequence values. Note that such processing generally will not know in advance precisely how long the sequence is, and should be prepared to deal with sequences of arbitrary length.
Your coloring may determine at some point that a solid color should be used rather than an index value.
Iterate in class GradientColoringpz - next value in the sequence; corresponds to #z in a coloring formulapublic float ResultIndex(complex pz)
GradientColoringThis corresponds to the final: section in a coloring formula. Once it is called, no further calls to Iterate() should be made without calling Init() first.
ResultIndex in class GradientColoring
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