40inline double clamp(
double x,
double lo,
double hi) {
return x < lo ? lo : x > hi ? hi :
x; }
41inline double round(
double x) {
return x < 0 ? ceil(
x - 0.5) : floor(
x + 0.5); }
42inline double max(
double x,
double y) {
return x >
y ?
x :
y; }
43inline double min(
double x,
double y) {
return x <
y ?
x :
y; }
46inline double invert(
double x) {
return 1 -
x; }
47double compress(
double x,
double lo,
double hi);
48double expand(
double x,
double lo,
double hi);
49double fit(
double x,
double a1,
double b1,
double a2,
double b2);
50double gamma(
double x,
double g);
51double bias(
double x,
double b);
57double remap(
double x,
double s,
double r,
double f,
double interp);
58double mix(
double x,
double y,
double alpha);
65double hash(
int n,
double* args);
81double dist(
double ax,
double ay,
double az,
double bx,
double by,
double bz);
83double hypot(
double x,
double y);
93double pick(
int n,
double* params);
94double choose(
int n,
double* params);
95double wchoose(
int n,
double* params);
96double spline(
int n,
double* params);
void(* Define)(const char *name, ExprFunc f)
void(* Define3)(const char *name, ExprFunc f, const char *docString)
Vec3d ortho(const Vec3d &a, const Vec3d &b)
Vec3d norm(const Vec3d &a)
Vec< double, 3, false > Vec3d
double choose(int n, double *params)
double atan2d(double y, double x)
Vec3d up(const Vec3d &P, const Vec3d &upvec)
void defineBuiltins(ExprFunc::Define define, ExprFunc::Define3 define3)
double hypot(double x, double y)
double cycle(double index, double loRange, double hiRange)
double boxstep(double x, double a)
Vec3d vnoise(const Vec3d &p)
double bias(double x, double b)
double pick(int n, double *params)
Vec3d cnoise(const Vec3d &p)
double contrast(double x, double c)
double smoothstep(double x, double a, double b)
double dot(const Vec3d &a, const Vec3d &b)
double angle(const Vec3d &a, const Vec3d &b)
Vec3d rgbtohsl(const Vec3d &rgb)
Vec3d vturbulence(int n, const Vec3d *args)
double spline(int n, double *params)
double mix(double x, double y, double alpha)
Vec3d hsi(int n, const Vec3d *args)
Vec3d cturbulence(int n, const Vec3d *args)
double linearstep(double x, double a, double b)
Vec3d hsltorgb(const Vec3d &hsl)
double wchoose(int n, double *params)
double dist(double ax, double ay, double az, double bx, double by, double bz)
double length(const Vec3d &v)
double noise(int n, const Vec3d *args)
double fbm(int n, const Vec3d *args)
Vec3d midhsi(int n, const Vec3d *args)
double gaussstep(double x, double a, double b)
double hash(int n, double *args)
double remap(double x, double source, double range, double falloff, double interp)
Vec3d ccellnoise(const Vec3d &p)
double turbulence(int n, const Vec3d *args)
Vec3d cfbm(int n, const Vec3d *args)
double max(double x, double y)
Vec3d vfbm(int n, const Vec3d *args)
double compress(double x, double lo, double hi)
double pnoise(const Vec3d &p, const Vec3d &period)
Vec3d cross(const Vec3d &a, const Vec3d &b)
double clamp(double x, double lo, double hi)
double min(double x, double y)
double fit(double x, double a1, double b1, double a2, double b2)
double expand(double x, double lo, double hi)
double gamma(double x, double g)
double cellnoise(const Vec3d &p)
double snoise(const Vec3d &p)
* sin(val)/val" </pre> we would get <pre> | | | | | </pre> or if we did <pre> ./asciiGraph "x-3" </pre> we'd get <pre> | | ------------------------------|----------------- | | | | | </pre> <h2>Implement the subclass</h2> First we subclass Expression and give it a const ructor
</pre >< h3 > A simple variable reference</h3 > This is not a very interesting subclass of expression until we add some additional variables Variables on some applications may be very dynamic In this we only need x
The result is computed int loRange
Defined as float g float a1
Defined as a *alpha b *alpha< br ></div >< br > float< b > float a
The result is computed int int hiRange
Defined as float g float float b1
This is the same as the prman cellnoise function< br ></div >< br > float< b > float y< br > float< b > float y
Defined as float g float float float a2
The result is computed int int< br >< div style="margin-left: 40px;"> Picks values randomly between loRange and hiRange based on supplied index(which is automatically hashed).  
</pre > To parallelize evaluation per a simple parallel_for can be p blocked_range r
with numParticles numAttributes A variable block contains variable names and types but doesn t care what the values are< pre > void f(const std::string &s, MyParticleData *p, int outputDim=3)