1 | /*****************************************************************
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2 |
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3 | Implementation of the fractional Brownian motion algorithm. These
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4 | functions were originally the work of F. Kenton Musgrave.
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5 | For documentation of the different functions please refer to the
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6 | book:
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7 | "Texturing and modeling: a procedural approach"
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8 | by David S. Ebert et. al.
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9 |
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10 | ******************************************************************/
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11 |
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12 | #if defined (_MSC_VER)
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13 | #include <qglobal.h>
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14 | #endif
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15 |
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16 | #include <time.h>
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17 | #include <stdlib.h>
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18 | #include "fbm.h"
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19 |
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20 | #if defined(Q_CC_MSVC)
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21 | #pragma warning(disable:4244)
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22 | #endif
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23 |
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24 | /* Definitions used by the noise2() functions */
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25 |
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26 | //#define B 0x100
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27 | //#define BM 0xff
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28 | #define B 0x20
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29 | #define BM 0x1f
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30 |
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31 | #define N 0x1000
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32 | #define NP 12 /* 2^N */
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33 | #define NM 0xfff
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34 |
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35 | static int p[B + B + 2];
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36 | static float g3[B + B + 2][3];
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37 | static float g2[B + B + 2][2];
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38 | static float g1[B + B + 2];
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39 | static int start = 1;
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40 |
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41 | static void init(void);
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42 |
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43 | #define s_curve(t) ( t * t * (3. - 2. * t) )
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44 |
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45 | #define lerp(t, a, b) ( a + t * (b - a) )
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46 |
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47 | #define setup(i,b0,b1,r0,r1)\
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48 | t = vec[i] + N;\
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49 | b0 = ((int)t) & BM;\
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50 | b1 = (b0+1) & BM;\
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51 | r0 = t - (int)t;\
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52 | r1 = r0 - 1.;
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53 | #define at3(rx,ry,rz) ( rx * q[0] + ry * q[1] + rz * q[2] )
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54 |
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55 | /* Fractional Brownian Motion function */
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56 |
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57 | double fBm( Vector point, double H, double lacunarity, double octaves,
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58 | int init )
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59 | {
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60 |
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61 | double value, frequency, remainder;
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62 | int i;
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63 | static double exponent_array[10];
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64 | float vec[3];
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65 |
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66 | /* precompute and store spectral weights */
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67 | if ( init ) {
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68 | start = 1;
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69 | srand( time(0) );
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70 | /* seize required memory for exponent_array */
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71 | frequency = 1.0;
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72 | for (i=0; i<=octaves; i++) {
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73 | /* compute weight for each frequency */
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74 | exponent_array[i] = pow( frequency, -H );
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75 | frequency *= lacunarity;
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76 | }
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77 | }
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78 |
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79 | value = 0.0; /* initialize vars to proper values */
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80 | frequency = 1.0;
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81 | vec[0]=point.x;
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82 | vec[1]=point.y;
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83 | vec[2]=point.z;
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84 |
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85 |
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86 | /* inner loop of spectral construction */
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87 | for (i=0; i<octaves; i++) {
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88 | /* value += noise3( vec ) * exponent_array[i];*/
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89 | value += noise3( vec ) * exponent_array[i];
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90 | vec[0] *= lacunarity;
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91 | vec[1] *= lacunarity;
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92 | vec[2] *= lacunarity;
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93 | } /* for */
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94 |
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95 | remainder = octaves - (int)octaves;
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96 | if ( remainder ) /* add in ``octaves'' remainder */
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97 | /* ``i'' and spatial freq. are preset in loop above */
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98 | value += remainder * noise3( vec ) * exponent_array[i];
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99 |
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100 | return( value );
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101 |
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102 | } /* fBm() */
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103 |
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104 |
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105 | float noise3(float vec[3])
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106 | {
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107 | int bx0, bx1, by0, by1, bz0, bz1, b00, b10, b01, b11;
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108 | float rx0, rx1, ry0, ry1, rz0, rz1, *q, sy, sz, a, b, c, d, t, u, v;
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109 | register int i, j;
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110 |
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111 | if (start) {
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112 | start = 0;
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113 | init();
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114 | }
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115 |
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116 | setup(0, bx0,bx1, rx0,rx1);
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117 | setup(1, by0,by1, ry0,ry1);
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118 | setup(2, bz0,bz1, rz0,rz1);
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119 |
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120 | i = p[ bx0 ];
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121 | j = p[ bx1 ];
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122 |
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123 | b00 = p[ i + by0 ];
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124 | b10 = p[ j + by0 ];
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125 | b01 = p[ i + by1 ];
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126 | b11 = p[ j + by1 ];
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127 |
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128 | t = s_curve(rx0);
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129 | sy = s_curve(ry0);
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130 | sz = s_curve(rz0);
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131 |
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132 |
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133 | q = g3[ b00 + bz0 ] ; u = at3(rx0,ry0,rz0);
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134 | q = g3[ b10 + bz0 ] ; v = at3(rx1,ry0,rz0);
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135 | a = lerp(t, u, v);
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136 |
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137 | q = g3[ b01 + bz0 ] ; u = at3(rx0,ry1,rz0);
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138 | q = g3[ b11 + bz0 ] ; v = at3(rx1,ry1,rz0);
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139 | b = lerp(t, u, v);
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140 |
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141 | c = lerp(sy, a, b);
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142 |
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143 | q = g3[ b00 + bz1 ] ; u = at3(rx0,ry0,rz1);
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144 | q = g3[ b10 + bz1 ] ; v = at3(rx1,ry0,rz1);
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145 | a = lerp(t, u, v);
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146 |
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147 | q = g3[ b01 + bz1 ] ; u = at3(rx0,ry1,rz1);
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148 | q = g3[ b11 + bz1 ] ; v = at3(rx1,ry1,rz1);
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149 | b = lerp(t, u, v);
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150 |
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151 | d = lerp(sy, a, b);
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152 |
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153 | return lerp(sz, c, d);
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154 | }
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155 |
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156 | static void normalize2(float v[2])
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157 | {
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158 | float s;
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159 |
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160 | s = sqrt(v[0] * v[0] + v[1] * v[1]);
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161 | v[0] = v[0] / s;
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162 | v[1] = v[1] / s;
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163 | }
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164 |
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165 | static void normalize3(float v[3])
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166 | {
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167 | float s;
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168 |
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169 | s = sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
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170 | v[0] = v[0] / s;
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171 | v[1] = v[1] / s;
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172 | v[2] = v[2] / s;
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173 | }
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174 |
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175 | static void init(void)
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176 | {
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177 | int i, j, k;
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178 |
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179 | for (i = 0 ; i < B ; i++) {
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180 | p[i] = i;
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181 |
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182 | g1[i] = (float)((rand() % (B + B)) - B) / B;
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183 |
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184 | for (j = 0 ; j < 2 ; j++)
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185 | g2[i][j] = (float)((rand() % (B + B)) - B) / B;
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186 | normalize2(g2[i]);
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187 |
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188 | for (j = 0 ; j < 3 ; j++)
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189 | g3[i][j] = (float)((rand() % (B + B)) - B) / B;
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190 | normalize3(g3[i]);
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191 | }
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192 |
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193 | while (--i) {
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194 | k = p[i];
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195 | p[i] = p[j = rand() % B];
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196 | p[j] = k;
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197 | }
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198 |
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199 | for (i = 0 ; i < B + 2 ; i++) {
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200 | p[B + i] = p[i];
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201 | g1[B + i] = g1[i];
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202 | for (j = 0 ; j < 2 ; j++)
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203 | g2[B + i][j] = g2[i][j];
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204 | for (j = 0 ; j < 3 ; j++)
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205 | g3[B + i][j] = g3[i][j];
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206 | }
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207 | }
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