public override Point Fun(Point p) { // var r = VariationHelper.R(p); // var theta = VariationHelper.Theta(p); // var pp0 = Math.Sin(theta + r); // var pp1 = Math.Cos(theta - r); // var p0Cube = pp0 * pp0 * pp0; // var p1Cube = pp1 * pp1 * pp1; // // return new Point( // r * (p0Cube + p1Cube), // r * (p0Cube - p1Cube)); var sqrt = VariationHelper.R(p); var preAtan = VariationHelper.PreAtan(p); var sin = Math.Sin(preAtan + sqrt); var cos = Math.Cos(preAtan - sqrt); var n2 = sin * sin * sin; var n3 = cos * cos * cos; var n4 = sqrt * W; return(new Point( n4 * (n2 + n3), n4 * (n2 - n3) )); }
public override Point Fun(Point p) { var preAtan = VariationHelper.PreAtan(p); var n2 = VariationHelper.R(p) * (P1 + _dif * (0.5 + 0.5 * Math.Sin(P3 * preAtan))); var n3 = Math.Sin(preAtan) * n2; var n4 = Math.Cos(preAtan) * n2; return(new Point(W * n3, W * n4)); }
public override Point Fun(Point p) { var n2 = _timeSpi * (p.X + p.Y); var sin = Math.Sin(n2); var cos = Math.Cos(n2); var n3 = W * VariationHelper.PreAtan(p) / Math.PI; var x = (sin + _cosAdd) * n3; var y = (cos + _sinAdd) * n3; return(new Point(x, y)); }
public override Point Fun(Point p) { var n2 = VariationHelper.PreAtan(p) * 0.5 + Math.PI * VariationHelper.RandomNext(2); var sin = Math.Sin(n2); var cos = Math.Cos(n2); var n3 = W * Math.Sqrt(VariationHelper.R(p)); return(new Point( n3 * cos, n3 * sin )); }
public override Point Fun(Point p) { // var r = VariationHelper.R(p); // var theta = VariationHelper.Theta(p); // return new Point( // r * Math.Sin(theta + r)*W, // r * Math.Cos(theta - r)*W); var preAtan = VariationHelper.PreAtan(p); var sqrt = VariationHelper.R(p); return(new Point(W * (Math.Sin(preAtan + sqrt) * sqrt), W * (Math.Cos(preAtan - sqrt) * sqrt))); }
public override Point Fun(Point p) { // var r = VariationHelper.R(p); // var theta = VariationHelper.Theta(p); // var tpi = theta / Math.PI * W; // var pir = Math.PI * r; // return new Point( // tpi * Math.Sin(pir), // tpi * Math.Cos(pir)); var n2 = Math.PI * VariationHelper.R(p); var sin = Math.Sin(n2); var cos = Math.Cos(n2); var n3 = W * VariationHelper.PreAtan(p) / Math.PI; return(new Point(sin * n3, cos * n3)); }
public override Point Fun(Point p) { var precalcAtan = VariationHelper.PreAtan(p); var n2 = Math.Sin(2.0 * precalcAtan) + 0.25 * Math.Sin(6.0 * precalcAtan); if (_filled == 1) { n2 *= VariationHelper.Psi; } var n3 = Math.Sin(precalcAtan) * n2; var n4 = Math.Cos(precalcAtan) * n2; var x = W * n3; var y = W * n4; return(new Point(x, y)); }
public override Point Fun(Point p) { var precalcAtan = VariationHelper.PreAtan(p); var n2 = (1.0 + 0.9 * Math.Cos(8.0 * precalcAtan)) * (1.0 + 0.1 * Math.Cos(24.0 * precalcAtan)) * (0.9 + 0.1 * Math.Cos(200.0 * precalcAtan)) * (1.0 + Math.Sin(precalcAtan)); var n3 = precalcAtan + VariationHelper.HalfPi; if (_filled == 1) { n2 *= VariationHelper.Psi; } var n4 = Math.Sin(n3) * n2; var n5 = Math.Cos(n3) * n2; var x = W * n4; var y = W * n5; return(new Point(x, y)); }
public override Point Fun(Point p) { // var r = VariationHelper.R(p); // var theta = VariationHelper.Theta(p); // var t = Math.PI * (C * C); // var td2 = t / 2.0; // double dx; // double dy; // if ((theta + F) % t > td2) // { // dx = r * Math.Cos(theta - td2); // dy = r * Math.Sin(theta - td2); // } // else // { // dx = r * Math.Cos(theta + td2); // dy = r * Math.Sin(theta + td2); // } // return new Point(W*dx, W*dy); var getXyCoeff20 = E; var getXyCoeff21 = F; var n2 = Math.PI * getXyCoeff20 * getXyCoeff20 + 1.0E-300; var n3 = n2 * 0.5; var preAtan = VariationHelper.PreAtan(p); double n4; if (preAtan + getXyCoeff21 - (int)((preAtan + getXyCoeff21) / n2) * n2 > n3) { n4 = preAtan - n3; } else { n4 = preAtan + n3; } var sin = Math.Sin(n4); var cos = Math.Cos(n4); var n5 = W * VariationHelper.R(p); return(new Point(n5 * cos, n5 * sin)); }
public override Point Fun(Point p) { // var r = VariationHelper.R(p); // var tr = VariationHelper.Theta(p) * r; // var sin = _xMath.Sin(tr); // var cos = _xMath.Sin(HalfPi - tr); // return new Point(r * sin, r * -cos); // return new Point( // r * Math.Sin(tr), // r * -Math.Cos(tr)); var r = VariationHelper.R(p); var q = VariationHelper.R(p) * VariationHelper.PreAtan(p); var sin = Math.Sin(q); var cos = Math.Cos(q); var n2 = r * W; return(new Point(n2 * sin, -(n2 * cos))); }
public override Point Fun(Point p) { // var p1 = Math.PI * (P1 * P1); // var theta = VariationHelper.Theta(p); // var t = theta + P2 - p1 * VariationHelper.Trunc(2.0 * theta * P2 / p1); // var r = VariationHelper.R(p); // var q = p1 / 2.0; // return t > q // ? new Point(r * Math.Sin(theta - q), r * Math.Cos(theta - q)) // : new Point(r * Math.Sin(theta + q), r * Math.Cos(theta + q)); var sqrt = VariationHelper.R(p); double preAtan; if (p.X < -1.0E-300 || p.X > 1.0E-300 || p.Y < -1.0E-300 || p.Y > 1.0E-300) { preAtan = VariationHelper.PreAtan(p); } else { preAtan = 0.0; } // var y = P2; // var n2 = Math.PI * (P1*P1) + 1.0E-300; // var n3 = _n2 * 0.5; double n4; if (preAtan + P2 - (int)((preAtan + P2) / _n2) * _n2 > _n3) { n4 = preAtan - _n3; } else { n4 = preAtan + _n3; } return(new Point(W * sqrt * Math.Sin(n4), W * sqrt * Math.Cos(n4))); }