forked from bartvdbraak/blender
218 lines
8.0 KiB
C++
218 lines
8.0 KiB
C++
//////////////////////////////////////////////////////////////////////
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// This file is part of Wavelet Turbulence.
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//
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// Wavelet Turbulence is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// Wavelet Turbulence is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with Wavelet Turbulence. If not, see <http://www.gnu.org/licenses/>.
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//
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// Copyright 2008 Theodore Kim and Nils Thuerey
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//
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// FLUID_3D.h: interface for the FLUID_3D class.
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//
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//////////////////////////////////////////////////////////////////////
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// Heavy parallel optimization done. Many of the old functions now
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// take begin and end parameters and process only specified part of the data.
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// Some functions were divided into multiple ones.
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// - MiikaH
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//////////////////////////////////////////////////////////////////////
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#ifndef FLUID_3D_H
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#define FLUID_3D_H
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#include <cstdlib>
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#include <cmath>
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#include <cstring>
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#include <iostream>
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#include "OBSTACLE.h"
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// #include "WTURBULENCE.h"
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#include "VEC3.h"
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// timestep default value for nice appearance
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#define DT_DEFAULT 0.1f;
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using namespace std;
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using namespace BasicVector;
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class WTURBULENCE;
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class FLUID_3D
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{
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public:
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FLUID_3D(int *res, /* int amplify, */ float *p0);
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FLUID_3D() {};
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virtual ~FLUID_3D();
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void initBlenderRNA(float *alpha, float *beta, float *dt_factor, float *vorticity, int *border_colli);
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// create & allocate vector noise advection
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void initVectorNoise(int amplify);
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void addSmokeColumn();
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static void addSmokeTestCase(float* field, Vec3Int res);
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void step(float dt);
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void addObstacle(OBSTACLE* obstacle);
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const float* xVelocity() { return _xVelocity; };
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const float* yVelocity() { return _yVelocity; };
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const float* zVelocity() { return _zVelocity; };
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int xRes() const { return _xRes; };
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int yRes() const { return _yRes; };
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int zRes() const { return _zRes; };
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public:
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// dimensions
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int _xRes, _yRes, _zRes, _maxRes;
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Vec3Int _res;
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size_t _totalCells;
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int _slabSize;
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float _dx;
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float _p0[3];
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float _p1[3];
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float _totalTime;
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int _totalSteps;
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int _totalImgDumps;
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int _totalVelDumps;
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void artificialDampingSL(int zBegin, int zEnd);
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void artificialDampingExactSL(int pos);
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// fields
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float* _density;
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float* _densityOld;
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float* _heat;
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float* _heatOld;
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float* _xVelocity;
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float* _yVelocity;
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float* _zVelocity;
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float* _xVelocityOld;
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float* _yVelocityOld;
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float* _zVelocityOld;
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float* _xForce;
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float* _yForce;
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float* _zForce;
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unsigned char* _obstacles;
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// Required for proper threading:
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float* _xVelocityTemp;
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float* _yVelocityTemp;
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float* _zVelocityTemp;
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float* _heatTemp;
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float* _densityTemp;
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// CG fields
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int _iterations;
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// simulation constants
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float _dt;
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float *_dtFactor;
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float _vorticityEps;
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float _heatDiffusion;
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float *_vorticityRNA; // RNA-pointer.
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float *_alpha; // for the buoyancy density term <-- as pointer to get blender RNA in here
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float *_beta; // was _buoyancy <-- as pointer to get blender RNA in here
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float _tempAmb; /* ambient temperature */
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float _constantScaling;
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bool _domainBcFront; // z
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bool _domainBcTop; // y
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bool _domainBcLeft; // x
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bool _domainBcBack; // DOMAIN_BC_FRONT
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bool _domainBcBottom; // DOMAIN_BC_TOP
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bool _domainBcRight; // DOMAIN_BC_LEFT
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int *_borderColli; // border collision rules <-- as pointer to get blender RNA in here
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int _colloPrev; // To track whether value has been changed (to not
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// have to recalibrate borders if nothing has changed
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void setBorderCollisions();
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// WTURBULENCE object, if active
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// WTURBULENCE* _wTurbulence;
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// boundary setting functions
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void copyBorderAll(float* field, int zBegin, int zEnd);
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// timestepping functions
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void wipeBoundaries(int zBegin, int zEnd);
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void wipeBoundariesSL(int zBegin, int zEnd);
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void addForce(int zBegin, int zEnd);
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void addVorticity(int zBegin, int zEnd);
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void addBuoyancy(float *heat, float *density, int zBegin, int zEnd);
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// solver stuff
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void project();
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void diffuseHeat();
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void solvePressure(float* field, float* b, unsigned char* skip);
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void solvePressurePre(float* field, float* b, unsigned char* skip);
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void solveHeat(float* field, float* b, unsigned char* skip);
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// handle obstacle boundaries
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void setObstacleBoundaries(float *_pressure, int zBegin, int zEnd);
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void setObstaclePressure(float *_pressure, int zBegin, int zEnd);
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public:
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// advection, accessed e.g. by WTURBULENCE class
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//void advectMacCormack();
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void advectMacCormackBegin(int zBegin, int zEnd);
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void advectMacCormackEnd1(int zBegin, int zEnd);
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void advectMacCormackEnd2(int zBegin, int zEnd);
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// boundary setting functions
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static void copyBorderX(float* field, Vec3Int res, int zBegin, int zEnd);
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static void copyBorderY(float* field, Vec3Int res, int zBegin, int zEnd);
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static void copyBorderZ(float* field, Vec3Int res, int zBegin, int zEnd);
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static void setNeumannX(float* field, Vec3Int res, int zBegin, int zEnd);
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static void setNeumannY(float* field, Vec3Int res, int zBegin, int zEnd);
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static void setNeumannZ(float* field, Vec3Int res, int zBegin, int zEnd);
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static void setZeroX(float* field, Vec3Int res, int zBegin, int zEnd);
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static void setZeroY(float* field, Vec3Int res, int zBegin, int zEnd);
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static void setZeroZ(float* field, Vec3Int res, int zBegin, int zEnd);
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static void setZeroBorder(float* field, Vec3Int res, int zBegin, int zEnd) {
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setZeroX(field, res, zBegin, zEnd);
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setZeroY(field, res, zBegin, zEnd);
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setZeroZ(field, res, zBegin, zEnd);
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};
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// static advection functions, also used by WTURBULENCE
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static void advectFieldSemiLagrange(const float dt, const float* velx, const float* vely, const float* velz,
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float* oldField, float* newField, Vec3Int res, int zBegin, int zEnd);
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static void advectFieldMacCormack1(const float dt, const float* xVelocity, const float* yVelocity, const float* zVelocity,
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float* oldField, float* tempResult, Vec3Int res, int zBegin, int zEnd);
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static void advectFieldMacCormack2(const float dt, const float* xVelocity, const float* yVelocity, const float* zVelocity,
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float* oldField, float* newField, float* tempResult, float* temp1,Vec3Int res, const unsigned char* obstacles, int zBegin, int zEnd);
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// temp ones for testing
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/*static void advectFieldMacCormack(const float dt, const float* xVelocity, const float* yVelocity, const float* zVelocity,
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float* oldField, float* newField, float* temp1, float* temp2, Vec3Int res, const unsigned char* obstacles);*/
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/*static void advectFieldSemiLagrange2(const float dt, const float* velx, const float* vely, const float* velz,
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float* oldField, float* newField, Vec3Int res);*/
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// maccormack helper functions
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static void clampExtrema(const float dt, const float* xVelocity, const float* yVelocity, const float* zVelocity,
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float* oldField, float* newField, Vec3Int res, int zBegin, int zEnd);
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static void clampOutsideRays(const float dt, const float* xVelocity, const float* yVelocity, const float* zVelocity,
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float* oldField, float* newField, Vec3Int res, const unsigned char* obstacles, const float *oldAdvection, int zBegin, int zEnd);
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// output helper functions
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// static void writeImageSliceXY(const float *field, Vec3Int res, int slice, string prefix, int picCnt, float scale=1.);
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// static void writeImageSliceYZ(const float *field, Vec3Int res, int slice, string prefix, int picCnt, float scale=1.);
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// static void writeImageSliceXZ(const float *field, Vec3Int res, int slice, string prefix, int picCnt, float scale=1.);
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// static void writeProjectedIntern(const float *field, Vec3Int res, int dir1, int dir2, string prefix, int picCnt, float scale=1.);
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};
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#endif
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