g_pcgrand.bytes(out, len);
}
+float myrand_float()
+{
+ u32 uv = g_pcgrand.next();
+ return (float)uv / (float)U32_MAX;
+}
+
int myrand_range(int min, int max)
{
return g_pcgrand.range(min, max);
}
+float myrand_range(float min, float max)
+{
+ return (max-min) * myrand_float() + min;
+}
+
/*
64-bit unaligned version of MurmurHash
const int r = 47;
u64 h = seed ^ (len * m);
- const u64 *data = (const u64 *)key;
- const u64 *end = data + (len / 8);
+ const u8 *data = (const u8 *)key;
+ const u8 *end = data + (len / 8) * 8;
while (data != end) {
u64 k;
memcpy(&k, data, sizeof(u64));
- data++;
+ data += sizeof(u64);
k *= m;
k ^= k >> r;
bool isBlockInSight(v3s16 blockpos_b, v3f camera_pos, v3f camera_dir,
f32 camera_fov, f32 range, f32 *distance_ptr)
{
- // Maximum radius of a block. The magic number is
- // sqrt(3.0) / 2.0 in literal form.
- const f32 block_max_radius = 0.866025403784 * MAP_BLOCKSIZE * BS;
-
v3s16 blockpos_nodes = blockpos_b * MAP_BLOCKSIZE;
// Block center position
v3f blockpos_relative = blockpos - camera_pos;
// Total distance
- f32 d = MYMAX(0, blockpos_relative.getLength() - block_max_radius);
+ f32 d = MYMAX(0, blockpos_relative.getLength() - BLOCK_MAX_RADIUS);
- if(distance_ptr)
+ if (distance_ptr)
*distance_ptr = d;
// If block is far away, it's not in sight
- if(d > range)
+ if (d > range)
return false;
// If block is (nearly) touching the camera, don't
// bother validating further (that is, render it anyway)
- if(d == 0)
+ if (d == 0)
return true;
// Adjust camera position, for purposes of computing the angle,
// such that a block that has any portion visible with the
// current camera position will have the center visible at the
- // adjusted postion
- f32 adjdist = block_max_radius / cos((M_PI - camera_fov) / 2);
+ // adjusted position
+ f32 adjdist = BLOCK_MAX_RADIUS / cos((M_PI - camera_fov) / 2);
// Block position relative to adjusted camera
v3f blockpos_adj = blockpos - (camera_pos - camera_dir * adjdist);
f32 cosangle = dforward / blockpos_adj.getLength();
// If block is not in the field of view, skip it
- // HOTFIX: use sligthly increased angle (+10%) to fix too agressive
+ // HOTFIX: use sligthly increased angle (+10%) to fix too aggressive
// culling. Somebody have to find out whats wrong with the math here.
// Previous value: camera_fov / 2
- if(cosangle < cos(camera_fov * 0.55))
+ if (cosangle < std::cos(camera_fov * 0.55f))
return false;
return true;
}
-s16 adjustDist(s16 dist, float zoom_fov)
+inline float adjustDist(float dist, float zoom_fov)
{
- // 1.775 ~= 72 * PI / 180 * 1.4, the default on the client
- const float default_fov = 1.775f;
- // heuristic cut-off for zooming
- if (zoom_fov > default_fov / 2.0f)
+ // 1.775 ~= 72 * PI / 180 * 1.4, the default FOV on the client.
+ // The heuristic threshold for zooming is half of that.
+ static constexpr const float threshold_fov = 1.775f / 2.0f;
+ if (zoom_fov < 0.001f || zoom_fov > threshold_fov)
return dist;
- // new_dist = dist * ((1 - cos(FOV / 2)) / (1-cos(zoomFOV /2))) ^ (1/3)
- return round(dist * cbrt((1.0f - cos(default_fov / 2.0f)) /
- (1.0f - cos(zoom_fov / 2.0f))));
+ return dist * std::cbrt((1.0f - std::cos(threshold_fov)) /
+ (1.0f - std::cos(zoom_fov / 2.0f)));
+}
+
+s16 adjustDist(s16 dist, float zoom_fov)
+{
+ return std::round(adjustDist((float)dist, zoom_fov));
+}
+
+void setPitchYawRollRad(core::matrix4 &m, const v3f &rot)
+{
+ f64 a1 = rot.Z, a2 = rot.X, a3 = rot.Y;
+ f64 c1 = cos(a1), s1 = sin(a1);
+ f64 c2 = cos(a2), s2 = sin(a2);
+ f64 c3 = cos(a3), s3 = sin(a3);
+ f32 *M = m.pointer();
+
+ M[0] = s1 * s2 * s3 + c1 * c3;
+ M[1] = s1 * c2;
+ M[2] = s1 * s2 * c3 - c1 * s3;
+
+ M[4] = c1 * s2 * s3 - s1 * c3;
+ M[5] = c1 * c2;
+ M[6] = c1 * s2 * c3 + s1 * s3;
+
+ M[8] = c2 * s3;
+ M[9] = -s2;
+ M[10] = c2 * c3;
+}
+
+v3f getPitchYawRollRad(const core::matrix4 &m)
+{
+ const f32 *M = m.pointer();
+
+ f64 a1 = atan2(M[1], M[5]);
+ f32 c2 = std::sqrt((f64)M[10]*M[10] + (f64)M[8]*M[8]);
+ f32 a2 = atan2f(-M[9], c2);
+ f64 c1 = cos(a1);
+ f64 s1 = sin(a1);
+ f32 a3 = atan2f(s1*M[6] - c1*M[2], c1*M[0] - s1*M[4]);
+
+ return v3f(a2, a3, a1);
}