#pragma once
#include "basic_macros.h"
-#include "../irrlichttypes.h"
-#include "../irr_v2d.h"
-#include "../irr_v3d.h"
-#include "../irr_aabb3d.h"
+#include "constants.h"
+#include "irrlichttypes.h"
+#include "irr_v2d.h"
+#include "irr_v3d.h"
+#include "irr_aabb3d.h"
+#include "SColor.h"
+#include <matrix4.h>
#define rangelim(d, min, max) ((d) < (min) ? (min) : ((d) > (max) ? (max) : (d)))
#define myfloor(x) ((x) < 0.0 ? (int)(x) - 1 : (int)(x))
y = temp; \
} while (0)
+// Maximum radius of a block. The magic number is
+// sqrt(3.0) / 2.0 in literal form.
+static constexpr const f32 BLOCK_MAX_RADIUS = 0.866025403784f * MAP_BLOCKSIZE * BS;
inline s16 getContainerPos(s16 p, s16 d)
{
}
+/** Returns \p v3f wrapped to the range [0, 360]
+ */
+inline v3f wrapDegrees_0_360_v3f(v3f v)
+{
+ v3f value_v3f;
+ value_v3f.X = modulo360f(v.X);
+ value_v3f.Y = modulo360f(v.Y);
+ value_v3f.Z = modulo360f(v.Z);
+
+ // Now that values are wrapped, use to get values for certain ranges
+ value_v3f.X = value_v3f.X < 0 ? value_v3f.X + 360 : value_v3f.X;
+ value_v3f.Y = value_v3f.Y < 0 ? value_v3f.Y + 360 : value_v3f.Y;
+ value_v3f.Z = value_v3f.Z < 0 ? value_v3f.Z + 360 : value_v3f.Z;
+ return value_v3f;
+}
+
+
/** Returns \p f wrapped to the range [-180, 180]
*/
inline float wrapDegrees_180(float f)
bool isBlockInSight(v3s16 blockpos_b, v3f camera_pos, v3f camera_dir,
f32 camera_fov, f32 range, f32 *distance_ptr=NULL);
+s16 adjustDist(s16 dist, float zoom_fov);
+
/*
Returns nearest 32-bit integer for given floating point number.
<cmath> and <math.h> in VC++ don't provide round().
return (s32)(f < 0.f ? (f - 0.5f) : (f + 0.5f));
}
+inline constexpr f32 sqr(f32 f)
+{
+ return f * f;
+}
+
/*
Returns integer position of node in given floating point position
*/
(p.Z + (p.Z > 0 ? d / 2 : -d / 2)) / d);
}
+/*
+ Returns integer position of node in given double precision position
+ */
+inline v3s16 doubleToInt(v3d p, double d)
+{
+ return v3s16(
+ (p.X + (p.X > 0 ? d / 2 : -d / 2)) / d,
+ (p.Y + (p.Y > 0 ? d / 2 : -d / 2)) / d,
+ (p.Z + (p.Z > 0 ? d / 2 : -d / 2)) / d);
+}
+
/*
Returns floating point position of node in given integer position
*/
orig |= orig >> 16;
return orig + 1;
}
+
+// Gradual steps towards the target value in a wrapped (circular) system
+// using the shorter of both ways
+template<typename T>
+inline void wrappedApproachShortest(T ¤t, const T target, const T stepsize,
+ const T maximum)
+{
+ T delta = target - current;
+ if (delta < 0)
+ delta += maximum;
+
+ if (delta > stepsize && maximum - delta > stepsize) {
+ current += (delta < maximum / 2) ? stepsize : -stepsize;
+ if (current >= maximum)
+ current -= maximum;
+ } else {
+ current = target;
+ }
+}
+
+void setPitchYawRollRad(core::matrix4 &m, const v3f &rot);
+
+inline void setPitchYawRoll(core::matrix4 &m, const v3f &rot)
+{
+ setPitchYawRollRad(m, rot * core::DEGTORAD64);
+}
+
+v3f getPitchYawRollRad(const core::matrix4 &m);
+
+inline v3f getPitchYawRoll(const core::matrix4 &m)
+{
+ return getPitchYawRollRad(m) * core::RADTODEG64;
+}
+
+// Muliply the RGB value of a color linearly, and clamp to black/white
+inline irr::video::SColor multiplyColorValue(const irr::video::SColor &color, float mod)
+{
+ return irr::video::SColor(color.getAlpha(),
+ core::clamp<u32>(color.getRed() * mod, 0, 255),
+ core::clamp<u32>(color.getGreen() * mod, 0, 255),
+ core::clamp<u32>(color.getBlue() * mod, 0, 255));
+}