]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/utility.cpp
added sand to map generator
[dragonfireclient.git] / src / utility.cpp
index 924324b90a8c4ff38cc9f4b6e3aad9eb397f4925..8c2dc533aead564eef57d5b8353bfea0d145d761 100644 (file)
@@ -54,6 +54,13 @@ u32 TimeTaker::stop(bool quiet)
        return 0;
 }
 
+u32 TimeTaker::getTime()
+{
+       u32 time2 = getTimeMs();
+       u32 dtime = time2 - m_time1;
+       return dtime;
+}
+
 const v3s16 g_26dirs[26] =
 {
        // +right, +top, +back
@@ -88,6 +95,41 @@ const v3s16 g_26dirs[26] =
        // 26
 };
 
+const v3s16 g_27dirs[27] =
+{
+       // +right, +top, +back
+       v3s16( 0, 0, 1), // back
+       v3s16( 0, 1, 0), // top
+       v3s16( 1, 0, 0), // right
+       v3s16( 0, 0,-1), // front
+       v3s16( 0,-1, 0), // bottom
+       v3s16(-1, 0, 0), // left
+       // 6
+       v3s16(-1, 1, 0), // top left
+       v3s16( 1, 1, 0), // top right
+       v3s16( 0, 1, 1), // top back
+       v3s16( 0, 1,-1), // top front
+       v3s16(-1, 0, 1), // back left
+       v3s16( 1, 0, 1), // back right
+       v3s16(-1, 0,-1), // front left
+       v3s16( 1, 0,-1), // front right
+       v3s16(-1,-1, 0), // bottom left
+       v3s16( 1,-1, 0), // bottom right
+       v3s16( 0,-1, 1), // bottom back
+       v3s16( 0,-1,-1), // bottom front
+       // 18
+       v3s16(-1, 1, 1), // top back-left
+       v3s16( 1, 1, 1), // top back-right
+       v3s16(-1, 1,-1), // top front-left
+       v3s16( 1, 1,-1), // top front-right
+       v3s16(-1,-1, 1), // bottom back-left
+       v3s16( 1,-1, 1), // bottom back-right
+       v3s16(-1,-1,-1), // bottom front-left
+       v3s16( 1,-1,-1), // bottom front-right
+       // 26
+       v3s16(0,0,0),
+};
+
 static unsigned long next = 1;
 
 /* RAND_MAX assumed to be 32767 */
@@ -102,4 +144,292 @@ void mysrand(unsigned seed)
    next = seed;
 }
 
+/*
+       PointAttributeList
+*/
+
+// Float with distance
+struct DFloat
+{
+       float v;
+       u32 d;
+};
+
+float PointAttributeList::getInterpolatedFloat(v2s16 p)
+{
+       const u32 near_wanted_count = 5;
+       // Last is nearest, first is farthest
+       core::list<DFloat> near_list;
+
+       for(core::list<PointWithAttr>::Iterator
+                       i = m_points.begin();
+                       i != m_points.end(); i++)
+       {
+               PointWithAttr &pwa = *i;
+               u32 d = pwa.p.getDistanceFrom(p);
+               
+               DFloat df;
+               df.v = pwa.attr.getFloat();
+               df.d = d;
+                               
+               // If near list is empty, add directly and continue
+               if(near_list.size() == 0)
+               {
+                       near_list.push_back(df);
+                       continue;
+               }
+               
+               // Get distance of farthest in near list
+               u32 near_d = 100000;
+               if(near_list.size() > 0)
+               {
+                       core::list<DFloat>::Iterator i = near_list.begin();
+                       near_d = i->d;
+               }
+               
+               /*
+                       If point is closer than the farthest in the near list or
+                       there are not yet enough points on the list
+               */
+               if(d < near_d || near_list.size() < near_wanted_count)
+               {
+                       // Find the right place in the near list and put it there
+                       
+                       // Go from farthest to near in the near list
+                       core::list<DFloat>::Iterator i = near_list.begin();
+                       for(; i != near_list.end(); i++)
+                       {
+                               // Stop when i is at the first nearer node
+                               if(i->d < d)
+                                       break;
+                       }
+                       // Add df to before i
+                       if(i == near_list.end())
+                               near_list.push_back(df);
+                       else
+                               near_list.insert_before(i, df);
+
+                       // Keep near list at right size
+                       if(near_list.size() > near_wanted_count)
+                       {
+                               core::list<DFloat>::Iterator j = near_list.begin();
+                               near_list.erase(j);
+                       }
+               }
+       }
+       
+       // Return if no values found
+       if(near_list.size() == 0)
+               return 0.0;
+       
+       /*
+20:58:29 < tejeez> joka pisteelle a += arvo / etäisyys^6; b += 1 / etäisyys^6; ja 
+lopuks sit otetaan a/b
+       */
+       
+       float a = 0;
+       float b = 0;
+       for(core::list<DFloat>::Iterator i = near_list.begin();
+                       i != near_list.end(); i++)
+       {
+               if(i->d == 0)
+                       return i->v;
+               
+               //float dd = pow((float)i->d, 6);
+               float dd = pow((float)i->d, 5);
+               float v = i->v;
+               //dstream<<"dd="<<dd<<", v="<<v<<std::endl;
+               a += v / dd;
+               b += 1 / dd;
+       }
+
+       return a / b;
+}
+
+#if 0
+float PointAttributeList::getInterpolatedFloat(v3s16 p)
+{
+       const u32 near_wanted_count = 2;
+       const u32 nearest_wanted_count = 2;
+       // Last is near
+       core::list<DFloat> near;
+
+       for(core::list<PointWithAttr>::Iterator
+                       i = m_points.begin();
+                       i != m_points.end(); i++)
+       {
+               PointWithAttr &pwa = *i;
+               u32 d = pwa.p.getDistanceFrom(p);
+               
+               DFloat df;
+               df.v = pwa.attr.getFloat();
+               df.d = d;
+                               
+               // If near list is empty, add directly and continue
+               if(near_list.size() == 0)
+               {
+                       near_list.push_back(df);
+                       continue;
+               }
+               
+               // Get distance of farthest in near list
+               u32 near_d = 100000;
+               if(near_list.size() > 0)
+               {
+                       core::list<DFloat>::Iterator i = near_list.begin();
+                       near_d = i->d;
+               }
+               
+               /*
+                       If point is closer than the farthest in the near list or
+                       there are not yet enough points on the list
+               */
+               if(d < near_d || near_list.size() < near_wanted_count)
+               {
+                       // Find the right place in the near list and put it there
+                       
+                       // Go from farthest to near in the near list
+                       core::list<DFloat>::Iterator i = near_list.begin();
+                       for(; i != near_list.end(); i++)
+                       {
+                               // Stop when i is at the first nearer node
+                               if(i->d < d)
+                                       break;
+                       }
+                       // Add df to before i
+                       if(i == near_list.end())
+                               near_list.push_back(df);
+                       else
+                               near_list.insert_before(i, df);
+
+                       // Keep near list at right size
+                       if(near_list.size() > near_wanted_count)
+                       {
+                               core::list<DFloat>::Iterator j = near_list.begin();
+                               near_list.erase(j);
+                       }
+               }
+       }
+       
+       // Return if no values found
+       if(near_list.size() == 0)
+               return 0.0;
+       
+       /*
+               Get nearest ones
+       */
+
+       u32 nearest_count = nearest_wanted_count;
+       if(nearest_count > near_list.size())
+               nearest_count = near_list.size();
+       core::list<DFloat> nearest;
+       {
+               core::list<DFloat>::Iterator i = near_list.getLast();
+               for(u32 j=0; j<nearest_count; j++)
+               {
+                       nearest.push_front(*i);
+                       i--;
+               }
+       }
+
+       /*
+               TODO: Try this:
+20:58:29 < tejeez> joka pisteelle a += arvo / etäisyys^6; b += 1 / etäisyys^6; ja 
+lopuks sit otetaan a/b
+       */
+
+       /*
+               Get total distance to nearest points
+       */
+       
+       float nearest_d_sum = 0;
+       for(core::list<DFloat>::Iterator i = nearest.begin();
+                       i != nearest.end(); i++)
+       {
+               nearest_d_sum += (float)i->d;
+       }
+
+       /*
+               Interpolate a value between the first ones
+       */
+
+       dstream<<"nearest.size()="<<nearest.size()<<std::endl;
+
+       float interpolated = 0;
+       
+       for(core::list<DFloat>::Iterator i = nearest.begin();
+                       i != nearest.end(); i++)
+       {
+               float weight;
+               if(nearest_d_sum > 0.001)
+                       weight = (float)i->d / nearest_d_sum;
+               else
+                       weight = 1. / nearest.size();
+               /*dstream<<"i->d="<<i->d<<" nearest_d_sum="<<nearest_d_sum
+                               <<" weight="<<weight<<std::endl;*/
+               interpolated += weight * i->v;
+       }
+
+       return interpolated;
+}
+#endif
+
+/*
+       blockpos: position of block in block coordinates
+       camera_pos: position of camera in nodes
+       camera_dir: an unit vector pointing to camera direction
+       range: viewing range
+*/
+bool isBlockInSight(v3s16 blockpos_b, v3f camera_pos, v3f camera_dir, f32 range,
+               f32 *distance_ptr)
+{
+       v3s16 blockpos_nodes = blockpos_b * MAP_BLOCKSIZE;
+       
+       // Block center position
+       v3f blockpos(
+                       ((float)blockpos_nodes.X + MAP_BLOCKSIZE/2) * BS,
+                       ((float)blockpos_nodes.Y + MAP_BLOCKSIZE/2) * BS,
+                       ((float)blockpos_nodes.Z + MAP_BLOCKSIZE/2) * BS
+       );
+
+       // Block position relative to camera
+       v3f blockpos_relative = blockpos - camera_pos;
+
+       // Distance in camera direction (+=front, -=back)
+       f32 dforward = blockpos_relative.dotProduct(camera_dir);
+
+       // Total distance
+       f32 d = blockpos_relative.getLength();
+
+       if(distance_ptr)
+               *distance_ptr = d;
+       
+       // If block is far away, it's not in sight
+       if(d > range * BS)
+               return false;
+
+       // Maximum radius of a block
+       f32 block_max_radius = 0.5*1.44*1.44*MAP_BLOCKSIZE*BS;
+       
+       // If block is (nearly) touching the camera, don't
+       // bother validating further (that is, render it anyway)
+       if(d > block_max_radius * 1.5)
+       {
+               // Cosine of the angle between the camera direction
+               // and the block direction (camera_dir is an unit vector)
+               f32 cosangle = dforward / d;
+               
+               // Compensate for the size of the block
+               // (as the block has to be shown even if it's a bit off FOV)
+               // This is an estimate.
+               cosangle += block_max_radius / dforward;
+
+               // If block is not in the field of view, skip it
+               //if(cosangle < cos(FOV_ANGLE/2))
+               if(cosangle < cos(FOV_ANGLE/2. * 4./3.))
+                       return false;
+       }
+
+       return true;
+}