return 0;
}
+u32 TimeTaker::getTime()
+{
+ u32 time2 = getTimeMs();
+ u32 dtime = time2 - m_time1;
+ return dtime;
+}
+
const v3s16 g_26dirs[26] =
{
// +right, +top, +back
// 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 */
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;
+}