X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Futil%2Fnumeric.cpp;h=cb984d8cb5b60879f7f11bb158c2162afca11848;hb=67a4cb7d8a4461fe7d5206189fd4e9539beb20b7;hp=67df4ffbafe0bf8cfdb201ae3084057cc5e5af3e;hpb=39ab22070e912b328b021731be8e1d983a2124ff;p=minetest.git diff --git a/src/util/numeric.cpp b/src/util/numeric.cpp index 67df4ffba..cb984d8cb 100644 --- a/src/util/numeric.cpp +++ b/src/util/numeric.cpp @@ -18,138 +18,100 @@ with this program; if not, write to the Free Software Foundation, Inc., */ #include "numeric.h" -#include "mathconstants.h" -#include "../log.h" -#include "../constants.h" // BS, MAP_BLOCKSIZE -#include +#include "log.h" +#include "constants.h" // BS, MAP_BLOCKSIZE +#include "noise.h" // PseudoRandom, PcgRandom +#include "threading/mutex_auto_lock.h" +#include +#include -// Calculate the borders of a "d-radius" cube -void getFacePositions(std::list &list, u16 d) -{ - if(d == 0) - { - list.push_back(v3s16(0,0,0)); - return; - } - if(d == 1) - { - /* - This is an optimized sequence of coordinates. - */ - list.push_back(v3s16( 0, 1, 0)); // top - list.push_back(v3s16( 0, 0, 1)); // back - list.push_back(v3s16(-1, 0, 0)); // left - list.push_back(v3s16( 1, 0, 0)); // right - list.push_back(v3s16( 0, 0,-1)); // front - list.push_back(v3s16( 0,-1, 0)); // bottom - // 6 - list.push_back(v3s16(-1, 0, 1)); // back left - list.push_back(v3s16( 1, 0, 1)); // back right - list.push_back(v3s16(-1, 0,-1)); // front left - list.push_back(v3s16( 1, 0,-1)); // front right - list.push_back(v3s16(-1,-1, 0)); // bottom left - list.push_back(v3s16( 1,-1, 0)); // bottom right - list.push_back(v3s16( 0,-1, 1)); // bottom back - list.push_back(v3s16( 0,-1,-1)); // bottom front - list.push_back(v3s16(-1, 1, 0)); // top left - list.push_back(v3s16( 1, 1, 0)); // top right - list.push_back(v3s16( 0, 1, 1)); // top back - list.push_back(v3s16( 0, 1,-1)); // top front - // 18 - list.push_back(v3s16(-1, 1, 1)); // top back-left - list.push_back(v3s16( 1, 1, 1)); // top back-right - list.push_back(v3s16(-1, 1,-1)); // top front-left - list.push_back(v3s16( 1, 1,-1)); // top front-right - list.push_back(v3s16(-1,-1, 1)); // bottom back-left - list.push_back(v3s16( 1,-1, 1)); // bottom back-right - list.push_back(v3s16(-1,-1,-1)); // bottom front-left - list.push_back(v3s16( 1,-1,-1)); // bottom front-right - // 26 - return; - } - // Take blocks in all sides, starting from y=0 and going +-y - for(s16 y=0; y<=d-1; y++) - { - // Left and right side, including borders - for(s16 z=-d; z<=d; z++) - { - list.push_back(v3s16(d,y,z)); - list.push_back(v3s16(-d,y,z)); - if(y != 0) - { - list.push_back(v3s16(d,-y,z)); - list.push_back(v3s16(-d,-y,z)); - } - } - // Back and front side, excluding borders - for(s16 x=-d+1; x<=d-1; x++) - { - list.push_back(v3s16(x,y,d)); - list.push_back(v3s16(x,y,-d)); - if(y != 0) - { - list.push_back(v3s16(x,-y,d)); - list.push_back(v3s16(x,-y,-d)); - } - } - } +// myrand - // Take the bottom and top face with borders - // -d MYRAND_MAX) - { - errorstream<<"WARNING: myrand_range: max-min > MYRAND_MAX"<> r; + k *= m; + + h ^= k; + h *= m; } - if(min > max) - { - errorstream<<"WARNING: myrand_range: min > max"<> r; + h *= m; + h ^= h >> r; + + return h; } /* - blockpos: position of block in block coordinates + blockpos_b: 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 + distance_ptr: return location for distance from the camera */ 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( ((float)blockpos_nodes.X + MAP_BLOCKSIZE/2) * BS, @@ -161,22 +123,18 @@ bool isBlockInSight(v3s16 blockpos_b, v3f camera_pos, v3f camera_dir, v3f blockpos_relative = blockpos - camera_pos; // Total distance - f32 d = blockpos_relative.getLength(); + f32 d = MYMAX(0, blockpos_relative.getLength() - block_max_radius); if(distance_ptr) *distance_ptr = d; - + // If block is far away, it's not in sight if(d > range) return false; - // Maximum radius of a block. The magic number is - // sqrt(3.0) / 2.0 in literal form. - f32 block_max_radius = 0.866025403784 * 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) + if(d == 0) return true; // Adjust camera position, for purposes of computing the angle, @@ -194,11 +152,26 @@ bool isBlockInSight(v3s16 blockpos_b, v3f camera_pos, v3f camera_dir, // Cosine of the angle between the camera direction // and the block direction (camera_dir is an unit vector) f32 cosangle = dforward / blockpos_adj.getLength(); - + // If block is not in the field of view, skip it - if(cosangle < cos(camera_fov / 2)) + // HOTFIX: use sligthly increased angle (+10%) to fix too agressive + // culling. Somebody have to find out whats wrong with the math here. + // Previous value: camera_fov / 2 + if(cosangle < cos(camera_fov * 0.55)) return false; return true; } +s16 adjustDist(s16 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) + return dist; + + // new_dist = dist * ((1 - cos(FOV / 2)) / (1-cos(zoomFOV /2))) ^ (1/3) + return round(dist * cbrt((1.0f - std::cos(default_fov / 2.0f)) / + (1.0f - std::cos(zoom_fov / 2.0f)))); +}