*/
#include "numeric.h"
-#include "mathconstants.h"
#include "log.h"
-#include "../constants.h" // BS, MAP_BLOCKSIZE
-#include "../noise.h" // PseudoRandom, PcgRandom
-#include "../threading/mutex_auto_lock.h"
-#include <string.h>
-#include <iostream>
-
-UNORDERED_MAP<u16, std::vector<v3s16> > FacePositionCache::m_cache;
-Mutex FacePositionCache::m_cache_mutex;
-// Calculate the borders of a "d-radius" cube
-// TODO: Make it work without mutex and data races, probably thread-local
-std::vector<v3s16> FacePositionCache::getFacePositions(u16 d)
-{
- MutexAutoLock cachelock(m_cache_mutex);
- if (m_cache.find(d) != m_cache.end())
- return m_cache[d];
+#include "constants.h" // BS, MAP_BLOCKSIZE
+#include "noise.h" // PseudoRandom, PcgRandom
+#include "threading/mutex_auto_lock.h"
+#include <cstring>
+#include <cmath>
- generateFacePosition(d);
- return m_cache[d];
-}
-
-void FacePositionCache::generateFacePosition(u16 d)
-{
- m_cache[d] = std::vector<v3s16>();
- if(d == 0) {
- m_cache[d].push_back(v3s16(0,0,0));
- return;
- }
- if(d == 1) {
- /*
- This is an optimized sequence of coordinates.
- */
- m_cache[d].push_back(v3s16( 0, 1, 0)); // top
- m_cache[d].push_back(v3s16( 0, 0, 1)); // back
- m_cache[d].push_back(v3s16(-1, 0, 0)); // left
- m_cache[d].push_back(v3s16( 1, 0, 0)); // right
- m_cache[d].push_back(v3s16( 0, 0,-1)); // front
- m_cache[d].push_back(v3s16( 0,-1, 0)); // bottom
- // 6
- m_cache[d].push_back(v3s16(-1, 0, 1)); // back left
- m_cache[d].push_back(v3s16( 1, 0, 1)); // back right
- m_cache[d].push_back(v3s16(-1, 0,-1)); // front left
- m_cache[d].push_back(v3s16( 1, 0,-1)); // front right
- m_cache[d].push_back(v3s16(-1,-1, 0)); // bottom left
- m_cache[d].push_back(v3s16( 1,-1, 0)); // bottom right
- m_cache[d].push_back(v3s16( 0,-1, 1)); // bottom back
- m_cache[d].push_back(v3s16( 0,-1,-1)); // bottom front
- m_cache[d].push_back(v3s16(-1, 1, 0)); // top left
- m_cache[d].push_back(v3s16( 1, 1, 0)); // top right
- m_cache[d].push_back(v3s16( 0, 1, 1)); // top back
- m_cache[d].push_back(v3s16( 0, 1,-1)); // top front
- // 18
- m_cache[d].push_back(v3s16(-1, 1, 1)); // top back-left
- m_cache[d].push_back(v3s16( 1, 1, 1)); // top back-right
- m_cache[d].push_back(v3s16(-1, 1,-1)); // top front-left
- m_cache[d].push_back(v3s16( 1, 1,-1)); // top front-right
- m_cache[d].push_back(v3s16(-1,-1, 1)); // bottom back-left
- m_cache[d].push_back(v3s16( 1,-1, 1)); // bottom back-right
- m_cache[d].push_back(v3s16(-1,-1,-1)); // bottom front-left
- m_cache[d].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++) {
- m_cache[d].push_back(v3s16(d,y,z));
- m_cache[d].push_back(v3s16(-d,y,z));
- if(y != 0) {
- m_cache[d].push_back(v3s16(d,-y,z));
- m_cache[d].push_back(v3s16(-d,-y,z));
- }
- }
- // Back and front side, excluding borders
- for(s16 x=-d+1; x<=d-1; x++) {
- m_cache[d].push_back(v3s16(x,y,d));
- m_cache[d].push_back(v3s16(x,y,-d));
- if(y != 0) {
- m_cache[d].push_back(v3s16(x,-y,d));
- m_cache[d].push_back(v3s16(x,-y,-d));
- }
- }
- }
-
- // Take the bottom and top face with borders
- // -d<x<d, y=+-d, -d<z<d
- for(s16 x=-d; x<=d; x++)
- for(s16 z=-d; z<=d; z++) {
- m_cache[d].push_back(v3s16(x,-d,z));
- m_cache[d].push_back(v3s16(x,d,z));
- }
-}
-
-/*
- myrand
-*/
+// myrand
PcgRandom g_pcgrand;
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;
{
// 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;
+ static constexpr const f32 block_max_radius = 0.866025403784f * MAP_BLOCKSIZE * BS;
v3s16 blockpos_nodes = blockpos_b * MAP_BLOCKSIZE;
// Total distance
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,
// 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))
+ if (cosangle < std::cos(camera_fov * 0.55f))
return false;
return true;
}
+
+s16 adjustDist(s16 dist, float zoom_fov)
+{
+ // 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;
+
+ return std::round(dist * std::cbrt((1.0f - std::cos(threshold_fov)) /
+ (1.0f - std::cos(zoom_fov / 2.0f))));
+}
+
+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);
+}