*/
#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>
-std::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];
-
- 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;
}
/*
- 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_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(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,