#include "numeric.h"
-#include "../log.h"
+#include "log.h"
#include "../constants.h" // BS, MAP_BLOCKSIZE
-#include <iostream>
+#include "../noise.h" // PseudoRandom, PcgRandom
+#include "../threading/mutex_auto_lock.h"
+#include <string.h>
-// Calculate the borders of a "d-radius" cube
-void getFacePositions(core::list<v3s16> &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));
- }
- }
- }
- // 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++)
- {
- list.push_back(v3s16(x,-d,z));
- list.push_back(v3s16(x,d,z));
- }
-}
+// myrand
-/*
- myrand
-*/
+PcgRandom g_pcgrand;
-static unsigned long next = 1;
+u32 myrand()
+{
+ return g_pcgrand.next();
+}
-/* RAND_MAX assumed to be 32767 */
-int myrand(void)
+void mysrand(unsigned int seed)
{
- next = next * 1103515245 + 12345;
- return((unsigned)(next/65536) % 32768);
+ g_pcgrand.seed(seed);
}
-void mysrand(unsigned seed)
+void myrand_bytes(void *out, size_t len)
{
- next = seed;
+ g_pcgrand.bytes(out, len);
}
int myrand_range(int min, int max)
{
- if(max-min > MYRAND_MAX)
- {
- errorstream<<"WARNING: myrand_range: max-min > MYRAND_MAX"<<std::endl;
- max = min + MYRAND_MAX;
+ return g_pcgrand.range(min, max);
+}
+
+
+/*
+ 64-bit unaligned version of MurmurHash
+*/
+u64 murmur_hash_64_ua(const void *key, int len, unsigned int seed)
+{
+ const u64 m = 0xc6a4a7935bd1e995ULL;
+ const int r = 47;
+ u64 h = seed ^ (len * m);
+
+ const u64 *data = (const u64 *)key;
+ const u64 *end = data + (len / 8);
+
+ while (data != end) {
+ u64 k;
+ memcpy(&k, data, sizeof(u64));
+ data++;
+
+ k *= m;
+ k ^= k >> r;
+ k *= m;
+
+ h ^= k;
+ h *= m;
}
- if(min > max)
- {
- errorstream<<"WARNING: myrand_range: min > max"<<std::endl;
- return max;
+
+ const unsigned char *data2 = (const unsigned char *)data;
+ switch (len & 7) {
+ case 7: h ^= (u64)data2[6] << 48;
+ case 6: h ^= (u64)data2[5] << 40;
+ case 5: h ^= (u64)data2[4] << 32;
+ case 4: h ^= (u64)data2[3] << 24;
+ case 3: h ^= (u64)data2[2] << 16;
+ case 2: h ^= (u64)data2[1] << 8;
+ case 1: h ^= (u64)data2[0];
+ h *= m;
}
- return (myrand()%(max-min+1))+min;
+
+ h ^= h >> 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,
// 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();
+ f32 d = MYMAX(0, blockpos_relative.getLength() - block_max_radius);
if(distance_ptr)
*distance_ptr = d;
-
- // If block is very close, it is always in sight
- if(d < 1.44*1.44*MAP_BLOCKSIZE*BS/2)
- return true;
// If block is far away, it's not in sight
if(d > range)
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)
+ if(d == 0)
return true;
-
+
+ // Adjust camera position, for purposes of computing the angle,
+ // such that a block that has any portion visible with the
+ // current camera position will have the center visible at the
+ // adjusted postion
+ f32 adjdist = block_max_radius / cos((M_PI - camera_fov) / 2);
+
+ // Block position relative to adjusted camera
+ v3f blockpos_adj = blockpos - (camera_pos - camera_dir * adjdist);
+
+ // Distance in camera direction (+=front, -=back)
+ f32 dforward = blockpos_adj.dotProduct(camera_dir);
+
// 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, plus an arbitary factor
- cosangle += block_max_radius / d * 0.5;
+ 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;
}
-