*/
#include "utility.h"
-#include "irrlichtwrapper.h"
#include "gettime.h"
+#include "sha1.h"
+#include "base64.h"
+#include "log.h"
TimeTaker::TimeTaker(const char *name, u32 *result)
{
else
{
if(quiet == false)
- std::cout<<m_name<<" took "<<dtime<<"ms"<<std::endl;
+ infostream<<m_name<<" took "<<dtime<<"ms"<<std::endl;
}
m_running = false;
return dtime;
return 0;
}
+u32 TimeTaker::getTime()
+{
+ u32 time2 = getTimeMs();
+ u32 dtime = time2 - m_time1;
+ return dtime;
+}
+
+const v3s16 g_6dirs[6] =
+{
+ // +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
+};
+
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;
}
-// Float with distance
-struct DFloat
-{
- float v;
- u32 d;
-};
-
-float PointAttributeList::getInterpolatedFloat(v3s16 p)
+int myrand_range(int min, int max)
{
- const u32 near_wanted_count = 5;
- // Last is nearest, first is farthest
- core::list<DFloat> near;
-
- for(core::list<PointWithAttr>::Iterator
- i = m_points.begin();
- i != m_points.end(); i++)
+ if(max-min > MYRAND_MAX)
{
- 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.size() == 0)
- {
- near.push_back(df);
- continue;
- }
-
- // Get distance of farthest in near list
- u32 near_d = 100000;
- if(near.size() > 0)
- {
- core::list<DFloat>::Iterator i = near.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.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.begin();
- for(; i != near.end(); i++)
- {
- // Stop when i is at the first nearer node
- if(i->d < d)
- break;
- }
- // Add df to before i
- if(i == near.end())
- near.push_back(df);
- else
- near.insert_before(i, df);
-
- // Keep near list at right size
- if(near.size() > near_wanted_count)
- {
- core::list<DFloat>::Iterator j = near.begin();
- near.erase(j);
- }
- }
+ errorstream<<"WARNING: myrand_range: max-min > MYRAND_MAX"<<std::endl;
+ assert(0);
}
-
- // Return if no values found
- if(near.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.begin();
- i != near.end(); i++)
+ if(min > max)
{
- 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;
+ assert(0);
+ return max;
}
-
- return a / b;
+ return (myrand()%(max-min+1))+min;
}
-#if 0
-float PointAttributeList::getInterpolatedFloat(v3s16 p)
+#ifndef SERVER
+// Sets the color of all vertices in the mesh
+void setMeshVerticesColor(scene::IMesh* mesh, video::SColor& color)
{
- 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.size() == 0)
- {
- near.push_back(df);
- continue;
- }
-
- // Get distance of farthest in near list
- u32 near_d = 100000;
- if(near.size() > 0)
- {
- core::list<DFloat>::Iterator i = near.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.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.begin();
- for(; i != near.end(); i++)
- {
- // Stop when i is at the first nearer node
- if(i->d < d)
- break;
- }
- // Add df to before i
- if(i == near.end())
- near.push_back(df);
- else
- near.insert_before(i, df);
-
- // Keep near list at right size
- if(near.size() > near_wanted_count)
- {
- core::list<DFloat>::Iterator j = near.begin();
- near.erase(j);
- }
- }
- }
+ if(mesh == NULL)
+ return;
- // Return if no values found
- if(near.size() == 0)
- return 0.0;
-
- /*
- Get nearest ones
- */
-
- u32 nearest_count = nearest_wanted_count;
- if(nearest_count > near.size())
- nearest_count = near.size();
- core::list<DFloat> nearest;
+ u16 mc = mesh->getMeshBufferCount();
+ for(u16 j=0; j<mc; j++)
{
- core::list<DFloat>::Iterator i = near.getLast();
- for(u32 j=0; j<nearest_count; j++)
+ scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
+ video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
+ u16 vc = buf->getVertexCount();
+ for(u16 i=0; i<vc; i++)
{
- nearest.push_front(*i);
- i--;
+ vertices[i].Color = color;
}
}
-
- /*
- 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
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)
+bool isBlockInSight(v3s16 blockpos_b, v3f camera_pos, v3f camera_dir,
+ f32 camera_fov, f32 range, f32 *distance_ptr)
{
v3s16 blockpos_nodes = blockpos_b * MAP_BLOCKSIZE;
// Total distance
f32 d = blockpos_relative.getLength();
+
+ 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 * BS)
return false;
// 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(d < block_max_radius)
+ return true;
+
+ // 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;
- // 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;
- }
+ // If block is not in the field of view, skip it
+ if(cosangle < cos(camera_fov / 2))
+ return false;
return true;
}
+// Get an sha-1 hash of the player's name combined with
+// the password entered. That's what the server uses as
+// their password. (Exception : if the password field is
+// blank, we send a blank password - this is for backwards
+// compatibility with password-less players).
+std::string translatePassword(std::string playername, std::wstring password)
+{
+ if(password.length() == 0)
+ return "";
+
+ std::string slt = playername + wide_to_narrow(password);
+ SHA1 sha1;
+ sha1.addBytes(slt.c_str(), slt.length());
+ unsigned char *digest = sha1.getDigest();
+ std::string pwd = base64_encode(digest, 20);
+ free(digest);
+ return pwd;
+}
+
+
+