#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;
next = seed;
}
+int myrand_range(int min, int max)
+{
+ if(max-min > MYRAND_MAX)
+ {
+ errorstream<<"WARNING: myrand_range: max-min > MYRAND_MAX"<<std::endl;
+ assert(0);
+ }
+ if(min > max)
+ {
+ assert(0);
+ return max;
+ }
+ return (myrand()%(max-min+1))+min;
+}
+
+#ifndef SERVER
+// Sets the color of all vertices in the mesh
+void setMeshVerticesColor(scene::IMesh* mesh, video::SColor& color)
+{
+ if(mesh == NULL)
+ return;
+
+ u16 mc = mesh->getMeshBufferCount();
+ for(u16 j=0; j<mc; 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++)
+ {
+ vertices[i].Color = color;
+ }
+ }
+}
+#endif
+
/*
blockpos: position of block in block coordinates
camera_pos: position of camera in nodes
// 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 block is not in the field of view, skip it
- if(cosangle < cos(camera_fov / 2))
- return false;
- }
+ 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(camera_fov / 2))
+ return false;
return true;
}