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,
- f32 *distance_ptr)
+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;
cosangle += block_max_radius / dforward;
// 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.))
+ if(cosangle < cos(camera_fov / 2))
return false;
}
if(password.length() == 0)
return "";
- std::string slt=playername + wide_to_narrow(password);
- SHA1 *sha1 = new SHA1();
- sha1->addBytes(slt.c_str(), slt.length());
- unsigned char *digest = sha1->getDigest();
+ 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;