const s16 full_d_max = g_settings->getS16("max_block_send_distance");
const s16 d_opt = g_settings->getS16("block_send_optimize_distance");
- const s16 d_blocks_in_sight = (full_d_max + 1) * BS * MAP_BLOCKSIZE;
+ const s16 d_blocks_in_sight = full_d_max * BS * MAP_BLOCKSIZE;
s16 d_max = full_d_max;
s16 d_max_gen = g_settings->getS16("max_block_generate_distance");
}
/*
- 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,