/* Minetest Copyright (C) 2010-2013 celeron55, Perttu Ahola This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #include "numeric.h" #include "log.h" #include "constants.h" // BS, MAP_BLOCKSIZE #include "noise.h" // PseudoRandom, PcgRandom #include "threading/mutex_auto_lock.h" #include #include // myrand static PcgRandom g_pcgrand; u32 myrand() { return g_pcgrand.next(); } void mysrand(unsigned int seed) { g_pcgrand.seed(seed); } void myrand_bytes(void *out, size_t len) { g_pcgrand.bytes(out, len); } float myrand_float() { u32 uv = g_pcgrand.next(); return (float)uv / (float)U32_MAX; } int myrand_range(int min, int max) { return g_pcgrand.range(min, max); } float myrand_range(float min, float max) { return (max-min) * myrand_float() + min; } /* 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 u8 *data = (const u8 *)key; const u8 *end = data + (len / 8) * 8; while (data != end) { u64 k; memcpy(&k, data, sizeof(u64)); data += sizeof(u64); k *= m; k ^= k >> r; k *= m; h ^= k; h *= m; } const unsigned char *data2 = (const unsigned char *)data; switch (len & 7) { case 7: h ^= (u64)data2[6] << 48; [[fallthrough]]; case 6: h ^= (u64)data2[5] << 40; [[fallthrough]]; case 5: h ^= (u64)data2[4] << 32; [[fallthrough]]; case 4: h ^= (u64)data2[3] << 24; [[fallthrough]]; case 3: h ^= (u64)data2[2] << 16; [[fallthrough]]; case 2: h ^= (u64)data2[1] << 8; [[fallthrough]]; case 1: h ^= (u64)data2[0]; h *= m; } h ^= h >> r; h *= m; h ^= h >> r; return h; } /* 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) { v3s16 blockpos_nodes = blockpos_b * MAP_BLOCKSIZE; // Block center position v3f blockpos( ((float)blockpos_nodes.X + MAP_BLOCKSIZE/2) * BS, ((float)blockpos_nodes.Y + MAP_BLOCKSIZE/2) * BS, ((float)blockpos_nodes.Z + MAP_BLOCKSIZE/2) * BS ); // Block position relative to camera v3f blockpos_relative = blockpos - camera_pos; // Total distance f32 d = MYMAX(0, blockpos_relative.getLength() - BLOCK_MAX_RADIUS); if (distance_ptr) *distance_ptr = d; // If block is far away, it's not in sight if (d > range) return false; // If block is (nearly) touching the camera, don't // bother validating further (that is, render it anyway) 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 position 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 / blockpos_adj.getLength(); // If block is not in the field of view, skip it // HOTFIX: use sligthly increased angle (+10%) to fix too aggressive // culling. Somebody have to find out whats wrong with the math here. // Previous value: camera_fov / 2 if (cosangle < std::cos(camera_fov * 0.55f)) return false; return true; } inline float adjustDist(float dist, float zoom_fov) { // 1.775 ~= 72 * PI / 180 * 1.4, the default FOV on the client. // The heuristic threshold for zooming is half of that. static constexpr const float threshold_fov = 1.775f / 2.0f; if (zoom_fov < 0.001f || zoom_fov > threshold_fov) return dist; return dist * std::cbrt((1.0f - std::cos(threshold_fov)) / (1.0f - std::cos(zoom_fov / 2.0f))); } s16 adjustDist(s16 dist, float zoom_fov) { return std::round(adjustDist((float)dist, zoom_fov)); } void setPitchYawRollRad(core::matrix4 &m, v3f rot) { f64 a1 = rot.Z, a2 = rot.X, a3 = rot.Y; f64 c1 = cos(a1), s1 = sin(a1); f64 c2 = cos(a2), s2 = sin(a2); f64 c3 = cos(a3), s3 = sin(a3); f32 *M = m.pointer(); M[0] = s1 * s2 * s3 + c1 * c3; M[1] = s1 * c2; M[2] = s1 * s2 * c3 - c1 * s3; M[4] = c1 * s2 * s3 - s1 * c3; M[5] = c1 * c2; M[6] = c1 * s2 * c3 + s1 * s3; M[8] = c2 * s3; M[9] = -s2; M[10] = c2 * c3; } v3f getPitchYawRollRad(const core::matrix4 &m) { const f32 *M = m.pointer(); f64 a1 = atan2(M[1], M[5]); f32 c2 = std::sqrt((f64)M[10]*M[10] + (f64)M[8]*M[8]); f32 a2 = atan2f(-M[9], c2); f64 c1 = cos(a1); f64 s1 = sin(a1); f32 a3 = atan2f(s1*M[6] - c1*M[2], c1*M[0] - s1*M[4]); return v3f(a2, a3, a1); }