/* 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 "mathconstants.h" #include "log.h" #include "../constants.h" // BS, MAP_BLOCKSIZE #include "../noise.h" // PseudoRandom, PcgRandom #include "../threading/mutex_auto_lock.h" #include #include std::map > FacePositionCache::m_cache; Mutex FacePositionCache::m_cache_mutex; // Calculate the borders of a "d-radius" cube // TODO: Make it work without mutex and data races, probably thread-local std::vector FacePositionCache::getFacePositions(u16 d) { MutexAutoLock cachelock(m_cache_mutex); if (m_cache.find(d) != m_cache.end()) return m_cache[d]; generateFacePosition(d); return m_cache[d]; } void FacePositionCache::generateFacePosition(u16 d) { m_cache[d] = std::vector(); if(d == 0) { m_cache[d].push_back(v3s16(0,0,0)); return; } if(d == 1) { /* This is an optimized sequence of coordinates. */ m_cache[d].push_back(v3s16( 0, 1, 0)); // top m_cache[d].push_back(v3s16( 0, 0, 1)); // back m_cache[d].push_back(v3s16(-1, 0, 0)); // left m_cache[d].push_back(v3s16( 1, 0, 0)); // right m_cache[d].push_back(v3s16( 0, 0,-1)); // front m_cache[d].push_back(v3s16( 0,-1, 0)); // bottom // 6 m_cache[d].push_back(v3s16(-1, 0, 1)); // back left m_cache[d].push_back(v3s16( 1, 0, 1)); // back right m_cache[d].push_back(v3s16(-1, 0,-1)); // front left m_cache[d].push_back(v3s16( 1, 0,-1)); // front right m_cache[d].push_back(v3s16(-1,-1, 0)); // bottom left m_cache[d].push_back(v3s16( 1,-1, 0)); // bottom right m_cache[d].push_back(v3s16( 0,-1, 1)); // bottom back m_cache[d].push_back(v3s16( 0,-1,-1)); // bottom front m_cache[d].push_back(v3s16(-1, 1, 0)); // top left m_cache[d].push_back(v3s16( 1, 1, 0)); // top right m_cache[d].push_back(v3s16( 0, 1, 1)); // top back m_cache[d].push_back(v3s16( 0, 1,-1)); // top front // 18 m_cache[d].push_back(v3s16(-1, 1, 1)); // top back-left m_cache[d].push_back(v3s16( 1, 1, 1)); // top back-right m_cache[d].push_back(v3s16(-1, 1,-1)); // top front-left m_cache[d].push_back(v3s16( 1, 1,-1)); // top front-right m_cache[d].push_back(v3s16(-1,-1, 1)); // bottom back-left m_cache[d].push_back(v3s16( 1,-1, 1)); // bottom back-right m_cache[d].push_back(v3s16(-1,-1,-1)); // bottom front-left m_cache[d].push_back(v3s16( 1,-1,-1)); // bottom front-right // 26 return; } // Take blocks in all sides, starting from y=0 and going +-y for(s16 y=0; y<=d-1; y++) { // Left and right side, including borders for(s16 z=-d; z<=d; z++) { m_cache[d].push_back(v3s16(d,y,z)); m_cache[d].push_back(v3s16(-d,y,z)); if(y != 0) { m_cache[d].push_back(v3s16(d,-y,z)); m_cache[d].push_back(v3s16(-d,-y,z)); } } // Back and front side, excluding borders for(s16 x=-d+1; x<=d-1; x++) { m_cache[d].push_back(v3s16(x,y,d)); m_cache[d].push_back(v3s16(x,y,-d)); if(y != 0) { m_cache[d].push_back(v3s16(x,-y,d)); m_cache[d].push_back(v3s16(x,-y,-d)); } } } // Take the bottom and top face with borders // -d> 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; case 6: h ^= (u64)data2[5] << 40; case 5: h ^= (u64)data2[4] << 32; case 4: h ^= (u64)data2[3] << 24; case 3: h ^= (u64)data2[2] << 16; case 2: h ^= (u64)data2[1] << 8; case 1: h ^= (u64)data2[0]; h *= m; } h ^= h >> r; h *= m; h ^= h >> r; return h; } /* blockpos: 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 */ 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 = blockpos_relative.getLength(); if(distance_ptr) *distance_ptr = d; // If block is far away, it's not in sight 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) 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 postion 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 if(cosangle < cos(camera_fov / 2)) return false; return true; }