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Fix incorrect distance computation for visible blocks (#4765)
The client would not compute the distance from the camera to to a mapblock correctly. The result was that blocks that were in view (i.e. not beyond the fog limit) would not be rendered. With the improved distance computation, a range adjustment that existed in clientiface.cpp is no longer required.
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@ -175,7 +175,7 @@ void RemoteClient::GetNextBlocks (
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const s16 full_d_max = g_settings->getS16("max_block_send_distance");
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const s16 d_opt = g_settings->getS16("block_send_optimize_distance");
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const s16 d_blocks_in_sight = (full_d_max + 1) * BS * MAP_BLOCKSIZE;
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const s16 d_blocks_in_sight = full_d_max * BS * MAP_BLOCKSIZE;
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s16 d_max = full_d_max;
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s16 d_max_gen = g_settings->getS16("max_block_generate_distance");
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@ -188,14 +188,19 @@ u64 murmur_hash_64_ua(const void *key, int len, unsigned int seed)
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}
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/*
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blockpos: position of block in block coordinates
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blockpos_b: position of block in block coordinates
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camera_pos: position of camera in nodes
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camera_dir: an unit vector pointing to camera direction
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range: viewing range
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distance_ptr: return location for distance from the camera
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*/
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bool isBlockInSight(v3s16 blockpos_b, v3f camera_pos, v3f camera_dir,
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f32 camera_fov, f32 range, f32 *distance_ptr)
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{
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// Maximum radius of a block. The magic number is
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// sqrt(3.0) / 2.0 in literal form.
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const f32 block_max_radius = 0.866025403784 * MAP_BLOCKSIZE * BS;
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v3s16 blockpos_nodes = blockpos_b * MAP_BLOCKSIZE;
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// Block center position
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@ -209,7 +214,7 @@ bool isBlockInSight(v3s16 blockpos_b, v3f camera_pos, v3f camera_dir,
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v3f blockpos_relative = blockpos - camera_pos;
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// Total distance
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f32 d = blockpos_relative.getLength();
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f32 d = MYMAX(0, blockpos_relative.getLength() - block_max_radius);
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if(distance_ptr)
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*distance_ptr = d;
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@ -218,13 +223,9 @@ bool isBlockInSight(v3s16 blockpos_b, v3f camera_pos, v3f camera_dir,
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if(d > range)
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return false;
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// Maximum radius of a block. The magic number is
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// sqrt(3.0) / 2.0 in literal form.
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f32 block_max_radius = 0.866025403784 * MAP_BLOCKSIZE * BS;
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// If block is (nearly) touching the camera, don't
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// bother validating further (that is, render it anyway)
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if(d < block_max_radius)
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if(d == 0)
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return true;
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// Adjust camera position, for purposes of computing the angle,
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