mirror of
https://github.com/moparisthebest/minetest
synced 2024-11-08 02:15:07 -05:00
386 lines
8.6 KiB
C++
386 lines
8.6 KiB
C++
/*
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Minetest-c55
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Copyright (C) 2010 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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/*
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(c) 2010 Perttu Ahola <celeron55@gmail.com>
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*/
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#include "utility.h"
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#include "irrlichtwrapper.h"
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#include "gettime.h"
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TimeTaker::TimeTaker(const char *name, u32 *result)
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{
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m_name = name;
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m_result = result;
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m_running = true;
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m_time1 = getTimeMs();
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}
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u32 TimeTaker::stop(bool quiet)
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{
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if(m_running)
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{
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u32 time2 = getTimeMs();
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u32 dtime = time2 - m_time1;
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if(m_result != NULL)
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{
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(*m_result) += dtime;
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}
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else
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{
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if(quiet == false)
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std::cout<<m_name<<" took "<<dtime<<"ms"<<std::endl;
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}
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m_running = false;
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return dtime;
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}
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return 0;
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}
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const v3s16 g_26dirs[26] =
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{
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// +right, +top, +back
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v3s16( 0, 0, 1), // back
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v3s16( 0, 1, 0), // top
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v3s16( 1, 0, 0), // right
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v3s16( 0, 0,-1), // front
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v3s16( 0,-1, 0), // bottom
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v3s16(-1, 0, 0), // left
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// 6
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v3s16(-1, 1, 0), // top left
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v3s16( 1, 1, 0), // top right
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v3s16( 0, 1, 1), // top back
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v3s16( 0, 1,-1), // top front
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v3s16(-1, 0, 1), // back left
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v3s16( 1, 0, 1), // back right
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v3s16(-1, 0,-1), // front left
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v3s16( 1, 0,-1), // front right
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v3s16(-1,-1, 0), // bottom left
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v3s16( 1,-1, 0), // bottom right
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v3s16( 0,-1, 1), // bottom back
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v3s16( 0,-1,-1), // bottom front
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// 18
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v3s16(-1, 1, 1), // top back-left
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v3s16( 1, 1, 1), // top back-right
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v3s16(-1, 1,-1), // top front-left
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v3s16( 1, 1,-1), // top front-right
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v3s16(-1,-1, 1), // bottom back-left
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v3s16( 1,-1, 1), // bottom back-right
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v3s16(-1,-1,-1), // bottom front-left
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v3s16( 1,-1,-1), // bottom front-right
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// 26
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};
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static unsigned long next = 1;
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/* RAND_MAX assumed to be 32767 */
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int myrand(void)
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{
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next = next * 1103515245 + 12345;
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return((unsigned)(next/65536) % 32768);
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}
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void mysrand(unsigned seed)
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{
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next = seed;
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}
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// Float with distance
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struct DFloat
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{
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float v;
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u32 d;
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};
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float PointAttributeList::getInterpolatedFloat(v3s16 p)
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{
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const u32 near_wanted_count = 5;
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// Last is nearest, first is farthest
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core::list<DFloat> near_list;
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for(core::list<PointWithAttr>::Iterator
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i = m_points.begin();
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i != m_points.end(); i++)
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{
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PointWithAttr &pwa = *i;
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u32 d = pwa.p.getDistanceFrom(p);
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DFloat df;
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df.v = pwa.attr.getFloat();
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df.d = d;
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// If near list is empty, add directly and continue
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if(near_list.size() == 0)
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{
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near_list.push_back(df);
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continue;
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}
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// Get distance of farthest in near list
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u32 near_d = 100000;
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if(near_list.size() > 0)
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{
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core::list<DFloat>::Iterator i = near_list.begin();
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near_d = i->d;
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}
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/*
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If point is closer than the farthest in the near list or
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there are not yet enough points on the list
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*/
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if(d < near_d || near_list.size() < near_wanted_count)
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{
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// Find the right place in the near list and put it there
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// Go from farthest to near in the near list
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core::list<DFloat>::Iterator i = near_list.begin();
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for(; i != near_list.end(); i++)
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{
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// Stop when i is at the first nearer node
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if(i->d < d)
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break;
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}
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// Add df to before i
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if(i == near_list.end())
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near_list.push_back(df);
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else
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near_list.insert_before(i, df);
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// Keep near list at right size
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if(near_list.size() > near_wanted_count)
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{
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core::list<DFloat>::Iterator j = near_list.begin();
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near_list.erase(j);
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}
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}
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}
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// Return if no values found
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if(near_list.size() == 0)
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return 0.0;
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/*
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20:58:29 < tejeez> joka pisteelle a += arvo / etäisyys^6; b += 1 / etäisyys^6; ja
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lopuks sit otetaan a/b
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*/
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float a = 0;
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float b = 0;
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for(core::list<DFloat>::Iterator i = near_list.begin();
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i != near_list.end(); i++)
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{
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if(i->d == 0)
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return i->v;
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//float dd = pow((float)i->d, 6);
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float dd = pow((float)i->d, 5);
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float v = i->v;
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//dstream<<"dd="<<dd<<", v="<<v<<std::endl;
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a += v / dd;
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b += 1 / dd;
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}
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return a / b;
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}
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#if 0
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float PointAttributeList::getInterpolatedFloat(v3s16 p)
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{
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const u32 near_wanted_count = 2;
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const u32 nearest_wanted_count = 2;
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// Last is near
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core::list<DFloat> near;
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for(core::list<PointWithAttr>::Iterator
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i = m_points.begin();
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i != m_points.end(); i++)
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{
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PointWithAttr &pwa = *i;
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u32 d = pwa.p.getDistanceFrom(p);
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DFloat df;
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df.v = pwa.attr.getFloat();
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df.d = d;
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// If near list is empty, add directly and continue
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if(near_list.size() == 0)
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{
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near_list.push_back(df);
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continue;
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}
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// Get distance of farthest in near list
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u32 near_d = 100000;
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if(near_list.size() > 0)
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{
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core::list<DFloat>::Iterator i = near_list.begin();
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near_d = i->d;
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}
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/*
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If point is closer than the farthest in the near list or
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there are not yet enough points on the list
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*/
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if(d < near_d || near_list.size() < near_wanted_count)
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{
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// Find the right place in the near list and put it there
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// Go from farthest to near in the near list
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core::list<DFloat>::Iterator i = near_list.begin();
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for(; i != near_list.end(); i++)
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{
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// Stop when i is at the first nearer node
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if(i->d < d)
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break;
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}
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// Add df to before i
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if(i == near_list.end())
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near_list.push_back(df);
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else
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near_list.insert_before(i, df);
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// Keep near list at right size
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if(near_list.size() > near_wanted_count)
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{
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core::list<DFloat>::Iterator j = near_list.begin();
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near_list.erase(j);
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}
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}
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}
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// Return if no values found
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if(near_list.size() == 0)
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return 0.0;
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/*
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Get nearest ones
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*/
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u32 nearest_count = nearest_wanted_count;
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if(nearest_count > near_list.size())
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nearest_count = near_list.size();
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core::list<DFloat> nearest;
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{
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core::list<DFloat>::Iterator i = near_list.getLast();
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for(u32 j=0; j<nearest_count; j++)
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{
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nearest.push_front(*i);
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i--;
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}
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}
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/*
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TODO: Try this:
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20:58:29 < tejeez> joka pisteelle a += arvo / etäisyys^6; b += 1 / etäisyys^6; ja
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lopuks sit otetaan a/b
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*/
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/*
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Get total distance to nearest points
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*/
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float nearest_d_sum = 0;
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for(core::list<DFloat>::Iterator i = nearest.begin();
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i != nearest.end(); i++)
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{
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nearest_d_sum += (float)i->d;
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}
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/*
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Interpolate a value between the first ones
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*/
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dstream<<"nearest.size()="<<nearest.size()<<std::endl;
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float interpolated = 0;
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for(core::list<DFloat>::Iterator i = nearest.begin();
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i != nearest.end(); i++)
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{
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float weight;
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if(nearest_d_sum > 0.001)
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weight = (float)i->d / nearest_d_sum;
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else
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weight = 1. / nearest.size();
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/*dstream<<"i->d="<<i->d<<" nearest_d_sum="<<nearest_d_sum
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<<" weight="<<weight<<std::endl;*/
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interpolated += weight * i->v;
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}
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return interpolated;
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}
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#endif
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/*
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blockpos: 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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*/
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bool isBlockInSight(v3s16 blockpos_b, v3f camera_pos, v3f camera_dir, f32 range)
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{
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v3s16 blockpos_nodes = blockpos_b * MAP_BLOCKSIZE;
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// Block center position
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v3f blockpos(
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((float)blockpos_nodes.X + MAP_BLOCKSIZE/2) * BS,
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((float)blockpos_nodes.Y + MAP_BLOCKSIZE/2) * BS,
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((float)blockpos_nodes.Z + MAP_BLOCKSIZE/2) * BS
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);
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// Block position relative to camera
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v3f blockpos_relative = blockpos - camera_pos;
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// Distance in camera direction (+=front, -=back)
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f32 dforward = blockpos_relative.dotProduct(camera_dir);
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// Total distance
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f32 d = blockpos_relative.getLength();
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// If block is far away, it's not in sight
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if(d > range * BS)
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return false;
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// Maximum radius of a block
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f32 block_max_radius = 0.5*1.44*1.44*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 * 1.5)
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{
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// Cosine of the angle between the camera direction
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// and the block direction (camera_dir is an unit vector)
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f32 cosangle = dforward / d;
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// Compensate for the size of the block
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// (as the block has to be shown even if it's a bit off FOV)
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// This is an estimate.
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cosangle += block_max_radius / dforward;
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// If block is not in the field of view, skip it
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//if(cosangle < cos(FOV_ANGLE/2))
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if(cosangle < cos(FOV_ANGLE/2. * 4./3.))
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return false;
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}
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return true;
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}
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