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authorest31 <MTest31@outlook.com>2016-03-09 03:12:22 +0100
committerest31 <MTest31@outlook.com>2016-03-15 05:55:49 +0100
commite0151d1054c9923630b8ae9cdae36efa261756d3 (patch)
treec2045c38503457f34a95398630de772f4d709d7e /src/serverlist.cpp
parentbb2ee54d3b841ebdb6c6a0b6573b64216ae0baae (diff)
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Much better API for auth.{cpp, h}
* No function overloading * Adhere coding style and with method names following lowercase_underscore_style * Use std::string in external API, handling these is much more fun
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/*
Minetest-c55
Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>

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 <math.h>
#include "noise.h"
#include <iostream>
#include "debug.h"
#include "util/numeric.h"

#define NOISE_MAGIC_X    1619
#define NOISE_MAGIC_Y    31337
#define NOISE_MAGIC_Z    52591
#define NOISE_MAGIC_SEED 1013

float cos_lookup[16] = {
	1.0,  0.9238,  0.7071,  0.3826, 0, -0.3826, -0.7071, -0.9238,
	1.0, -0.9238, -0.7071, -0.3826, 0,  0.3826,  0.7071,  0.9238
};


///////////////////////////////////////////////////////////////////////////////


//noise poly:  p(n) = 60493n^3 + 19990303n + 137612589
float noise2d(int x, int y, int seed) {
	int n = (NOISE_MAGIC_X * x + NOISE_MAGIC_Y * y
			+ NOISE_MAGIC_SEED * seed) & 0x7fffffff;
	n = (n >> 13) ^ n;
	n = (n * (n * n * 60493 + 19990303) + 1376312589) & 0x7fffffff;
	return 1.f - (float)n / 0x40000000;
}


float noise3d(int x, int y, int z, int seed) {
	int n = (NOISE_MAGIC_X * x + NOISE_MAGIC_Y * y + NOISE_MAGIC_Z * z
			+ NOISE_MAGIC_SEED * seed) & 0x7fffffff;
	n = (n >> 13) ^ n;
	n = (n * (n * n * 60493 + 19990303) + 1376312589) & 0x7fffffff;
	return 1.f - (float)n / 0x40000000;
}


float dotProduct(float vx, float vy, float wx, float wy) {
	return vx * wx + vy * wy;
}


inline float linearInterpolation(float v0, float v1, float t) {
    return v0 + (v1 - v0) * t;
}


float biLinearInterpolation(float v00, float v10,
							float v01, float v11,
							float x, float y) {
    float tx = easeCurve(x);
    float ty = easeCurve(y);
    float u = linearInterpolation(v00, v10, tx);
    float v = linearInterpolation(v01, v11, tx);
    return linearInterpolation(u, v, ty);
}


float biLinearInterpolationNoEase(float x0y0, float x1y0,
								  float x0y1, float x1y1,
								  float x, float y) {
    float u = linearInterpolation(x0y0, x1y0, x);
    float v = linearInterpolation(x0y1, x1y1, x);
    return linearInterpolation(u, v, y);
}


float triLinearInterpolation(
		float v000, float v100, float v010, float v110,
		float v001, float v101, float v011, float v111,
		float x, float y, float z) {
	float u = biLinearInterpolationNoEase(v000, v100, v010, v110, x, y);
	float v = biLinearInterpolationNoEase(v001, v101, v011, v111, x, y);
	return linearInterpolation(u, v, z);
}


#if 0
float triLinearInterpolation(
		float v000, float v100, float v010, float v110,
		float v001, float v101, float v011, float v111,
		float x, float y, float z)
{
	/*float tx = easeCurve(x);
	float ty = easeCurve(y);
	float tz = easeCurve(z);*/
	float tx = x;
	float ty = y;
	float tz = z;
	return(
		v000 * (1 - tx) * (1 - ty) * (1 - tz) +
		v100 * tx * (1 - ty) * (1 - tz) +
		v010 * (1 - tx) * ty * (1 - tz) +
		v110 * tx * ty * (1 - tz) +
		v001 * (1 - tx) * (1 - ty) * tz +
		v101 * tx * (1 - ty) * tz +
		v011 * (1 - tx) * ty * tz +
		v111 * tx * ty * tz
	);
}
#endif


#if 0
float noise2d_gradient(float x, float y, int seed)
{
	// Calculate the integer coordinates
	int x0 = (x > 0.0 ? (int)x : (int)x - 1);
	int y0 = (y > 0.0 ? (int)y : (int)y - 1);
	// Calculate the remaining part of the coordinates
	float xl = x - (float)x0;
	float yl = y - (float)y0;
	// Calculate random cosine lookup table indices for the integer corners.
	// They are looked up as unit vector gradients from the lookup table.
	int n00 = (int)((noise2d(x0, y0, seed)+1)*8);
	int n10 = (int)((noise2d(x0+1, y0, seed)+1)*8);
	int n01 = (int)((noise2d(x0, y0+1, seed)+1)*8);
	int n11 = (int)((noise2d(x0+1, y0+1, seed)+1)*8);
	// Make a dot product for the gradients and the positions, to get the values
	float s = dotProduct(cos_lookup[n00], cos_lookup[(n00+12)%16], xl, yl);