summaryrefslogtreecommitdiff
path: root/src/utility.cpp
blob: 65615f9c93e6cd67cfaa7a7f8af4ac3d9676b48e (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
/*
Minetest
Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
Copyright (C) 2017 nerzhul, Loic Blot <loic.blot@unix-experience.fr>

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.
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205

51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/

#include "lua_api/l_storage.h"
#include "l_internal.h"
#include "content/mods.h"
#include "server.h"

int ModApiStorage::l_get_mod_storage(lua_State *L)
{
	lua_rawgeti(L, LUA_REGISTRYINDEX, CUSTOM_RIDX_CURRENT_MOD_NAME);
	if (!lua_isstring(L, -1)) {
		return 0;
	}

	std::string mod_name = readParam<std::string>(L, -1);

	ModMetadata *store = new ModMetadata(mod_name);
	if (IGameDef *gamedef = getGameDef(L)) {
		store->load(gamedef->getModStoragePath());
		gamedef->registerModStorage(store);
	} else {
		delete store;
		assert(false); // this should not happen
	}

	StorageRef::create(L, store);
	int object = lua_gettop(L);

	lua_pushvalue(L, object);
	return 1;
}

void ModApiStorage::Initialize(lua_State *L, int top)
{
	API_FCT(get_mod_storage);
}

StorageRef::StorageRef(ModMetadata *object):
	m_object(object)
{
}

StorageRef::~StorageRef()
{
	delete m_object;
}

void StorageRef::create(lua_State *L, ModMetadata *object)
{
	StorageRef *o = new StorageRef(object);
	*(void **)(lua_newuserdata(L, sizeof(void *))) = o;
	luaL_getmetatable(L, className);
	lua_setmetatable(L, -2);
}

int StorageRef::gc_object(lua_State *L)
{
	StorageRef *o = *(StorageRef **)(lua_touserdata(L, 1));
	// Server side
	if (IGameDef *gamedef = getGameDef(L))
		gamedef->unregisterModStorage(getobject(o)->getModName());
	delete o;
	return 0;
}

void StorageRef::Register/*
Minetest-c55
Copyright (C) 2010 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 General Public License as published by
the Free Software Foundation; either version 2 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 General Public License for more details.

You should have received a copy of the GNU 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.
*/

/*
(c) 2010 Perttu Ahola <celeron55@gmail.com>
*/

#include "utility.h"
#include "irrlichtwrapper.h"
#include "gettime.h"

TimeTaker::TimeTaker(const char *name, u32 *result)
{
	m_name = name;
	m_result = result;
	m_running = true;
	m_time1 = getTimeMs();
}

u32 TimeTaker::stop(bool quiet)
{
	if(m_running)
	{
		u32 time2 = getTimeMs();
		u32 dtime = time2 - m_time1;
		if(m_result != NULL)
		{
			(*m_result) += dtime;
		}
		else
		{
			if(quiet == false)
				std::cout<<m_name<<" took "<<dtime<<"ms"<<std::endl;
		}
		m_running = false;
		return dtime;
	}
	return 0;
}

const v3s16 g_26dirs[26] =
{
	// +right, +top, +back
	v3s16( 0, 0, 1), // back
	v3s16( 0, 1, 0), // top
	v3s16( 1, 0, 0), // right
	v3s16( 0, 0,-1), // front
	v3s16( 0,-1, 0), // bottom
	v3s16(-1, 0, 0), // left
	// 6
	v3s16(-1, 1, 0), // top left
	v3s16( 1, 1, 0), // top right
	v3s16( 0, 1, 1), // top back
	v3s16( 0, 1,-1), // top front
	v3s16(-1, 0, 1), // back left
	v3s16( 1, 0, 1), // back right
	v3s16(-1, 0,-1), // front left
	v3s16( 1, 0,-1), // front right
	v3s16(-1,-1, 0), // bottom left
	v3s16( 1,-1, 0), // bottom right
	v3s16( 0,-1, 1), // bottom back
	v3s16( 0,-1,-1), // bottom front
	// 18
	v3s16(-1, 1, 1), // top back-left
	v3s16( 1, 1, 1), // top back-right
	v3s16(-1, 1,-1), // top front-left
	v3s16( 1, 1,-1), // top front-right
	v3s16(-1,-1, 1), // bottom back-left
	v3s16( 1,-1, 1), // bottom back-right
	v3s16(-1,-1,-1), // bottom front-left
	v3s16( 1,-1,-1), // bottom front-right
	// 26
};

const v3s16 g_27dirs[27] =
{
	// +right, +top, +back
	v3s16( 0, 0, 1), // back
	v3s16( 0, 1, 0), // top
	v3s16( 1, 0, 0), // right
	v3s16( 0, 0,-1), // front
	v3s16( 0,-1, 0), // bottom
	v3s16(-1, 0, 0), // left
	// 6
	v3s16(-1, 1, 0), // top left
	v3s16( 1, 1, 0), // top right
	v3s16( 0, 1, 1), // top back
	v3s16( 0, 1,-1), // top front
	v3s16(-1, 0, 1), // back left
	v3s16( 1, 0, 1), // back right
	v3s16(-1, 0,-1), // front left
	v3s16( 1, 0,-1), // front right
	v3s16(-1,-1, 0), // bottom left
	v3s16( 1,-1, 0), // bottom right
	v3s16( 0,-1, 1), // bottom back
	v3s16( 0,-1,-1), // bottom front
	// 18
	v3s16(-1, 1, 1), // top back-left
	v3s16( 1, 1, 1), // top back-right
	v3s16(-1, 1,-1), // top front-left
	v3s16( 1, 1,-1), // top front-right
	v3s16(-1,-1, 1), // bottom back-left
	v3s16( 1,-1, 1), // bottom back-right
	v3s16(-1,-1,-1), // bottom front-left
	v3s16( 1,-1,-1), // bottom front-right
	// 26
	v3s16(0,0,0),
};

static unsigned long next = 1;

/* RAND_MAX assumed to be 32767 */
int myrand(void)
{
   next = next * 1103515245 + 12345;
   return((unsigned)(next/65536) % 32768);
}

void mysrand(unsigned seed)
{
   next = seed;
}

/*
	PointAttributeList
*/

// Float with distance
struct DFloat
{
	float v;
	u32 d;
};

float PointAttributeList::getInterpolatedFloat(v2s16 p)
{
	const u32 near_wanted_count = 5;
	// Last is nearest, first is farthest
	core::list<DFloat> near_list;

	for(core::list<PointWithAttr>::Iterator
			i = m_points.begin();
			i != m_points.end(); i++)
	{
		PointWithAttr &pwa = *i;
		u32 d = pwa.p.getDistanceFrom(p);
		
		DFloat df;
		df.v = pwa.attr.getFloat();
		df.d = d;
				
		// If near list is empty, add directly and continue
		if(near_list.size() == 0)
		{
			near_list.push_back(df);
			continue;
		}
		
		// Get distance of farthest in near list
		u32 near_d = 100000;
		if(near_list.size() > 0)
		{
			core::list<DFloat>::Iterator i = near_list.begin();
			near_d = i->d;
		}
		
		/*
			If point is closer than the farthest in the near list or
			there are not yet enough points on the list
		*/
		if(d < near_d || near_list.size() < near_wanted_count)
		{
			// Find the right place in the near list and put it there
			
			// Go from farthest to near in the near list
			core::list<DFloat>::Iterator i = near_list.begin();
			for(; i != near_list.end(); i++)
			{
				// Stop when i is at the first nearer node
				if(i->d < d)
					break;
			}
			// Add df to before i
			if(i == near_list.end())
				near_list.push_back(df);
			else
				near_list.insert_before(i, df);

			// Keep near list at right size
			if(near_list.size() > near_wanted_count)
			{
				core::list<DFloat>::Iterator j = near_list.begin();
				near_list.erase(j);
			}
		}
	}
	
	// Return if no values found
	if(near_list.size() == 0)
		return 0.0;
	
	/*
20:58:29 < tejeez> joka pisteelle a += arvo / etäisyys^6; b += 1 / etäisyys^6; ja 
lopuks sit otetaan a/b
	*/
	
	float a = 0;
	float b = 0;
	for(core::list<DFloat>::Iterator i = near_list.begin();
			i != near_list.end(); i++)
	{
		if(i->d == 0)
			return i->v;
		
		//float dd = pow((float)i->d, 6);
		float dd = pow((float)i->d, 5);
		float v = i->v;
		//dstream<<"dd="<<dd<<", v="<<v<<std::endl;
		a += v / dd;
		b += 1 / dd;
	}

	return a / b;
}

#if 0
float PointAttributeList::getInterpolatedFloat(v3s16 p)
{
	const u32 near_wanted_count = 2;
	const u32 nearest_wanted_count = 2;
	// Last is near
	core::list<DFloat> near;

	for(core::list<PointWithAttr>::Iterator
			i = m_points.begin();
			i != m_points.end(); i++)
	{
		PointWithAttr &pwa = *i;
		u32 d = pwa.p.getDistanceFrom(p);
		
		DFloat df;
		df.v = pwa.attr.getFloat();
		df.d = d;
				
		// If near list is empty, add directly and continue
		if(near_list.size() == 0)
		{
			near_list.push_back(df);
			continue;
		}
		
		// Get distance of farthest in near list
		u32 near_d = 100000;
		if(near_list.size() > 0)
		{
			core::list<DFloat>::Iterator i = near_list.begin();
			near_d = i->d;
		}
		
		/*
			If point is closer than the farthest in the near list or
			there are not yet enough points on the list
		*/
		if(d < near_d || near_list.size() < near_wanted_count)
		{
			// Find the right place in the near list and put it there
			
			// Go from farthest to near in the near list
			core::list<DFloat>::Iterator i = near_list.begin();
			for(; i != near_list.end(); i++)
			{
				// Stop when i is at the first nearer node
				if(i->d < d)
					break;
			}
			// Add df to before i
			if(i == near_list.end())
				near_list.push_back(df);
			else
				near_list.insert_before(i, df);

			// Keep near list at right size
			if(near_list.size() > near_wanted_count)
			{
				core::list<DFloat>::Iterator j = near_list.begin();
				near_list.erase(j);
			}
		}
	}
	
	// Return if no values found
	if(near_list.size() == 0)
		return 0.0;
	
	/*
		Get nearest ones
	*/

	u32 nearest_count = nearest_wanted_count;
	if(nearest_count > near_list.size())
		nearest_count = near_list.size();
	core::list<DFloat> nearest;
	{
		core::list<DFloat>::Iterator i = near_list.getLast();
		for(u32 j=0; j<nearest_count; j++)
		{
			nearest.push_front(*i);
			i--;
		}
	}

	/*
		TODO: Try this:
20:58:29 < tejeez> joka pisteelle a += arvo / etäisyys^6; b += 1 / etäisyys^6; ja 
lopuks sit otetaan a/b
	*/

	/*
		Get total distance to nearest points
	*/
	
	float nearest_d_sum = 0;
	for(core::list<DFloat>::Iterator i = nearest.begin();
			i != nearest.end(); i++)
	{
		nearest_d_sum += (float)i->d;
	}

	/*
		Interpolate a value between the first ones
	*/

	dstream<<"nearest.size()="<<nearest.size()<<std::endl;

	float interpolated = 0;
	
	for(core::list<DFloat>::Iterator i = nearest.begin();
			i != nearest.end(); i++)
	{
		float weight;
		if(nearest_d_sum > 0.001)
			weight = (float)i->d / nearest_d_sum;
		else
			weight = 1. / nearest.size();
		/*dstream<<"i->d="<<i->d<<" nearest_d_sum="<<nearest_d_sum
				<<" weight="<<weight<<std::endl;*/
		interpolated += weight * i->v;
	}

	return interpolated;
}
#endif

/*
	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 range)
{
	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;

	// Distance in camera direction (+=front, -=back)
	f32 dforward = blockpos_relative.dotProduct(camera_dir);

	// Total distance
	f32 d = blockpos_relative.getLength();
	
	// If block is far away, it's not in sight
	if(d > range * BS)
		return false;

	// Maximum radius of a block
	f32 block_max_radius = 0.5*1.44*1.44*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 * 1.5)
	{
		// Cosine of the angle between the camera direction
		// and the block direction (camera_dir is an unit vector)
		f32 cosangle = dforward / d;
		
		// Compensate for the size of the block
		// (as the block has to be shown even if it's a bit off FOV)
		// This is an estimate.
		cosangle += block_max_radius / dforward;

		// If block is not in the field of view, skip it
		//if(cosangle < cos(FOV_ANGLE/2))
		if(cosangle < cos(FOV_ANGLE/2. * 4./3.))
			return false;
	}

	return true;
}