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authorAaron Suen <warr1024@gmail.com>2013-05-17 17:10:39 -0400
committerPilzAdam <pilzadam@minetest.net>2013-05-18 00:13:01 +0200
commit1369503aba1ae0c64e6c25b32cc5552bbdead8fb (patch)
tree9936bfe918a2254481c541e7227b615ac87589f4 /src
parentfedf644635456b85d6168ca98f6dc712b1ce7f2e (diff)
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Fix math for isBlockInSight. Fixes #718 (client-side).
Diffstat (limited to 'src')
-rw-r--r--src/camera.cpp3
-rw-r--r--src/util/numeric.cpp33
2 files changed, 18 insertions, 18 deletions
diff --git a/src/camera.cpp b/src/camera.cpp
index 6224a2b8e..0dd0a767b 100644
--- a/src/camera.cpp
+++ b/src/camera.cpp
@@ -342,8 +342,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
m_fov_y = fov_degrees * M_PI / 180.0;
// Increase vertical FOV on lower aspect ratios (<16:10)
m_fov_y *= MYMAX(1.0, MYMIN(1.4, sqrt(16./10. / m_aspect)));
- // WTF is this? It can't be right
- m_fov_x = 2 * atan(0.5 * m_aspect * tan(m_fov_y));
+ m_fov_x = 2 * atan(m_aspect * tan(0.5 * m_fov_y));
m_cameranode->setAspectRatio(m_aspect);
m_cameranode->setFOV(m_fov_y);
diff --git a/src/util/numeric.cpp b/src/util/numeric.cpp
index ed83df7d7..0e2772c32 100644
--- a/src/util/numeric.cpp
+++ b/src/util/numeric.cpp
@@ -159,40 +159,41 @@ bool isBlockInSight(v3s16 blockpos_b, v3f camera_pos, v3f camera_dir,
// 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(distance_ptr)
*distance_ptr = d;
- // If block is very close, it is always in sight
- if(d < 1.44*1.44*MAP_BLOCKSIZE*BS/2)
- return true;
-
// If block is far away, it's not in sight
if(d > range)
return false;
- // Maximum radius of a block
- f32 block_max_radius = 0.5*1.44*1.44*MAP_BLOCKSIZE*BS;
+ // 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 / d;
+ f32 cosangle = dforward / blockpos_adj.getLength();
- // 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, plus an arbitary factor
- cosangle += block_max_radius / d * 0.5;
-
// If block is not in the field of view, skip it
if(cosangle < cos(camera_fov / 2))
return false;