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path: root/src/script/cpp_api/s_player.h
Commit message (Expand)AuthorAge
* Pass clang-format on 14 trivial header files fixesLoic Blot2017-04-07
* Server: Add reason for leave to `on_leaveplayer` callbacksDiego Martinez2016-06-11
* Add minetest.register_on_player_hpchangeTeTpaAka2015-06-13
* Replace instances of std::map<std::string, std::string> with StringMapkwolekr2015-05-19
* Add minetest.register_on_punchplayerBrandon2015-05-15
* Add 'on_prejoinplayer' callbackkaeza2013-12-12
* Omnicleanup: header cleanup, add ModApiUtil shared between game and mainmenuKahrl2013-08-14
* Allow mods to listen to cheat detections using minetest.register_on_cheat()Perttu Ahola2013-08-04
* Move scriptapi to separate folder (by sapier)sapier2013-05-25
10' href='#n110'>110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211
/*
Minetest
Copyright (C) 2010-2013 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 "numeric.h"

#include "log.h"
#include "constants.h" // BS, MAP_BLOCKSIZE
#include "noise.h" // PseudoRandom, PcgRandom
#include "threading/mutex_auto_lock.h"
#include <cstring>
#include <cmath>


// myrand

PcgRandom g_pcgrand;

u32 myrand()
{
	return g_pcgrand.next();
}

void mysrand(unsigned int seed)
{
	g_pcgrand.seed(seed);
}

void myrand_bytes(void *out, size_t len)
{
	g_pcgrand.bytes(out, len);
}

int myrand_range(int min, int max)
{
	return g_pcgrand.range(min, max);
}


/*
	64-bit unaligned version of MurmurHash
*/
u64 murmur_hash_64_ua(const void *key, int len, unsigned int seed)
{
	const u64 m = 0xc6a4a7935bd1e995ULL;
	const int r = 47;
	u64 h = seed ^ (len * m);

	const u8 *data = (const u8 *)key;
	const u8 *end = data + (len / 8) * 8;

	while (data != end) {
		u64 k;
		memcpy(&k, data, sizeof(u64));
		data += sizeof(u64);

		k *= m;
		k ^= k >> r;
		k *= m;

		h ^= k;
		h *= m;
	}

	const unsigned char *data2 = (const unsigned char *)data;
	switch (len & 7) {
		case 7: h ^= (u64)data2[6] << 48;
		case 6: h ^= (u64)data2[5] << 40;
		case 5: h ^= (u64)data2[4] << 32;
		case 4: h ^= (u64)data2[3] << 24;
		case 3: h ^= (u64)data2[2] << 16;
		case 2: h ^= (u64)data2[1] << 8;
		case 1: h ^= (u64)data2[0];
				h *= m;
	}

	h ^= h >> r;
	h *= m;
	h ^= h >> r;

	return h;
}

/*
	blockpos_b: 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
	distance_ptr: return location for distance from the camera
*/
bool isBlockInSight(v3s16 blockpos_b, v3f camera_pos, v3f camera_dir,
		f32 camera_fov, f32 range, f32 *distance_ptr)
{
	// Maximum radius of a block.  The magic number is
	// sqrt(3.0) / 2.0 in literal form.
	static constexpr const f32 block_max_radius = 0.866025403784f * MAP_BLOCKSIZE * BS;

	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;

	// Total distance
	f32 d = MYMAX(0, blockpos_relative.getLength() - block_max_radius);

	if (distance_ptr)
		*distance_ptr = d;

	// If block is far away, it's not in sight
	if (d > range)
		return false;

	// If block is (nearly) touching the camera, don't
	// bother validating further (that is, render it anyway)
	if (d == 0)
		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 / blockpos_adj.getLength();

	// If block is not in the field of view, skip it
	// HOTFIX: use sligthly increased angle (+10%) to fix too agressive
	// culling. Somebody have to find out whats wrong with the math here.
	// Previous value: camera_fov / 2
	if (cosangle < std::cos(camera_fov * 0.55f))
		return false;

	return true;
}

s16 adjustDist(s16 dist, float zoom_fov)
{
	// 1.775 ~= 72 * PI / 180 * 1.4, the default FOV on the client.
	// The heuristic threshold for zooming is half of that.
	static constexpr const float threshold_fov = 1.775f / 2.0f;
	if (zoom_fov < 0.001f || zoom_fov > threshold_fov)
		return dist;

	return std::round(dist * std::cbrt((1.0f - std::cos(threshold_fov)) /
		(1.0f - std::cos(zoom_fov / 2.0f))));
}

void setPitchYawRollRad(core::matrix4 &m, const v3f &rot)
{
	f64 a1 = rot.Z, a2 = rot.X, a3 = rot.Y;
	f64 c1 = cos(a1), s1 = sin(a1);
	f64 c2 = cos(a2), s2 = sin(a2);
	f64 c3 = cos(a3), s3 = sin(a3);
	f32 *M = m.pointer();

	M[0] = s1 * s2 * s3 + c1 * c3;
	M[1] = s1 * c2;
	M[2] = s1 * s2 * c3 - c1 * s3;

	M[4] = c1 * s2 * s3 - s1 * c3;
	M[5] = c1 * c2;
	M[6] = c1 * s2 * c3 + s1 * s3;

	M[8] = c2 * s3;
	M[9] = -s2;
	M[10] = c2 * c3;
}

v3f getPitchYawRollRad(const core::matrix4 &m)
{
	const f32 *M = m.pointer();

	f64 a1 = atan2(M[1], M[5]);
	f32 c2 = std::sqrt((f64)M[10]*M[10] + (f64)M[8]*M[8]);
	f32 a2 = atan2f(-M[9], c2);
	f64 c1 = cos(a1);
	f64 s1 = sin(a1);
	f32 a3 = atan2f(s1*M[6] - c1*M[2], c1*M[0] - s1*M[4]);

	return v3f(a2, a3, a1);
}