/* Minetest Copyright (C) 2010-2012 celeron55, Perttu Ahola 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 // Calculate the borders of a "d-radius" cube void getFacePositions(core::list &list, u16 d) { if(d == 0) { list.push_back(v3s16(0,0,0)); return; } if(d == 1) { /* This is an optimized sequence of coordinates. */ list.push_back(v3s16( 0, 1, 0)); // top list.push_back(v3s16( 0, 0, 1)); // back list.push_back(v3s16(-1, 0, 0)); // left list.push_back(v3s16( 1, 0, 0)); // right list.push_back(v3s16( 0, 0,-1)); // front list.push_back(v3s16( 0,-1, 0)); // bottom // 6 list.push_back(v3s16(-1, 0, 1)); // back left list.push_back(v3s16( 1, 0, 1)); // back right list.push_back(v3s16(-1, 0,-1)); // front left list.push_back(v3s16( 1, 0,-1)); // front right list.push_back(v3s16(-1,-1, 0)); // bottom left list.push_back(v3s16( 1,-1, 0)); // bottom right list.push_back(v3s16( 0,-1, 1)); // bottom back list.push_back(v3s16( 0,-1,-1)); // bottom front list.push_back(v3s16(-1, 1, 0)); // top left list.push_back(v3s16( 1, 1, 0)); // top right list.push_back(v3s16( 0, 1, 1)); // top back list.push_back(v3s16( 0, 1,-1)); // top front // 18 list.push_back(v3s16(-1, 1, 1)); // top back-left list.push_back(v3s16( 1, 1, 1)); // top back-right list.push_back(v3s16(-1, 1,-1)); // top front-left list.push_back(v3s16( 1, 1,-1)); // top front-right list.push_back(v3s16(-1,-1, 1)); // bottom back-left list.push_back(v3s16( 1,-1, 1)); // bottom back-right list.push_back(v3s16(-1,-1,-1)); // bottom front-left list.push_back(v3s16( 1,-1,-1)); // bottom front-right // 26 return; } // Take blocks in all sides, starting from y=0 and going +-y for(s16 y=0; y<=d-1; y++) { // Left and right side, including borders for(s16 z=-d; z<=d; z++) { list.push_back(v3s16(d,y,z)); list.push_back(v3s16(-d,y,z)); if(y != 0) { list.push_back(v3s16(d,-y,z)); list.push_back(v3s16(-d,-y,z)); } } // Back and front side, excluding borders for(s16 x=-d+1; x<=d-1; x++) { list.push_back(v3s16(x,y,d)); list.push_back(v3s16(x,y,-d)); if(y != 0) { list.push_back(v3s16(x,-y,d)); list.push_back(v3s16(x,-y,-d)); } } } // Take the bottom and top face with borders // -d MYRAND_MAX) { errorstream<<"WARNING: myrand_range: max-min > MYRAND_MAX"< max) { errorstream<<"WARNING: myrand_range: min > max"< range) 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) return true; // 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, 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; return true; }