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Fix math for isBlockInSight. Fixes #718 (client-side).
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@ -342,8 +342,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
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m_fov_y = fov_degrees * M_PI / 180.0;
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m_fov_y = fov_degrees * M_PI / 180.0;
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// Increase vertical FOV on lower aspect ratios (<16:10)
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// Increase vertical FOV on lower aspect ratios (<16:10)
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m_fov_y *= MYMAX(1.0, MYMIN(1.4, sqrt(16./10. / m_aspect)));
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m_fov_y *= MYMAX(1.0, MYMIN(1.4, sqrt(16./10. / m_aspect)));
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// WTF is this? It can't be right
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m_fov_x = 2 * atan(m_aspect * tan(0.5 * m_fov_y));
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m_fov_x = 2 * atan(0.5 * m_aspect * tan(m_fov_y));
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m_cameranode->setAspectRatio(m_aspect);
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m_cameranode->setAspectRatio(m_aspect);
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m_cameranode->setFOV(m_fov_y);
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m_cameranode->setFOV(m_fov_y);
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@ -159,40 +159,41 @@ bool isBlockInSight(v3s16 blockpos_b, v3f camera_pos, v3f camera_dir,
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// Block position relative to camera
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// Block position relative to camera
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v3f blockpos_relative = blockpos - camera_pos;
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v3f blockpos_relative = blockpos - camera_pos;
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// Distance in camera direction (+=front, -=back)
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f32 dforward = blockpos_relative.dotProduct(camera_dir);
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// Total distance
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// Total distance
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f32 d = blockpos_relative.getLength();
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f32 d = blockpos_relative.getLength();
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if(distance_ptr)
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if(distance_ptr)
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*distance_ptr = d;
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*distance_ptr = d;
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// If block is very close, it is always in sight
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if(d < 1.44*1.44*MAP_BLOCKSIZE*BS/2)
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return true;
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// If block is far away, it's not in sight
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// If block is far away, it's not in sight
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if(d > range)
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if(d > range)
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return false;
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return false;
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// Maximum radius of a block
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// Maximum radius of a block. The magic number is
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f32 block_max_radius = 0.5*1.44*1.44*MAP_BLOCKSIZE*BS;
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// sqrt(3.0) / 2.0 in literal form.
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f32 block_max_radius = 0.866025403784 * MAP_BLOCKSIZE * BS;
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// If block is (nearly) touching the camera, don't
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// If block is (nearly) touching the camera, don't
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// bother validating further (that is, render it anyway)
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// bother validating further (that is, render it anyway)
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if(d < block_max_radius)
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if(d < block_max_radius)
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return true;
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return true;
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// Adjust camera position, for purposes of computing the angle,
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// such that a block that has any portion visible with the
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// current camera position will have the center visible at the
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// adjusted postion
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f32 adjdist = block_max_radius / cos((M_PI - camera_fov) / 2);
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// Block position relative to adjusted camera
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v3f blockpos_adj = blockpos - (camera_pos - camera_dir * adjdist);
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// Distance in camera direction (+=front, -=back)
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f32 dforward = blockpos_adj.dotProduct(camera_dir);
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// Cosine of the angle between the camera direction
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// Cosine of the angle between the camera direction
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// and the block direction (camera_dir is an unit vector)
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// and the block direction (camera_dir is an unit vector)
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f32 cosangle = dforward / d;
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f32 cosangle = dforward / blockpos_adj.getLength();
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// Compensate for the size of the block
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// (as the block has to be shown even if it's a bit off FOV)
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// This is an estimate, plus an arbitary factor
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cosangle += block_max_radius / d * 0.5;
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// If block is not in the field of view, skip it
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// If block is not in the field of view, skip it
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if(cosangle < cos(camera_fov / 2))
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if(cosangle < cos(camera_fov / 2))
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return false;
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return false;
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