mirror of
https://github.com/minetest/minetest.git
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279 lines
6.7 KiB
C++
279 lines
6.7 KiB
C++
/*
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Minetest-c55
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Copyright (C) 2010 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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/*
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(c) 2010 Perttu Ahola <celeron55@gmail.com>
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*/
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#include "utility.h"
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#include "gettime.h"
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#include "sha1.h"
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#include "base64.h"
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#include "log.h"
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TimeTaker::TimeTaker(const char *name, u32 *result)
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{
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m_name = name;
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m_result = result;
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m_running = true;
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m_time1 = getTimeMs();
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}
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u32 TimeTaker::stop(bool quiet)
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{
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if(m_running)
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{
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u32 time2 = getTimeMs();
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u32 dtime = time2 - m_time1;
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if(m_result != NULL)
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{
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(*m_result) += dtime;
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}
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else
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{
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if(quiet == false)
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infostream<<m_name<<" took "<<dtime<<"ms"<<std::endl;
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}
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m_running = false;
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return dtime;
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}
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return 0;
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}
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u32 TimeTaker::getTime()
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{
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u32 time2 = getTimeMs();
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u32 dtime = time2 - m_time1;
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return dtime;
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}
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const v3s16 g_6dirs[6] =
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{
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// +right, +top, +back
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v3s16( 0, 0, 1), // back
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v3s16( 0, 1, 0), // top
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v3s16( 1, 0, 0), // right
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v3s16( 0, 0,-1), // front
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v3s16( 0,-1, 0), // bottom
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v3s16(-1, 0, 0) // left
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};
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const v3s16 g_26dirs[26] =
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{
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// +right, +top, +back
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v3s16( 0, 0, 1), // back
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v3s16( 0, 1, 0), // top
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v3s16( 1, 0, 0), // right
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v3s16( 0, 0,-1), // front
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v3s16( 0,-1, 0), // bottom
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v3s16(-1, 0, 0), // left
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// 6
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v3s16(-1, 1, 0), // top left
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v3s16( 1, 1, 0), // top right
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v3s16( 0, 1, 1), // top back
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v3s16( 0, 1,-1), // top front
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v3s16(-1, 0, 1), // back left
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v3s16( 1, 0, 1), // back right
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v3s16(-1, 0,-1), // front left
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v3s16( 1, 0,-1), // front right
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v3s16(-1,-1, 0), // bottom left
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v3s16( 1,-1, 0), // bottom right
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v3s16( 0,-1, 1), // bottom back
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v3s16( 0,-1,-1), // bottom front
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// 18
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v3s16(-1, 1, 1), // top back-left
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v3s16( 1, 1, 1), // top back-right
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v3s16(-1, 1,-1), // top front-left
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v3s16( 1, 1,-1), // top front-right
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v3s16(-1,-1, 1), // bottom back-left
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v3s16( 1,-1, 1), // bottom back-right
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v3s16(-1,-1,-1), // bottom front-left
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v3s16( 1,-1,-1), // bottom front-right
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// 26
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};
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const v3s16 g_27dirs[27] =
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{
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// +right, +top, +back
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v3s16( 0, 0, 1), // back
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v3s16( 0, 1, 0), // top
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v3s16( 1, 0, 0), // right
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v3s16( 0, 0,-1), // front
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v3s16( 0,-1, 0), // bottom
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v3s16(-1, 0, 0), // left
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// 6
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v3s16(-1, 1, 0), // top left
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v3s16( 1, 1, 0), // top right
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v3s16( 0, 1, 1), // top back
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v3s16( 0, 1,-1), // top front
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v3s16(-1, 0, 1), // back left
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v3s16( 1, 0, 1), // back right
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v3s16(-1, 0,-1), // front left
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v3s16( 1, 0,-1), // front right
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v3s16(-1,-1, 0), // bottom left
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v3s16( 1,-1, 0), // bottom right
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v3s16( 0,-1, 1), // bottom back
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v3s16( 0,-1,-1), // bottom front
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// 18
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v3s16(-1, 1, 1), // top back-left
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v3s16( 1, 1, 1), // top back-right
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v3s16(-1, 1,-1), // top front-left
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v3s16( 1, 1,-1), // top front-right
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v3s16(-1,-1, 1), // bottom back-left
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v3s16( 1,-1, 1), // bottom back-right
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v3s16(-1,-1,-1), // bottom front-left
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v3s16( 1,-1,-1), // bottom front-right
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// 26
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v3s16(0,0,0),
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};
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static unsigned long next = 1;
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/* RAND_MAX assumed to be 32767 */
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int myrand(void)
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{
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next = next * 1103515245 + 12345;
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return((unsigned)(next/65536) % 32768);
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}
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void mysrand(unsigned seed)
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{
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next = seed;
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}
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int myrand_range(int min, int max)
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{
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if(max-min > MYRAND_MAX)
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{
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errorstream<<"WARNING: myrand_range: max-min > MYRAND_MAX"<<std::endl;
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assert(0);
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}
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if(min > max)
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{
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assert(0);
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return max;
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}
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return (myrand()%(max-min+1))+min;
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}
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#ifndef SERVER
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// Sets the color of all vertices in the mesh
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void setMeshVerticesColor(scene::IMesh* mesh, video::SColor& color)
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{
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if(mesh == NULL)
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return;
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u16 mc = mesh->getMeshBufferCount();
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for(u16 j=0; j<mc; j++)
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{
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scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
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video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
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u16 vc = buf->getVertexCount();
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for(u16 i=0; i<vc; i++)
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{
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vertices[i].Color = color;
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}
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}
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}
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#endif
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/*
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blockpos: position of block in block coordinates
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camera_pos: position of camera in nodes
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camera_dir: an unit vector pointing to camera direction
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range: viewing range
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*/
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bool isBlockInSight(v3s16 blockpos_b, v3f camera_pos, v3f camera_dir,
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f32 camera_fov, f32 range, f32 *distance_ptr)
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{
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v3s16 blockpos_nodes = blockpos_b * MAP_BLOCKSIZE;
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// Block center position
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v3f blockpos(
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((float)blockpos_nodes.X + MAP_BLOCKSIZE/2) * BS,
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((float)blockpos_nodes.Y + MAP_BLOCKSIZE/2) * BS,
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((float)blockpos_nodes.Z + MAP_BLOCKSIZE/2) * BS
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);
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// Block position relative to camera
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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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f32 d = blockpos_relative.getLength();
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if(distance_ptr)
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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(d > range * BS)
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return false;
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// Maximum radius of a block
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f32 block_max_radius = 0.5*1.44*1.44*MAP_BLOCKSIZE*BS;
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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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if(d < block_max_radius)
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return true;
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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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f32 cosangle = dforward / d;
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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(cosangle < cos(camera_fov / 2))
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return false;
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return true;
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}
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// Get an sha-1 hash of the player's name combined with
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// the password entered. That's what the server uses as
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// their password. (Exception : if the password field is
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// blank, we send a blank password - this is for backwards
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// compatibility with password-less players).
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std::string translatePassword(std::string playername, std::wstring password)
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{
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if(password.length() == 0)
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return "";
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std::string slt = playername + wide_to_narrow(password);
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SHA1 sha1;
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sha1.addBytes(slt.c_str(), slt.length());
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unsigned char *digest = sha1.getDigest();
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std::string pwd = base64_encode(digest, 20);
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free(digest);
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return pwd;
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}
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