minetest/src/utility.cpp

279 lines
6.7 KiB
C++

/*
Minetest-c55
Copyright (C) 2010 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 General Public License as published by
the Free Software Foundation; either version 2 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 General Public License for more details.
You should have received a copy of the GNU 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.
*/
/*
(c) 2010 Perttu Ahola <celeron55@gmail.com>
*/
#include "utility.h"
#include "gettime.h"
#include "sha1.h"
#include "base64.h"
#include "log.h"
TimeTaker::TimeTaker(const char *name, u32 *result)
{
m_name = name;
m_result = result;
m_running = true;
m_time1 = getTimeMs();
}
u32 TimeTaker::stop(bool quiet)
{
if(m_running)
{
u32 time2 = getTimeMs();
u32 dtime = time2 - m_time1;
if(m_result != NULL)
{
(*m_result) += dtime;
}
else
{
if(quiet == false)
infostream<<m_name<<" took "<<dtime<<"ms"<<std::endl;
}
m_running = false;
return dtime;
}
return 0;
}
u32 TimeTaker::getTime()
{
u32 time2 = getTimeMs();
u32 dtime = time2 - m_time1;
return dtime;
}
const v3s16 g_6dirs[6] =
{
// +right, +top, +back
v3s16( 0, 0, 1), // back
v3s16( 0, 1, 0), // top
v3s16( 1, 0, 0), // right
v3s16( 0, 0,-1), // front
v3s16( 0,-1, 0), // bottom
v3s16(-1, 0, 0) // left
};
const v3s16 g_26dirs[26] =
{
// +right, +top, +back
v3s16( 0, 0, 1), // back
v3s16( 0, 1, 0), // top
v3s16( 1, 0, 0), // right
v3s16( 0, 0,-1), // front
v3s16( 0,-1, 0), // bottom
v3s16(-1, 0, 0), // left
// 6
v3s16(-1, 1, 0), // top left
v3s16( 1, 1, 0), // top right
v3s16( 0, 1, 1), // top back
v3s16( 0, 1,-1), // top front
v3s16(-1, 0, 1), // back left
v3s16( 1, 0, 1), // back right
v3s16(-1, 0,-1), // front left
v3s16( 1, 0,-1), // front right
v3s16(-1,-1, 0), // bottom left
v3s16( 1,-1, 0), // bottom right
v3s16( 0,-1, 1), // bottom back
v3s16( 0,-1,-1), // bottom front
// 18
v3s16(-1, 1, 1), // top back-left
v3s16( 1, 1, 1), // top back-right
v3s16(-1, 1,-1), // top front-left
v3s16( 1, 1,-1), // top front-right
v3s16(-1,-1, 1), // bottom back-left
v3s16( 1,-1, 1), // bottom back-right
v3s16(-1,-1,-1), // bottom front-left
v3s16( 1,-1,-1), // bottom front-right
// 26
};
const v3s16 g_27dirs[27] =
{
// +right, +top, +back
v3s16( 0, 0, 1), // back
v3s16( 0, 1, 0), // top
v3s16( 1, 0, 0), // right
v3s16( 0, 0,-1), // front
v3s16( 0,-1, 0), // bottom
v3s16(-1, 0, 0), // left
// 6
v3s16(-1, 1, 0), // top left
v3s16( 1, 1, 0), // top right
v3s16( 0, 1, 1), // top back
v3s16( 0, 1,-1), // top front
v3s16(-1, 0, 1), // back left
v3s16( 1, 0, 1), // back right
v3s16(-1, 0,-1), // front left
v3s16( 1, 0,-1), // front right
v3s16(-1,-1, 0), // bottom left
v3s16( 1,-1, 0), // bottom right
v3s16( 0,-1, 1), // bottom back
v3s16( 0,-1,-1), // bottom front
// 18
v3s16(-1, 1, 1), // top back-left
v3s16( 1, 1, 1), // top back-right
v3s16(-1, 1,-1), // top front-left
v3s16( 1, 1,-1), // top front-right
v3s16(-1,-1, 1), // bottom back-left
v3s16( 1,-1, 1), // bottom back-right
v3s16(-1,-1,-1), // bottom front-left
v3s16( 1,-1,-1), // bottom front-right
// 26
v3s16(0,0,0),
};
static unsigned long next = 1;
/* RAND_MAX assumed to be 32767 */
int myrand(void)
{
next = next * 1103515245 + 12345;
return((unsigned)(next/65536) % 32768);
}
void mysrand(unsigned seed)
{
next = seed;
}
int myrand_range(int min, int max)
{
if(max-min > MYRAND_MAX)
{
errorstream<<"WARNING: myrand_range: max-min > MYRAND_MAX"<<std::endl;
assert(0);
}
if(min > max)
{
assert(0);
return max;
}
return (myrand()%(max-min+1))+min;
}
#ifndef SERVER
// Sets the color of all vertices in the mesh
void setMeshVerticesColor(scene::IMesh* mesh, video::SColor& color)
{
if(mesh == NULL)
return;
u16 mc = mesh->getMeshBufferCount();
for(u16 j=0; j<mc; j++)
{
scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
u16 vc = buf->getVertexCount();
for(u16 i=0; i<vc; i++)
{
vertices[i].Color = color;
}
}
}
#endif
/*
blockpos: 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
*/
bool isBlockInSight(v3s16 blockpos_b, v3f camera_pos, v3f camera_dir,
f32 camera_fov, f32 range, f32 *distance_ptr)
{
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;
// 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 * BS)
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;
}
// Get an sha-1 hash of the player's name combined with
// the password entered. That's what the server uses as
// their password. (Exception : if the password field is
// blank, we send a blank password - this is for backwards
// compatibility with password-less players).
std::string translatePassword(std::string playername, std::wstring password)
{
if(password.length() == 0)
return "";
std::string slt = playername + wide_to_narrow(password);
SHA1 sha1;
sha1.addBytes(slt.c_str(), slt.length());
unsigned char *digest = sha1.getDigest();
std::string pwd = base64_encode(digest, 20);
free(digest);
return pwd;
}