Seditio Source
Root |
./othercms/phpBB3/phpbb/captcha/char_cube3d.php
<?php
/**
*
* This file is part of the phpBB Forum Software package.
*
* @copyright (c) phpBB Limited <https://www.phpbb.com>
* @license GNU General Public License, version 2 (GPL-2.0)
*
* For full copyright and license information, please see
* the docs/CREDITS.txt file.
*
*/

namespace phpbb\captcha;

class
char_cube3d
{
    var
$bitmap;
    var
$bitmap_width;
    var
$bitmap_height;

    var
$basis_matrix = array(array(1, 0, 0), array(0, 1, 0), array(0, 0, 1));
    var
$abs_x = array(1, 0);
    var
$abs_y = array(0, 1);
    var
$x = 0;
    var
$y = 1;
    var
$z = 2;
    var
$letter = '';

   
/**
    */
   
function __construct(&$bitmaps, $letter)
    {
       
$this->bitmap            = $bitmaps['data'][$letter];
       
$this->bitmap_width        = $bitmaps['width'];
       
$this->bitmap_height    = $bitmaps['height'];

       
$this->basis_matrix[0][0] = mt_rand(-600, 600);
       
$this->basis_matrix[0][1] = mt_rand(-600, 600);
       
$this->basis_matrix[0][2] = (mt_rand(0, 1) * 2000) - 1000;
       
$this->basis_matrix[1][0] = mt_rand(-1000, 1000);
       
$this->basis_matrix[1][1] = mt_rand(-1000, 1000);
       
$this->basis_matrix[1][2] = mt_rand(-1000, 1000);

       
$this->normalize($this->basis_matrix[0]);
       
$this->normalize($this->basis_matrix[1]);
       
$this->basis_matrix[2] = $this->cross_product($this->basis_matrix[0], $this->basis_matrix[1]);
       
$this->normalize($this->basis_matrix[2]);

       
// $this->basis_matrix[1] might not be (probably isn't) orthogonal to $basis_matrix[0]
       
$this->basis_matrix[1] = $this->cross_product($this->basis_matrix[0], $this->basis_matrix[2]);
       
$this->normalize($this->basis_matrix[1]);

       
// Make sure our cube is facing into the canvas (assuming +z == in)
       
for ($i = 0; $i < 3; ++$i)
        {
            if (
$this->basis_matrix[$i][2] < 0)
            {
               
$this->basis_matrix[$i][0] *= -1;
               
$this->basis_matrix[$i][1] *= -1;
               
$this->basis_matrix[$i][2] *= -1;
            }
        }

       
// Force our "z" basis vector to be the one with greatest absolute z value
       
$this->x = 0;
       
$this->y = 1;
       
$this->z = 2;

       
// Swap "y" with "z"
       
if ($this->basis_matrix[1][2] > $this->basis_matrix[2][2])
        {
           
$this->z = 1;
           
$this->y = 2;
        }

       
// Swap "x" with "z"
       
if ($this->basis_matrix[0][2] > $this->basis_matrix[$this->z][2])
        {
           
$this->x = $this->z;
           
$this->z = 0;
        }

       
// Still need to determine which of $x,$y are which.
        // wrong orientation if y's y-component is less than it's x-component
        // likewise if x's x-component is less than it's y-component
        // if they disagree, go with the one with the greater weight difference.
        // rotate if positive
       
$weight = (abs($this->basis_matrix[$this->x][1]) - abs($this->basis_matrix[$this->x][0])) + (abs($this->basis_matrix[$this->y][0]) - abs($this->basis_matrix[$this->y][1]));

       
// Swap "x" with "y"
       
if ($weight > 0)
        {
            list(
$this->x, $this->y) = array($this->y, $this->x);
        }

       
$this->abs_x = array($this->basis_matrix[$this->x][0], $this->basis_matrix[$this->x][1]);
       
$this->abs_y = array($this->basis_matrix[$this->y][0], $this->basis_matrix[$this->y][1]);

        if (
$this->abs_x[0] < 0)
        {
           
$this->abs_x[0] *= -1;
           
$this->abs_x[1] *= -1;
        }

        if (
$this->abs_y[1] > 0)
        {
           
$this->abs_y[0] *= -1;
           
$this->abs_y[1] *= -1;
        }

       
$this->letter = $letter;
    }

   
/**
    * Draw a character
    */
   
function drawchar($scale, $xoff, $yoff, $img, $background, $colours)
    {
       
$width    = $this->bitmap_width;
       
$height    = $this->bitmap_height;
       
$bitmap    = $this->bitmap;

       
$colour1 = $colours[array_rand($colours)];
       
$colour2 = $colours[array_rand($colours)];

       
$swapx = ($this->basis_matrix[$this->x][0] > 0);
       
$swapy = ($this->basis_matrix[$this->y][1] < 0);

        for (
$y = 0; $y < $height; ++$y)
        {
            for (
$x = 0; $x < $width; ++$x)
            {
               
$xp = ($swapx) ? ($width - $x - 1) : $x;
               
$yp = ($swapy) ? ($height - $y - 1) : $y;

                if (
$bitmap[$height - $yp - 1][$xp])
                {
                   
$dx = $this->scale($this->abs_x, ($xp - ($swapx ? ($width / 2) : ($width / 2) - 1)) * $scale);
                   
$dy = $this->scale($this->abs_y, ($yp - ($swapy ? ($height / 2) : ($height / 2) - 1)) * $scale);
                   
$xo = $xoff + $dx[0] + $dy[0];
                   
$yo = $yoff + $dx[1] + $dy[1];

                   
$origin = array(0, 0, 0);
                   
$xvec = $this->scale($this->basis_matrix[$this->x], $scale);
                   
$yvec = $this->scale($this->basis_matrix[$this->y], $scale);
                   
$face_corner = $this->sum2($xvec, $yvec);

                   
$zvec = $this->scale($this->basis_matrix[$this->z], $scale);
                   
$x_corner = $this->sum2($xvec, $zvec);
                   
$y_corner = $this->sum2($yvec, $zvec);

                   
imagefilledpolygon($img, $this->gen_poly($xo, $yo, $origin, $xvec, $x_corner,$zvec), 4, $colour1);
                   
imagefilledpolygon($img, $this->gen_poly($xo, $yo, $origin, $yvec, $y_corner,$zvec), 4, $colour2);

                   
$face = $this->gen_poly($xo, $yo, $origin, $xvec, $face_corner, $yvec);

                   
imagefilledpolygon($img, $face, 4, $background);
                   
imagepolygon($img, $face, 4, $colour1);
                }
            }
        }
    }

   
/*
    * return a roughly acceptable range of sizes for rendering with this texttype
    */
   
function range()
    {
        return array(
3, 4);
    }

   
/**
    * Vector length
    */
   
function vectorlen($vector)
    {
        return
sqrt(pow($vector[0], 2) + pow($vector[1], 2) + pow($vector[2], 2));
    }

   
/**
    * Normalize
    */
   
function normalize(&$vector, $length = 1)
    {
       
$length = (( $length < 1) ? 1 : $length);
       
$length /= $this->vectorlen($vector);
       
$vector[0] *= $length;
       
$vector[1] *= $length;
       
$vector[2] *= $length;
    }

   
/**
    */
   
function cross_product($vector1, $vector2)
    {
       
$retval = array(0, 0, 0);
       
$retval[0] =  (($vector1[1] * $vector2[2]) - ($vector1[2] * $vector2[1]));
       
$retval[1] = -(($vector1[0] * $vector2[2]) - ($vector1[2] * $vector2[0]));
       
$retval[2] =  (($vector1[0] * $vector2[1]) - ($vector1[1] * $vector2[0]));

        return
$retval;
    }

   
/**
    */
   
function sum($vector1, $vector2)
    {
        return array(
$vector1[0] + $vector2[0], $vector1[1] + $vector2[1], $vector1[2] + $vector2[2]);
    }

   
/**
    */
   
function sum2($vector1, $vector2)
    {
        return array(
$vector1[0] + $vector2[0], $vector1[1] + $vector2[1]);
    }

   
/**
    */
   
function scale($vector, $length)
    {
        if (
count($vector) == 2)
        {
            return array(
$vector[0] * $length, $vector[1] * $length);
        }

        return array(
$vector[0] * $length, $vector[1] * $length, $vector[2] * $length);
    }

   
/**
    */
   
function gen_poly($xoff, $yoff, &$vec1, &$vec2, &$vec3, &$vec4)
    {
       
$poly = array();
       
$poly[0] = $xoff + $vec1[0];
       
$poly[1] = $yoff + $vec1[1];
       
$poly[2] = $xoff + $vec2[0];
       
$poly[3] = $yoff + $vec2[1];
       
$poly[4] = $xoff + $vec3[0];
       
$poly[5] = $yoff + $vec3[1];
       
$poly[6] = $xoff + $vec4[0];
       
$poly[7] = $yoff + $vec4[1];

        return
$poly;
    }

   
/**
    * dimensions
    */
   
function dimensions($size)
    {
       
$xn = $this->scale($this->basis_matrix[$this->x], -($this->bitmap_width / 2) * $size);
       
$xp = $this->scale($this->basis_matrix[$this->x], ($this->bitmap_width / 2) * $size);
       
$yn = $this->scale($this->basis_matrix[$this->y], -($this->bitmap_height / 2) * $size);
       
$yp = $this->scale($this->basis_matrix[$this->y], ($this->bitmap_height / 2) * $size);

       
$p = array();
       
$p[0] = $this->sum2($xn, $yn);
       
$p[1] = $this->sum2($xp, $yn);
       
$p[2] = $this->sum2($xp, $yp);
       
$p[3] = $this->sum2($xn, $yp);

       
$min_x = $max_x = $p[0][0];
       
$min_y = $max_y = $p[0][1];

        for (
$i = 1; $i < 4; ++$i)
        {
           
$min_x = ($min_x > $p[$i][0]) ? $p[$i][0] : $min_x;
           
$min_y = ($min_y > $p[$i][1]) ? $p[$i][1] : $min_y;
           
$max_x = ($max_x < $p[$i][0]) ? $p[$i][0] : $max_x;
           
$max_y = ($max_y < $p[$i][1]) ? $p[$i][1] : $max_y;
        }

        return array(
$min_x, $min_y, $max_x, $max_y);
    }
}