* @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); } }