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diff --git a/phpBB/phpbb/captcha/char_cube3d.php b/phpBB/phpbb/captcha/char_cube3d.php
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+<?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, $length)
+ {
+ if (sizeof($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);
+ }
+}