Level: Use bitshifts instead of division in some cases

This commit is contained in:
Dylan K. Taylor 2018-05-28 14:02:32 +01:00
parent d612988882
commit 63ab27550a

View File

@ -1901,10 +1901,10 @@ class Level implements ChunkManager, Metadatable{
$nearby = [];
if($entity === null or $entity->canCollide){
$minX = Math::floorFloat(($bb->minX - 2) / 16);
$maxX = Math::floorFloat(($bb->maxX + 2) / 16);
$minZ = Math::floorFloat(($bb->minZ - 2) / 16);
$maxZ = Math::floorFloat(($bb->maxZ + 2) / 16);
$minX = Math::floorFloat($bb->minX - 2) >> 4;
$maxX = Math::floorFloat($bb->maxX + 2) >> 4;
$minZ = Math::floorFloat($bb->minZ - 2) >> 4;
$maxZ = Math::floorFloat($bb->maxZ + 2) >> 4;
for($x = $minX; $x <= $maxX; ++$x){
for($z = $minZ; $z <= $maxZ; ++$z){
@ -1932,10 +1932,10 @@ class Level implements ChunkManager, Metadatable{
public function getNearbyEntities(AxisAlignedBB $bb, Entity $entity = null) : array{
$nearby = [];
$minX = Math::floorFloat(($bb->minX - 2) / 16);
$maxX = Math::floorFloat(($bb->maxX + 2) / 16);
$minZ = Math::floorFloat(($bb->minZ - 2) / 16);
$maxZ = Math::floorFloat(($bb->maxZ + 2) / 16);
$minX = Math::floorFloat($bb->minX - 2) >> 4;
$maxX = Math::floorFloat($bb->maxX + 2) >> 4;
$minZ = Math::floorFloat($bb->minZ - 2) >> 4;
$maxZ = Math::floorFloat($bb->maxZ + 2) >> 4;
for($x = $minX; $x <= $maxX; ++$x){
for($z = $minZ; $z <= $maxZ; ++$z){
@ -1963,10 +1963,10 @@ class Level implements ChunkManager, Metadatable{
public function getNearestEntity(Vector3 $pos, float $maxDistance, string $entityType = Entity::class, bool $includeDead = false) : ?Entity{
assert(is_a($entityType, Entity::class, true));
$minX = Math::floorFloat(($pos->x - $maxDistance) / 16);
$maxX = Math::floorFloat(($pos->x + $maxDistance) / 16);
$minZ = Math::floorFloat(($pos->z - $maxDistance) / 16);
$maxZ = Math::floorFloat(($pos->z + $maxDistance) / 16);
$minX = Math::floorFloat($pos->x - $maxDistance) >> 4;
$maxX = Math::floorFloat($pos->x + $maxDistance) >> 4;
$minZ = Math::floorFloat($pos->z - $maxDistance) >> 4;
$maxZ = Math::floorFloat($pos->z + $maxDistance) >> 4;
$currentTargetDistSq = $maxDistance ** 2;