Explosion: stop using Vector3->setComponents()

this kills two birds with one stone: this inlined version of the logic should be faster than the vector-abusing version.
This commit is contained in:
Dylan K. Taylor 2020-06-20 22:19:37 +01:00
parent bf5c06f285
commit a16de8747e

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@ -43,6 +43,7 @@ use pocketmine\world\utils\SubChunkIteratorManager;
use function ceil;
use function floor;
use function mt_rand;
use function sqrt;
class Explosion{
/** @var int */
@ -92,7 +93,6 @@ class Explosion{
return false;
}
$vector = new Vector3(0, 0, 0);
$blockFactory = BlockFactory::getInstance();
$currentChunk = null;
@ -103,8 +103,10 @@ class Explosion{
for($j = 0; $j < $this->rays; ++$j){
for($k = 0; $k < $this->rays; ++$k){
if($i === 0 or $i === $mRays or $j === 0 or $j === $mRays or $k === 0 or $k === $mRays){
$vector->setComponents($i / $mRays * 2 - 1, $j / $mRays * 2 - 1, $k / $mRays * 2 - 1);
$vector->setComponents(($vector->x / ($len = $vector->length())) * $this->stepLen, ($vector->y / $len) * $this->stepLen, ($vector->z / $len) * $this->stepLen);
//this could be written as new Vector3(...)->normalize()->multiply(stepLen), but we're avoiding Vector3 for performance here
[$shiftX, $shiftY, $shiftZ] = [$i / $mRays * 2 - 1, $j / $mRays * 2 - 1, $k / $mRays * 2 - 1];
$len = sqrt($shiftX ** 2 + $shiftY ** 2 + $shiftZ ** 2);
[$shiftX, $shiftY, $shiftZ] = [($shiftX / $len) * $this->stepLen, ($shiftY / $len) * $this->stepLen, ($shiftZ / $len) * $this->stepLen];
$pointerX = $this->source->x;
$pointerY = $this->source->y;
$pointerZ = $this->source->z;
@ -117,9 +119,9 @@ class Explosion{
$vBlockY = $pointerY >= $y ? $y : $y - 1;
$vBlockZ = $pointerZ >= $z ? $z : $z - 1;
$pointerX += $vector->x;
$pointerY += $vector->y;
$pointerZ += $vector->z;
$pointerX += $shiftX;
$pointerY += $shiftY;
$pointerZ += $shiftZ;
if(!$this->subChunkHandler->moveTo($vBlockX, $vBlockY, $vBlockZ, false)){
continue;