[Bleeding] Optimized locToBlock. Addresses BUKKIT-815

This commit is contained in:
Wesley Wolfe
2012-02-29 16:07:47 -06:00
committed by EvilSeph
parent ba3da3ac97
commit 5b3da3a044
4 changed files with 22 additions and 10 deletions

View File

@@ -1,5 +1,7 @@
package org.bukkit.util;
import static org.bukkit.util.NumberConversions.*;
import org.bukkit.World;
import org.bukkit.Location;
import org.bukkit.block.Block;
@@ -66,7 +68,7 @@ public class BlockIterator implements Iterator<Block> {
double secondPosition = 0;
double thirdPosition = 0;
Block startBlock = this.world.getBlockAt((int) Math.floor(startClone.getX()), (int) Math.floor(startClone.getY()), (int) Math.floor(startClone.getZ()));
Block startBlock = this.world.getBlockAt(floor(startClone.getX()), floor(startClone.getY()), floor(startClone.getZ()));
if (getXLength(direction) > mainDirection) {
mainFace = getXFace(direction);
@@ -117,10 +119,10 @@ public class BlockIterator implements Iterator<Block> {
// Guarantee that the ray will pass though the start block.
// It is possible that it would miss due to rounding
// This should only move the ray by 1 grid position
secondError = (int) (Math.floor(secondd * gridSize));
secondStep = (int) (Math.round(secondDirection / mainDirection * gridSize));
thirdError = (int) (Math.floor(thirdd * gridSize));
thirdStep = (int) (Math.round(thirdDirection / mainDirection * gridSize));
secondError = floor(secondd * gridSize);
secondStep = round(secondDirection / mainDirection * gridSize);
thirdError = floor(thirdd * gridSize);
thirdStep = round(thirdDirection / mainDirection * gridSize);
if (secondError + secondStep <= 0) {
secondError = -secondStep + 1;
@@ -168,7 +170,7 @@ public class BlockIterator implements Iterator<Block> {
}
// Calculate the number of planes passed to give max distance
maxDistanceInt = (int) Math.round(maxDistance / (Math.sqrt(mainDirection * mainDirection + secondDirection * secondDirection + thirdDirection * thirdDirection) / mainDirection));
maxDistanceInt = round(maxDistance / (Math.sqrt(mainDirection * mainDirection + secondDirection * secondDirection + thirdDirection * thirdDirection) / mainDirection));
}