本文整理汇总了PHP中pocketmine\math\Math::ceilFloat方法的典型用法代码示例。如果您正苦于以下问题:PHP Math::ceilFloat方法的具体用法?PHP Math::ceilFloat怎么用?PHP Math::ceilFloat使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类pocketmine\math\Math
的用法示例。
在下文中一共展示了Math::ceilFloat方法的7个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的PHP代码示例。
示例1: getBlocksAround
public function getBlocksAround()
{
if ($this->blocksAround === null) {
$minX = Math::floorFloat($this->boundingBox->minX);
$minY = Math::floorFloat($this->boundingBox->minY);
$minZ = Math::floorFloat($this->boundingBox->minZ);
$maxX = Math::ceilFloat($this->boundingBox->maxX);
$maxY = Math::ceilFloat($this->boundingBox->maxY);
$maxZ = Math::ceilFloat($this->boundingBox->maxZ);
$this->blocksAround = [];
for ($z = $minZ; $z <= $maxZ; ++$z) {
for ($x = $minX; $x <= $maxX; ++$x) {
for ($y = $minY; $y <= $maxY; ++$y) {
$block = $this->level->getBlock($this->temporalVector->setComponents($x, $y, $z));
if ($block->hasEntityCollision()) {
$this->blocksAround[] = $block;
}
}
}
}
}
return $this->blocksAround;
}
示例2: getNearbyEntities
/**
* Returns the entities near the current one inside the AxisAlignedBB
*
* @param AxisAlignedBB $bb
* @param Entity $entity
*
* @return Entity[]
*/
public function getNearbyEntities(AxisAlignedBB $bb, Entity $entity = null)
{
$nearby = [];
$minX = Math::floorFloat(($bb->minX - 2) / 16);
$maxX = Math::ceilFloat(($bb->maxX + 2) / 16);
$minZ = Math::floorFloat(($bb->minZ - 2) / 16);
$maxZ = Math::ceilFloat(($bb->maxZ + 2) / 16);
for ($x = $minX; $x <= $maxX; ++$x) {
for ($z = $minZ; $z <= $maxZ; ++$z) {
foreach ($this->getChunkEntities($x, $z) as $ent) {
if ($ent !== $entity and $ent->boundingBox->intersectsWith($bb)) {
$nearby[] = $ent;
}
}
}
}
return $nearby;
}
示例3: explodeB
public function explodeB()
{
$send = [];
$updateBlocks = [];
$source = (new Vector3($this->source->x, $this->source->y, $this->source->z))->floor();
$yield = 1 / $this->size * 100;
if ($this->what instanceof Entity) {
$this->level->getServer()->getPluginManager()->callEvent($ev = new EntityExplodeEvent($this->what, $this->source, $this->affectedBlocks, $yield));
if ($ev->isCancelled()) {
return \false;
} else {
$yield = $ev->getYield();
$this->affectedBlocks = $ev->getBlockList();
}
}
$explosionSize = $this->size * 2;
$minX = Math::floorFloat($this->source->x - $explosionSize - 1);
$maxX = Math::ceilFloat($this->source->x + $explosionSize + 1);
$minY = Math::floorFloat($this->source->y - $explosionSize - 1);
$maxY = Math::ceilFloat($this->source->y + $explosionSize + 1);
$minZ = Math::floorFloat($this->source->z - $explosionSize - 1);
$maxZ = Math::ceilFloat($this->source->z + $explosionSize + 1);
$explosionBB = new AxisAlignedBB($minX, $minY, $minZ, $maxX, $maxY, $maxZ);
$list = $this->level->getNearbyEntities($explosionBB, $this->what instanceof Entity ? $this->what : \null);
foreach ($list as $entity) {
$distance = $entity->distance($this->source) / $explosionSize;
if ($distance <= 1) {
$motion = $entity->subtract($this->source)->normalize();
$impact = (1 - $distance) * ($exposure = 1);
$damage = (int) (($impact * $impact + $impact) / 2 * 8 * $explosionSize + 1);
if ($this->what instanceof Entity) {
$ev = new EntityDamageByEntityEvent($this->what, $entity, EntityDamageEvent::CAUSE_ENTITY_EXPLOSION, $damage);
} elseif ($this->what instanceof Block) {
$ev = new EntityDamageByBlockEvent($this->what, $entity, EntityDamageEvent::CAUSE_BLOCK_EXPLOSION, $damage);
} else {
$ev = new EntityDamageEvent($entity, EntityDamageEvent::CAUSE_BLOCK_EXPLOSION, $damage);
}
$entity->attack($ev->getFinalDamage(), $ev);
$entity->setMotion($motion->multiply($impact));
}
}
$air = Item::get(Item::AIR);
foreach ($this->affectedBlocks as $block) {
if ($block->getId() === Block::TNT) {
$mot = (new Random())->nextSignedFloat() * M_PI * 2;
$tnt = Entity::createEntity("PrimedTNT", $this->level->getChunk($block->x >> 4, $block->z >> 4), new Compound("", ["Pos" => new Enum("Pos", [new Double("", $block->x + 0.5), new Double("", $block->y), new Double("", $block->z + 0.5)]), "Motion" => new Enum("Motion", [new Double("", -\sin($mot) * 0.02), new Double("", 0.2), new Double("", -\cos($mot) * 0.02)]), "Rotation" => new Enum("Rotation", [new Float("", 0), new Float("", 0)]), "Fuse" => new Byte("Fuse", \mt_rand(10, 30))]));
$tnt->spawnToAll();
} elseif (\mt_rand(0, 100) < $yield) {
foreach ($block->getDrops($air) as $drop) {
$this->level->dropItem($block->add(0.5, 0.5, 0.5), Item::get(...$drop));
}
}
$this->level->setBlockIdAt($block->x, $block->y, $block->z, 0);
$pos = new Vector3($block->x, $block->y, $block->z);
for ($side = 0; $side < 5; $side++) {
$sideBlock = $pos->getSide($side);
if (!isset($this->affectedBlocks[$index = ($sideBlock->x & 0xfffffff) << 35 | ($sideBlock->y & 0x7f) << 28 | $sideBlock->z & 0xfffffff]) and !isset($updateBlocks[$index])) {
$this->level->getServer()->getPluginManager()->callEvent($ev = new BlockUpdateEvent($this->level->getBlock($sideBlock)));
if (!$ev->isCancelled()) {
$ev->getBlock()->onUpdate(Level::BLOCK_UPDATE_NORMAL);
}
$updateBlocks[$index] = \true;
}
}
$send[] = new Vector3($block->x - $source->x, $block->y - $source->y, $block->z - $source->z);
}
$pk = new ExplodePacket();
$pk->x = $this->source->x;
$pk->y = $this->source->y;
$pk->z = $this->source->z;
$pk->radius = $this->size;
$pk->records = $send;
$this->level->addChunkPacket($source->x >> 4, $source->z >> 4, $pk);
return \true;
}
示例4: checkBlockCollision
protected function checkBlockCollision()
{
$minX = Math::floorFloat($this->boundingBox->minX + 0.001);
$minY = Math::floorFloat($this->boundingBox->minY + 0.001);
$minZ = Math::floorFloat($this->boundingBox->minZ + 0.001);
$maxX = Math::ceilFloat($this->boundingBox->maxX - 0.001);
$maxY = Math::ceilFloat($this->boundingBox->maxY - 0.001);
$maxZ = Math::ceilFloat($this->boundingBox->maxZ - 0.001);
$vector = new Vector3(0, 0, 0);
$v = new Vector3(0, 0, 0);
for ($v->z = $minZ; $v->z <= $maxZ; ++$v->z) {
for ($v->x = $minX; $v->x <= $maxX; ++$v->x) {
for ($v->y = $minY; $v->y <= $maxY; ++$v->y) {
$block = $this->level->getBlock($v);
if ($block->hasEntityCollision()) {
$block->onEntityCollide($this);
if (!$this instanceof Player) {
$block->addVelocityToEntity($this, $vector);
}
}
}
}
}
if (!$this instanceof Player and $vector->length() > 0) {
$vector = $vector->normalize();
$d = 0.014;
$this->motionX += $vector->x * $d;
$this->motionY += $vector->y * $d;
$this->motionZ += $vector->z * $d;
}
}
示例5: getNearestRail
/**
* @return Rail
*/
public function getNearestRail()
{
$minX = Math::floorFloat($this->boundingBox->minX);
$minY = Math::floorFloat($this->boundingBox->minY);
$minZ = Math::floorFloat($this->boundingBox->minZ);
$maxX = Math::ceilFloat($this->boundingBox->maxX);
$maxY = Math::ceilFloat($this->boundingBox->maxY);
$maxZ = Math::ceilFloat($this->boundingBox->maxZ);
$rails = [];
for ($z = $minZ; $z <= $maxZ; ++$z) {
for ($x = $minX; $x <= $maxX; ++$x) {
for ($y = $minY; $y <= $maxY; ++$y) {
$block = $this->level->getBlock($this->temporalVector->setComponents($x, $y, $z));
if (in_array($block->getId(), [Block::RAIL, Block::ACTIVATOR_RAIL, Block::DETECTOR_RAIL, Block::POWERED_RAIL])) {
$rails[] = $block;
}
}
}
}
$minDistance = PHP_INT_MAX;
$nearestRail = null;
foreach ($rails as $rail) {
$dis = $this->distance($rail);
if ($dis < $minDistance) {
$nearestRail = $rail;
$minDistance = $dis;
}
}
return $nearestRail;
}
示例6: checkBlockCollision
protected function checkBlockCollision()
{
$minX = Math::ceilFloat($this->boundingBox->minX);
$minY = Math::ceilFloat($this->boundingBox->minY);
$minZ = Math::ceilFloat($this->boundingBox->minZ);
$maxX = Math::floorFloat($this->boundingBox->maxX);
$maxY = Math::floorFloat($this->boundingBox->maxY);
$maxZ = Math::floorFloat($this->boundingBox->maxZ);
$blocksInside = [];
for ($z = $minZ; $z <= $maxZ; ++$z) {
for ($x = $minX; $x <= $maxX; ++$x) {
for ($y = $minY; $y <= $maxY; ++$y) {
$block = $this->level->getBlock($this->temporalVector->setComponents($x, $y, $z));
if ($block->hasEntityCollision()) {
$blocksInside[Level::blockHash($block->x, $block->y, $block->z)] = $block;
}
}
}
}
foreach ($blocksInside as $block) {
$block->onEntityCollide($this);
}
}
示例7: getCollisionCubes
/**
* @param AxisAlignedBB $bb
*
* @return Block[]|Entity[]
*/
public function getCollisionCubes(AxisAlignedBB $bb)
{
$minX = Math::floorFloat($bb->minX);
$minY = Math::floorFloat($bb->minY);
$minZ = Math::floorFloat($bb->minZ);
$maxX = Math::ceilFloat($bb->maxX);
$maxY = Math::ceilFloat($bb->maxY);
$maxZ = Math::ceilFloat($bb->maxZ);
$collides = [];
$v = new Vector3();
for ($v->z = $minZ; $v->z <= $maxZ; ++$v->z) {
for ($v->x = $minX; $v->x <= $maxX; ++$v->x) {
for ($v->y = $minY - 1; $v->y <= $maxY; ++$v->y) {
$block = $this->level->getBlock($v);
if ($block->getBoundingBox() !== null) {
$collides[] = $block;
}
}
}
}
return $collides;
}