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authorpeterbell10 <peterbell10@live.co.uk>2020-10-05 12:27:14 +0200
committerGitHub <noreply@github.com>2020-10-05 12:27:14 +0200
commita9031b6bae742b333b1b390192fa590f2ecb07ea (patch)
treeb2802c81d24d339c201a0747d66ba44e9ea8b1b0 /src/Physics/Explodinator.cpp
parentFixed current end generator (#4968) (diff)
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Diffstat (limited to 'src/Physics/Explodinator.cpp')
-rw-r--r--src/Physics/Explodinator.cpp14
1 files changed, 8 insertions, 6 deletions
diff --git a/src/Physics/Explodinator.cpp b/src/Physics/Explodinator.cpp
index ca8b82b9b..d68dc8541 100644
--- a/src/Physics/Explodinator.cpp
+++ b/src/Physics/Explodinator.cpp
@@ -1,6 +1,7 @@
#include "Globals.h"
#include "BlockInfo.h"
+#include "Explodinator.h"
#include "Blocks/BlockHandler.h"
#include "Blocks/ChunkInterface.h"
#include "Chunk.h"
@@ -19,7 +20,7 @@ namespace Explodinator
const auto KnockbackFactor = 25U;
const auto StepAttenuation = 0.225f;
const auto TraceCubeSideLength = 16U;
- const auto BoundingBoxStepUnit = 0.5f;
+ const auto BoundingBoxStepUnit = 0.5;
/** Converts an absolute floating-point Position into a Chunk-relative one. */
static Vector3f AbsoluteToRelative(const Vector3f a_Position, const cChunkCoords a_ChunkPosition)
@@ -41,17 +42,18 @@ namespace Explodinator
/** Calculates the approximate percentage of an Entity's bounding box that is exposed to an explosion centred at Position. */
static float CalculateEntityExposure(cChunk & a_Chunk, const cEntity & a_Entity, const Vector3f a_Position, const float a_SquareRadius)
{
+ const Vector3d Position = a_Position;
unsigned Unobstructed = 0, Total = 0;
const auto Box = a_Entity.GetBoundingBox();
- for (float X = Box.GetMinX(); X < Box.GetMaxX(); X += BoundingBoxStepUnit)
+ for (double X = Box.GetMinX(); X < Box.GetMaxX(); X += BoundingBoxStepUnit)
{
- for (float Y = Box.GetMinY(); Y < Box.GetMaxY(); Y += BoundingBoxStepUnit)
+ for (double Y = Box.GetMinY(); Y < Box.GetMaxY(); Y += BoundingBoxStepUnit)
{
- for (float Z = Box.GetMinZ(); Z < Box.GetMaxZ(); Z += BoundingBoxStepUnit)
+ for (double Z = Box.GetMinZ(); Z < Box.GetMaxZ(); Z += BoundingBoxStepUnit)
{
- const auto Destination = Vector3f(X, Y, Z);
- if ((Destination - a_Position).SqrLength() > a_SquareRadius)
+ const Vector3d Destination{X, Y, Z};
+ if ((Destination - Position).SqrLength() > a_SquareRadius)
{
// Don't bother with points outside our designated area-of-effect
// This is, surprisingly, a massive amount of work saved (~3m to detonate a sphere of 37k TNT before, ~1m after):