/** * Returns the entities colliding the current one inside the AxisAlignedBB * * @param AxisAlignedBB $bb * @param Entity $entity * * @return Entity[] */ public function getCollidingEntities(AxisAlignedBB $bb, Entity $entity = null) { $nearby = []; if ($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); for ($x = $minX; $x <= $maxX; ++$x) { for ($z = $minZ; $z <= $maxZ; ++$z) { foreach (($______chunk = $this->getChunk($x, $z)) !== null ? $______chunk->getEntities() : [] as $ent) { if ($ent !== $entity and ($entity === null or $entity->canCollideWith($ent)) and $ent->boundingBox->intersectsWith($bb)) { $nearby[] = $ent; } } } } } return $nearby; }
/** * Returns the entities colliding the current one inside the AxisAlignedBB * * @param AxisAlignedBB $bb * @param Entity $entity * * @return Entity[] */ public function getCollidingEntities(AxisAlignedBB $bb, Entity $entity = null) : array { $nearby = []; if ($entity === null or $entity->canCollide) { $minX = Math::floorFloat(($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 instanceof Player and $ent->isSpectator()) { continue; } if ($entity == null) { if ($ent->boundingBox->intersectsWith($bb)) { $nearby[] = $ent; } } elseif ($entity instanceof Entity and $ent !== $entity and $entity->canCollideWith($ent)) { if ($ent->boundingBox->intersectsWith($bb)) { $nearby[] = $ent; } } } } } } return $nearby; }