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https://github.com/Creators-of-Create/Create.git
synced 2024-12-28 07:56:44 +01:00
The least performant option
- Fixed slow merging of collision shapes - Improved async handling of the collision shape merger - BBs far away from an entity now get skipped in the collision cycle
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parent
65d21c374b
commit
d61e387916
3 changed files with 32 additions and 16 deletions
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@ -461,6 +461,8 @@ public abstract class AbstractContraptionEntity extends Entity implements IEntit
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if (!ticking)
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contraption.stop(world);
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}
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if (contraption != null)
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contraption.onEntityRemoved(this);
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super.remove(keepData);
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}
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@ -137,7 +137,7 @@ public abstract class Contraption {
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private Map<BlockPos, Entity> initialPassengers;
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private List<BlockFace> pendingSubContraptions;
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private CompletableFuture<List<AxisAlignedBB>> simplifiedEntityColliderProvider;
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private CompletableFuture<Void> simplifiedEntityColliderProvider;
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// Client
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public Map<BlockPos, TileEntity> presentTileEntities;
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@ -193,6 +193,7 @@ public abstract class Contraption {
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String type = nbt.getString("Type");
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Contraption contraption = ContraptionType.fromType(type);
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contraption.readNBT(world, nbt, spawnData);
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contraption.world = new ContraptionWorld(world, contraption);
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contraption.gatherBBsOffThread();
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return contraption;
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}
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@ -260,6 +261,13 @@ public abstract class Contraption {
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gatherBBsOffThread();
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}
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public void onEntityRemoved(AbstractContraptionEntity entity) {
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if (simplifiedEntityColliderProvider != null) {
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simplifiedEntityColliderProvider.cancel(false);
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simplifiedEntityColliderProvider = null;
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}
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}
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public void onEntityInitialize(World world, AbstractContraptionEntity contraptionEntity) {
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if (world.isRemote)
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return;
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@ -282,15 +290,6 @@ public abstract class Contraption {
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}
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public void onEntityTick(World world) {
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if (simplifiedEntityColliderProvider != null && simplifiedEntityColliderProvider.isDone()) {
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try {
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simplifiedEntityColliders = Optional.of(simplifiedEntityColliderProvider.join());
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} catch (Exception e) {
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e.printStackTrace();
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}
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simplifiedEntityColliderProvider = null;
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}
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fluidStorage.forEach((pos, mfs) -> mfs.tick(entity, pos, world.isRemote));
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}
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@ -1182,19 +1181,25 @@ public abstract class Contraption {
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}
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private void gatherBBsOffThread() {
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getContraptionWorld();
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simplifiedEntityColliderProvider = CompletableFuture.supplyAsync(() -> {
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VoxelShape combinedShape = VoxelShapes.empty();
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for (Entry<BlockPos, BlockInfo> entry : blocks.entrySet()) {
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BlockInfo info = entry.getValue();
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BlockPos localPos = entry.getKey();
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VoxelShape collisionShape = info.state.getCollisionShape(this.world, localPos);
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VoxelShape collisionShape = info.state.getCollisionShape(world, localPos);
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if (collisionShape.isEmpty())
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continue;
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combinedShape = VoxelShapes.combineAndSimplify(combinedShape,
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combinedShape = VoxelShapes.combine(combinedShape,
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collisionShape.withOffset(localPos.getX(), localPos.getY(), localPos.getZ()), IBooleanFunction.OR);
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}
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return combinedShape.toBoundingBoxList();
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});
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return combinedShape.simplify()
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.toBoundingBoxList();
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})
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.thenAccept(r -> {
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simplifiedEntityColliders = Optional.of(r);
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simplifiedEntityColliderProvider = null;
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});
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}
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public static float getRadius(Set<BlockPos> blocks, Direction.Axis axis) {
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@ -118,7 +118,6 @@ public class ContraptionCollider {
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motion = rotationMatrix.transform(motion);
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// Use simplified bbs when present
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// TODO: is it worth filtering out far away bbs?
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final Vec3d motionCopy = motion;
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List<AxisAlignedBB> collidableBBs = contraption.simplifiedEntityColliders.orElseGet(() -> {
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@ -147,7 +146,17 @@ public class ContraptionCollider {
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for (AxisAlignedBB bb : collidableBBs) {
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Vec3d currentResponse = collisionResponse.getValue();
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obb.setCenter(obbCenter.add(currentResponse));
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Vec3d currentCenter = obbCenter.add(currentResponse);
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if (Math.abs(currentCenter.x - bb.getCenter().x) - entityBounds.getXSize() - 1 > bb.getXSize() / 2)
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continue;
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if (Math.abs((currentCenter.y + motion.y) - bb.getCenter().y) - entityBounds.getYSize()
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- 1 > bb.getYSize() / 2)
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continue;
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if (Math.abs(currentCenter.z - bb.getCenter().z) - entityBounds.getZSize() - 1 > bb.getZSize() / 2)
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continue;
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obb.setCenter(currentCenter);
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ContinuousSeparationManifold intersect = obb.intersect(bb, motion);
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if (intersect == null)
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