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26 lines
1.6 KiB
Diff
26 lines
1.6 KiB
Diff
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
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From: Spottedleaf <Spottedleaf@users.noreply.github.com>
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Date: Fri, 28 Aug 2020 12:33:47 -0700
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Subject: [PATCH] Don't lookup fluid state when raytracing, skip air blocks
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Just use the iblockdata already retrieved, removes a getType call.
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Also save approx. 5% for the raytrace call, as most (expensive)
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raytracing tends to go through air and returning early is an
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easy win. The remaining problems with this function
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are mostly with the block getting itself.
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diff --git a/src/main/java/net/minecraft/world/level/BlockGetter.java b/src/main/java/net/minecraft/world/level/BlockGetter.java
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index f39ccc0d2a4eea4e1e0b15608780c7c4a749e672..7e1a332168357b9af14dbe3299549c2c93903fa6 100644
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--- a/src/main/java/net/minecraft/world/level/BlockGetter.java
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+++ b/src/main/java/net/minecraft/world/level/BlockGetter.java
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@@ -80,7 +80,8 @@ public interface BlockGetter extends LevelHeightAccessor {
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return BlockHitResult.miss(raytrace1.getTo(), Direction.getApproximateNearest(vec3d.x, vec3d.y, vec3d.z), BlockPos.containing(raytrace1.getTo()));
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}
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// Paper end - Prevent raytrace from loading chunks
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- FluidState fluid = this.getFluidState(blockposition);
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+ if (iblockdata.isAir()) return null; // Paper - Perf: optimise air cases
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+ FluidState fluid = iblockdata.getFluidState(); // Paper - Perf: don't need to go to world state again
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Vec3 vec3d = raytrace1.getFrom();
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Vec3 vec3d1 = raytrace1.getTo();
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VoxelShape voxelshape = raytrace1.getBlockShape(iblockdata, this, blockposition);
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