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https://github.com/SquidDev-CC/CC-Tweaked
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Memorize getRenderBoundingBox
This takes a non-trivial amount of time on the render thread[^1], so worth doing. I don't actually think the allocation is the heavy thing here - VisualVM says it's toWorldPos being slow. I'm not sure why - possibly just all the block property lookups? [^2] [^1]: To be clear, this is with 120 monitors and no other block entities with custom renderers. so not really representative. [^2]: I wish I could provide a narrower range, but it varies so much between me restarting the game. Makes it impossible to benchmark anything!
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@ -70,6 +70,11 @@ public class TileMonitor extends TileGeneric
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private int xIndex = 0;
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private int yIndex = 0;
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private BlockPos bbPos;
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private BlockState bbState;
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private int bbX, bbY, bbWidth, bbHeight;
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private AxisAlignedBB boundingBox;
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public TileMonitor( TileEntityType<? extends TileMonitor> type, boolean advanced )
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{
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super( type );
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@ -624,9 +629,25 @@ public class TileMonitor extends TileGeneric
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@Override
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public AxisAlignedBB getRenderBoundingBox()
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{
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// We attempt to cache the bounding box to save having to do property lookups (and allocations!) on every frame.
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// Unfortunately the AABB does depend on quite a lot of state, so we need to add a bunch of extra fields -
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// ideally these'd be a single object, but I don't think worth doing until Java has value types.
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if( boundingBox != null && getBlockState().equals( bbState ) && getBlockPos().equals( bbPos ) &&
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xIndex == bbX && yIndex == bbY && width == bbWidth && height == bbHeight )
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{
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return boundingBox;
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}
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bbState = getBlockState();
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bbPos = getBlockPos();
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bbX = xIndex;
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bbY = yIndex;
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bbWidth = width;
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bbHeight = height;
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BlockPos startPos = toWorldPos( 0, 0 );
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BlockPos endPos = toWorldPos( width, height );
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return new AxisAlignedBB(
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return boundingBox = new AxisAlignedBB(
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Math.min( startPos.getX(), endPos.getX() ),
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Math.min( startPos.getY(), endPos.getY() ),
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Math.min( startPos.getZ(), endPos.getZ() ),
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