Added a global Voxelshape cache for cable bus voxel shapes, since combining voxel shapes turns out to be an extremely expensive process (i.e. 1.7s for 10000x5 shapes).
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@@ -41,7 +41,6 @@ import net.minecraft.util.Hand;
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import net.minecraft.util.math.AxisAlignedBB;
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import net.minecraft.util.math.BlockPos;
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import net.minecraft.util.math.shapes.VoxelShape;
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import net.minecraft.util.math.shapes.VoxelShapes;
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import net.minecraft.util.math.vector.Vector3d;
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import net.minecraft.world.IBlockReader;
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import net.minecraft.world.World;
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@@ -82,7 +81,6 @@ public class CableBusContainer extends CableBusStorage implements AEMultiTile, I
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private final EnumSet<LayerFlags> myLayerFlags = EnumSet.noneOf(LayerFlags.class);
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private YesNo hasRedstone = YesNo.UNDECIDED;
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private IPartHost tcb;
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// TODO 1.10.2-R - does somebody seriously want to make parts TESR??? Hope not.
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private boolean requiresDynamicRender = false;
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private boolean inWorld = false;
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// Cached collision shape for living entities
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@@ -1096,11 +1094,7 @@ public class CableBusContainer extends CableBusStorage implements AEMultiTile, I
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}
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}
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VoxelShape shape = VoxelShapes.empty();
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for (final AxisAlignedBB bx : boxes) {
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shape = VoxelShapes.or(shape, VoxelShapes.create(bx));
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}
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return shape;
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return VoxelShapeCache.get(boxes);
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}
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private void invalidateShapes() {
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@@ -0,0 +1,81 @@
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/*
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* This file is part of Applied Energistics 2.
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* Copyright (c) 2013 - 2015, AlgorithmX2, All rights reserved.
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*
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* Applied Energistics 2 is free software: you can redistribute it and/or modify
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* it under the terms of the GNU Lesser General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* Applied Energistics 2 is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public License
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* along with Applied Energistics 2. If not, see <http://www.gnu.org/licenses/lgpl>.
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*/
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package appeng.parts;
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import java.util.List;
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import com.google.common.cache.CacheBuilder;
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import com.google.common.cache.CacheLoader;
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import com.google.common.cache.LoadingCache;
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import net.minecraft.util.math.AxisAlignedBB;
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import net.minecraft.util.math.shapes.IBooleanFunction;
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import net.minecraft.util.math.shapes.VoxelShape;
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import net.minecraft.util.math.shapes.VoxelShapes;
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/**
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* While creation of a {@link VoxelShape} with
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* {@link VoxelShapes#create(AxisAlignedBB)} is fast enough, combining voxel
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* shapes with {@link VoxelShapes#or(VoxelShape, VoxelShape)} or any other
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* combination method, as well as {@link VoxelShape#simplify()} are <b>extremely
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* slow</b>. For example: Creating a VoxelShape for a list of 5 bounding boxes
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* 10,000 times takes about 1.7 seconds.
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*
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* <p>
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* To reduce the impact of this on cables, we introduce a global voxel shape
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* cache so that cables can share their combined voxel shapes better.
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*/
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final class VoxelShapeCache {
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// Why using a List here should not make much of a difference vs. using a Set:
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// The part's bounding box depends on the side it is attached to, and the sides
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// are iterated over in a fixed order, meaning the order of bounding boxes
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// should
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// be the same for a same set of parts.
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private static final LoadingCache<List<AxisAlignedBB>, VoxelShape> CACHE = CacheBuilder.newBuilder()//
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.maximumSize(10000L)//
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.build(new CacheLoader<List<AxisAlignedBB>, VoxelShape>() {
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@Override
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public VoxelShape load(List<AxisAlignedBB> key) {
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return create(key);
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}
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});
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private VoxelShapeCache() {
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}
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public static VoxelShape get(List<AxisAlignedBB> boxes) {
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return CACHE.getUnchecked(boxes);
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}
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private static VoxelShape create(List<AxisAlignedBB> boxes) {
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if (boxes.isEmpty()) {
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return VoxelShapes.empty();
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}
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int i = 0;
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VoxelShape shape = VoxelShapes.create(boxes.get(i));
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for (; i < boxes.size(); i++) {
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AxisAlignedBB box = boxes.get(i);
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shape = VoxelShapes.combine(shape, VoxelShapes.create(box), IBooleanFunction.OR);
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}
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return shape.simplify();
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}
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}
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