83 lines
3.0 KiB
Java
83 lines
3.0 KiB
Java
/*
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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.function.BooleanBiFunction;
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import net.minecraft.util.math.Box;
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import net.minecraft.util.shape.VoxelShape;
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import net.minecraft.util.shape.VoxelShapes;
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/**
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* While creation of a {@link net.minecraft.util.shape.VoxelShape} with
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* {@link net.minecraft.util.shape.VoxelShapes#cuboid(Box)} is fast enough,
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* combining voxel shapes with
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* {@link net.minecraft.util.shape.VoxelShapes#union(VoxelShape, VoxelShape)} or
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* any other combination method, as well as {@link VoxelShape#simplify()} are
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* <b>extremely slow</b>. For example: Creating a VoxelShape for a list of 5
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* bounding boxes 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<Box>, VoxelShape> CACHE = CacheBuilder.newBuilder()//
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.maximumSize(10000L)//
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.build(new CacheLoader<List<Box>, VoxelShape>() {
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@Override
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public VoxelShape load(List<Box> 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<Box> boxes) {
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return CACHE.getUnchecked(boxes);
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}
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private static VoxelShape create(List<Box> 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.cuboid(boxes.get(i));
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for (; i < boxes.size(); i++) {
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Box box = boxes.get(i);
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shape = VoxelShapes.combine(shape, VoxelShapes.cuboid(box), BooleanBiFunction.OR);
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}
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return shape.simplify();
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}
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}
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