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Cache computed shapes (should improve bed performance)
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2 changed files with 3 additions and 3 deletions
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@ -31,7 +31,6 @@ import net.minecraft.util.shape.VoxelShape;
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import net.minecraft.util.shape.VoxelShapes;
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import net.minecraft.world.BlockView;
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import net.minecraft.world.World;
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import net.minecraft.world.WorldAccess;
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import net.minecraft.world.event.GameEvent;
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public class FancyBedBlock extends BedBlock {
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@ -1,5 +1,6 @@
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package com.minelittlepony.unicopia.util;
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import net.minecraft.util.Util;
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import net.minecraft.util.math.Box;
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import net.minecraft.util.math.Direction;
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import net.minecraft.util.math.MathHelper;
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@ -14,7 +15,7 @@ public interface VoxelShapeUtil {
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Vec3d CENTER = new Vec3d(0.5, 0, 0.5);
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static Function<Direction, VoxelShape> rotator(VoxelShape base) {
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return d -> rotate(base, d);
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return Util.memoize(d -> rotate(base, d));
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}
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static VoxelShape rotate(VoxelShape shape, Direction direction) {
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@ -27,7 +28,7 @@ public interface VoxelShapeUtil {
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float angle = direction.asRotation() * MathHelper.RADIANS_PER_DEGREE;
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return VoxelShapes.union(VoxelShapes.empty(), shape.getBoundingBoxes().stream()
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.map(box -> {
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//These first two are enough for orthogonal rotations
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//These first two are enough for orthogonal rotations
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Vec3d a = rotate(box.minX, box.minZ, angle);
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Vec3d b = rotate(box.maxX, box.maxZ, angle);
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//These cover odd angles
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