From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001 From: Spottedleaf Date: Fri, 28 Aug 2020 12:33:47 -0700 Subject: [PATCH] Don't lookup fluid state when raytracing, skip air blocks Just use the iblockdata already retrieved, removes a getType call. Also save approx. 5% for the raytrace call, as most (expensive) raytracing tends to go through air and returning early is an easy win. The remaining problems with this function are mostly with the block getting itself. diff --git a/src/main/java/net/minecraft/world/level/BlockGetter.java b/src/main/java/net/minecraft/world/level/BlockGetter.java index c3760e0c8ac0b3ea200f4e1c237e250137a78caf..c978f3b2d42f512e982f289e76c2422e41b7eec6 100644 --- a/src/main/java/net/minecraft/world/level/BlockGetter.java +++ b/src/main/java/net/minecraft/world/level/BlockGetter.java @@ -79,7 +79,8 @@ public interface BlockGetter extends LevelHeightAccessor { return BlockHitResult.miss(raytrace1.getTo(), Direction.getNearest(vec3d.x, vec3d.y, vec3d.z), BlockPos.containing(raytrace1.getTo())); } // Paper end - Prevent raytrace from loading chunks - FluidState fluid = this.getFluidState(blockposition); + if (iblockdata.isAir()) return null; // Paper - Perf: optimise air cases + FluidState fluid = iblockdata.getFluidState(); // Paper - Perf: don't need to go to world state again Vec3 vec3d = raytrace1.getFrom(); Vec3 vec3d1 = raytrace1.getTo(); VoxelShape voxelshape = raytrace1.getBlockShape(iblockdata, this, blockposition);