it's not much of an improvement, but it won't make it slower
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@ -22,8 +22,8 @@ import baritone.api.pathing.goals.Goal;
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import baritone.api.pathing.goals.GoalComposite;
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import baritone.api.pathing.goals.GoalTwoBlocks;
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import baritone.api.pathing.goals.GoalXZ;
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import baritone.pathing.path.IPath;
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import baritone.api.utils.interfaces.IGoalRenderPos;
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import baritone.pathing.path.IPath;
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import baritone.utils.pathing.BetterBlockPos;
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import net.minecraft.block.state.IBlockState;
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import net.minecraft.client.Minecraft;
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@ -49,7 +49,7 @@ import static org.lwjgl.opengl.GL11.*;
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* @since 8/9/2018 4:39 PM
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*/
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public final class PathRenderer implements Helper {
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private static final Tessellator TESSELLATOR = Tessellator.getInstance();
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private static final BufferBuilder BUFFER = TESSELLATOR.getBuffer();
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@ -68,13 +68,15 @@ public final class PathRenderer implements Helper {
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int fadeStart = fadeStart0 + startIndex;
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int fadeEnd = fadeEnd0 + startIndex;
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for (int i = startIndex; i < positions.size() - 1; i = next) {
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BlockPos start = positions.get(i);
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BetterBlockPos start = positions.get(i);
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next = i + 1;
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BlockPos end = positions.get(next);
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BetterBlockPos end = positions.get(next);
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BlockPos direction = Utils.diff(start, end);
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while (next + 1 < positions.size() && (!fadeOut || next + 1 < fadeStart) && direction.equals(Utils.diff(end, positions.get(next + 1)))) {
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int dirX = end.x - start.x;
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int dirY = end.y - start.y;
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int dirZ = end.z - start.z;
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while (next + 1 < positions.size() && (!fadeOut || next + 1 < fadeStart) && (dirX == positions.get(next + 1).x - end.x && dirY == positions.get(next + 1).y - end.y && dirZ == positions.get(next + 1).z - end.z)) {
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next++;
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end = positions.get(next);
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}
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@ -130,8 +130,4 @@ public final class Utils {
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public static double radToDeg(double rad) {
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return rad * RAD_TO_DEG;
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}
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public static BlockPos diff(BlockPos a, BlockPos b) {
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return new BlockPos(a.getX() - b.getX(), a.getY() - b.getY(), a.getZ() - b.getZ());
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}
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}
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