Adjust constant collision shape determination

Our previous hack did not actually catch every case. For now,
it will only assume a constant collision shape of EMPTY for
air blocks.

Fixes https://github.com/PaperMC/Paper/issues/11697
This commit is contained in:
Spottedleaf
2024-12-01 11:45:32 -08:00
parent 6c75d6935e
commit 3624d261f8

View File

@@ -5,16 +5,12 @@ import ca.spottedleaf.moonrise.patches.collisions.shape.CollisionVoxelShape;
import com.mojang.serialization.MapCodec;
import it.unimi.dsi.fastutil.HashCommon;
import it.unimi.dsi.fastutil.objects.Reference2ObjectArrayMap;
import net.minecraft.core.BlockPos;
import net.minecraft.core.Direction;
import net.minecraft.world.level.BlockGetter;
import net.minecraft.world.level.block.Block;
import net.minecraft.world.level.block.state.BlockBehaviour;
import net.minecraft.world.level.block.state.BlockState;
import net.minecraft.world.level.block.state.StateHolder;
import net.minecraft.world.level.block.state.properties.Property;
import net.minecraft.world.phys.AABB;
import net.minecraft.world.phys.shapes.CollisionContext;
import net.minecraft.world.phys.shapes.Shapes;
import net.minecraft.world.phys.shapes.VoxelShape;
import org.spongepowered.asm.mixin.Mixin;
@@ -32,7 +28,7 @@ abstract class BlockStateBaseMixin extends StateHolder<Block, BlockState> implem
protected BlockBehaviour.BlockStateBase.Cache cache;
@Shadow
public abstract VoxelShape getCollisionShape(BlockGetter blockGetter, BlockPos blockPos, CollisionContext collisionContext);
public abstract boolean isAir();
protected BlockStateBaseMixin(Block object, Reference2ObjectArrayMap<Property<?>, Comparable<?>> reference2ObjectArrayMap, MapCodec<BlockState> mapCodec) {
super(object, reference2ObjectArrayMap, mapCodec);
@@ -93,10 +89,9 @@ abstract class BlockStateBaseMixin extends StateHolder<Block, BlockState> implem
private void initCollisionState(final CallbackInfo ci) {
if (this.cache != null) {
final VoxelShape collisionShape = this.cache.collisionShape;
try {
this.constantCollisionShape = this.getCollisionShape(null, null, null);
} catch (final Throwable throwable) {
// :(
if (this.isAir()) {
this.constantCollisionShape = Shapes.empty();
} else {
this.constantCollisionShape = null;
}
this.occludesFullBlock = ((CollisionVoxelShape)collisionShape).moonrise$occludesFullBlock();