anecansaitin | Hitbox Api
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Hitbox API
Adding more common collision boxes for Minecraft
- Oriented Bounding Box (OBB)
- Sphere
- Capsule
- Ray
- Compound
- Multiple collision boxes can be combined into one.
- Composite collision boxes can be nested.
How to Use
In any place where collision detection is needed, create a collider object and use the methods in ColliderUtil to determine if a collider has occurred.
For entities (Entity), you can achieve collider caching by attaching HitboxDataAttachments#COLLISION. The cached collider can be rendered by pressing F3 + B. Note that this Data does not have a persistence implementation.
Performance
Testing Method
Testing Environment
- CPU: AMD R5 5600G
- Memory: 32GB
- JDK: Microsoft OpenJDK 21.0
Testing Settings
- Warm-up Rounds: 5
- Test Rounds: 5
Testing Items
- Collision detection of the same type of collider
| Collision Box |
Score |
Error |
Unit |
| Axis-Aligned Bounding Box |
3561837865.930 |
157982649.213 |
ops/s |
| Capsule |
22350681.198 |
238993.658 |
ops/s |
| Rotated Capsule |
16842309.523 |
103959.918 |
ops/s |
| Oriented Bounding Box |
5528493.224 |
64548.996 |
ops/s |
| Rotated Oriented Bounding Box |
4648963.750 |
111369.535 |
ops/s |
| Sphere |
119556589.705 |
1711146.560 |
ops/s |
Note: Higher scores indicate better performance. Rotated means the collider is rotated and the relevant vectors are recalculated.

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