minerender 2.1.0-alpha.121 → 2.1.0-alpha.123

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
@@ -12463,6 +12463,10 @@ var BlockObject = class _BlockObject extends SceneObject {
12463
12463
  get blockEntities() {
12464
12464
  return this._entities;
12465
12465
  }
12466
+ /** Model placements drawn for this block, including its fluid surface. */
12467
+ get models() {
12468
+ return this._models;
12469
+ }
12466
12470
  /** Sets visibility for this block's model instances and block entities. */
12467
12471
  setVisible(visible) {
12468
12472
  this.visible = visible;
@@ -17224,14 +17228,14 @@ var AnvilWorldSource = class {
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  };
17225
17229
 
17226
17230
  // src/world/Chunk.ts
17227
- import { Color as Color13, Vector3 as Vector318 } from "three";
17231
+ import { Color as Color13, Vector3 as Vector320 } from "three";
17228
17232
  init_BlockStates();
17229
17233
  init_AssetKey();
17230
17234
 
17231
17235
  // src/world/MineRenderWorld.ts
17232
17236
  init_Model();
17233
17237
  init_util();
17234
- import { Vector3 as Vector317 } from "three";
17238
+ import { Vector3 as Vector319 } from "three";
17235
17239
  init_AssetKey();
17236
17240
  init_BlockStates();
17237
17241
  init_CubeFace();
@@ -17494,11 +17498,74 @@ function resolveSavedEntity(entity) {
17494
17498
 
17495
17499
  // src/world/_entities/WorldEntities.ts
17496
17500
  init_BannerPatterns();
17501
+ import { Vector3 as Vector318 } from "three";
17502
+
17503
+ // src/world/_picking/Picking.ts
17504
+ init_three();
17505
+ import { Matrix3 as Matrix33, Matrix4 as Matrix413 } from "three";
17506
+ function pickableMeshes(root, scene, raycaster) {
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+ const result = [];
17508
+ let attached = false;
17509
+ for (let parent = root; parent; parent = parent.parent) {
17510
+ if (!parent.visible) return result;
17511
+ if (parent === scene) attached = true;
17512
+ }
17513
+ if (!attached) return result;
17514
+ root.updateWorldMatrix(true, true);
17515
+ root.traverseVisible((object4) => {
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+ if (isMesh(object4) && raycaster.layers.test(object4.layers)) result.push(object4);
17517
+ });
17518
+ return result;
17519
+ }
17520
+ function visibleHits(raycaster, meshes) {
17521
+ return raycaster.intersectObjects(meshes, false).filter((hit) => {
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+ if (!hit.face) return false;
17523
+ const mesh = hit.object;
17524
+ const material = Array.isArray(mesh.material) ? mesh.material[hit.face.materialIndex] : mesh.material;
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+ return material?.visible;
17526
+ });
17527
+ }
17528
+ function hitNormal(hit) {
17529
+ const mesh = hit.object;
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+ const matrix = mesh.matrixWorld.clone();
17531
+ if (isInstancedMesh(mesh) && hit.instanceId !== void 0) {
17532
+ const instance = new Matrix413();
17533
+ mesh.getMatrixAt(hit.instanceId, instance);
17534
+ matrix.multiply(instance);
17535
+ }
17536
+ return hit.face.normal.clone().applyNormalMatrix(new Matrix33().getNormalMatrix(matrix));
17537
+ }
17538
+
17539
+ // src/world/_entities/WorldEntities.ts
17497
17540
  var WorldEntities = class {
17498
17541
  constructor(scene) {
17499
17542
  this.scene = scene;
17500
17543
  this.columns = /* @__PURE__ */ new Map();
17501
17544
  }
17545
+ /** Finds the nearest visible triangle belonging to an entity owned by this world. */
17546
+ raycast(raycaster) {
17547
+ const owners = /* @__PURE__ */ new Map();
17548
+ for (const column of this.columns.values()) {
17549
+ for (const [object4, placement] of column) {
17550
+ for (const mesh of pickableMeshes(object4, this.scene, raycaster)) {
17551
+ owners.set(mesh, { object: object4, ...placement });
17552
+ }
17553
+ }
17554
+ }
17555
+ for (const hit of visibleHits(raycaster, [...owners.keys()])) {
17556
+ const mesh = hit.object;
17557
+ const owner = owners.get(mesh);
17558
+ return {
17559
+ type: owner.type,
17560
+ position: new Vector318(...owner.position),
17561
+ object: owner.object,
17562
+ point: hit.point.clone(),
17563
+ normal: hitNormal(hit),
17564
+ distance: hit.distance
17565
+ };
17566
+ }
17567
+ return void 0;
17568
+ }
17502
17569
  /** Captures column ownership before asynchronous block or asset loading starts. */
17503
17570
  prepare(entities = [], column) {
17504
17571
  const placements = entities.flatMap((entity) => {
@@ -17507,7 +17574,7 @@ var WorldEntities = class {
17507
17574
  const position = [...entity.position];
17508
17575
  const key = column?.join(",") ?? `${Math.floor(position[0] / 16)},${Math.floor(position[2] / 16)}`;
17509
17576
  let owner = this.columns.get(key);
17510
- if (!owner) this.columns.set(key, owner = /* @__PURE__ */ new Set());
17577
+ if (!owner) this.columns.set(key, owner = /* @__PURE__ */ new Map());
17511
17578
  return [{ ...resolved, position, column: key, owner }];
17512
17579
  });
17513
17580
  return async () => {
@@ -17533,7 +17600,7 @@ var WorldEntities = class {
17533
17600
  object4.rotation.y = placement.yaw;
17534
17601
  await object4.init();
17535
17602
  if (!current()) return;
17536
- placement.owner.add(object4);
17603
+ placement.owner.set(object4, { type: placement.key.toNamespacedString(), position: placement.position });
17537
17604
  this.scene.add(object4);
17538
17605
  } catch (error) {
17539
17606
  console.warn(`Could not draw saved entity ${placement.key.toNamespacedString()}, skipping it`, error);
@@ -17548,7 +17615,7 @@ var WorldEntities = class {
17548
17615
  const objects = this.columns.get(key);
17549
17616
  this.columns.delete(key);
17550
17617
  if (!objects) return;
17551
- for (const object4 of objects) {
17618
+ for (const object4 of objects.keys()) {
17552
17619
  object4.removeFromScene();
17553
17620
  object4.dispose();
17554
17621
  }
@@ -17609,6 +17676,21 @@ var MineRenderWorld = class {
17609
17676
  if (options.sectionMeshing) this.sectionModels = new SectionModels(options.maxAtlasSize);
17610
17677
  if (options.renderEntities) this.entities = new WorldEntities(scene);
17611
17678
  }
17679
+ /**
17680
+ * Returns the nearest visible block geometry hit, respecting the raycaster's layers and near/far range.
17681
+ * Includes fluids and block entities; texture alpha does not change triangle intersections.
17682
+ */
17683
+ raycast(raycaster) {
17684
+ return Chunk.raycast(this._chunks.values(), raycaster);
17685
+ }
17686
+ /**
17687
+ * Returns the nearest visible mob geometry hit when renderEntities is enabled.
17688
+ * Respects layers and near/far; compare its distance with raycast() to account for blocks.
17689
+ * Texture alpha does not change triangle intersections.
17690
+ */
17691
+ raycastEntities(raycaster) {
17692
+ return this.entities?.raycast(raycaster);
17693
+ }
17612
17694
  /** Whether neighboring opaque cubes shade block-face corners. Defaults to false. */
17613
17695
  get ambientOcclusion() {
17614
17696
  return this._ambientOcclusion;
@@ -17629,25 +17711,25 @@ var MineRenderWorld = class {
17629
17711
  }
17630
17712
  getBlockAt(posOrX, y, z) {
17631
17713
  if (typeof posOrX == "number") {
17632
- return this.getBlockAt(new Vector317(posOrX, y, z));
17714
+ return this.getBlockAt(new Vector319(posOrX, y, z));
17633
17715
  }
17634
17716
  if (isTripleArray(posOrX)) {
17635
- return this.getBlockAt(new Vector317(posOrX[0], posOrX[1], posOrX[2]));
17717
+ return this.getBlockAt(new Vector319(posOrX[0], posOrX[1], posOrX[2]));
17636
17718
  }
17637
17719
  this.validatePosBounds(posOrX);
17638
17720
  return this.getChunkAt(posOrX)?.getBlockAt(posOrX);
17639
17721
  }
17640
17722
  getBiomeAt(posOrX, y, z) {
17641
- if (typeof posOrX === "number") return this.getBiomeAt(new Vector317(posOrX, y, z));
17642
- if (isTripleArray(posOrX)) return this.getBiomeAt(new Vector317(...posOrX));
17723
+ if (typeof posOrX === "number") return this.getBiomeAt(new Vector319(posOrX, y, z));
17724
+ if (isTripleArray(posOrX)) return this.getBiomeAt(new Vector319(...posOrX));
17643
17725
  this.validatePosBounds(posOrX);
17644
17726
  const cx = Math.floor(posOrX.x / 16), cy = Math.floor(posOrX.y / 16), cz = Math.floor(posOrX.z / 16);
17645
17727
  const lx = posOrX.x - cx * 16, ly = posOrX.y - cy * 16, lz = posOrX.z - cz * 16;
17646
17728
  return this.biomes.get(`${cx}_${cz}`)?.get(cy)?.[Math.floor(lx / 4) + Math.floor(lz / 4) * 4 + Math.floor(ly / 4) * 16];
17647
17729
  }
17648
17730
  getLightAt(posOrX, y, z) {
17649
- if (typeof posOrX === "number") return this.getLightAt(new Vector317(posOrX, y, z));
17650
- if (isTripleArray(posOrX)) return this.getLightAt(new Vector317(...posOrX));
17731
+ if (typeof posOrX === "number") return this.getLightAt(new Vector319(posOrX, y, z));
17732
+ if (isTripleArray(posOrX)) return this.getLightAt(new Vector319(...posOrX));
17651
17733
  this.validatePosBounds(posOrX);
17652
17734
  const { x, y: py, z: pz } = posOrX;
17653
17735
  const cx = Math.floor(x / 16), cy = Math.floor(py / 16), cz = Math.floor(pz / 16);
@@ -17665,10 +17747,10 @@ var MineRenderWorld = class {
17665
17747
  }
17666
17748
  async setBlockAt(posOrX, yOrBlock, z, block) {
17667
17749
  if (typeof posOrX == "number") {
17668
- return this.setBlockAt(new Vector317(posOrX, yOrBlock, z), block);
17750
+ return this.setBlockAt(new Vector319(posOrX, yOrBlock, z), block);
17669
17751
  }
17670
17752
  if (isTripleArray(posOrX)) {
17671
- return this.setBlockAt(new Vector317(posOrX[0], posOrX[1], posOrX[2]), yOrBlock);
17753
+ return this.setBlockAt(new Vector319(posOrX[0], posOrX[1], posOrX[2]), yOrBlock);
17672
17754
  }
17673
17755
  return this.placeBlock(posOrX, yOrBlock);
17674
17756
  }
@@ -17679,10 +17761,10 @@ var MineRenderWorld = class {
17679
17761
  }
17680
17762
  async setBlockVisibleAt(posOrX, yOrVisible, z, visible) {
17681
17763
  if (typeof posOrX === "number") {
17682
- return this.setBlockVisibleAt(new Vector317(posOrX, yOrVisible, z), visible);
17764
+ return this.setBlockVisibleAt(new Vector319(posOrX, yOrVisible, z), visible);
17683
17765
  }
17684
17766
  if (isTripleArray(posOrX)) {
17685
- return this.setBlockVisibleAt(new Vector317(...posOrX), yOrVisible);
17767
+ return this.setBlockVisibleAt(new Vector319(...posOrX), yOrVisible);
17686
17768
  }
17687
17769
  this.validatePosBounds(posOrX);
17688
17770
  await this.getChunkAt(posOrX)?.setBlockVisibleAt(posOrX, yOrVisible);
@@ -17708,7 +17790,7 @@ var MineRenderWorld = class {
17708
17790
  const collect = async (positions2) => {
17709
17791
  for (const pos of positions2) changes.set(pos.toArray().join(","), pos);
17710
17792
  };
17711
- const place = (block) => this.placeBlock(new Vector317(...block.position), block, collect);
17793
+ const place = (block) => this.placeBlock(new Vector319(...block.position), block, collect);
17712
17794
  const keys = /* @__PURE__ */ new Map();
17713
17795
  const types = /* @__PURE__ */ new Set();
17714
17796
  for (const block of multiblock.blocks) {
@@ -17724,7 +17806,7 @@ var MineRenderWorld = class {
17724
17806
  }
17725
17807
  if (!executor) {
17726
17808
  const groups2 = /* @__PURE__ */ new Map();
17727
- const position = new Vector317();
17809
+ const position = new Vector319();
17728
17810
  for (const block of multiblock.blocks) {
17729
17811
  const [x, y, z] = block.position;
17730
17812
  this.validatePosBounds(position.set(x, y, z));
@@ -17764,7 +17846,7 @@ var MineRenderWorld = class {
17764
17846
  try {
17765
17847
  positions = await chunk.placeBlocks(blocks);
17766
17848
  } finally {
17767
- positions ??= blocks.map(({ index }) => new Vector317(
17849
+ positions ??= blocks.map(({ index }) => new Vector319(
17768
17850
  chunk.x * 16 + index % 16,
17769
17851
  chunk.y * 16 + Math.floor(index / 256),
17770
17852
  chunk.z * 16 + Math.floor(index / 16) % 16
@@ -17816,7 +17898,7 @@ var MineRenderWorld = class {
17816
17898
  }
17817
17899
  for (const section of chunk.sections) {
17818
17900
  if (section.biomes) {
17819
- const position = new Vector317(chunk.x * 16, section.y * 16, chunk.z * 16);
17901
+ const position = new Vector319(chunk.x * 16, section.y * 16, chunk.z * 16);
17820
17902
  this.validatePosBounds(position);
17821
17903
  const copy = [...section.biomes];
17822
17904
  if (copy.length !== 64 || !copy.every((id) => typeof id === "string" && id.length > 0)) {
@@ -17832,7 +17914,7 @@ var MineRenderWorld = class {
17832
17914
  for (const section of chunk.sections) {
17833
17915
  if (!executor) {
17834
17916
  if (!occupiedSections.has(section.y)) continue;
17835
- const position = new Vector317(chunk.x * 16, section.y * 16, chunk.z * 16);
17917
+ const position = new Vector319(chunk.x * 16, section.y * 16, chunk.z * 16);
17836
17918
  this.validatePosBounds(position);
17837
17919
  const target = this.getOrCreateChunkAt(position);
17838
17920
  try {
@@ -17936,7 +18018,7 @@ var MineRenderWorld = class {
17936
18018
  this.sectionModels?.clear();
17937
18019
  }
17938
18020
  updateCulling(positions) {
17939
- const neighbor = new Vector317();
18021
+ const neighbor = new Vector319();
17940
18022
  for (const pos of positions) {
17941
18023
  const cx = Math.floor(pos.x / 16), cy = Math.floor(pos.y / 16), cz = Math.floor(pos.z / 16);
17942
18024
  const chunk = this._chunks.get(`${cx}_${cy}_${cz}`);
@@ -18067,7 +18149,7 @@ var MineRenderWorld = class {
18067
18149
  }
18068
18150
  /** Converts block coordinates to scene units by multiplying each component by 16. */
18069
18151
  static worldToScenePosition(pos) {
18070
- return new Vector317(
18152
+ return new Vector319(
18071
18153
  pos.x * 16,
18072
18154
  pos.y * 16,
18073
18155
  pos.z * 16
@@ -18075,7 +18157,7 @@ var MineRenderWorld = class {
18075
18157
  }
18076
18158
  /** Converts scene units to block coordinates without rounding to an integer block. */
18077
18159
  static sceneToWorldPosition(pos) {
18078
- return new Vector317(
18160
+ return new Vector319(
18079
18161
  pos.x / 16,
18080
18162
  pos.y / 16,
18081
18163
  pos.z / 16
@@ -18100,7 +18182,7 @@ init_Model();
18100
18182
  // src/world/SectionMesh.ts
18101
18183
  init_CanvasCompat();
18102
18184
  init_Materials();
18103
- import { BufferGeometry as BufferGeometry9, Color as Color12, DoubleSide as DoubleSide8, Float32BufferAttribute as Float32BufferAttribute10, FrontSide as FrontSide4, Group as Group3, Mesh as Mesh10, Uint32BufferAttribute } from "three";
18185
+ import { BufferGeometry as BufferGeometry9, Color as Color12, DoubleSide as DoubleSide8, Float32BufferAttribute as Float32BufferAttribute10, FrontSide as FrontSide4, Group as Group3, Mesh as Mesh12, Uint32BufferAttribute } from "three";
18104
18186
 
18105
18187
  // src/world/SectionGeometry.ts
18106
18188
  init_FluidQuads();
@@ -18283,6 +18365,7 @@ function buildSectionGeometry(input) {
18283
18365
  const positions = new Float32Array(faces * 12), normals = new Float32Array(faces * 12);
18284
18366
  const uvs = new Float32Array(faces * 8), uvBounds = new Float32Array(faces * 16), colors = new Float32Array(faces * 12);
18285
18367
  const outputIndices = new Uint32Array(faces * 6);
18368
+ const blockIndices = new Uint16Array(faces);
18286
18369
  let vertex = 0, indexOffset = 0;
18287
18370
  for (const entry of page.entries) {
18288
18371
  const template = templateData[templates[entry]];
@@ -18297,6 +18380,7 @@ function buildSectionGeometry(input) {
18297
18380
  const ambientMask = ambientOcclusion && template.ambientOcclusion !== false ? sectionAmbientOcclusionMask(ambientOcclusion, lightIndex) : 0;
18298
18381
  for (let quad = 0; quad < template.quads; quad++) {
18299
18382
  if (cullMasks[entry] & template.cullFaces[quad]) continue;
18383
+ blockIndices[indexOffset / 6] = indices[entry];
18300
18384
  if (ambientMask) quadAmbientOcclusion(template.positions, template.normals, quad, ambientMask, cornerBrightness2);
18301
18385
  const brightness = light ? lightBrightness(light[lightIndex + LIGHT_SAMPLE_OFFSETS[quadLightIndex(template.positions, template.normals, quad)]], ambientLight) : 1;
18302
18386
  const start = vertex;
@@ -18329,6 +18413,7 @@ function buildSectionGeometry(input) {
18329
18413
  const mapV = (v) => 1 - (placement.y + (1 - v) * atlas.height) / page.height;
18330
18414
  const lightIndex = (y + 1) * 324 + (z + 1) * 18 + x + 1;
18331
18415
  for (let quad = 0; quad < quads.sprites.length; quad++) {
18416
+ blockIndices[indexOffset / 6] = x + z * 16 + y * 256;
18332
18417
  const rect = quads.sprites[quad] === 0 ? data.still : data.flow;
18333
18418
  const brightness = light ? lightBrightness(fluidLightLevel(
18334
18419
  light[lightIndex],
@@ -18359,11 +18444,11 @@ function buildSectionGeometry(input) {
18359
18444
  indexOffset += 6;
18360
18445
  }
18361
18446
  }
18362
- return { layer: page.layer, width: page.width, height: page.height, placements: page.placements, positions, normals, uvs, uvBounds, colors, indices: outputIndices };
18447
+ return { layer: page.layer, width: page.width, height: page.height, placements: page.placements, positions, normals, uvs, uvBounds, colors, indices: outputIndices, blockIndices };
18363
18448
  });
18364
18449
  }
18365
18450
  function sectionGeometryTransferables(pages) {
18366
- return pages.flatMap((page) => [page.positions.buffer, page.normals.buffer, page.uvs.buffer, page.uvBounds.buffer, page.colors.buffer, page.indices.buffer]);
18451
+ return pages.flatMap((page) => [page.positions.buffer, page.normals.buffer, page.uvs.buffer, page.uvBounds.buffer, page.colors.buffer, page.indices.buffer, page.blockIndices.buffer]);
18367
18452
  }
18368
18453
 
18369
18454
  // src/world/SectionWorker.ts
@@ -18522,6 +18607,12 @@ var SectionMesh = class _SectionMesh extends Group3 {
18522
18607
  constructor() {
18523
18608
  super(...arguments);
18524
18609
  this.ownedMeshes = [];
18610
+ this.blockIndices = /* @__PURE__ */ new Map();
18611
+ }
18612
+ /** Returns the owning section cell for a triangle hit on this mesh's merged geometry. */
18613
+ getBlockIndex(hit) {
18614
+ if (hit.faceIndex === void 0 || hit.faceIndex === null) return void 0;
18615
+ return this.blockIndices.get(hit.object)?.[Math.floor(hit.faceIndex / 2)];
18525
18616
  }
18526
18617
  /** Builds section-local meshes from visible quads. `maxAtlasSize` limits each atlas dimension in pixels. */
18527
18618
  static build(entries, maxAtlasSize = 2048, fluids, lighting) {
@@ -18562,8 +18653,9 @@ var SectionMesh = class _SectionMesh extends Group3 {
18562
18653
  }
18563
18654
  material.vertexColors = true;
18564
18655
  const texture = material.uniforms?.map?.value ?? material.map;
18565
- const mesh = new Mesh10(geometry, material);
18656
+ const mesh = new Mesh12(geometry, material);
18566
18657
  section.add(mesh);
18658
+ section.blockIndices.set(mesh, page.blockIndices);
18567
18659
  const unsubscribe = [];
18568
18660
  for (const { atlas: id, x, y } of page.placements) {
18569
18661
  const atlas = atlases[id];
@@ -18589,6 +18681,7 @@ var SectionMesh = class _SectionMesh extends Group3 {
18589
18681
  mesh.material.dispose();
18590
18682
  texture?.dispose();
18591
18683
  }
18684
+ this.blockIndices.clear();
18592
18685
  this.removeFromParent();
18593
18686
  super.dispose();
18594
18687
  }
@@ -18598,6 +18691,7 @@ var SectionMesh = class _SectionMesh extends Group3 {
18598
18691
  init_FluidGeometry();
18599
18692
  init_FluidQuads();
18600
18693
  init_CubeFace();
18694
+ init_InstanceReference();
18601
18695
  var WATER_TINT2 = new Color13(4159204).toArray();
18602
18696
  var Chunk = class _Chunk {
18603
18697
  constructor(scene, x, y, z, onBlocksChanged, sectionModels, neighborCell, biomeAt, onBiomesChanged, lightAt, onLightCleared, ambientLight = 0) {
@@ -18611,10 +18705,11 @@ var Chunk = class _Chunk {
18611
18705
  this.ambientLight = ambientLight;
18612
18706
  this.data = new ChunkData();
18613
18707
  this.renderedBlocks = /* @__PURE__ */ new Map();
18708
+ this.objectBlocks = /* @__PURE__ */ new Set();
18614
18709
  this.sectionBlocks = /* @__PURE__ */ new Map();
18615
18710
  this.hiddenBlocks = /* @__PURE__ */ new Set();
18616
18711
  this.fluidCells = new Uint8Array(4096);
18617
- this.blockPosition = new Vector318();
18712
+ this.blockPosition = new Vector320();
18618
18713
  this.meshDirty = false;
18619
18714
  this.meshGeneration = 0;
18620
18715
  this.scene = scene;
@@ -18622,20 +18717,84 @@ var Chunk = class _Chunk {
18622
18717
  this.y = y;
18623
18718
  this.z = z;
18624
18719
  }
18720
+ /** Finds the nearest owned block hit across sections, testing each shared mesh once. */
18721
+ static raycast(chunks, raycaster) {
18722
+ const roots = /* @__PURE__ */ new Map();
18723
+ const targets = /* @__PURE__ */ new Map();
18724
+ const meshes = (root, scene) => {
18725
+ const cached2 = roots.get(root);
18726
+ if (cached2) return cached2;
18727
+ const result = pickableMeshes(root, scene, raycaster);
18728
+ roots.set(root, result);
18729
+ return result;
18730
+ };
18731
+ const add = (root, owner, reference) => {
18732
+ for (const mesh of meshes(root, owner.chunk.scene)) {
18733
+ if (reference && reference.instanceable.getInstanceReference(mesh, reference.index) !== reference) continue;
18734
+ let entry = targets.get(mesh);
18735
+ if (!entry) targets.set(mesh, entry = { owners: /* @__PURE__ */ new Map() });
18736
+ entry.owners.set(reference?.index, owner);
18737
+ }
18738
+ };
18739
+ for (const chunk of chunks) {
18740
+ for (const index of chunk.objectBlocks) {
18741
+ const block = chunk.renderedBlocks.get(index).object;
18742
+ if (!block || !block.visible || chunk.hiddenBlocks.has(index)) continue;
18743
+ const owner = { chunk, index };
18744
+ for (const model of block.models) {
18745
+ if (isInstanceReference(model)) {
18746
+ if (model.instanceable.isInstanceActive(model.index, model)) add(model.instanceable, owner, model);
18747
+ } else {
18748
+ add(model, owner);
18749
+ }
18750
+ }
18751
+ for (const entity of block.blockEntities) add(entity, owner);
18752
+ }
18753
+ if (chunk.sectionMesh) {
18754
+ for (const mesh of meshes(chunk.sectionMesh, chunk.scene)) {
18755
+ targets.set(mesh, { owners: /* @__PURE__ */ new Map(), section: { chunk, mesh: chunk.sectionMesh } });
18756
+ }
18757
+ }
18758
+ }
18759
+ for (const hit of visibleHits(raycaster, [...targets.keys()])) {
18760
+ const mesh = hit.object;
18761
+ const entry = targets.get(mesh);
18762
+ let owner = entry.owners.get(hit.instanceId) ?? entry.owners.get(void 0);
18763
+ if (entry.section) {
18764
+ const index = entry.section.mesh.getBlockIndex(hit);
18765
+ if (index !== void 0) owner = { chunk: entry.section.chunk, index };
18766
+ }
18767
+ if (!owner || owner.chunk.hiddenBlocks.has(owner.index)) continue;
18768
+ const info = owner.chunk.renderedBlocks.get(owner.index);
18769
+ if (!info) continue;
18770
+ return {
18771
+ position: new Vector320(
18772
+ owner.chunk.x * 16 + owner.index % 16,
18773
+ owner.chunk.y * 16 + Math.floor(owner.index / 256),
18774
+ owner.chunk.z * 16 + Math.floor(owner.index / 16) % 16
18775
+ ),
18776
+ block: info.block,
18777
+ point: hit.point.clone(),
18778
+ normal: hitNormal(hit),
18779
+ distance: hit.distance
18780
+ };
18781
+ }
18782
+ return void 0;
18783
+ }
18625
18784
  getBlockAt(posOrX, y, z) {
18626
18785
  if (typeof posOrX == "number") {
18627
- return this.getBlockAt(new Vector318(posOrX, y, z));
18786
+ return this.getBlockAt(new Vector320(posOrX, y, z));
18628
18787
  }
18629
18788
  if (isTripleArray(posOrX)) {
18630
- return this.getBlockAt(new Vector318(posOrX[0], posOrX[1], posOrX[2]));
18789
+ return this.getBlockAt(new Vector320(posOrX[0], posOrX[1], posOrX[2]));
18631
18790
  }
18632
18791
  const pos = this.blockPosition.set(posOrX.x - this.x * 16, posOrX.y - this.y * 16, posOrX.z - this.z * 16);
18633
18792
  const index = _Chunk.chunkPosToBlockIndex(pos);
18634
18793
  return this.renderedBlocks.get(index);
18635
18794
  }
18636
18795
  getBiomeAt(posOrX, y, z) {
18637
- if (typeof posOrX === "number") return this.getBiomeAt(new Vector318(posOrX, y, z));
18638
- if (isTripleArray(posOrX)) return this.getBiomeAt(new Vector318(...posOrX));
18796
+ if (typeof posOrX === "number") return this.getBiomeAt(new Vector320(posOrX, y, z));
18797
+ if (isTripleArray(posOrX)) return this.getBiomeAt(new Vector320(...posOrX));
18639
18798
  const pos = this.worldPosToChunkPos(posOrX);
18640
18799
  _Chunk.chunkPosToBlockIndex(pos);
18641
18800
  return this.biomeAt ? this.biomeAt(posOrX.x, posOrX.y, posOrX.z) : this.biomes?.[Math.floor(pos.x / 4) + Math.floor(pos.z / 4) * 4 + Math.floor(pos.y / 4) * 16];
@@ -18678,17 +18837,17 @@ var Chunk = class _Chunk {
18678
18837
  this.hiddenBlocks.add(index);
18679
18838
  this.renderedBlocks.get(index)?.object?.setVisible(false);
18680
18839
  }
18681
- const positions = blocks.map(({ index }) => new Vector318(...this.positionAt(index)));
18840
+ const positions = blocks.map(({ index }) => new Vector320(...this.positionAt(index)));
18682
18841
  if (this.onBlocksChanged) await this.onBlocksChanged(positions);
18683
18842
  else await this.rebuildSectionMesh();
18684
18843
  }
18685
18844
  }
18686
18845
  async setBlockAt(posOrX, yOrBlock, z, block) {
18687
18846
  if (typeof posOrX == "number") {
18688
- return this.setBlockAt(new Vector318(posOrX, yOrBlock, z), block);
18847
+ return this.setBlockAt(new Vector320(posOrX, yOrBlock, z), block);
18689
18848
  }
18690
18849
  if (isTripleArray(posOrX)) {
18691
- return this.setBlockAt(new Vector318(posOrX[0], posOrX[1], posOrX[2]), yOrBlock);
18850
+ return this.setBlockAt(new Vector320(posOrX[0], posOrX[1], posOrX[2]), yOrBlock);
18692
18851
  }
18693
18852
  const worldPos = posOrX;
18694
18853
  const pos = this.worldPosToChunkPos(worldPos);
@@ -18742,7 +18901,8 @@ var Chunk = class _Chunk {
18742
18901
  if (this.fluidCells[index]) this.meshDirty = true;
18743
18902
  this.fluidCells[index] = 0;
18744
18903
  this.renderedBlocks.delete(index);
18745
- const worldPos = new Vector318(
18904
+ this.objectBlocks.delete(index);
18905
+ const worldPos = new Vector320(
18746
18906
  this.x * 16 + index % 16,
18747
18907
  this.y * 16 + Math.floor(index / 256),
18748
18908
  this.z * 16 + Math.floor(index / 16) % 16
@@ -18784,6 +18944,7 @@ var Chunk = class _Chunk {
18784
18944
  this.renderedBlocks.set(index, { get block() {
18785
18945
  return readBlock();
18786
18946
  }, object: object4 });
18947
+ if (object4) this.objectBlocks.add(index);
18787
18948
  } catch (error) {
18788
18949
  this.data.assign(index, 0);
18789
18950
  this.fluidCells[index] = 0;
@@ -18802,6 +18963,7 @@ var Chunk = class _Chunk {
18802
18963
  this.fluidCells.fill(0);
18803
18964
  this.waterTints = void 0;
18804
18965
  this.renderedBlocks.clear();
18966
+ this.objectBlocks.clear();
18805
18967
  this.hiddenBlocks.clear();
18806
18968
  this.meshDirty = true;
18807
18969
  this.data.copyFrom(data);
@@ -18851,6 +19013,7 @@ var Chunk = class _Chunk {
18851
19013
  this.renderedBlocks.set(index, { get block() {
18852
19014
  return readBlock();
18853
19015
  }, object: void 0 });
19016
+ this.objectBlocks.delete(index);
18854
19017
  } catch (error) {
18855
19018
  this.data.assign(index, 0);
18856
19019
  this.fluidCells[index] = 0;
@@ -18870,16 +19033,18 @@ var Chunk = class _Chunk {
18870
19033
  biome,
18871
19034
  biomePosition: this.biomePosition(index, blockState3, this.data.stateAt(this.data.idAt(index)))
18872
19035
  });
18873
- object4.setPosition(new Vector318(
19036
+ object4.setPosition(new Vector320(
18874
19037
  this.x * 256 + index % 16 * 16,
18875
19038
  this.y * 256 + Math.floor(index / 256) * 16,
18876
19039
  this.z * 256 + Math.floor(index / 16) % 16 * 16
18877
19040
  ));
18878
19041
  this.renderedBlocks.get(index).object = object4;
19042
+ this.objectBlocks.add(index);
18879
19043
  } catch (error) {
18880
19044
  this.data.assign(index, 0);
18881
19045
  this.fluidCells[index] = 0;
18882
19046
  this.renderedBlocks.delete(index);
19047
+ this.objectBlocks.delete(index);
18883
19048
  object4?.removeFromScene();
18884
19049
  if (!failed) failure = error;
18885
19050
  failed = true;
@@ -19131,7 +19296,7 @@ var Chunk = class _Chunk {
19131
19296
  /** Removes stored blocks and render objects. Set `notify` to false to skip the owning world's update. */
19132
19297
  async clear(notify = true) {
19133
19298
  const positions = notify && this.onBlocksChanged ? [...this.renderedBlocks.keys()].map((index) => this.chunkPosToWorldPos(
19134
- new Vector318(index % 16, Math.floor(index / 256), Math.floor(index / 16) % 16)
19299
+ new Vector320(index % 16, Math.floor(index / 256), Math.floor(index / 16) % 16)
19135
19300
  )) : [];
19136
19301
  for (const info of this.renderedBlocks.values()) info.object?.removeFromScene();
19137
19302
  this.sectionBlocks.clear();
@@ -19140,6 +19305,7 @@ var Chunk = class _Chunk {
19140
19305
  this.sectionMesh = void 0;
19141
19306
  this.meshDirty = false;
19142
19307
  this.renderedBlocks.clear();
19308
+ this.objectBlocks.clear();
19143
19309
  this.hiddenBlocks.clear();
19144
19310
  this.fluidCells.fill(0);
19145
19311
  this.waterTints = void 0;
@@ -19166,14 +19332,14 @@ var Chunk = class _Chunk {
19166
19332
  return pos.y * 16 * 16 + pos.z * 16 + pos.x;
19167
19333
  }
19168
19334
  worldPosToChunkPos(pos) {
19169
- return new Vector318(
19335
+ return new Vector320(
19170
19336
  pos.x - this.x * 16,
19171
19337
  pos.y - this.y * 16,
19172
19338
  pos.z - this.z * 16
19173
19339
  );
19174
19340
  }
19175
19341
  chunkPosToWorldPos(pos) {
19176
- return new Vector318(
19342
+ return new Vector320(
19177
19343
  this.x * 16 + pos.x,
19178
19344
  this.y * 16 + pos.y,
19179
19345
  this.z * 16 + pos.z