minerender 2.1.0-alpha.133 → 2.1.0-alpha.135

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Files changed (47) hide show
  1. package/dist/browser/esm/Materials.mjs +3 -2
  2. package/dist/browser/esm/Materials.mjs.map +1 -1
  3. package/dist/browser/esm/assets/AssetDefaults.mjs +8 -0
  4. package/dist/browser/esm/assets/AssetDefaults.mjs.map +1 -0
  5. package/dist/browser/esm/assets/AssetKey.mjs +1 -1
  6. package/dist/browser/esm/assets/AssetKey.mjs.map +1 -1
  7. package/dist/browser/esm/assets/AssetLoader.mjs +1 -1
  8. package/dist/browser/esm/assets/AssetLoader.mjs.map +1 -1
  9. package/dist/browser/esm/assets/Assets.mjs +1 -5
  10. package/dist/browser/esm/assets/Assets.mjs.map +1 -1
  11. package/dist/browser/esm/assets/BlockStates.mjs +1 -1
  12. package/dist/browser/esm/assets/BlockStates.mjs.map +1 -1
  13. package/dist/browser/esm/assets/Entities.mjs +1 -1
  14. package/dist/browser/esm/assets/Entities.mjs.map +1 -1
  15. package/dist/browser/esm/assets/Models.mjs +1 -1
  16. package/dist/browser/esm/assets/Models.mjs.map +1 -1
  17. package/dist/browser/esm/assets/_fonts/Unihex.mjs +1 -1
  18. package/dist/browser/esm/assets/_fonts/Unihex.mjs.map +1 -1
  19. package/dist/browser/esm/assets/index.mjs +1 -0
  20. package/dist/browser/esm/assets/index.mjs.map +1 -1
  21. package/dist/browser/esm/assets/source/HostedAssetSource.mjs +1 -1
  22. package/dist/browser/esm/assets/source/HostedAssetSource.mjs.map +1 -1
  23. package/dist/browser/esm/env/browser/section.worker.mjs +5 -3
  24. package/dist/browser/esm/env/browser/section.worker.mjs.map +1 -1
  25. package/dist/browser/esm/index.browser.d.mts +5 -2
  26. package/dist/browser/esm/model/scene/ModelObject.mjs +4 -0
  27. package/dist/browser/esm/model/scene/ModelObject.mjs.map +1 -1
  28. package/dist/browser/esm/world/SectionGeometry.mjs +5 -3
  29. package/dist/browser/esm/world/SectionGeometry.mjs.map +1 -1
  30. package/dist/browser/esm/world/SectionMesh.mjs +4 -0
  31. package/dist/browser/esm/world/SectionMesh.mjs.map +1 -1
  32. package/dist/browser/esm/world/SectionModels.mjs +2 -2
  33. package/dist/browser/esm/world/SectionModels.mjs.map +1 -1
  34. package/dist/browser/esm/world/_culling/BlockCulling.mjs +1 -1
  35. package/dist/browser/esm/world/_culling/BlockCulling.mjs.map +1 -1
  36. package/dist/browser/index.d.ts +5 -2
  37. package/dist/browser/index.js +2725 -2710
  38. package/dist/browser/index.js.map +1 -1
  39. package/dist/bundle.js +7825 -7807
  40. package/dist/bundle.js.map +1 -1
  41. package/dist/node/index.d.mts +5 -2
  42. package/dist/node/index.d.ts +5 -2
  43. package/dist/node/index.js +2746 -2731
  44. package/dist/node/index.js.map +1 -1
  45. package/dist/node/index.mjs +2735 -2720
  46. package/dist/node/index.mjs.map +1 -1
  47. package/package.json +1 -1
@@ -1 +1 @@
1
- {"version":3,"sources":["../../../../src/world/SectionMesh.ts"],"sourcesContent":["import { BufferGeometry, Color, DoubleSide, Float32BufferAttribute, FrontSide, Group, Material, Mesh, MeshBasicMaterial, ShaderMaterial, Texture, Uint32BufferAttribute } from \"three\";\nimport { createCanvas } from \"../canvas/CanvasCompat\";\nimport { Materials } from \"../Materials\";\nimport type { MineRenderScene } from \"../renderer/MineRenderScene\";\nimport { TextureAtlas } from \"../texture/TextureAtlas\";\nimport { buildSectionGeometry, SectionGeometryInput, SectionGeometryPage, SectionTemplateData } from \"./SectionGeometry\";\nimport { SectionWorker } from \"./SectionWorker\";\nimport type { Intersection } from \"three\";\n\n/** Shared quad geometry and atlas data prepared for section merging. */\nexport interface SectionMeshTemplate {\n geometry: BufferGeometry;\n atlas: TextureAtlas;\n cullFaces: Uint8Array;\n /** Quads that accept a placement's biome tint, stored as zero or one. */\n biomeTint?: Uint8Array;\n occludes: boolean;\n /** Whether the model permits corner shading from neighboring full cubes. */\n ambientOcclusion?: boolean;\n layer: 0 | 1;\n}\n\n/** One block placement in a section, with its storage index and hidden-face mask. */\nexport interface SectionMeshEntry {\n index: number;\n template: SectionMeshTemplate;\n cullMask: number;\n /** Linear RGB replacing automatic biome colors on eligible quads. */\n biomeTint?: readonly [number, number, number];\n}\n\n/** Fluid cells for one section and the shared atlases of the kinds present. */\nexport interface SectionFluids {\n cells: Uint8Array;\n /** Linear RGB per section cell, indexed by (x + 16z + 256y) * 3. */\n waterTints?: Float32Array;\n water?: TextureAtlas;\n lava?: TextureAtlas;\n}\n\nconst templateCache = new WeakMap<SectionMeshTemplate, SectionTemplateData>();\nconst WATER_TINT = new Color(0x3f76e4).toArray() as [number, number, number];\n\nfunction toInput(entries: readonly SectionMeshEntry[], maxAtlasSize: number, fluids?: SectionFluids,\n lighting?: Pick<SectionGeometryInput, \"light\" | \"ambientLight\" | \"ambientOcclusion\">): { input: SectionGeometryInput; atlases: TextureAtlas[] } {\n if (!Number.isInteger(maxAtlasSize) || maxAtlasSize < 1) throw new RangeError(\"Section atlas size must be a positive integer\");\n const atlases: TextureAtlas[] = [];\n const atlasIds = new Map<TextureAtlas, number>();\n const templateIds = new Map<SectionMeshTemplate, number>();\n const input: SectionGeometryInput = {\n count: entries.length, indices: new Uint16Array(entries.length), templates: new Uint16Array(entries.length),\n cullMasks: new Uint8Array(entries.length), templateData: [], atlases: [], maxAtlasSize, ...lighting\n };\n for (let i = 0; i < entries.length; i++) {\n const { index, template, cullMask, biomeTint } = entries[i];\n if (biomeTint) {\n input.biomeTints ??= new Float32Array(entries.length * 3).fill(NaN);\n input.biomeTints.set(biomeTint, i * 3);\n }\n let id = templateIds.get(template);\n if (id === undefined) {\n let atlas = atlasIds.get(template.atlas);\n if (atlas === undefined) {\n atlas = atlases.length;\n atlasIds.set(template.atlas, atlas);\n atlases.push(template.atlas);\n input.atlases.push({ width: template.atlas.image.width, height: template.atlas.image.height, animated: template.atlas.hasAnimation });\n }\n let data = templateCache.get(template);\n if (!data) {\n const indices = template.geometry.getIndex()!;\n const position = template.geometry.getAttribute(\"position\");\n const quads = indices.count / 6;\n if (indices.count % 6 !== 0 || position.count !== quads * 4) {\n throw new RangeError(\"Section template geometry must hold four vertices and six indices per quad\");\n }\n data = {\n quads, positions: new Float32Array(quads * 12), normals: new Float32Array(quads * 12), uvs: new Float32Array(quads * 8),\n uvBounds: new Float32Array(quads * 16), colors: new Float32Array(quads * 12), indices: new Uint16Array(quads * 6),\n cullFaces: new Uint8Array(template.cullFaces), biomeTint: template.biomeTint ? new Uint8Array(template.biomeTint) : undefined, atlas: 0, layer: template.layer, ambientOcclusion: template.ambientOcclusion\n };\n const normal = template.geometry.getAttribute(\"normal\");\n const uv = template.geometry.getAttribute(\"uv\");\n const bounds = template.geometry.getAttribute(\"uvBounds\");\n const color = template.geometry.getAttribute(\"color\");\n for (let vertex = 0; vertex < quads * 4; vertex++) {\n data.positions.set([position.getX(vertex), position.getY(vertex), position.getZ(vertex)], vertex * 3);\n data.normals.set([normal.getX(vertex), normal.getY(vertex), normal.getZ(vertex)], vertex * 3);\n data.uvs.set([uv.getX(vertex), uv.getY(vertex)], vertex * 2);\n data.uvBounds.set([bounds?.getX(vertex) ?? 0, bounds?.getY(vertex) ?? 0,\n bounds?.getZ(vertex) ?? 1, bounds?.getW(vertex) ?? 1], vertex * 4);\n data.colors.set([color?.getX(vertex) ?? 1, color?.getY(vertex) ?? 1, color?.getZ(vertex) ?? 1], vertex * 3);\n }\n for (let i = 0; i < data.indices.length; i++) data.indices[i] = indices.getX(i) - 4 * Math.floor(i / 6);\n templateCache.set(template, data);\n }\n id = input.templateData.length;\n templateIds.set(template, id);\n // Atlas IDs belong to each build; cached buffers can be shared across concurrent builds.\n input.templateData.push({ ...data, atlas });\n }\n input.indices[i] = index;\n input.templates[i] = id;\n input.cullMasks[i] = cullMask;\n }\n if (fluids) {\n input.fluids = { cells: fluids.cells, waterTints: fluids.waterTints };\n for (const kind of [\"water\", \"lava\"] as const) {\n const atlas = fluids[kind];\n if (!atlas) continue;\n let id = atlasIds.get(atlas);\n if (id === undefined) {\n id = atlases.length;\n atlasIds.set(atlas, id);\n atlases.push(atlas);\n input.atlases.push({ width: atlas.image.width, height: atlas.image.height, animated: atlas.hasAnimation });\n }\n input.fluids[kind] = {\n atlas: id, still: [...atlas.positions.still, ...atlas.sizes.still],\n flow: [...atlas.positions.flow, ...atlas.sizes.flow], tint: kind === \"water\" ? WATER_TINT : [1, 1, 1]\n };\n }\n }\n return { input, atlases };\n}\n\n/** Merged terrain geometry and atlas pages for one 16×16×16 section. Owns its generated render resources. */\nexport class SectionMesh extends Group {\n\n private readonly ownedMeshes: { mesh: Mesh<BufferGeometry, Material>; texture?: Texture; unsubscribe: (() => void)[] }[] = [];\n private readonly blockIndices = new Map<Mesh, Uint16Array>();\n\n /** Returns the owning section cell for a triangle hit on this mesh's merged geometry. */\n public getBlockIndex(hit: Intersection): number | undefined {\n if (hit.faceIndex === undefined || hit.faceIndex === null) return undefined;\n return this.blockIndices.get(hit.object as Mesh)?.[Math.floor(hit.faceIndex / 2)];\n }\n\n /** Builds section-local meshes from visible quads. `maxAtlasSize` limits each atlas dimension in pixels. */\n public static build(entries: readonly SectionMeshEntry[], maxAtlasSize = 2048, fluids?: SectionFluids,\n lighting?: Pick<SectionGeometryInput, \"light\" | \"ambientLight\" | \"ambientOcclusion\">): SectionMesh {\n const { input, atlases } = toInput(entries, maxAtlasSize, fluids, lighting);\n return this.fromPages(buildSectionGeometry(input), atlases);\n }\n\n /** Builds section-local meshes in a browser worker when available, with synchronous fallback. */\n public static async buildAsync(entries: readonly SectionMeshEntry[], maxAtlasSize = 2048, fluids?: SectionFluids,\n lighting?: Pick<SectionGeometryInput, \"light\" | \"ambientLight\" | \"ambientOcclusion\">): Promise<SectionMesh> {\n const { input, atlases } = toInput(entries, maxAtlasSize, fluids, lighting);\n const worker = SectionWorker.shared();\n const pages = worker ? await worker.build(input).catch(() => buildSectionGeometry(input)) : buildSectionGeometry(input);\n return this.fromPages(pages, atlases);\n }\n\n private static fromPages(pages: SectionGeometryPage[], atlases: TextureAtlas[]): SectionMesh {\n const section = new SectionMesh();\n for (const page of pages) {\n const canvas = createCanvas(page.width, page.height);\n const context = canvas.getContext(\"2d\") as CanvasRenderingContext2D;\n for (const { atlas, x, y } of page.placements) {\n context.drawImage(atlases[atlas].image.canvas as CanvasImageSource, x, y);\n }\n const geometry = new BufferGeometry();\n // Passing buffers keeps Three's typed attributes from copying the builder's arrays.\n geometry.setAttribute(\"position\", new Float32BufferAttribute(page.positions.buffer, 3));\n geometry.setAttribute(\"normal\", new Float32BufferAttribute(page.normals.buffer, 3));\n geometry.setAttribute(\"uv\", new Float32BufferAttribute(page.uvs.buffer, 2));\n geometry.setAttribute(\"uvBounds\", new Float32BufferAttribute(page.uvBounds.buffer, 4));\n geometry.setAttribute(\"color\", new Float32BufferAttribute(page.colors.buffer, 3));\n geometry.setIndex(new Uint32BufferAttribute(page.indices.buffer, 1));\n geometry.computeBoundingBox();\n geometry.computeBoundingSphere();\n const transparent = page.layer === 2 ? atlases[page.placements[0].atlas].hasTranslucency : page.layer === 1;\n const material = Materials.createShadedCanvasMaterial(canvas as HTMLCanvasElement, transparent, false, true);\n material.side = FrontSide;\n if (page.layer === 2) {\n material.side = DoubleSide;\n material.forceSinglePass = true;\n material.depthWrite = !material.transparent;\n }\n material.vertexColors = true;\n const texture = (material as ShaderMaterial).uniforms?.map?.value ?? (material as MeshBasicMaterial).map;\n const mesh = new Mesh(geometry, material);\n section.add(mesh);\n section.blockIndices.set(mesh, page.blockIndices);\n const unsubscribe: (() => void)[] = [];\n for (const { atlas: id, x, y } of page.placements) {\n const atlas = atlases[id];\n if (!atlas.hasAnimation) continue;\n unsubscribe.push(atlas.subscribe(() => {\n context.clearRect(x, y, atlas.image.width, atlas.image.height);\n context.drawImage(atlas.image.canvas as CanvasImageSource, x, y);\n texture.needsUpdate = true;\n section.traverseAncestors(parent => {\n if ((parent as MineRenderScene).isMineRenderScene) (parent as MineRenderScene).dirty = true;\n });\n }));\n }\n section.ownedMeshes.push({ mesh, texture, unsubscribe });\n }\n return section;\n }\n\n public dispose(): void {\n for (const { mesh, texture, unsubscribe } of this.ownedMeshes.splice(0)) {\n for (const stop of unsubscribe) stop();\n mesh.removeFromParent();\n mesh.geometry.dispose();\n mesh.material.dispose();\n 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+ {"version":3,"sources":["../../../../src/world/SectionMesh.ts"],"sourcesContent":["import { BufferGeometry, Color, DoubleSide, Float32BufferAttribute, FrontSide, Group, Material, Mesh, MeshBasicMaterial, ShaderMaterial, Texture, Uint32BufferAttribute } from \"three\";\nimport { createCanvas } from \"../canvas/CanvasCompat\";\nimport { Materials } from \"../Materials\";\nimport type { MineRenderScene } from \"../renderer/MineRenderScene\";\nimport { TextureAtlas } from \"../texture/TextureAtlas\";\nimport { buildSectionGeometry, SectionGeometryInput, SectionGeometryPage, SectionTemplateData } from \"./SectionGeometry\";\nimport { SectionWorker } from \"./SectionWorker\";\nimport type { Intersection } from \"three\";\n\n/** Shared quad geometry and atlas data prepared for section merging. */\nexport interface SectionMeshTemplate {\n geometry: BufferGeometry;\n atlas: TextureAtlas;\n cullFaces: Uint8Array;\n /** Quads that accept a placement's biome tint, stored as zero or one. */\n biomeTint?: Uint8Array;\n occludes: boolean;\n /** Whether the model permits corner shading from neighboring full cubes. */\n ambientOcclusion?: boolean;\n layer: 0 | 1;\n}\n\n/** One block placement in a section, with its storage index and hidden-face mask. */\nexport interface SectionMeshEntry {\n index: number;\n template: SectionMeshTemplate;\n cullMask: number;\n /** Linear RGB replacing automatic biome colors on eligible quads. */\n biomeTint?: readonly [number, number, number];\n}\n\n/** Fluid cells for one section and the shared atlases of the kinds present. */\nexport interface SectionFluids {\n cells: Uint8Array;\n /** Linear RGB per section cell, indexed by (x + 16z + 256y) * 3. */\n waterTints?: Float32Array;\n water?: TextureAtlas;\n lava?: TextureAtlas;\n}\n\nconst templateCache = new WeakMap<SectionMeshTemplate, SectionTemplateData>();\nconst WATER_TINT = new Color(0x3f76e4).toArray() as [number, number, number];\n\nfunction toInput(entries: readonly SectionMeshEntry[], maxAtlasSize: number, fluids?: SectionFluids,\n lighting?: Pick<SectionGeometryInput, \"light\" | \"ambientLight\" | \"ambientOcclusion\">): { input: SectionGeometryInput; atlases: TextureAtlas[] } {\n if (!Number.isInteger(maxAtlasSize) || maxAtlasSize < 1) throw new RangeError(\"Section atlas size must be a positive integer\");\n const atlases: TextureAtlas[] = [];\n const atlasIds = new Map<TextureAtlas, number>();\n const templateIds = new Map<SectionMeshTemplate, number>();\n const input: SectionGeometryInput = {\n count: entries.length, indices: new Uint16Array(entries.length), templates: new Uint16Array(entries.length),\n cullMasks: new Uint8Array(entries.length), templateData: [], atlases: [], maxAtlasSize, ...lighting\n };\n for (let i = 0; i < entries.length; i++) {\n const { index, template, cullMask, biomeTint } = entries[i];\n if (biomeTint) {\n input.biomeTints ??= new Float32Array(entries.length * 3).fill(NaN);\n input.biomeTints.set(biomeTint, i * 3);\n }\n let id = templateIds.get(template);\n if (id === undefined) {\n let atlas = atlasIds.get(template.atlas);\n if (atlas === undefined) {\n atlas = atlases.length;\n atlasIds.set(template.atlas, atlas);\n atlases.push(template.atlas);\n input.atlases.push({ width: template.atlas.image.width, height: template.atlas.image.height, animated: template.atlas.hasAnimation });\n }\n let data = templateCache.get(template);\n if (!data) {\n const indices = template.geometry.getIndex()!;\n const position = template.geometry.getAttribute(\"position\");\n const quads = indices.count / 6;\n if (indices.count % 6 !== 0 || position.count !== quads * 4) {\n throw new RangeError(\"Section template geometry must hold four vertices and six indices per quad\");\n }\n data = {\n quads, positions: new Float32Array(quads * 12), normals: new Float32Array(quads * 12), uvs: new Float32Array(quads * 8),\n uvBounds: new Float32Array(quads * 16), colors: new Float32Array(quads * 12), shade: new Float32Array(quads * 4), indices: new Uint16Array(quads * 6),\n cullFaces: new Uint8Array(template.cullFaces), biomeTint: template.biomeTint ? 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1;\n }\n for (let i = 0; i < data.indices.length; i++) data.indices[i] = indices.getX(i) - 4 * Math.floor(i / 6);\n templateCache.set(template, data);\n }\n id = input.templateData.length;\n templateIds.set(template, id);\n // Atlas IDs belong to each build; cached buffers can be shared across concurrent builds.\n input.templateData.push({ ...data, atlas });\n }\n input.indices[i] = index;\n input.templates[i] = id;\n input.cullMasks[i] = cullMask;\n }\n if (fluids) {\n input.fluids = { cells: fluids.cells, waterTints: fluids.waterTints };\n for (const kind of [\"water\", \"lava\"] as const) {\n const atlas = fluids[kind];\n if (!atlas) continue;\n let id = atlasIds.get(atlas);\n if (id === undefined) {\n id = atlases.length;\n atlasIds.set(atlas, id);\n atlases.push(atlas);\n input.atlases.push({ width: atlas.image.width, height: atlas.image.height, animated: atlas.hasAnimation });\n }\n input.fluids[kind] = {\n atlas: id, still: [...atlas.positions.still, ...atlas.sizes.still],\n flow: [...atlas.positions.flow, ...atlas.sizes.flow], tint: kind === \"water\" ? WATER_TINT : [1, 1, 1]\n };\n }\n }\n return { input, atlases };\n}\n\n/** Merged terrain geometry and atlas pages for one 16×16×16 section. Owns its generated render resources. */\nexport class SectionMesh extends Group {\n\n private readonly ownedMeshes: { mesh: Mesh<BufferGeometry, Material>; texture?: Texture; unsubscribe: (() => void)[] }[] = [];\n private readonly blockIndices = new Map<Mesh, Uint16Array>();\n\n /** Returns the owning section cell for a triangle hit on this mesh's merged geometry. */\n public getBlockIndex(hit: Intersection): number | undefined {\n if (hit.faceIndex === undefined || hit.faceIndex === null) return undefined;\n return this.blockIndices.get(hit.object as Mesh)?.[Math.floor(hit.faceIndex / 2)];\n }\n\n /** Builds section-local meshes from visible quads. `maxAtlasSize` limits each atlas dimension in pixels. */\n public static build(entries: readonly SectionMeshEntry[], maxAtlasSize = 2048, fluids?: SectionFluids,\n lighting?: Pick<SectionGeometryInput, \"light\" | \"ambientLight\" | \"ambientOcclusion\">): SectionMesh {\n const { input, atlases } = toInput(entries, maxAtlasSize, fluids, lighting);\n return this.fromPages(buildSectionGeometry(input), atlases);\n }\n\n /** Builds section-local meshes in a browser worker when available, with synchronous fallback. */\n public static async buildAsync(entries: readonly SectionMeshEntry[], maxAtlasSize = 2048, fluids?: SectionFluids,\n lighting?: Pick<SectionGeometryInput, \"light\" | \"ambientLight\" | \"ambientOcclusion\">): Promise<SectionMesh> {\n const { input, atlases } = toInput(entries, maxAtlasSize, fluids, lighting);\n const worker = SectionWorker.shared();\n const pages = worker ? await worker.build(input).catch(() => buildSectionGeometry(input)) : buildSectionGeometry(input);\n return this.fromPages(pages, atlases);\n }\n\n private static fromPages(pages: SectionGeometryPage[], atlases: TextureAtlas[]): SectionMesh {\n const section = new SectionMesh();\n for (const page of pages) {\n const canvas = createCanvas(page.width, page.height);\n const context = canvas.getContext(\"2d\") as CanvasRenderingContext2D;\n for (const { atlas, x, y } of page.placements) {\n context.drawImage(atlases[atlas].image.canvas as CanvasImageSource, x, y);\n }\n const geometry = new BufferGeometry();\n // Passing buffers keeps Three's typed attributes from copying the builder's arrays.\n geometry.setAttribute(\"position\", new Float32BufferAttribute(page.positions.buffer, 3));\n geometry.setAttribute(\"normal\", new Float32BufferAttribute(page.normals.buffer, 3));\n geometry.setAttribute(\"uv\", new Float32BufferAttribute(page.uvs.buffer, 2));\n geometry.setAttribute(\"uvBounds\", new Float32BufferAttribute(page.uvBounds.buffer, 4));\n geometry.setAttribute(\"color\", new Float32BufferAttribute(page.colors.buffer, 3));\n geometry.setAttribute(\"shade\", new Float32BufferAttribute(page.shade.buffer, 1));\n geometry.setIndex(new Uint32BufferAttribute(page.indices.buffer, 1));\n geometry.computeBoundingBox();\n geometry.computeBoundingSphere();\n const transparent = page.layer === 2 ? atlases[page.placements[0].atlas].hasTranslucency : page.layer === 1;\n const material = Materials.createShadedCanvasMaterial(canvas as HTMLCanvasElement, transparent, false, true);\n material.side = FrontSide;\n if (page.layer === 2) {\n material.side = DoubleSide;\n material.forceSinglePass = true;\n material.depthWrite = !material.transparent;\n }\n material.vertexColors = true;\n const texture = (material as ShaderMaterial).uniforms?.map?.value ?? 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@@ -26,9 +26,9 @@ function cached(map, key, load) {
26
26
  function compactQuads(geometry, keep) {
27
27
  const quads = keep.flatMap((kept, index) => kept ? [index] : []);
28
28
  const compact = new BufferGeometry();
29
- for (const [name, size] of Object.entries({ position: 3, normal: 3, uv: 2, uvBounds: 4, color: 3 })) {
29
+ for (const [name, size] of Object.entries({ position: 3, normal: 3, uv: 2, uvBounds: 4, color: 3, shade: 1 })) {
30
30
  const source2 = geometry.getAttribute(name);
31
- const defaults = name === "uvBounds" ? [0, 0, 1, 1] : name === "color" ? [1, 1, 1] : void 0;
31
+ const defaults = name === "uvBounds" ? [0, 0, 1, 1] : name === "color" ? [1, 1, 1] : name === "shade" ? [1] : void 0;
32
32
  const values = new Float32Array(quads.length * 4 * size);
33
33
  for (let q = 0; q < quads.length; q++) {
34
34
  for (let vertex = 0; vertex < 4; vertex++) {
@@ -1 +1 @@
1
- {"version":3,"sources":["../../../../src/world/SectionModels.ts"],"sourcesContent":["import { BufferAttribute, BufferGeometry, Euler, Matrix4, Mesh, Vector3 } from \"three\";\nimport { AssetKey } from \"../assets/AssetKey\";\nimport { Models } from \"../assets/Models\";\nimport { CUBE_FACES, CUBE_FACE_OFFSETS } from \"../CubeFace\";\nimport { BlockState, BlockStateVariant } from \"../model/block/BlockState\";\nimport { BlockStateProperties } from \"../model/block/BlockStateProperties\";\nimport { BlockStateResolver } from \"../model/block/BlockStateResolver\";\nimport { BlockTints } from \"../model/block/BlockTints\";\nimport { FluidKind } from \"../model/fluid/FluidGeometry\";\nimport { BlockModel, Model, TripleArray } from \"../model/Model\";\nimport { ModelCulling } from \"../model/ModelCulling\";\nimport { ModelObject } from \"../model/scene/ModelObject\";\nimport { TextureAtlas } from \"../texture/TextureAtlas\";\nimport { UVMapper } from \"../UVMapper\";\nimport { SectionMeshTemplate } from \"./SectionMesh\";\n\ninterface PreparedVariant {\n model: Model;\n atlas: TextureAtlas;\n rotation: Euler;\n}\n\ninterface PreparedState {\n state: BlockStateProperties;\n groups: (BlockStateVariant | BlockStateVariant[])[];\n choices: Map<BlockStateVariant, PreparedVariant>;\n}\n\n// Section meshes supply the material; templates only need the existing model geometry pipeline.\nclass SectionModel extends ModelObject {\n protected applyTextures() {}\n}\n\nfunction cached<T>(map: Map<string, Promise<T>>, key: string, load: () => Promise<T>): Promise<T> {\n let value = map.get(key);\n if (!value) {\n value = load().catch(error => { map.delete(key); throw error; });\n map.set(key, value);\n }\n return value;\n}\n\nfunction compactQuads(geometry: BufferGeometry, keep: boolean[]): BufferGeometry {\n const quads = keep.flatMap((kept, index) => kept ? [index] : []);\n const compact = new BufferGeometry();\n for (const [name, size] of Object.entries({ position: 3, normal: 3, uv: 2, uvBounds: 4, color: 3 })) {\n const source = geometry.getAttribute(name);\n const defaults = name === \"uvBounds\" ? [0, 0, 1, 1] : name === \"color\" ? [1, 1, 1] : undefined;\n const values = new Float32Array(quads.length * 4 * size);\n for (let q = 0; q < quads.length; q++) {\n for (let vertex = 0; vertex < 4; vertex++) {\n for (let component = 0; component < size; component++) {\n values[(q * 4 + vertex) * size + component] = source\n ? source.getComponent(quads[q] * 4 + vertex, component) : defaults![component];\n }\n }\n }\n compact.setAttribute(name, new BufferAttribute(values, size));\n }\n const source = geometry.getIndex()!;\n const indices: number[] = [];\n for (let q = 0; q < quads.length; q++) {\n for (let k = 0; k < 6; k++) indices.push(source.getX(quads[q] * 6 + k) - quads[q] * 4 + q * 4);\n }\n compact.setIndex(indices);\n geometry.dispose();\n return compact;\n}\n\n/** Prepares and caches model geometry and fluid atlases for merged world sections. */\nexport class SectionModels {\n private states = new WeakMap<BlockState, Map<string, Promise<PreparedState | undefined>>>();\n private models = new WeakMap<Model, Map<string, Promise<SectionMeshTemplate>>>();\n private readonly templates = new Set<SectionMeshTemplate>();\n private readonly fluidAtlases = new Map<string, Promise<TextureAtlas>>();\n\n constructor(readonly maxAtlasSize = 2048) {\n if (!Number.isInteger(maxAtlasSize) || maxAtlasSize < 1) throw new RangeError(\"maxAtlasSize must be a positive integer\");\n }\n\n /** Returns templates for the matched parts, or `undefined` when the block needs an individual render object. */\n public async get(blockState: BlockState, properties: BlockStateProperties = {},\n position?: Readonly<TripleArray>, biome?: string): Promise<SectionMeshTemplate[] | undefined> {\n const biomePosition: TripleArray | undefined = position ? [...position] : undefined;\n const prepared = await this.state(blockState, properties);\n if (!prepared) return undefined;\n return Promise.all(prepared.groups.map(async group => {\n const variant = BlockStateResolver.choose(group, biomePosition);\n const choice = prepared.choices.get(variant)!;\n const tints = await BlockTints.get(blockState.key, prepared.state, choice.model, undefined,\n () => BlockTints.getBiomeColor(blockState.key, biome, biomePosition));\n return this.template(variant, choice, tints);\n }));\n }\n\n /** Resolves shared templates; dynamic biome tints are supplied on section placements instead of cached geometry. */\n public async prepareState(blockState: BlockState, properties: BlockStateProperties = {},\n biomeColor?: number | (() => Promise<number | undefined>), dynamicBiomeTint = false):\n Promise<{ pick(position?: Readonly<TripleArray>): SectionMeshTemplate[]; biomeTint?: boolean } | undefined> {\n const prepared = await this.state(blockState, properties);\n if (!prepared) return undefined;\n let color: Promise<number | undefined> | undefined;\n const resolveColor = typeof biomeColor === \"function\" ? 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[...templates.values()].some(template => template.biomeTint?.some(value => value === 1)) || undefined : undefined\n };\n }\n\n private async state(blockState: BlockState, properties: BlockStateProperties): Promise<PreparedState | undefined> {\n let states = this.states.get(blockState);\n if (!states) this.states.set(blockState, states = new Map());\n const key = JSON.stringify(Object.entries(properties).sort(([a], [b]) => a.localeCompare(b)));\n return cached(states, key, () => this.prepare(blockState, properties));\n }\n\n /** Returns the shared still/flow atlas used by per-block fluid objects. */\n public fluidAtlas(kind: FluidKind, root?: string): Promise<TextureAtlas> {\n const key = new AssetKey(\"minecraft\", kind, \"models\", \"fluid\", \"assets\", \".json\", root);\n return cached(this.fluidAtlases, key.serialize(), async () => {\n const atlas = await UVMapper.getAtlas({\n key,\n textures: { still: `minecraft:block/${kind}_still`, flow: `minecraft:block/${kind}_flow` },\n elements: []\n });\n if (!atlas) throw new Error(`Missing ${kind} fluid atlas`);\n return atlas;\n });\n }\n\n private async prepare(blockState: BlockState, properties: BlockStateProperties): Promise<PreparedState | undefined> {\n const state = { ...await BlockStateResolver.defaults(blockState), ...properties };\n const groups = BlockStateResolver.matching(blockState, state);\n if (!groups.length) return undefined;\n const prepared = new Map<BlockStateVariant, PreparedVariant>();\n for (const group of groups) {\n const choices = Array.isArray(group) ? group : [group];\n if (!choices.length) return undefined;\n for (const variant of choices) {\n if (!variant.model) return undefined;\n const modelKey = AssetKey.parse(\"models\", variant.model);\n modelKey.root = blockState.key?.root;\n const model = await Models.getMerged(modelKey);\n if (!model?.elements?.length) return undefined;\n const atlas = await UVMapper.getAtlas(model);\n const rotation = BlockStateResolver.rotation(variant);\n if (!atlas\n || atlas.image.width > this.maxAtlasSize || atlas.image.height > this.maxAtlasSize) return undefined;\n prepared.set(variant, { model, atlas, rotation });\n }\n }\n return { state, groups, choices: prepared };\n }\n\n private async template(variant: BlockStateVariant, { model, atlas, rotation }: PreparedVariant,\n tints?: Record<number, number>, biomeTints?: Record<number, number>): Promise<SectionMeshTemplate> {\n let models = this.models.get(model);\n if (!models) this.models.set(model, models = new Map());\n const key = JSON.stringify([rotation.x, rotation.y, rotation.z, variant.uvlock, tints, biomeTints]);\n return cached(models, key, async () => {\n const object = new SectionModel(model, {\n instanceMeshes: false, mergeMeshes: true, tints,\n uvLockRotation: variant.uvlock && (rotation.x !== 0 || rotation.y !== 0)\n ? 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+ {"version":3,"sources":["../../../../src/world/SectionModels.ts"],"sourcesContent":["import { BufferAttribute, BufferGeometry, Euler, Matrix4, Mesh, Vector3 } from \"three\";\nimport { AssetKey } from \"../assets/AssetKey\";\nimport { Models } from \"../assets/Models\";\nimport { CUBE_FACES, CUBE_FACE_OFFSETS } from \"../CubeFace\";\nimport { BlockState, BlockStateVariant } from \"../model/block/BlockState\";\nimport { BlockStateProperties } from \"../model/block/BlockStateProperties\";\nimport { BlockStateResolver } from \"../model/block/BlockStateResolver\";\nimport { BlockTints } from \"../model/block/BlockTints\";\nimport { FluidKind } from \"../model/fluid/FluidGeometry\";\nimport { BlockModel, Model, TripleArray } from \"../model/Model\";\nimport { ModelCulling } from \"../model/ModelCulling\";\nimport { ModelObject } from \"../model/scene/ModelObject\";\nimport { TextureAtlas } from \"../texture/TextureAtlas\";\nimport { UVMapper } from \"../UVMapper\";\nimport { SectionMeshTemplate } from \"./SectionMesh\";\n\ninterface PreparedVariant {\n model: Model;\n atlas: TextureAtlas;\n rotation: Euler;\n}\n\ninterface PreparedState {\n state: BlockStateProperties;\n groups: (BlockStateVariant | BlockStateVariant[])[];\n choices: Map<BlockStateVariant, PreparedVariant>;\n}\n\n// Section meshes supply the material; templates only need the existing model geometry pipeline.\nclass SectionModel extends ModelObject {\n protected applyTextures() {}\n}\n\nfunction cached<T>(map: Map<string, Promise<T>>, key: string, load: () => Promise<T>): Promise<T> {\n let value = map.get(key);\n if (!value) {\n value = load().catch(error => { map.delete(key); throw error; });\n map.set(key, value);\n }\n return value;\n}\n\nfunction compactQuads(geometry: BufferGeometry, keep: boolean[]): BufferGeometry {\n const quads = keep.flatMap((kept, index) => kept ? [index] : []);\n const compact = new BufferGeometry();\n for (const [name, size] of Object.entries({ position: 3, normal: 3, uv: 2, uvBounds: 4, color: 3, shade: 1 })) {\n const source = geometry.getAttribute(name);\n const defaults = name === \"uvBounds\" ? [0, 0, 1, 1] : name === \"color\" ? [1, 1, 1] : name === \"shade\" ? [1] : undefined;\n const values = new Float32Array(quads.length * 4 * size);\n for (let q = 0; q < quads.length; q++) {\n for (let vertex = 0; vertex < 4; vertex++) {\n for (let component = 0; component < size; component++) {\n values[(q * 4 + vertex) * size + component] = source\n ? source.getComponent(quads[q] * 4 + vertex, component) : defaults![component];\n }\n }\n }\n compact.setAttribute(name, new BufferAttribute(values, size));\n }\n const source = geometry.getIndex()!;\n const indices: number[] = [];\n for (let q = 0; q < quads.length; q++) {\n for (let k = 0; k < 6; k++) indices.push(source.getX(quads[q] * 6 + k) - quads[q] * 4 + q * 4);\n }\n compact.setIndex(indices);\n geometry.dispose();\n return compact;\n}\n\n/** Prepares and caches model geometry and fluid atlases for merged world sections. */\nexport class SectionModels {\n private states = new WeakMap<BlockState, Map<string, Promise<PreparedState | undefined>>>();\n private models = new WeakMap<Model, Map<string, Promise<SectionMeshTemplate>>>();\n private readonly templates = new Set<SectionMeshTemplate>();\n private readonly fluidAtlases = new Map<string, Promise<TextureAtlas>>();\n\n constructor(readonly maxAtlasSize = 2048) {\n if (!Number.isInteger(maxAtlasSize) || maxAtlasSize < 1) throw new RangeError(\"maxAtlasSize must be a positive integer\");\n }\n\n /** Returns templates for the matched parts, or `undefined` when the block needs an individual render object. */\n public async get(blockState: BlockState, properties: BlockStateProperties = {},\n position?: Readonly<TripleArray>, biome?: string): Promise<SectionMeshTemplate[] | undefined> {\n const biomePosition: TripleArray | undefined = position ? [...position] : undefined;\n const prepared = await this.state(blockState, properties);\n if (!prepared) return undefined;\n return Promise.all(prepared.groups.map(async group => {\n const variant = BlockStateResolver.choose(group, biomePosition);\n const choice = prepared.choices.get(variant)!;\n const tints = await BlockTints.get(blockState.key, prepared.state, choice.model, undefined,\n () => BlockTints.getBiomeColor(blockState.key, biome, biomePosition));\n return this.template(variant, choice, tints);\n }));\n }\n\n /** Resolves shared templates; dynamic biome tints are supplied on section placements instead of cached geometry. */\n public async prepareState(blockState: BlockState, properties: BlockStateProperties = {},\n biomeColor?: number | (() => Promise<number | undefined>), dynamicBiomeTint = false):\n Promise<{ pick(position?: Readonly<TripleArray>): SectionMeshTemplate[]; biomeTint?: boolean } | undefined> {\n const prepared = await this.state(blockState, properties);\n if (!prepared) return undefined;\n let color: Promise<number | undefined> | undefined;\n const resolveColor = typeof biomeColor === \"function\" ? () => color ??= biomeColor() : biomeColor;\n const templates = new Map<BlockStateVariant, SectionMeshTemplate>();\n const source = dynamicBiomeTint && await BlockTints.biomeSource(blockState.key);\n await Promise.all([...prepared.choices].map(async ([variant, choice]) => {\n const tints = await BlockTints.get(blockState.key, prepared.state, choice.model, undefined, resolveColor);\n const biomeTints = source ? await BlockTints.get(blockState.key, prepared.state, choice.model, undefined, 0xffffff) : undefined;\n templates.set(variant, await this.template(variant, choice, tints, biomeTints));\n }));\n return {\n pick: (position?: Readonly<TripleArray>) => prepared.groups.map(group => templates.get(BlockStateResolver.choose(group, position))!),\n biomeTint: source ? [...templates.values()].some(template => template.biomeTint?.some(value => value === 1)) || undefined : undefined\n };\n }\n\n private async state(blockState: BlockState, properties: BlockStateProperties): Promise<PreparedState | undefined> {\n let states = this.states.get(blockState);\n if (!states) this.states.set(blockState, states = new Map());\n const key = JSON.stringify(Object.entries(properties).sort(([a], [b]) => a.localeCompare(b)));\n return cached(states, key, () => this.prepare(blockState, properties));\n }\n\n /** Returns the shared still/flow atlas used by per-block fluid objects. */\n public fluidAtlas(kind: FluidKind, root?: string): Promise<TextureAtlas> {\n const key = new AssetKey(\"minecraft\", kind, \"models\", \"fluid\", \"assets\", \".json\", root);\n return cached(this.fluidAtlases, key.serialize(), async () => {\n const atlas = await UVMapper.getAtlas({\n key,\n textures: { still: `minecraft:block/${kind}_still`, flow: `minecraft:block/${kind}_flow` },\n elements: []\n });\n if (!atlas) throw new Error(`Missing ${kind} fluid atlas`);\n return atlas;\n });\n }\n\n private async prepare(blockState: BlockState, properties: BlockStateProperties): Promise<PreparedState | undefined> {\n const state = { ...await BlockStateResolver.defaults(blockState), ...properties };\n const groups = BlockStateResolver.matching(blockState, state);\n if (!groups.length) return undefined;\n const prepared = new Map<BlockStateVariant, PreparedVariant>();\n for (const group of groups) {\n const choices = Array.isArray(group) ? group : [group];\n if (!choices.length) return undefined;\n for (const variant of choices) {\n if (!variant.model) return undefined;\n const modelKey = AssetKey.parse(\"models\", variant.model);\n modelKey.root = blockState.key?.root;\n const model = await Models.getMerged(modelKey);\n if (!model?.elements?.length) return undefined;\n const atlas = await UVMapper.getAtlas(model);\n const rotation = BlockStateResolver.rotation(variant);\n if (!atlas\n || atlas.image.width > this.maxAtlasSize || atlas.image.height > this.maxAtlasSize) return undefined;\n prepared.set(variant, { model, atlas, rotation });\n }\n }\n return { state, groups, choices: prepared };\n }\n\n private async template(variant: BlockStateVariant, { model, atlas, rotation }: PreparedVariant,\n tints?: Record<number, number>, biomeTints?: Record<number, number>): Promise<SectionMeshTemplate> {\n let models = this.models.get(model);\n if (!models) this.models.set(model, models = new Map());\n const key = JSON.stringify([rotation.x, rotation.y, rotation.z, variant.uvlock, tints, biomeTints]);\n return cached(models, key, async () => {\n const object = new SectionModel(model, {\n instanceMeshes: false, mergeMeshes: true, tints,\n uvLockRotation: variant.uvlock && (rotation.x !== 0 || rotation.y !== 0)\n ? 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@@ -1,5 +1,5 @@
1
1
  // src/world/_culling/BlockCulling.ts
2
- import { DEFAULT_NAMESPACE } from "../../assets/Assets.mjs";
2
+ import { DEFAULT_NAMESPACE } from "../../assets/AssetDefaults.mjs";
3
3
  import { MineRenderData } from "../../assets/MineRenderData.mjs";
4
4
  import { CUBE_FACES, CubeFace } from "../../CubeFace.mjs";
5
5
  async function loadBlockCulling(root) {
@@ -1 +1 @@
1
- {"version":3,"sources":["../../../../../src/world/_culling/BlockCulling.ts"],"sourcesContent":["import { DEFAULT_NAMESPACE } from \"../../assets/Assets\";\nimport { MineRenderData, MineRenderDatasets } from \"../../assets/MineRenderData\";\nimport { CUBE_FACES, CubeFace } from \"../../CubeFace\";\nimport type { Block } from \"../../model/block/Block\";\nimport type { Maybe } from \"../../util/util\";\n\nexport type BlockCullingData = MineRenderDatasets[\"blockCulling\"];\nexport type BlockCullingRule = BlockCullingData[\"profiles\"][number];\ntype CullingBlock = Pick<Block, \"type\" | \"properties\">;\n\n/** Loads vanilla's neighbor face rules, if the selected version publishes them. */\nexport async function loadBlockCulling(root?: string): Promise<Maybe<BlockCullingData>> {\n const { manifest } = await MineRenderData.resolve(root);\n return manifest.datasets.blockCulling ? MineRenderData.get(\"blockCulling\", root) : undefined;\n}\n\n/** The rule of a block type, or `undefined` when the block hides no faces this way. */\nexport function blockCullingRule(data: BlockCullingData, type: string): Maybe<BlockCullingRule> {\n if (!type.includes(\":\")) type = `${DEFAULT_NAMESPACE}:${type}`;\n return Object.prototype.hasOwnProperty.call(data.blocks, type) ? data.profiles[data.blocks[type]] : undefined;\n}\n\n/** `face` indexes CUBE_FACES. Occlusion by opaque cubes is a separate check. */\nexport function skipsBlockFace(data: BlockCullingData, rule: BlockCullingRule, block: CullingBlock, neighbor: CullingBlock, face: number): boolean {\n const type = block.type.includes(\":\") ? block.type : `${DEFAULT_NAMESPACE}:${block.type}`;\n const other = neighbor.type.includes(\":\") ? neighbor.type : `${DEFAULT_NAMESPACE}:${neighbor.type}`;\n const same = type === other;\n const vertical = CUBE_FACES[face] === CubeFace.UP || CUBE_FACES[face] === CubeFace.DOWN;\n switch (rule.type) {\n case \"same_block\": return same;\n case \"same_block_vertical\": return same && vertical;\n case \"connected\": {\n if (vertical) return same;\n const group = rule.group ? data.groups?.[rule.group] : undefined;\n return (same || !!group?.includes(type) && group.includes(other))\n && String(block.properties?.[CUBE_FACES[face]]) === \"true\"\n && String(neighbor.properties?.[CUBE_FACES[face ^ 1]]) === \"true\";\n }\n default: return false;\n }\n}\n"],"mappings":";AAAA,SAAS,yBAAyB;AAClC,SAAS,sBAA0C;AACnD,SAAS,YAAY,gBAAgB;AASrC,eAAsB,iBAAiB,MAAiD;AACpF,QAAM,EAAE,SAAS,IAAI,MAAM,eAAe,QAAQ,IAAI;AACtD,SAAO,SAAS,SAAS,eAAe,eAAe,IAAI,gBAAgB,IAAI,IAAI;AACvF;AAGO,SAAS,iBAAiB,MAAwB,MAAuC;AAC5F,MAAI,CAAC,KAAK,SAAS,GAAG,EAAG,QAAO,GAAG,iBAAiB,IAAI,IAAI;AAC5D,SAAO,OAAO,UAAU,eAAe,KAAK,KAAK,QAAQ,IAAI,IAAI,KAAK,SAAS,KAAK,OAAO,IAAI,CAAC,IAAI;AACxG;AAGO,SAAS,eAAe,MAAwB,MAAwB,OAAqB,UAAwB,MAAuB;AAC/I,QAAM,OAAO,MAAM,KAAK,SAAS,GAAG,IAAI,MAAM,OAAO,GAAG,iBAAiB,IAAI,MAAM,IAAI;AACvF,QAAM,QAAQ,SAAS,KAAK,SAAS,GAAG,IAAI,SAAS,OAAO,GAAG,iBAAiB,IAAI,SAAS,IAAI;AACjG,QAAM,OAAO,SAAS;AACtB,QAAM,WAAW,WAAW,IAAI,MAAM,SAAS,MAAM,WAAW,IAAI,MAAM,SAAS;AACnF,UAAQ,KAAK,MAAM;AAAA,IACf,KAAK;AAAc,aAAO;AAAA,IAC1B,KAAK;AAAuB,aAAO,QAAQ;AAAA,IAC3C,KAAK,aAAa;AACd,UAAI,SAAU,QAAO;AACrB,YAAM,QAAQ,KAAK,QAAQ,KAAK,SAAS,KAAK,KAAK,IAAI;AACvD,cAAQ,QAAQ,CAAC,CAAC,OAAO,SAAS,IAAI,KAAK,MAAM,SAAS,KAAK,MACxD,OAAO,MAAM,aAAa,WAAW,IAAI,CAAC,CAAC,MAAM,UACjD,OAAO,SAAS,aAAa,WAAW,OAAO,CAAC,CAAC,CAAC,MAAM;AAAA,IACnE;AAAA,IACA;AAAS,aAAO;AAAA,EACpB;AACJ;","names":[]}
1
+ {"version":3,"sources":["../../../../../src/world/_culling/BlockCulling.ts"],"sourcesContent":["import { DEFAULT_NAMESPACE } from \"../../assets/AssetDefaults\";\nimport { MineRenderData, MineRenderDatasets } from \"../../assets/MineRenderData\";\nimport { CUBE_FACES, CubeFace } from \"../../CubeFace\";\nimport type { Block } from \"../../model/block/Block\";\nimport type { Maybe } from \"../../util/util\";\n\nexport type BlockCullingData = MineRenderDatasets[\"blockCulling\"];\nexport type BlockCullingRule = BlockCullingData[\"profiles\"][number];\ntype CullingBlock = Pick<Block, \"type\" | \"properties\">;\n\n/** Loads vanilla's neighbor face rules, if the selected version publishes them. */\nexport async function loadBlockCulling(root?: string): Promise<Maybe<BlockCullingData>> {\n const { manifest } = await MineRenderData.resolve(root);\n return manifest.datasets.blockCulling ? MineRenderData.get(\"blockCulling\", root) : undefined;\n}\n\n/** The rule of a block type, or `undefined` when the block hides no faces this way. */\nexport function blockCullingRule(data: BlockCullingData, type: string): Maybe<BlockCullingRule> {\n if (!type.includes(\":\")) type = `${DEFAULT_NAMESPACE}:${type}`;\n return Object.prototype.hasOwnProperty.call(data.blocks, type) ? data.profiles[data.blocks[type]] : undefined;\n}\n\n/** `face` indexes CUBE_FACES. Occlusion by opaque cubes is a separate check. */\nexport function skipsBlockFace(data: BlockCullingData, rule: BlockCullingRule, block: CullingBlock, neighbor: CullingBlock, face: number): boolean {\n const type = block.type.includes(\":\") ? block.type : `${DEFAULT_NAMESPACE}:${block.type}`;\n const other = neighbor.type.includes(\":\") ? neighbor.type : `${DEFAULT_NAMESPACE}:${neighbor.type}`;\n const same = type === other;\n const vertical = CUBE_FACES[face] === CubeFace.UP || CUBE_FACES[face] === CubeFace.DOWN;\n switch (rule.type) {\n case \"same_block\": return same;\n case \"same_block_vertical\": return same && vertical;\n case \"connected\": {\n if (vertical) return same;\n const group = rule.group ? data.groups?.[rule.group] : undefined;\n return (same || !!group?.includes(type) && group.includes(other))\n && String(block.properties?.[CUBE_FACES[face]]) === \"true\"\n && String(neighbor.properties?.[CUBE_FACES[face ^ 1]]) === \"true\";\n }\n default: return false;\n }\n}\n"],"mappings":";AAAA,SAAS,yBAAyB;AAClC,SAAS,sBAA0C;AACnD,SAAS,YAAY,gBAAgB;AASrC,eAAsB,iBAAiB,MAAiD;AACpF,QAAM,EAAE,SAAS,IAAI,MAAM,eAAe,QAAQ,IAAI;AACtD,SAAO,SAAS,SAAS,eAAe,eAAe,IAAI,gBAAgB,IAAI,IAAI;AACvF;AAGO,SAAS,iBAAiB,MAAwB,MAAuC;AAC5F,MAAI,CAAC,KAAK,SAAS,GAAG,EAAG,QAAO,GAAG,iBAAiB,IAAI,IAAI;AAC5D,SAAO,OAAO,UAAU,eAAe,KAAK,KAAK,QAAQ,IAAI,IAAI,KAAK,SAAS,KAAK,OAAO,IAAI,CAAC,IAAI;AACxG;AAGO,SAAS,eAAe,MAAwB,MAAwB,OAAqB,UAAwB,MAAuB;AAC/I,QAAM,OAAO,MAAM,KAAK,SAAS,GAAG,IAAI,MAAM,OAAO,GAAG,iBAAiB,IAAI,MAAM,IAAI;AACvF,QAAM,QAAQ,SAAS,KAAK,SAAS,GAAG,IAAI,SAAS,OAAO,GAAG,iBAAiB,IAAI,SAAS,IAAI;AACjG,QAAM,OAAO,SAAS;AACtB,QAAM,WAAW,WAAW,IAAI,MAAM,SAAS,MAAM,WAAW,IAAI,MAAM,SAAS;AACnF,UAAQ,KAAK,MAAM;AAAA,IACf,KAAK;AAAc,aAAO;AAAA,IAC1B,KAAK;AAAuB,aAAO,QAAQ;AAAA,IAC3C,KAAK,aAAa;AACd,UAAI,SAAU,QAAO;AACrB,YAAM,QAAQ,KAAK,QAAQ,KAAK,SAAS,KAAK,KAAK,IAAI;AACvD,cAAQ,QAAQ,CAAC,CAAC,OAAO,SAAS,IAAI,KAAK,MAAM,SAAS,KAAK,MACxD,OAAO,MAAM,aAAa,WAAW,IAAI,CAAC,CAAC,MAAM,UACjD,OAAO,SAAS,aAAa,WAAW,OAAO,CAAC,CAAC,CAAC,MAAM;AAAA,IACnE;AAAA,IACA;AAAS,aAAO;AAAA,EACpB;AACJ;","names":[]}
@@ -913,6 +913,9 @@ declare class MinecraftFaceUV {
913
913
  */
914
914
  declare function shutdown(): void;
915
915
 
916
+ declare const DEFAULT_ROOT = "https://assets.mcasset.cloud/1.21.11";
917
+ declare const DEFAULT_NAMESPACE = "minecraft";
918
+
916
919
  /** Runs queued tasks in bounded batches. Idle executors do not keep a timer running. */
917
920
  declare class BatchedExecutor {
918
921
  readonly interval: number;
@@ -1057,8 +1060,6 @@ type MultipartCondition = Record<string, string> | {
1057
1060
  AND: MultipartCondition[];
1058
1061
  };
1059
1062
 
1060
- declare const DEFAULT_ROOT = "https://assets.mcasset.cloud/1.21.11";
1061
- declare const DEFAULT_NAMESPACE = "minecraft";
1062
1063
  /** Convenience accessors for model and blockstate loading. */
1063
1064
  declare class Assets {
1064
1065
  /**
@@ -3830,6 +3831,7 @@ interface SectionTemplateData {
3830
3831
  uvs: Float32Array;
3831
3832
  uvBounds: Float32Array;
3832
3833
  colors: Float32Array;
3834
+ shade?: Float32Array;
3833
3835
  indices: Uint16Array;
3834
3836
  cullFaces: Uint8Array;
3835
3837
  biomeTint?: Uint8Array;
@@ -3893,6 +3895,7 @@ interface SectionGeometryPage {
3893
3895
  uvs: Float32Array;
3894
3896
  uvBounds: Float32Array;
3895
3897
  colors: Float32Array;
3898
+ shade: Float32Array;
3896
3899
  indices: Uint32Array;
3897
3900
  /** Owning section cell for each quad; each quad contributes two consecutive triangles. */
3898
3901
  blockIndices: Uint16Array;