minerender 2.1.0-alpha.136 → 2.1.0-alpha.137

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.
Files changed (56) hide show
  1. package/dist/browser/esm/Materials.mjs +3 -1
  2. package/dist/browser/esm/Materials.mjs.map +1 -1
  3. package/dist/browser/esm/Ticker.mjs +3 -1
  4. package/dist/browser/esm/Ticker.mjs.map +1 -1
  5. package/dist/browser/esm/UVMapper.mjs +9 -9
  6. package/dist/browser/esm/UVMapper.mjs.map +1 -1
  7. package/dist/browser/esm/assets/AssetLoader.mjs +4 -4
  8. package/dist/browser/esm/assets/AssetLoader.mjs.map +1 -1
  9. package/dist/browser/esm/assets/BlockEntities.mjs +3 -1
  10. package/dist/browser/esm/assets/BlockEntities.mjs.map +1 -1
  11. package/dist/browser/esm/assets/_fonts/Unihex.mjs +4 -2
  12. package/dist/browser/esm/assets/_fonts/Unihex.mjs.map +1 -1
  13. package/dist/browser/esm/assets/source/HostedAssetSource.mjs +6 -7
  14. package/dist/browser/esm/assets/source/HostedAssetSource.mjs.map +1 -1
  15. package/dist/browser/esm/env/browser/BrowserCache.mjs +3 -3
  16. package/dist/browser/esm/env/browser/BrowserCache.mjs.map +1 -1
  17. package/dist/browser/esm/image/ImageLoader.mjs +3 -3
  18. package/dist/browser/esm/image/ImageLoader.mjs.map +1 -1
  19. package/dist/browser/esm/index.browser.d.mts +32 -1
  20. package/dist/browser/esm/inspector/SceneInspector.mjs +3 -3
  21. package/dist/browser/esm/inspector/SceneInspector.mjs.map +1 -1
  22. package/dist/browser/esm/instance/InstanceManager.mjs +4 -4
  23. package/dist/browser/esm/instance/InstanceManager.mjs.map +1 -1
  24. package/dist/browser/esm/model/block/scene/BlockObject.mjs +3 -1
  25. package/dist/browser/esm/model/block/scene/BlockObject.mjs.map +1 -1
  26. package/dist/browser/esm/model/scene/ModelObject.mjs +4 -4
  27. package/dist/browser/esm/model/scene/ModelObject.mjs.map +1 -1
  28. package/dist/browser/esm/renderer/Renderer.mjs +4 -2
  29. package/dist/browser/esm/renderer/Renderer.mjs.map +1 -1
  30. package/dist/browser/esm/renderer/SceneObject.mjs +0 -6
  31. package/dist/browser/esm/renderer/SceneObject.mjs.map +1 -1
  32. package/dist/browser/esm/request/Requests.mjs +3 -3
  33. package/dist/browser/esm/request/Requests.mjs.map +1 -1
  34. package/dist/browser/esm/skin/Skins.mjs +6 -4
  35. package/dist/browser/esm/skin/Skins.mjs.map +1 -1
  36. package/dist/browser/esm/texture/TextureLoader.mjs +4 -2
  37. package/dist/browser/esm/texture/TextureLoader.mjs.map +1 -1
  38. package/dist/browser/esm/util/log.mjs +75 -0
  39. package/dist/browser/esm/util/log.mjs.map +1 -1
  40. package/dist/browser/esm/util/performance.mjs.map +1 -1
  41. package/dist/browser/esm/world/MineRenderWorld.mjs +4 -2
  42. package/dist/browser/esm/world/MineRenderWorld.mjs.map +1 -1
  43. package/dist/browser/esm/world/_entities/WorldEntities.mjs +3 -1
  44. package/dist/browser/esm/world/_entities/WorldEntities.mjs.map +1 -1
  45. package/dist/browser/index.d.ts +32 -1
  46. package/dist/browser/index.js +445 -384
  47. package/dist/browser/index.js.map +1 -1
  48. package/dist/bundle.js +2143 -2080
  49. package/dist/bundle.js.map +1 -1
  50. package/dist/node/index.d.mts +32 -1
  51. package/dist/node/index.d.ts +32 -1
  52. package/dist/node/index.js +445 -382
  53. package/dist/node/index.js.map +1 -1
  54. package/dist/node/index.mjs +416 -354
  55. package/dist/node/index.mjs.map +1 -1
  56. package/package.json +1 -1
@@ -3,6 +3,8 @@ import { RGBAFormat, Texture } from "three";
3
3
  import * as THREE from "three";
4
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  import { ImageLoader } from "../image/ImageLoader.mjs";
5
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  import { Textures } from "./Textures.mjs";
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+ import { logger } from "../util/log.mjs";
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+ var log = logger("TextureLoader");
6
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  var TextureLoader = class {
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  /** Reports whether image loading failed, so cached textures can be retried. */
8
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  static hasFailed(texture) {
@@ -18,7 +20,7 @@ var TextureLoader = class {
18
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  texture.needsUpdate = true;
19
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  }, (error) => {
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  this.failedTextures.add(texture);
21
- console.warn("Failed to load texture", src, error);
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+ log.warn("Failed to load texture", src, error);
22
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  });
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  texture.image = image;
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  texture.format = format;
@@ -34,7 +36,7 @@ var TextureLoader = class {
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  texture.needsUpdate = true;
35
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  }).catch((error) => {
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  this.failedTextures.add(texture);
37
- console.warn("Failed to load texture", src, error);
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+ log.warn("Failed to load texture", src, error);
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  });
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  texture.format = format;
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  texture.rotation = rotation;
@@ -1 +1 @@
1
- {"version":3,"sources":["../../../../src/texture/TextureLoader.ts"],"sourcesContent":["import { PixelFormat, RGBAFormat, Texture } from \"three\";\nimport { Caching } from \"../cache/Caching\";\nimport * as THREE from \"three\";\nimport { ImageLoader } from \"../image/ImageLoader\";\nimport { createCanvas } from \"../canvas/CanvasCompat\";\nimport type { CanvasRenderingContext2D } from \"canvas\";\nimport { Textures } from \"./Textures\";\n\n/** Creates sRGB textures immediately and fills their pixels after asynchronous image loading. */\nexport class TextureLoader {\n\n private static readonly failedTextures = new WeakSet<Texture>();\n\n /** Reports whether image loading failed, so cached textures can be retried. */\n public static hasFailed(texture: Texture): boolean {\n return this.failedTextures.has(texture);\n }\n\n protected static createTexture(): Texture {\n return new Texture();\n }\n\n public static loadInBackground(src: string, format: PixelFormat = RGBAFormat, rotation: number = 0): Texture {\n const texture = this.createTexture();\n texture.colorSpace = THREE.SRGBColorSpace;\n const image = ImageLoader.loadElement(src, () => {\n texture.needsUpdate = true;\n }, error => {\n this.failedTextures.add(texture);\n console.warn(\"Failed to load texture\", src, error);\n });\n texture.image = image;\n texture.format = format;\n texture.rotation = rotation;\n\n return Textures.initTextureProps(texture);\n }\n\n /** Loads image pixels in the background. `rotation` is in radians. Check {@link hasFailed} for load failures. */\n public static load(src: string,format: PixelFormat = RGBAFormat, rotation: number = 0): Texture {\n const texture = new Texture();\n texture.colorSpace = THREE.SRGBColorSpace;\n ImageLoader.getData(src).then(image=>{\n texture.image = image;\n texture.needsUpdate = true;\n }).catch(error => {\n this.failedTextures.add(texture);\n console.warn(\"Failed to load texture\", src, error);\n });\n texture.format = format;\n texture.rotation = rotation;\n\n return Textures.initTextureProps(texture);\n }\n\n\n}\n"],"mappings":";AAAA,SAAsB,YAAY,eAAe;AAEjD,YAAY,WAAW;AACvB,SAAS,mBAAmB;AAG5B,SAAS,gBAAgB;AAGlB,IAAM,gBAAN,MAAoB;AAAA;AAAA,EAKvB,OAAc,UAAU,SAA2B;AAC/C,WAAO,KAAK,eAAe,IAAI,OAAO;AAAA,EAC1C;AAAA,EAEA,OAAiB,gBAAyB;AACtC,WAAO,IAAI,QAAQ;AAAA,EACvB;AAAA,EAEA,OAAc,iBAAiB,KAAa,SAAsB,YAAY,WAAmB,GAAY;AACzG,UAAM,UAAU,KAAK,cAAc;AACnC,YAAQ,aAAmB;AAC3B,UAAM,QAAQ,YAAY,YAAY,KAAK,MAAM;AAC7C,cAAQ,cAAc;AAAA,IAC1B,GAAG,WAAS;AACR,WAAK,eAAe,IAAI,OAAO;AAC/B,cAAQ,KAAK,0BAA0B,KAAK,KAAK;AAAA,IACrD,CAAC;AACD,YAAQ,QAAQ;AAChB,YAAQ,SAAS;AACjB,YAAQ,WAAW;AAEnB,WAAO,SAAS,iBAAiB,OAAO;AAAA,EAC5C;AAAA;AAAA,EAGA,OAAc,KAAK,KAAY,SAAsB,YAAY,WAAmB,GAAY;AAC5F,UAAM,UAAU,IAAI,QAAQ;AAC5B,YAAQ,aAAmB;AAC3B,gBAAY,QAAQ,GAAG,EAAE,KAAK,WAAO;AACjC,cAAQ,QAAQ;AAChB,cAAQ,cAAc;AAAA,IAC1B,CAAC,EAAE,MAAM,WAAS;AACd,WAAK,eAAe,IAAI,OAAO;AAC/B,cAAQ,KAAK,0BAA0B,KAAK,KAAK;AAAA,IACrD,CAAC;AACD,YAAQ,SAAS;AACjB,YAAQ,WAAW;AAEnB,WAAO,SAAS,iBAAiB,OAAO;AAAA,EAC5C;AAGJ;AA/Ca,cAEe,iBAAiB,oBAAI,QAAiB;","names":[]}
1
+ {"version":3,"sources":["../../../../src/texture/TextureLoader.ts"],"sourcesContent":["import { PixelFormat, RGBAFormat, Texture } from \"three\";\nimport { Caching } from \"../cache/Caching\";\nimport * as THREE from \"three\";\nimport { ImageLoader } from \"../image/ImageLoader\";\nimport { createCanvas } from \"../canvas/CanvasCompat\";\nimport type { CanvasRenderingContext2D } from \"canvas\";\nimport { Textures } from \"./Textures\";\nimport { logger } from \"../util/log\";\n\nconst log = logger(\"TextureLoader\");\n\n/** Creates sRGB textures immediately and fills their pixels after asynchronous image loading. */\nexport class TextureLoader {\n\n private static readonly failedTextures = new WeakSet<Texture>();\n\n /** Reports whether image loading failed, so cached textures can be retried. */\n public static hasFailed(texture: Texture): boolean {\n return this.failedTextures.has(texture);\n }\n\n protected static createTexture(): Texture {\n return new Texture();\n }\n\n public static loadInBackground(src: string, format: PixelFormat = RGBAFormat, rotation: number = 0): Texture {\n const texture = this.createTexture();\n texture.colorSpace = THREE.SRGBColorSpace;\n const image = ImageLoader.loadElement(src, () => {\n texture.needsUpdate = true;\n }, error => {\n this.failedTextures.add(texture);\n log.warn(\"Failed to load texture\", src, error);\n });\n texture.image = image;\n texture.format = format;\n texture.rotation = rotation;\n\n return Textures.initTextureProps(texture);\n }\n\n /** Loads image pixels in the background. `rotation` is in radians. Check {@link hasFailed} for load failures. */\n public static load(src: string,format: PixelFormat = RGBAFormat, rotation: number = 0): Texture {\n const texture = new Texture();\n texture.colorSpace = THREE.SRGBColorSpace;\n ImageLoader.getData(src).then(image=>{\n texture.image = image;\n texture.needsUpdate = true;\n }).catch(error => {\n this.failedTextures.add(texture);\n log.warn(\"Failed to load texture\", src, error);\n });\n texture.format = format;\n texture.rotation = rotation;\n\n return Textures.initTextureProps(texture);\n }\n\n\n}\n"],"mappings":";AAAA,SAAsB,YAAY,eAAe;AAEjD,YAAY,WAAW;AACvB,SAAS,mBAAmB;AAG5B,SAAS,gBAAgB;AACzB,SAAS,cAAc;AAEvB,IAAM,MAAM,OAAO,eAAe;AAG3B,IAAM,gBAAN,MAAoB;AAAA;AAAA,EAKvB,OAAc,UAAU,SAA2B;AAC/C,WAAO,KAAK,eAAe,IAAI,OAAO;AAAA,EAC1C;AAAA,EAEA,OAAiB,gBAAyB;AACtC,WAAO,IAAI,QAAQ;AAAA,EACvB;AAAA,EAEA,OAAc,iBAAiB,KAAa,SAAsB,YAAY,WAAmB,GAAY;AACzG,UAAM,UAAU,KAAK,cAAc;AACnC,YAAQ,aAAmB;AAC3B,UAAM,QAAQ,YAAY,YAAY,KAAK,MAAM;AAC7C,cAAQ,cAAc;AAAA,IAC1B,GAAG,WAAS;AACR,WAAK,eAAe,IAAI,OAAO;AAC/B,UAAI,KAAK,0BAA0B,KAAK,KAAK;AAAA,IACjD,CAAC;AACD,YAAQ,QAAQ;AAChB,YAAQ,SAAS;AACjB,YAAQ,WAAW;AAEnB,WAAO,SAAS,iBAAiB,OAAO;AAAA,EAC5C;AAAA;AAAA,EAGA,OAAc,KAAK,KAAY,SAAsB,YAAY,WAAmB,GAAY;AAC5F,UAAM,UAAU,IAAI,QAAQ;AAC5B,YAAQ,aAAmB;AAC3B,gBAAY,QAAQ,GAAG,EAAE,KAAK,WAAO;AACjC,cAAQ,QAAQ;AAChB,cAAQ,cAAc;AAAA,IAC1B,CAAC,EAAE,MAAM,WAAS;AACd,WAAK,eAAe,IAAI,OAAO;AAC/B,UAAI,KAAK,0BAA0B,KAAK,KAAK;AAAA,IACjD,CAAC;AACD,YAAQ,SAAS;AACjB,YAAQ,WAAW;AAEnB,WAAO,SAAS,iBAAiB,OAAO;AAAA,EAC5C;AAGJ;AA/Ca,cAEe,iBAAiB,oBAAI,QAAiB;","names":[]}
@@ -1,4 +1,77 @@
1
1
  // src/util/log.ts
2
+ var runtime = globalThis;
3
+ var levels = { debug: 0, info: 1, warn: 2, error: 3, silent: 4 };
4
+ var colors = { debug: 90, info: 36, warn: 33, error: 31 };
5
+ var threshold = "warn";
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+ var namespaces;
7
+ var logHandler;
8
+ var tagStyle;
9
+ var switchRead = false;
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+ var switchThreshold;
11
+ var switchNamespaces;
12
+ function readSwitch() {
13
+ switchRead = true;
14
+ let value;
15
+ if (typeof runtime.process?.versions?.node === "string") {
16
+ value = runtime.process.env?.MINERENDER_LOG;
17
+ } else {
18
+ try {
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+ value = runtime.localStorage?.getItem("minerender:log");
20
+ } catch {
21
+ }
22
+ }
23
+ if (value) {
24
+ for (const entry of value.split(",")) {
25
+ const separator = entry.indexOf("=");
26
+ const name = separator < 0 ? void 0 : entry.slice(0, separator).trim();
27
+ const setting = (separator < 0 ? entry : entry.slice(separator + 1)).trim();
28
+ if (!Object.prototype.hasOwnProperty.call(levels, setting) || name === "") continue;
29
+ if (name === void 0) {
30
+ switchThreshold = setting;
31
+ } else {
32
+ switchNamespaces ?? (switchNamespaces = /* @__PURE__ */ new Map());
33
+ switchNamespaces.set(name, setting);
34
+ }
35
+ }
36
+ }
37
+ }
38
+ var Logging = class {
39
+ /** Updates the given settings and keeps the others. */
40
+ static configure(options) {
41
+ if (options.level !== void 0) threshold = options.level;
42
+ if (options.namespaces !== void 0) namespaces = new Map(Object.entries(options.namespaces));
43
+ }
44
+ /** Sends messages to `handler` instead of the console. Call without an argument to restore console output. */
45
+ static setHandler(handler) {
46
+ logHandler = handler;
47
+ }
48
+ };
49
+ function logger(namespace) {
50
+ const write = (level, args) => {
51
+ if (!switchRead) readSwitch();
52
+ if (levels[level] < levels[switchNamespaces?.get(namespace) ?? switchThreshold ?? namespaces?.get(namespace) ?? threshold]) return;
53
+ if (logHandler) {
54
+ logHandler(level, namespace, args);
55
+ return;
56
+ }
57
+ if (tagStyle === void 0) {
58
+ tagStyle = typeof runtime.process?.versions?.node === "string" ? runtime.process.stdout?.isTTY === true ? "ansi" : "plain" : "browser";
59
+ }
60
+ if (tagStyle === "browser") {
61
+ console[level](`%cMineRender%c ${namespace}`, "background:#3c8527;color:#fff;border-radius:3px;padding:0 4px", "font-weight:bold", ...args);
62
+ } else {
63
+ const color = colors[level];
64
+ const tag = `[minerender:${namespace}]`;
65
+ console[level](tagStyle === "ansi" ? `\x1B[${color}m${tag}\x1B[0m` : tag, ...args);
66
+ }
67
+ };
68
+ return {
69
+ debug: (...args) => write("debug", args),
70
+ info: (...args) => write("info", args),
71
+ warn: (...args) => write("warn", args),
72
+ error: (...args) => write("error", args)
73
+ };
74
+ }
2
75
  var Reset = "\x1B[0m";
3
76
  var FgGreen = "\x1B[32m";
4
77
  var BgBlack = "\x1B[40m";
@@ -6,6 +79,8 @@ function prefix(prefix2) {
6
79
  return `${FgGreen}MR${BgBlack}${prefix2 ?? ""}${Reset}`;
7
80
  }
8
81
  export {
82
+ Logging,
83
+ logger,
9
84
  prefix
10
85
  };
11
86
  //# sourceMappingURL=log.mjs.map
@@ -1 +1 @@
1
- {"version":3,"sources":["../../../../src/util/log.ts"],"sourcesContent":["// https://stackoverflow.com/a/41407246/6257838\nconst Reset = \"\\x1b[0m\"\nconst Bright = \"\\x1b[1m\"\nconst Dim = \"\\x1b[2m\"\nconst Underscore = \"\\x1b[4m\"\nconst Blink = \"\\x1b[5m\"\nconst Reverse = \"\\x1b[7m\"\nconst Hidden = \"\\x1b[8m\"\n\nconst FgBlack = \"\\x1b[30m\"\nconst FgRed = \"\\x1b[31m\"\nconst FgGreen = \"\\x1b[32m\"\nconst FgYellow = \"\\x1b[33m\"\nconst FgBlue = \"\\x1b[34m\"\nconst FgMagenta = \"\\x1b[35m\"\nconst FgCyan = \"\\x1b[36m\"\nconst FgWhite = \"\\x1b[37m\"\n\nconst BgBlack = \"\\x1b[40m\"\nconst BgRed = \"\\x1b[41m\"\nconst BgGreen = \"\\x1b[42m\"\nconst BgYellow = \"\\x1b[43m\"\nconst BgBlue = \"\\x1b[44m\"\nconst BgMagenta = \"\\x1b[45m\"\nconst BgCyan = \"\\x1b[46m\"\nconst BgWhite = \"\\x1b[47m\"\n\nexport function prefix(prefix?: string): string {\n return `${ FgGreen }MR${ BgBlack }${ prefix ?? '' }${ Reset }`\n}\n"],"mappings":";AACA,IAAM,QAAQ;AAUd,IAAM,UAAU;AAOhB,IAAM,UAAU;AAST,SAAS,OAAOA,SAAyB;AAC5C,SAAO,GAAI,OAAQ,KAAM,OAAQ,GAAIA,WAAU,EAAG,GAAI,KAAM;AAChE;","names":["prefix"]}
1
+ {"version":3,"sources":["../../../../src/util/log.ts"],"sourcesContent":["/** Severity of a log message, from most to least verbose. */\nexport type LogLevel = \"debug\" | \"info\" | \"warn\" | \"error\";\n\n/** The lowest level that is printed, or `\"silent\"` to print nothing. */\nexport type LogThreshold = LogLevel | \"silent\";\n\n/** Receives each message that passes the threshold. `args` are the logger call's arguments, without a tag. */\nexport type LogHandler = (level: LogLevel, namespace: string, args: unknown[]) => void;\n\nexport interface LoggingOptions {\n /** Threshold for namespaces without an override. Starts at `\"warn\"`. */\n level?: LogThreshold;\n /** Thresholds by logger name, such as `{ UVMapper: \"debug\" }`. Replaces earlier overrides. */\n namespaces?: Record<string, LogThreshold>;\n}\n\nexport interface Logger {\n debug(...args: unknown[]): void;\n info(...args: unknown[]): void;\n warn(...args: unknown[]): void;\n error(...args: unknown[]): void;\n}\n\ntype Runtime = {\n process?: { versions?: { node?: string }; stdout?: { isTTY?: boolean }; env?: Record<string, string | undefined> };\n localStorage?: { getItem(key: string): string | null };\n};\n\nconst runtime = globalThis as Runtime;\nconst levels: Record<LogThreshold, number> = { debug: 0, info: 1, warn: 2, error: 3, silent: 4 };\nconst colors: Record<LogLevel, number> = { debug: 90, info: 36, warn: 33, error: 31 };\n\nlet threshold: LogThreshold = \"warn\";\nlet namespaces: Map<string, LogThreshold> | undefined;\nlet logHandler: LogHandler | undefined;\nlet tagStyle: \"plain\" | \"ansi\" | \"browser\" | undefined;\nlet switchRead = false;\nlet switchThreshold: LogThreshold | undefined;\nlet switchNamespaces: Map<string, LogThreshold> | undefined;\n\nfunction readSwitch(): void {\n switchRead = true;\n let value: string | null | undefined;\n if (typeof runtime.process?.versions?.node === \"string\") {\n value = runtime.process.env?.MINERENDER_LOG;\n } else {\n try {\n value = runtime.localStorage?.getItem(\"minerender:log\");\n } catch {\n // Sandboxed pages can deny access to storage.\n }\n }\n if (value) {\n for (const entry of value.split(\",\")) {\n const separator = entry.indexOf(\"=\");\n const name = separator < 0 ? undefined : entry.slice(0, separator).trim();\n const setting = (separator < 0 ? entry : entry.slice(separator + 1)).trim();\n if (!Object.prototype.hasOwnProperty.call(levels, setting) || name === \"\") continue;\n if (name === undefined) {\n switchThreshold = setting as LogThreshold;\n } else {\n switchNamespaces ??= new Map();\n switchNamespaces.set(name, setting as LogThreshold);\n }\n }\n }\n}\n\n/** Global log settings for every MineRender logger. */\nexport class Logging {\n /** Updates the given settings and keeps the others. */\n static configure(options: LoggingOptions): void {\n if (options.level !== undefined) threshold = options.level;\n if (options.namespaces !== undefined) namespaces = new Map(Object.entries(options.namespaces));\n }\n\n /** Sends messages to `handler` instead of the console. Call without an argument to restore console output. */\n static setHandler(handler?: LogHandler): void {\n logHandler = handler;\n }\n}\n\n/** Creates a logger whose messages are tagged and filtered as `namespace`. */\nexport function logger(namespace: string): Logger {\n const write = (level: LogLevel, args: unknown[]): void => {\n if (!switchRead) readSwitch();\n if (levels[level] < levels[switchNamespaces?.get(namespace) ?? switchThreshold ?? namespaces?.get(namespace) ?? threshold]) return;\n if (logHandler) {\n logHandler(level, namespace, args);\n return;\n }\n if (tagStyle === undefined) {\n tagStyle = typeof runtime.process?.versions?.node === \"string\"\n ? runtime.process.stdout?.isTTY === true ? \"ansi\" : \"plain\"\n : \"browser\";\n }\n if (tagStyle === \"browser\") {\n console[level](`%cMineRender%c ${namespace}`, \"background:#3c8527;color:#fff;border-radius:3px;padding:0 4px\", \"font-weight:bold\", ...args);\n } else {\n const color = colors[level];\n const tag = `[minerender:${namespace}]`;\n console[level](tagStyle === \"ansi\" ? `\\x1b[${color}m${tag}\\x1b[0m` : tag, ...args);\n }\n };\n return {\n debug: (...args) => write(\"debug\", args),\n info: (...args) => write(\"info\", args),\n warn: (...args) => write(\"warn\", args),\n error: (...args) => write(\"error\", args),\n };\n}\n\nconst Reset = \"\\x1b[0m\"\nconst FgGreen = \"\\x1b[32m\"\nconst BgBlack = \"\\x1b[40m\"\n\n/** @deprecated Use {@link logger}. */\nexport function prefix(prefix?: string): string {\n return `${ FgGreen }MR${ BgBlack }${ prefix ?? 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@@ -1 +1 @@
1
- {"version":3,"sources":["../../../../src/util/performance.ts"],"sourcesContent":["export function captureException(e: any, ...extra: any[]) {\n console.error(e, extra);\n //TODO\n}\n\nexport function timingStart(marker: string) {\n console.time(marker);\n //TODO\n}\n\nexport function timingEnd(marker: string) {\n console.timeEnd(marker);\n //TODO\n}\n"],"mappings":";AAAO,SAAS,iBAAiB,MAAW,OAAc;AACtD,UAAQ,MAAM,GAAG,KAAK;AAE1B;AAEO,SAAS,YAAY,QAAgB;AACxC,UAAQ,KAAK,MAAM;AAEvB;AAEO,SAAS,UAAU,QAAgB;AACtC,UAAQ,QAAQ,MAAM;AAE1B;","names":[]}
1
+ {"version":3,"sources":["../../../../src/util/performance.ts"],"sourcesContent":["/** @deprecated Unused by MineRender. */\nexport function captureException(e: any, ...extra: any[]) {\n console.error(e, extra);\n //TODO\n}\n\n/** @deprecated Unused by MineRender. */\nexport function timingStart(marker: string) {\n console.time(marker);\n //TODO\n}\n\n/** @deprecated Unused by MineRender. */\nexport function timingEnd(marker: string) {\n console.timeEnd(marker);\n //TODO\n}\n"],"mappings":";AACO,SAAS,iBAAiB,MAAW,OAAc;AACtD,UAAQ,MAAM,GAAG,KAAK;AAE1B;AAGO,SAAS,YAAY,QAAgB;AACxC,UAAQ,KAAK,MAAM;AAEvB;AAGO,SAAS,UAAU,QAAgB;AACtC,UAAQ,QAAQ,MAAM;AAE1B;","names":[]}
@@ -12,6 +12,8 @@ import { fluidKindOf } from "../model/fluid/FluidQuads.mjs";
12
12
  import { BiomeBlend, validateBiomeBlendRadius } from "./_biomes/BiomeBlend.mjs";
13
13
  import { copySectionLight, sampleSectionLight } from "./WorldLight.mjs";
14
14
  import { loadBlockCulling } from "./_culling/BlockCulling.mjs";
15
+ import { logger } from "../util/log.mjs";
16
+ var log = logger("MineRenderWorld");
15
17
  var MineRenderWorld = class {
16
18
  constructor(scene, options = {}) {
17
19
  this._chunks = /* @__PURE__ */ new Map();
@@ -367,7 +369,7 @@ var MineRenderWorld = class {
367
369
  } finally {
368
370
  this.markBiomesChanged(chunk.x, chunk.z, void 0, false);
369
371
  const failures = await this.refreshBiomes();
370
- if (failures.size) console.warn("Failed to refresh biome colors", failures.values().next().value);
372
+ if (failures.size) log.warn("Failed to refresh biome colors", failures.values().next().value);
371
373
  await this.updateCulling([...changes.values()]);
372
374
  }
373
375
  }
@@ -385,7 +387,7 @@ var MineRenderWorld = class {
385
387
  await this.clearChunkColumn(x, z);
386
388
  } finally {
387
389
  const failures = await this.refreshBiomes();
388
- if (failures.size) console.warn("Failed to refresh biome colors", failures.values().next().value);
390
+ if (failures.size) log.warn("Failed to refresh biome colors", failures.values().next().value);
389
391
  await this.updateCulling([]);
390
392
  }
391
393
  }
@@ -1 +1 @@
1
- {"version":3,"sources":["../../../../src/world/MineRenderWorld.ts"],"sourcesContent":["import { MineRenderScene } from \"../renderer/MineRenderScene\";\nimport { Block } from \"../model/block/Block\";\nimport { Raycaster, Vector3 } from \"three\";\nimport { isTripleArray, TripleArray } from \"../model/Model\";\nimport { Maybe, yieldToEventLoop } from \"../util/util\";\nimport { Chunk } from \"./Chunk\";\nimport { BlockInfo } from \"./BlockInfo\";\nimport { MultiBlockBlock, MultiBlockStructure } from \"../model/multiblock/MultiBlockStructure\";\nimport { BatchedExecutor } from \"../util/BatchedExecutor\";\nimport { AssetKey } from \"../assets/AssetKey\";\nimport { BlockStates } from \"../assets/BlockStates\";\nimport { CUBE_FACE_OFFSETS } from \"../CubeFace\";\nimport type { AnvilChunk } from \"./AnvilParser\";\nimport { SectionModels } from \"./SectionModels\";\nimport { WorldEntities } from \"./_entities/WorldEntities\";\nimport { fluidKindOf } from \"../model/fluid/FluidQuads\";\nimport type { WorldBlockIntersection } from \"./WorldBlockIntersection\";\nimport type { WorldEntityIntersection } from \"./WorldEntityIntersection\";\nimport { BiomeBlend, validateBiomeBlendRadius } from \"./_biomes/BiomeBlend\";\nimport { copySectionLight, sampleSectionLight, SavedLightSample, SectionLightData } from \"./WorldLight\";\nimport { loadBlockCulling } from \"./_culling/BlockCulling\";\n\n//TODO: maybe make this an Object3D to add children\n/**\n * Stores and renders blocks in sparse 16×16×16 chunks.\n * Positions use integer block coordinates, including negatives. One block is 16 scene units.\n * Set `options.sectionMeshing` in `new MineRenderWorld(scene, options)` to merge compatible terrain.\n */\nexport class MineRenderWorld<SectionMeshing extends boolean = false> {\n\n public readonly scene: MineRenderScene;\n\n private readonly _chunks: Map<string, Chunk<SectionMeshing>> = new Map();\n private readonly biomes = new Map<string, Map<number, readonly string[]>>();\n private readonly light = new Map<string, Map<number, SectionLightData>>();\n private readonly lightValidity = new Map<string, boolean>();\n private readonly highestSkySection = new Map<string, number>();\n private readonly savedLighting: boolean;\n private readonly ambientLight: number;\n private _ambientOcclusion: boolean;\n private ambientOcclusionPending = false;\n private _biomeBlendRadius: number;\n private biomeBlend?: BiomeBlend;\n private readonly pendingBiomes = new Map<Chunk<SectionMeshing>, { x: number; z: number }[] | undefined>();\n private biomeRefreshing?: Promise<Map<Chunk<SectionMeshing>, unknown>>;\n private readonly sectionModels?: SectionModels;\n private readonly entities?: WorldEntities;\n private readonly pendingCulling = new Map<Chunk<SectionMeshing>, Set<number> | \"all\">();\n private culling?: Promise<void>;\n\n constructor(scene: MineRenderScene, options: MineRenderWorldOptions<SectionMeshing> = {}) {\n if (options.savedLighting && !options.sectionMeshing) throw new TypeError(\"savedLighting requires sectionMeshing\");\n if (options.ambientOcclusion && !options.sectionMeshing) throw new TypeError(\"ambientOcclusion requires sectionMeshing\");\n if (options.ambientLight !== undefined && (!Number.isFinite(options.ambientLight) || options.ambientLight < 0 || options.ambientLight > 1)) {\n throw new RangeError(\"ambientLight must be a number from 0 to 1\");\n }\n this._biomeBlendRadius = options.biomeBlendRadius ?? 0;\n validateBiomeBlendRadius(this._biomeBlendRadius);\n if (this._biomeBlendRadius > 0 && !options.sectionMeshing) throw new TypeError(\"biomeBlendRadius requires sectionMeshing\");\n if (this._biomeBlendRadius) this.biomeBlend = new BiomeBlend((x, y, z) => this.getBiomeAt(x, y, z), this._biomeBlendRadius);\n this.scene = scene;\n this.savedLighting = options.savedLighting ?? false;\n this.ambientLight = options.ambientLight ?? 0;\n this._ambientOcclusion = options.ambientOcclusion ?? false;\n if (options.sectionMeshing) this.sectionModels = new SectionModels(options.maxAtlasSize);\n if (options.renderEntities) this.entities = new WorldEntities(scene);\n }\n\n /**\n * Returns the nearest visible block geometry hit, respecting the raycaster's layers and near/far range.\n * Includes fluids and block entities; texture alpha does not change triangle intersections.\n */\n public raycast(raycaster: Raycaster): WorldBlockIntersection | undefined {\n return Chunk.raycast(this._chunks.values(), raycaster);\n }\n\n /**\n * Returns the nearest visible mob geometry hit when renderEntities is enabled.\n * Respects layers and near/far; compare its distance with raycast() to account for blocks.\n * Texture alpha does not change triangle intersections.\n */\n public raycastEntities(raycaster: Raycaster): WorldEntityIntersection | undefined {\n return this.entities?.raycast(raycaster);\n }\n\n /** Whether neighboring opaque cubes shade block-face corners. Defaults to false. */\n public get ambientOcclusion(): boolean {\n return this._ambientOcclusion;\n }\n\n /** Rebuilds loaded blocks with or without corner shading. Block data and saved lighting are preserved. */\n public async setAmbientOcclusion(enabled: boolean): Promise<void> {\n if (typeof enabled !== \"boolean\") throw new TypeError(\"Ambient occlusion must be a boolean\");\n if (enabled && !this.sectionModels) throw new TypeError(\"ambientOcclusion requires sectionMeshing\");\n if (enabled === this._ambientOcclusion && !this.ambientOcclusionPending) {\n await this.culling;\n return;\n }\n this._ambientOcclusion = enabled;\n this.ambientOcclusionPending = true;\n for (const chunk of this._chunks.values()) this.pendingCulling.set(chunk, \"all\");\n await this.updateCulling([]);\n this.ambientOcclusionPending = false;\n }\n\n /** Horizontal biome-color sampling radius, from 0 to 7 blocks. 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x) > 1 || Math.abs(chunk.z - z) > 1\n || !includeColumn && chunk.x === x && chunk.z === z\n || y !== undefined && chunk.y !== y && chunk.y !== y + 1) continue;\n queued.push(chunk);\n if (!this.pendingBiomes.has(chunk)) this.pendingBiomes.set(chunk, []);\n const columns = this.pendingBiomes.get(chunk);\n if (columns && !columns.some(column => column.x === x && column.z === z)) columns.push({ x, z });\n }\n return queued;\n }\n\n private async refreshBiomes(): Promise<Map<Chunk<SectionMeshing>, unknown>> {\n if (this.biomeRefreshing) await this.biomeRefreshing;\n if (!this.pendingBiomes.size) return new Map();\n return this.biomeRefreshing ??= Promise.resolve().then(async () => {\n const failures = new Map<Chunk<SectionMeshing>, unknown>();\n const batch = [...this.pendingBiomes.keys()];\n let sliceStart = performance.now();\n try {\n for (const chunk of batch) {\n const columns = this.pendingBiomes.get(chunk);\n this.pendingBiomes.delete(chunk);\n if (this._chunks.get(`${chunk.x}_${chunk.y}_${chunk.z}`) !== chunk) continue;\n try {\n await chunk.refreshBiomes(columns);\n } catch (error) {\n failures.set(chunk, error);\n if (this._chunks.get(`${chunk.x}_${chunk.y}_${chunk.z}`) === chunk) this.pendingBiomes.set(chunk, undefined);\n }\n if (performance.now() - sliceStart > 8) {\n await yieldToEventLoop();\n sliceStart = performance.now();\n }\n }\n return failures;\n } finally {\n this.biomeRefreshing = undefined;\n }\n });\n }\n\n /** Returns a placed block at world block coordinates, or `undefined` for an empty position. */\n public getBlockAt(x: number, y: number, z: number): Maybe<BlockInfo<SectionMeshing>>;\n public getBlockAt(pos: Vector3): Maybe<BlockInfo<SectionMeshing>>;\n public getBlockAt(pos: TripleArray): Maybe<BlockInfo<SectionMeshing>>;\n public getBlockAt(posOrX: number | Vector3 | TripleArray, y?: number, z?: number): Maybe<BlockInfo<SectionMeshing>> {\n if (typeof posOrX == \"number\") {\n return this.getBlockAt(new Vector3(posOrX, y, z));\n }\n if (isTripleArray(posOrX)) {\n return this.getBlockAt(new Vector3(posOrX[0], posOrX[1], posOrX[2]))\n }\n this.validatePosBounds(posOrX);\n return this.getChunkAt(posOrX)?.getBlockAt(posOrX);\n }\n\n /** Returns the saved 4-block biome sample at integer world block coordinates, or `undefined` if absent. */\n public getBiomeAt(x: number, y: number, z: number): Maybe<string>;\n public getBiomeAt(pos: Vector3): Maybe<string>;\n public getBiomeAt(pos: TripleArray): Maybe<string>;\n public getBiomeAt(posOrX: number | Vector3 | TripleArray, y?: number, z?: number): Maybe<string> {\n if (typeof posOrX === \"number\") return this.getBiomeAt(new Vector3(posOrX, y, z));\n if (isTripleArray(posOrX)) return this.getBiomeAt(new Vector3(...posOrX));\n this.validatePosBounds(posOrX);\n const cx = Math.floor(posOrX.x / 16), cy = Math.floor(posOrX.y / 16), cz = Math.floor(posOrX.z / 16);\n const lx = posOrX.x - cx * 16, ly = posOrX.y - cy * 16, lz = posOrX.z - cz * 16;\n return this.biomes.get(`${cx}_${cz}`)?.get(cy)?.[\n Math.floor(lx / 4) + Math.floor(lz / 4) * 4 + Math.floor(ly / 4) * 16];\n }\n\n /**\n * Returns saved light at integer world block coordinates, including data marked invalid by the save.\n * Sky light is 15 above a column's highest saved sky-light array.\n */\n public getLightAt(x: number, y: number, z: number): Maybe<SavedLightSample>;\n public getLightAt(pos: Vector3): Maybe<SavedLightSample>;\n public getLightAt(pos: TripleArray): Maybe<SavedLightSample>;\n public getLightAt(posOrX: number | Vector3 | TripleArray, y?: number, z?: number): Maybe<SavedLightSample> {\n if (typeof posOrX === \"number\") return this.getLightAt(new Vector3(posOrX, y, z));\n if (isTripleArray(posOrX)) return this.getLightAt(new Vector3(...posOrX));\n this.validatePosBounds(posOrX);\n const { x, y: py, z: pz } = posOrX;\n const cx = Math.floor(x / 16), cy = Math.floor(py / 16), cz = Math.floor(pz / 16);\n const key = `${cx}_${cz}`, top = this.highestSkySection.get(key);\n const sample = sampleSectionLight(this.light.get(key)?.get(cy), (x & 15) + (pz & 15) * 16 + (py & 15) * 256);\n return top !== undefined && cy > top ? { block: sample?.block ?? 0, sky: 15 } : sample;\n }\n\n private lightLevelAt(x: number, y: number, z: number): number {\n const cx = Math.floor(x / 16), cy = Math.floor(y / 16), cz = Math.floor(z / 16), key = `${cx}_${cz}`;\n if (this.lightValidity.get(key) === false) return 255;\n const top = this.highestSkySection.get(key);\n if (top !== undefined && cy > top) return 15;\n const sample = sampleSectionLight(this.light.get(key)?.get(cy), (x & 15) + (z & 15) * 16 + (y & 15) * 256);\n return sample ? Math.max(sample.block, sample.sky) : 255;\n }\n\n /**\n * Places or replaces a block and refreshes neighboring faces.\n * Pass `undefined` or an air block to remove the block at these world block coordinates.\n */\n public async setBlockAt(x: number, y: number, z: number, block: Maybe<Block>): Promise<Maybe<BlockInfo<SectionMeshing>>>;\n public async setBlockAt(pos: Vector3, block: Maybe<Block>): Promise<Maybe<BlockInfo<SectionMeshing>>>;\n public async setBlockAt(pos: TripleArray, block: Maybe<Block>): Promise<Maybe<BlockInfo<SectionMeshing>>>;\n public async setBlockAt(posOrX: number | Vector3 | TripleArray, yOrBlock?: number | Block, z?: number, block?: Block): Promise<Maybe<BlockInfo<SectionMeshing>>> {\n if (typeof posOrX == \"number\") {\n return this.setBlockAt(new Vector3(posOrX, yOrBlock as number, z), block as Block);\n }\n if (isTripleArray(posOrX)) {\n return this.setBlockAt(new Vector3(posOrX[0], posOrX[1], posOrX[2]), yOrBlock as Block);\n }\n return this.placeBlock(posOrX, yOrBlock as Maybe<Block>);\n }\n\n private async placeBlock(pos: Vector3, value: Maybe<Block>, onBlocksChanged?: (positions: Vector3[]) => Promise<void>): Promise<Maybe<BlockInfo<SectionMeshing>>> {\n this.validatePosBounds(pos);\n const chunk = Chunk.isAir(value) ? this.getChunkAt(pos) : this.getOrCreateChunkAt(pos);\n return chunk?.setBlockInChunkAt(chunk.worldPosToChunkPos(pos), value, pos, onBlocksChanged);\n }\n\n /**\n * Shows or hides a placed block without changing its data. Hidden blocks do not occlude neighbors.\n * Missing blocks are ignored; replacing or removing a block resets its visibility.\n */\n public async setBlockVisibleAt(x: number, y: number, z: number, visible: boolean): Promise<void>;\n public async setBlockVisibleAt(pos: Vector3, visible: boolean): Promise<void>;\n public async setBlockVisibleAt(pos: TripleArray, visible: boolean): Promise<void>;\n public async setBlockVisibleAt(posOrX: number | Vector3 | TripleArray, yOrVisible: number | boolean,\n z?: number, visible?: boolean): Promise<void> {\n if (typeof posOrX === \"number\") {\n return this.setBlockVisibleAt(new Vector3(posOrX, yOrVisible as number, z), visible!);\n }\n if (isTripleArray(posOrX)) {\n return this.setBlockVisibleAt(new Vector3(...posOrX), yOrVisible as boolean);\n }\n this.validatePosBounds(posOrX);\n await this.getChunkAt(posOrX)?.setBlockVisibleAt(posOrX, yOrVisible as boolean);\n }\n\n\n /**\n * Places a structure's blocks at their stored positions, then refreshes neighboring faces.\n * With `renderEntities`, also places supported saved mobs and applies supported appearance fields.\n *\n * @param useBatches - Yields between chunks by default. Set to `false` for sequential placement.\n * @param executor - Optional queue for batched placement. The caller remains responsible for stopping it.\n */\n public async placeMultiBlock(multiblock: MultiBlockStructure, useBatches: boolean = true, executor?: BatchedExecutor): Promise<void> {\n const placeEntities = this.entities?.prepare(multiblock.entities);\n const changes = new Map<string, Vector3>();\n try {\n await this.placeBlocks(multiblock, useBatches, executor, changes);\n await placeEntities?.();\n } finally {\n await this.updateCulling([...changes.values()]);\n }\n }\n\n private async placeBlocks(multiblock: MultiBlockStructure, useBatches: boolean, executor: BatchedExecutor | undefined,\n changes: Map<string, Vector3>): Promise<void> {\n const collect = async (positions: Vector3[]) => {\n for (const pos of positions) changes.set(pos.toArray().join(\",\"), pos);\n };\n const place = (block: MultiBlockBlock) => this.placeBlock(new Vector3(...block.position), block, collect);\n const keys = new Map<string, AssetKey>();\n const types = new Set<string>();\n for (const block of multiblock.blocks) {\n if (Chunk.isAir(block) || types.has(block.type)) continue;\n types.add(block.type);\n const key = AssetKey.parse(\"blockstates\", block.type);\n keys.set(key.serialize(), key);\n }\n await BlockStates.getAll(keys.values());\n\n if (!useBatches) {\n for (const block of multiblock.blocks) await place(block);\n return;\n }\n\n if (!executor) {\n const groups = new Map<Chunk<SectionMeshing>, { index: number; block: Maybe<Block> }[]>();\n const position = new Vector3();\n for (const block of multiblock.blocks) {\n const [x, y, z] = block.position;\n this.validatePosBounds(position.set(x, y, z));\n const cx = Math.floor(x / 16), cy = Math.floor(y / 16), cz = Math.floor(z / 16);\n const key = `${cx}_${cy}_${cz}`;\n const chunk = this._chunks.get(key) ?? (Chunk.isAir(block) ? undefined : this.getOrCreateChunkAt(position));\n if (!chunk) continue;\n let group = groups.get(chunk);\n if (!group) groups.set(chunk, group = []);\n group.push({ index: (y - cy * 16) * 256 + (z - cz * 16) * 16 + x - cx * 16, block });\n }\n await this.placeChunkGroups(groups, changes);\n return;\n }\n\n // Writes to the same position retain their input order.\n const positions = new Map<string, MultiBlockBlock[]>();\n for (const block of multiblock.blocks) {\n const key = block.position.join(\",\");\n const group = positions.get(key);\n if (group) group.push(block);\n else positions.set(key, [block]);\n }\n const groups = [...positions.values()];\n for (let i = 0; i < groups.length; i += executor.batch) {\n const results = await Promise.allSettled(groups.slice(i, i + executor.batch).map(blocks =>\n executor.submit(async () => {\n for (const block of blocks) await place(block);\n })\n ));\n const failure = results.find(result => result.status === \"rejected\");\n if (failure?.status === \"rejected\") throw failure.reason;\n }\n }\n\n private async placeChunkGroups(groups: Map<Chunk<SectionMeshing>, { index: number; block: Maybe<Block> }[]>,\n changes: Map<string, Vector3>): Promise<void> {\n let sliceStart = performance.now();\n for (const [chunk, blocks] of groups) {\n let positions: Vector3[] | undefined;\n try {\n positions = await chunk.placeBlocks(blocks);\n } finally {\n // Failed groups still clear cells and place their remaining blocks.\n positions ??= blocks.map(({ index }) => new Vector3(chunk.x * 16 + index % 16,\n chunk.y * 16 + Math.floor(index / 256), chunk.z * 16 + Math.floor(index / 16) % 16));\n for (const pos of positions) changes.set(`${pos.x},${pos.y},${pos.z}`, pos);\n }\n if (performance.now() - sliceStart > 8) {\n await yieldToEventLoop();\n sliceStart = performance.now();\n }\n }\n }\n\n\n /** Replaces a chunk column's blocks, biomes, and saved light and, with `renderEntities`, its supported saved mobs. */\n public async placeChunk(chunk: AnvilChunk, executor?: BatchedExecutor): Promise<void> {\n if (![chunk.x, chunk.z].every(Number.isSafeInteger)) {\n throw new RangeError(\"Chunk column coordinates must be safe integers\");\n }\n if (!chunk.sections.every(section => Number.isSafeInteger(section.y))) {\n throw new RangeError(\"Chunk section coordinates must be safe integers\");\n }\n const lights = new Map<number, SectionLightData>();\n for (const section of chunk.sections) {\n const light = section.light ?? (chunk.lightValid === true ? {} : undefined);\n if (light) lights.set(section.y, copySectionLight(light));\n }\n this.entities?.clearColumn(chunk.x, chunk.z);\n const placeEntities = this.entities?.prepare(chunk.entities, [chunk.x, chunk.z]);\n const changes = new Map<string, Vector3>();\n const occupiedSections = new Set<number>();\n if (!executor) {\n for (const section of chunk.sections) {\n for (let index = 0; index < 4096; index++) {\n if (!section.data.idAt(index)) continue;\n occupiedSections.add(section.y);\n break;\n }\n }\n }\n try {\n await this.clearChunkColumn(chunk.x, chunk.z);\n const columnKey = `${chunk.x}_${chunk.z}`;\n if (lights.size) this.light.set(columnKey, lights);\n for (const [y, light] of lights) {\n if (light.sky) this.highestSkySection.set(columnKey, Math.max(y, this.highestSkySection.get(columnKey) ?? -Infinity));\n }\n if (chunk.lightValid !== undefined) this.lightValidity.set(columnKey, chunk.lightValid);\n if (this.savedLighting) {\n for (const y of lights.keys()) this.markSectionChanged({ x: chunk.x, y, z: chunk.z });\n }\n // Tall plants can sample the section below, so install all biomes before rendering.\n for (const section of chunk.sections) {\n if (section.biomes) {\n const position = new Vector3(chunk.x * 16, section.y * 16, chunk.z * 16);\n this.validatePosBounds(position);\n const copy = [...section.biomes];\n if (copy.length !== 64 || !copy.every(id => typeof id === \"string\" && id.length > 0)) {\n throw new RangeError(\"Section biomes must contain 64 nonempty biome IDs\");\n }\n const key = `${chunk.x}_${chunk.z}`;\n let column = this.biomes.get(key);\n if (!column) this.biomes.set(key, column = new Map());\n column.set(section.y, copy);\n }\n }\n let sliceStart = performance.now();\n for (const section of chunk.sections) {\n if (!executor) {\n if (!occupiedSections.has(section.y)) continue;\n const position = new Vector3(chunk.x * 16, section.y * 16, chunk.z * 16);\n this.validatePosBounds(position);\n const target = this.getOrCreateChunkAt(position);\n try {\n await target.placeSection(section.data);\n } finally {\n this.markSectionChanged(target);\n }\n if (performance.now() - sliceStart > 8) {\n await yieldToEventLoop();\n sliceStart = performance.now();\n }\n continue;\n }\n const blocks: MultiBlockBlock[] = [];\n for (let index = 0; index < 4096; index++) {\n const block = section.data.get(index);\n if (block) blocks.push({\n ...block,\n position: [chunk.x * 16 + index % 16,\n section.y * 16 + Math.floor(index / 256),\n chunk.z * 16 + Math.floor(index / 16) % 16]\n });\n }\n await this.placeBlocks({ size: [16, 16, 16], blocks }, true, executor, changes);\n }\n await placeEntities?.();\n } finally {\n this.markBiomesChanged(chunk.x, chunk.z, undefined, false);\n const failures = await this.refreshBiomes();\n if (failures.size) console.warn(\"Failed to refresh biome colors\", failures.values().next().value);\n await this.updateCulling([...changes.values()]);\n }\n }\n\n /**\n * Removes blocks and owned entities at chunk-column coordinates, then refreshes neighboring faces and fluids.\n * Coordinates match AnvilChunk.x/z, not block positions. Missing columns are ignored.\n */\n public async unloadChunkColumn(x: number, z: number): Promise<void> {\n if (!Number.isInteger(x) || !Number.isInteger(z)) {\n throw new RangeError(\"Chunk column coordinates must be integers\");\n }\n this.entities?.clearColumn(x, z);\n await this.culling;\n try {\n await this.clearChunkColumn(x, z);\n } finally {\n const failures = await this.refreshBiomes();\n if (failures.size) console.warn(\"Failed to refresh biome colors\", failures.values().next().value);\n await this.updateCulling([]);\n }\n }\n\n private async clearChunkColumn(x: number, z: number): Promise<void> {\n this.biomes.delete(`${x}_${z}`);\n this.markBiomesChanged(x, z, undefined, false);\n if (this.savedLighting) {\n for (const y of this.light.get(`${x}_${z}`)?.keys() ?? []) this.markSectionChanged({ x, y, z });\n }\n this.light.delete(`${x}_${z}`);\n this.lightValidity.delete(`${x}_${z}`);\n this.highestSkySection.delete(`${x}_${z}`);\n const previous = [...this._chunks.entries()].filter(([, section]) => section.x === x && section.z === z);\n for (const [key, section] of previous) {\n this._chunks.delete(key);\n this.pendingCulling.delete(section);\n this.pendingBiomes.delete(section);\n await section.clear(false);\n this.markSectionChanged(section);\n }\n }\n\n private markSectionChanged(chunk: { x: number; y: number; z: number }): void {\n const current = this._chunks.get(`${chunk.x}_${chunk.y}_${chunk.z}`);\n if (current && current === chunk) this.pendingCulling.set(current, \"all\");\n for (let dy = -1; dy <= 1; dy++) {\n for (let dz = -1; dz <= 1; dz++) {\n for (let dx = -1; dx <= 1; dx++) {\n if (dx === 0 && dy === 0 && dz === 0) continue;\n const neighbor = this._chunks.get(`${chunk.x + dx}_${chunk.y + dy}_${chunk.z + dz}`);\n if (!neighbor) continue;\n let pending = this.pendingCulling.get(neighbor);\n if (pending === \"all\") continue;\n if (!pending) this.pendingCulling.set(neighbor, pending = new Set());\n for (let y = dy < 0 ? 15 : 0; y <= (dy > 0 ? 0 : 15); y++) {\n for (let z = dz < 0 ? 15 : 0; z <= (dz > 0 ? 0 : 15); z++) {\n for (let x = dx < 0 ? 15 : 0; x <= (dx > 0 ? 0 : 15); x++) {\n pending.add(y * 256 + z * 16 + x);\n }\n }\n }\n }\n }\n }\n }\n\n /** Removes all chunks and releases their blocks, section meshes, and owned entities. */\n public async clear(): Promise<void> {\n this.entities?.clear();\n await this.culling;\n const chunks = [...this._chunks.values()];\n this._chunks.clear();\n this.biomes.clear();\n this.biomeBlend?.clear();\n this.pendingBiomes.clear();\n this.light.clear();\n this.lightValidity.clear();\n this.highestSkySection.clear();\n for (const chunk of chunks) {\n await chunk.dispose();\n }\n this.sectionModels?.clear();\n }\n\n private updateCulling(positions: Vector3[]): Promise<void> {\n const neighbor = new Vector3();\n for (const pos of positions) {\n const cx = Math.floor(pos.x / 16), cy = Math.floor(pos.y / 16), cz = Math.floor(pos.z / 16);\n const chunk = this._chunks.get(`${cx}_${cy}_${cz}`);\n const lx = pos.x - cx * 16, ly = pos.y - cy * 16, lz = pos.z - cz * 16;\n // Fluid surfaces and ambient occlusion also depend on edge and corner neighbors.\n for (let y = -1; y <= 1; y++) {\n for (let z = -1; z <= 1; z++) {\n for (let x = -1; x <= 1; x++) {\n const nx = lx + x, ny = ly + y, nz = lz + z;\n const section = nx >= 0 && nx < 16 && ny >= 0 && ny < 16 && nz >= 0 && nz < 16 ? chunk\n : this._chunks.get(`${cx + Math.floor(nx / 16)}_${cy + Math.floor(ny / 16)}_${cz + Math.floor(nz / 16)}`);\n if (!section) continue;\n const index = (ny & 15) * 256 + (nz & 15) * 16 + (nx & 15);\n let pending = this.pendingCulling.get(section);\n if (pending === \"all\" || pending?.has(index)) continue;\n if (Math.abs(x) + Math.abs(y) + Math.abs(z) > 1\n && !this._ambientOcclusion && !section.isFluidIndex(index)) continue;\n if (!pending) this.pendingCulling.set(section, pending = new Set());\n pending.add(index);\n }\n }\n }\n }\n // Adjacent batched placements share one drain so they cannot replace the same model concurrently.\n return this.culling ??= Promise.resolve().then(async () => {\n let sliceStart = performance.now();\n try {\n const culling = await loadBlockCulling();\n while (this.pendingCulling.size) {\n const batch = [...this.pendingCulling];\n this.pendingCulling.clear();\n for (const [chunk, indices] of batch) {\n const neighbors = CUBE_FACE_OFFSETS.map(([x, y, z]) =>\n this._chunks.get(`${chunk.x + x}_${chunk.y + y}_${chunk.z + z}`));\n const neighborAt = (x: number, y: number, z: number): [Maybe<Chunk<SectionMeshing>>, number] => {\n const lx = x - chunk.x * 16, ly = y - chunk.y * 16, lz = z - chunk.z * 16;\n const section = neighbors[lx >= 16 ? 0 : lx < 0 ? 1 : ly >= 16 ? 2 : ly < 0 ? 3 : lz >= 16 ? 4 : 5];\n return [section, (ly & 15) * 256 + (lz & 15) * 16 + (lx & 15)];\n };\n const masks = chunk.updateCullMasks(indices === \"all\" ? undefined : indices, (x, y, z) => {\n const [section, i] = neighborAt(x, y, z);\n return section?.isOccludingIndex(i) ?? false;\n }, culling, (x, y, z) => {\n const [section, i] = neighborAt(x, y, z);\n return section?.visibleBlockIndex(i);\n });\n const fluidIndices = indices === \"all\" ? (function* () {\n for (let index = 0; index < 4096; index++) yield index;\n })() : indices;\n for (const index of fluidIndices) {\n if (!chunk.fluidByteIndex(index) || !chunk.isBlockVisibleIndex(index)) continue;\n const lx = index % 16, ly = Math.floor(index / 256), lz = Math.floor(index / 16) % 16;\n const wx = chunk.x * 16 + lx, wy = chunk.y * 16 + ly, wz = chunk.z * 16 + lz;\n const block = chunk.getBlockAt(neighbor.set(wx, wy, wz))!;\n if (block.object?.fluidKind) {\n await block.object.updateFluid((x, y, z) => {\n const nx = lx + x, ny = ly + y, nz = lz + z;\n const section = nx >= 0 && nx < 16 && ny >= 0 && ny < 16 && nz >= 0 && nz < 16 ? chunk\n : this._chunks.get(`${chunk.x + Math.floor(nx / 16)}_${chunk.y + Math.floor(ny / 16)}_${chunk.z + Math.floor(nz / 16)}`);\n const neighborIndex = (ny & 15) * 256 + (nz & 15) * 16 + (nx & 15);\n const byte = section?.fluidByteIndex(neighborIndex) ?? 0;\n return { fluid: fluidKindOf(byte), level: byte & 15,\n solid: section?.isOccludingIndex(neighborIndex) ?? false };\n });\n }\n }\n for (const [index, mask] of masks) await chunk.setCullMaskIndex(index, mask);\n await chunk.refreshLight(indices === \"all\" ? undefined : indices);\n chunk.refreshAmbientOcclusion(this._ambientOcclusion);\n if ((this._ambientOcclusion || this.ambientOcclusionPending) && performance.now() - sliceStart > 8) {\n await yieldToEventLoop();\n sliceStart = performance.now();\n }\n }\n await Promise.all(batch.map(([chunk]) => chunk.rebuildSectionMesh()));\n }\n } finally {\n this.culling = undefined;\n }\n });\n }\n\n private getOrCreateChunkAt(pos: Vector3): Chunk<SectionMeshing> {\n const key = this.worldPosToChunkKey(pos);\n let chunk = this._chunks.get(key);\n if (typeof chunk === \"undefined\") {\n const x = Math.floor(pos.x / 16), y = Math.floor(pos.y / 16), z = Math.floor(pos.z / 16);\n chunk = new Chunk<SectionMeshing>(this.scene, x, y, z,\n positions => this.updateCulling(positions), this.sectionModels, (x, y, z) => {\n const cx = Math.floor(x / 16), cy = Math.floor(y / 16), cz = Math.floor(z / 16);\n const section = this._chunks.get(`${cx}_${cy}_${cz}`);\n const index = (y - cy * 16) * 256 + (z - cz * 16) * 16 + x - cx * 16;\n return (section?.fluidByteIndex(index) ?? 0) | (section?.isOccludingIndex(index) ? 64 : 0);\n }, (x, y, z) => this.getBiomeAt(x, y, z), async biomes => {\n if (this._chunks.get(key) !== chunk) return;\n const columnKey = `${x}_${z}`;\n let column = this.biomes.get(columnKey);\n if (biomes) {\n if (!column) this.biomes.set(columnKey, column = new Map());\n column.set(y, biomes);\n } else {\n column?.delete(y);\n if (!column?.size) this.biomes.delete(columnKey);\n }\n if (this.biomeBlend) {\n const queued = this.markBiomesChanged(x, z, y);\n const failures = await this.refreshBiomes();\n for (const chunk of queued) if (failures.has(chunk)) throw failures.get(chunk);\n } else {\n await chunk!.refreshBiomes();\n // Upper tall-plant halves at the boundary sample the section below.\n await this._chunks.get(`${x}_${y + 1}_${z}`)?.refreshBiomes();\n }\n }, this.savedLighting ? (x, y, z) => this.lightLevelAt(x, y, z) : undefined, async () => {\n if (this._chunks.get(key) !== chunk) return;\n const columnKey = `${x}_${z}`, column = this.light.get(columnKey);\n if (!column?.delete(y)) return;\n if (!column.size) this.light.delete(columnKey);\n this.highestSkySection.delete(columnKey);\n for (const [y, light] of column) {\n if (light.sky) this.highestSkySection.set(columnKey, Math.max(y, this.highestSkySection.get(columnKey) ?? -Infinity));\n }\n if (this.savedLighting) {\n this.markSectionChanged(chunk!);\n await this.updateCulling([]);\n }\n }, this.ambientLight, () => this.biomeBlend);\n this._chunks.set(key, chunk);\n }\n return chunk;\n }\n\n /** Returns the loaded chunk containing a world block position, without creating a chunk. */\n public getChunkAt(pos: Vector3): Maybe<Chunk<SectionMeshing>> {\n return this._chunks.get(this.worldPosToChunkKey(pos));\n }\n\n\n /** Converts block coordinates to scene units by multiplying each component by 16. */\n static worldToScenePosition(pos: Vector3): Vector3 {\n return new Vector3(\n pos.x * 16.0,\n pos.y * 16.0,\n pos.z * 16.0\n );\n }\n\n /** Converts scene units to block coordinates without rounding to an integer block. */\n static sceneToWorldPosition(pos: Vector3): Vector3 {\n return new Vector3(\n pos.x / 16.0,\n pos.y / 16.0,\n pos.z / 16.0\n );\n }\n\n worldPosToChunkKey(pos: Vector3): string {\n const chunkX = Math.floor(pos.x / 16);\n const chunkY = Math.floor(pos.y / 16);\n const chunkZ = Math.floor(pos.z / 16);\n return `${chunkX}_${chunkY}_${chunkZ}`;\n }\n\n validatePosBounds(pos: Vector3): void {\n if (![pos.x, pos.y, pos.z].every(Number.isInteger)) {\n throw new RangeError(\"Block coordinates must be integers\");\n }\n }\n\n}\n\n\n/** Settings passed as the second argument to `new MineRenderWorld(scene, options)`. */\nexport interface MineRenderWorldOptions<SectionMeshing extends boolean = boolean> {\n /** Render supported saved mobs at their position and yaw, including supported appearance fields. Defaults to false. */\n renderEntities?: boolean;\n /** Merge static opaque cubes into section meshes. Merged blocks have no individual object. */\n sectionMeshing?: SectionMeshing;\n /** Shade blocks and fluids with saved sky/block light. Missing or invalid data keeps preview brightness. Defaults to false. Requires `sectionMeshing`. */\n savedLighting?: boolean;\n /** Minimum brightness for saved lighting, from 0 to 1, like a dimension type's `ambient_light`. Defaults to 0. */\n ambientLight?: number;\n /** Bake corner shading from neighboring opaque full cubes. Defaults to false; no per-frame shading pass is added. Requires `sectionMeshing`. */\n ambientOcclusion?: boolean;\n /** Average neighboring biome colors within this horizontal radius, from 0 to 7 blocks. Defaults to 0 (off). Requires `sectionMeshing`. */\n biomeBlendRadius?: number;\n /** Maximum width and height of each section atlas page, in pixels. */\n maxAtlasSize?: 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1
+ {"version":3,"sources":["../../../../src/world/MineRenderWorld.ts"],"sourcesContent":["import { MineRenderScene } from \"../renderer/MineRenderScene\";\nimport { Block } from \"../model/block/Block\";\nimport { Raycaster, Vector3 } from \"three\";\nimport { isTripleArray, TripleArray } from \"../model/Model\";\nimport { Maybe, yieldToEventLoop } from \"../util/util\";\nimport { Chunk } from \"./Chunk\";\nimport { BlockInfo } from \"./BlockInfo\";\nimport { MultiBlockBlock, MultiBlockStructure } from \"../model/multiblock/MultiBlockStructure\";\nimport { BatchedExecutor } from \"../util/BatchedExecutor\";\nimport { AssetKey } from \"../assets/AssetKey\";\nimport { BlockStates } from \"../assets/BlockStates\";\nimport { CUBE_FACE_OFFSETS } from \"../CubeFace\";\nimport type { AnvilChunk } from \"./AnvilParser\";\nimport { SectionModels } from \"./SectionModels\";\nimport { WorldEntities } from \"./_entities/WorldEntities\";\nimport { fluidKindOf } from \"../model/fluid/FluidQuads\";\nimport type { WorldBlockIntersection } from \"./WorldBlockIntersection\";\nimport type { WorldEntityIntersection } from \"./WorldEntityIntersection\";\nimport { BiomeBlend, validateBiomeBlendRadius } from \"./_biomes/BiomeBlend\";\nimport { copySectionLight, sampleSectionLight, SavedLightSample, SectionLightData } from \"./WorldLight\";\nimport { loadBlockCulling } from \"./_culling/BlockCulling\";\nimport { logger } from \"../util/log\";\n\nconst log = logger(\"MineRenderWorld\");\n\n//TODO: maybe make this an Object3D to add children\n/**\n * Stores and renders blocks in sparse 16×16×16 chunks.\n * Positions use integer block coordinates, including negatives. One block is 16 scene units.\n * Set `options.sectionMeshing` in `new MineRenderWorld(scene, options)` to merge compatible terrain.\n */\nexport class MineRenderWorld<SectionMeshing extends boolean = false> {\n\n public readonly scene: MineRenderScene;\n\n private readonly _chunks: Map<string, Chunk<SectionMeshing>> = new Map();\n private readonly biomes = new Map<string, Map<number, readonly string[]>>();\n private readonly light = new Map<string, Map<number, SectionLightData>>();\n private readonly lightValidity = new Map<string, boolean>();\n private readonly highestSkySection = new Map<string, number>();\n private readonly savedLighting: boolean;\n private readonly ambientLight: number;\n private _ambientOcclusion: boolean;\n private ambientOcclusionPending = false;\n private _biomeBlendRadius: number;\n private biomeBlend?: BiomeBlend;\n private readonly pendingBiomes = new Map<Chunk<SectionMeshing>, { x: number; z: number }[] | undefined>();\n private biomeRefreshing?: Promise<Map<Chunk<SectionMeshing>, unknown>>;\n private readonly sectionModels?: SectionModels;\n private readonly entities?: WorldEntities;\n private readonly pendingCulling = new Map<Chunk<SectionMeshing>, Set<number> | \"all\">();\n private culling?: Promise<void>;\n\n constructor(scene: MineRenderScene, options: MineRenderWorldOptions<SectionMeshing> = {}) {\n if (options.savedLighting && !options.sectionMeshing) throw new TypeError(\"savedLighting requires sectionMeshing\");\n if (options.ambientOcclusion && !options.sectionMeshing) throw new TypeError(\"ambientOcclusion requires sectionMeshing\");\n if (options.ambientLight !== undefined && (!Number.isFinite(options.ambientLight) || options.ambientLight < 0 || options.ambientLight > 1)) {\n throw new RangeError(\"ambientLight must be a number from 0 to 1\");\n }\n this._biomeBlendRadius = options.biomeBlendRadius ?? 0;\n validateBiomeBlendRadius(this._biomeBlendRadius);\n if (this._biomeBlendRadius > 0 && !options.sectionMeshing) throw new TypeError(\"biomeBlendRadius requires sectionMeshing\");\n if (this._biomeBlendRadius) this.biomeBlend = new BiomeBlend((x, y, z) => this.getBiomeAt(x, y, z), this._biomeBlendRadius);\n this.scene = scene;\n this.savedLighting = options.savedLighting ?? false;\n this.ambientLight = options.ambientLight ?? 0;\n this._ambientOcclusion = options.ambientOcclusion ?? false;\n if (options.sectionMeshing) this.sectionModels = new SectionModels(options.maxAtlasSize);\n if (options.renderEntities) this.entities = new WorldEntities(scene);\n }\n\n /**\n * Returns the nearest visible block geometry hit, respecting the raycaster's layers and near/far range.\n * Includes fluids and block entities; texture alpha does not change triangle intersections.\n */\n public raycast(raycaster: Raycaster): WorldBlockIntersection | undefined {\n return Chunk.raycast(this._chunks.values(), raycaster);\n }\n\n /**\n * Returns the nearest visible mob geometry hit when renderEntities is enabled.\n * Respects layers and near/far; compare its distance with raycast() to account for blocks.\n * Texture alpha does not change triangle intersections.\n */\n public raycastEntities(raycaster: Raycaster): WorldEntityIntersection | undefined {\n return this.entities?.raycast(raycaster);\n }\n\n /** Whether neighboring opaque cubes shade block-face corners. Defaults to false. */\n public get ambientOcclusion(): boolean {\n return this._ambientOcclusion;\n }\n\n /** Rebuilds loaded blocks with or without corner shading. Block data and saved lighting are preserved. */\n public async setAmbientOcclusion(enabled: boolean): Promise<void> {\n if (typeof enabled !== \"boolean\") throw new TypeError(\"Ambient occlusion must be a boolean\");\n if (enabled && !this.sectionModels) throw new TypeError(\"ambientOcclusion requires sectionMeshing\");\n if (enabled === this._ambientOcclusion && !this.ambientOcclusionPending) {\n await this.culling;\n return;\n }\n this._ambientOcclusion = enabled;\n this.ambientOcclusionPending = true;\n for (const chunk of this._chunks.values()) this.pendingCulling.set(chunk, \"all\");\n await this.updateCulling([]);\n this.ambientOcclusionPending = false;\n }\n\n /** Horizontal biome-color sampling radius, from 0 to 7 blocks. Zero disables blending. */\n public get biomeBlendRadius(): number {\n return this._biomeBlendRadius;\n }\n\n /** Refreshes loaded grass, foliage, and water colors without reloading their source chunks. */\n public async setBiomeBlendRadius(radius: number): Promise<void> {\n validateBiomeBlendRadius(radius);\n if (radius > 0 && !this.sectionModels) throw new TypeError(\"biomeBlendRadius requires sectionMeshing\");\n if (radius !== this._biomeBlendRadius) {\n this._biomeBlendRadius = radius;\n this.biomeBlend?.clear();\n this.biomeBlend = radius ? new BiomeBlend((x, y, z) => this.getBiomeAt(x, y, z), radius) : undefined;\n for (const chunk of this._chunks.values()) this.pendingBiomes.set(chunk, undefined);\n }\n const failures = await this.refreshBiomes();\n if (failures.size) throw failures.values().next().value;\n }\n\n private markBiomesChanged(x: number, z: number, y?: number, includeColumn = true): Chunk<SectionMeshing>[] {\n const queued: Chunk<SectionMeshing>[] = [];\n if (!this.biomeBlend) return queued;\n this.biomeBlend.invalidateColumn(x, z);\n for (const chunk of this._chunks.values()) {\n if (Math.abs(chunk.x - x) > 1 || Math.abs(chunk.z - z) > 1\n || !includeColumn && chunk.x === x && chunk.z === z\n || y !== undefined && chunk.y !== y && chunk.y !== y + 1) continue;\n queued.push(chunk);\n if (!this.pendingBiomes.has(chunk)) this.pendingBiomes.set(chunk, []);\n const columns = this.pendingBiomes.get(chunk);\n if (columns && !columns.some(column => column.x === x && column.z === z)) columns.push({ x, z });\n }\n return queued;\n }\n\n private async refreshBiomes(): Promise<Map<Chunk<SectionMeshing>, unknown>> {\n if (this.biomeRefreshing) await this.biomeRefreshing;\n if (!this.pendingBiomes.size) return new Map();\n return this.biomeRefreshing ??= Promise.resolve().then(async () => {\n const failures = new Map<Chunk<SectionMeshing>, unknown>();\n const batch = [...this.pendingBiomes.keys()];\n let sliceStart = performance.now();\n try {\n for (const chunk of batch) {\n const columns = this.pendingBiomes.get(chunk);\n this.pendingBiomes.delete(chunk);\n if (this._chunks.get(`${chunk.x}_${chunk.y}_${chunk.z}`) !== chunk) continue;\n try {\n await chunk.refreshBiomes(columns);\n } catch (error) {\n failures.set(chunk, error);\n if (this._chunks.get(`${chunk.x}_${chunk.y}_${chunk.z}`) === chunk) this.pendingBiomes.set(chunk, undefined);\n }\n if (performance.now() - sliceStart > 8) {\n await yieldToEventLoop();\n sliceStart = performance.now();\n }\n }\n return failures;\n } finally {\n this.biomeRefreshing = undefined;\n }\n });\n }\n\n /** Returns a placed block at world block coordinates, or `undefined` for an empty position. */\n public getBlockAt(x: number, y: number, z: number): Maybe<BlockInfo<SectionMeshing>>;\n public getBlockAt(pos: Vector3): Maybe<BlockInfo<SectionMeshing>>;\n public getBlockAt(pos: TripleArray): Maybe<BlockInfo<SectionMeshing>>;\n public getBlockAt(posOrX: number | Vector3 | TripleArray, y?: number, z?: number): Maybe<BlockInfo<SectionMeshing>> {\n if (typeof posOrX == \"number\") {\n return this.getBlockAt(new Vector3(posOrX, y, z));\n }\n if (isTripleArray(posOrX)) {\n return this.getBlockAt(new Vector3(posOrX[0], posOrX[1], posOrX[2]))\n }\n this.validatePosBounds(posOrX);\n return this.getChunkAt(posOrX)?.getBlockAt(posOrX);\n }\n\n /** Returns the saved 4-block biome sample at integer world block coordinates, or `undefined` if absent. */\n public getBiomeAt(x: number, y: number, z: number): Maybe<string>;\n public getBiomeAt(pos: Vector3): Maybe<string>;\n public getBiomeAt(pos: TripleArray): Maybe<string>;\n public getBiomeAt(posOrX: number | Vector3 | TripleArray, y?: number, z?: number): Maybe<string> {\n if (typeof posOrX === \"number\") return this.getBiomeAt(new Vector3(posOrX, y, z));\n if (isTripleArray(posOrX)) return this.getBiomeAt(new Vector3(...posOrX));\n this.validatePosBounds(posOrX);\n const cx = Math.floor(posOrX.x / 16), cy = Math.floor(posOrX.y / 16), cz = Math.floor(posOrX.z / 16);\n const lx = posOrX.x - cx * 16, ly = posOrX.y - cy * 16, lz = posOrX.z - cz * 16;\n return this.biomes.get(`${cx}_${cz}`)?.get(cy)?.[\n Math.floor(lx / 4) + Math.floor(lz / 4) * 4 + Math.floor(ly / 4) * 16];\n }\n\n /**\n * Returns saved light at integer world block coordinates, including data marked invalid by the save.\n * Sky light is 15 above a column's highest saved sky-light array.\n */\n public getLightAt(x: number, y: number, z: number): Maybe<SavedLightSample>;\n public getLightAt(pos: Vector3): Maybe<SavedLightSample>;\n public getLightAt(pos: TripleArray): Maybe<SavedLightSample>;\n public getLightAt(posOrX: number | Vector3 | TripleArray, y?: number, z?: number): Maybe<SavedLightSample> {\n if (typeof posOrX === \"number\") return this.getLightAt(new Vector3(posOrX, y, z));\n if (isTripleArray(posOrX)) return this.getLightAt(new Vector3(...posOrX));\n this.validatePosBounds(posOrX);\n const { x, y: py, z: pz } = posOrX;\n const cx = Math.floor(x / 16), cy = Math.floor(py / 16), cz = Math.floor(pz / 16);\n const key = `${cx}_${cz}`, top = this.highestSkySection.get(key);\n const sample = sampleSectionLight(this.light.get(key)?.get(cy), (x & 15) + (pz & 15) * 16 + (py & 15) * 256);\n return top !== undefined && cy > top ? { block: sample?.block ?? 0, sky: 15 } : sample;\n }\n\n private lightLevelAt(x: number, y: number, z: number): number {\n const cx = Math.floor(x / 16), cy = Math.floor(y / 16), cz = Math.floor(z / 16), key = `${cx}_${cz}`;\n if (this.lightValidity.get(key) === false) return 255;\n const top = this.highestSkySection.get(key);\n if (top !== undefined && cy > top) return 15;\n const sample = sampleSectionLight(this.light.get(key)?.get(cy), (x & 15) + (z & 15) * 16 + (y & 15) * 256);\n return sample ? Math.max(sample.block, sample.sky) : 255;\n }\n\n /**\n * Places or replaces a block and refreshes neighboring faces.\n * Pass `undefined` or an air block to remove the block at these world block coordinates.\n */\n public async setBlockAt(x: number, y: number, z: number, block: Maybe<Block>): Promise<Maybe<BlockInfo<SectionMeshing>>>;\n public async setBlockAt(pos: Vector3, block: Maybe<Block>): Promise<Maybe<BlockInfo<SectionMeshing>>>;\n public async setBlockAt(pos: TripleArray, block: Maybe<Block>): Promise<Maybe<BlockInfo<SectionMeshing>>>;\n public async setBlockAt(posOrX: number | Vector3 | TripleArray, yOrBlock?: number | Block, z?: number, block?: Block): Promise<Maybe<BlockInfo<SectionMeshing>>> {\n if (typeof posOrX == \"number\") {\n return this.setBlockAt(new Vector3(posOrX, yOrBlock as number, z), block as Block);\n }\n if (isTripleArray(posOrX)) {\n return this.setBlockAt(new Vector3(posOrX[0], posOrX[1], posOrX[2]), yOrBlock as Block);\n }\n return this.placeBlock(posOrX, yOrBlock as Maybe<Block>);\n }\n\n private async placeBlock(pos: Vector3, value: Maybe<Block>, onBlocksChanged?: (positions: Vector3[]) => Promise<void>): Promise<Maybe<BlockInfo<SectionMeshing>>> {\n this.validatePosBounds(pos);\n const chunk = Chunk.isAir(value) ? this.getChunkAt(pos) : this.getOrCreateChunkAt(pos);\n return chunk?.setBlockInChunkAt(chunk.worldPosToChunkPos(pos), value, pos, onBlocksChanged);\n }\n\n /**\n * Shows or hides a placed block without changing its data. Hidden blocks do not occlude neighbors.\n * Missing blocks are ignored; replacing or removing a block resets its visibility.\n */\n public async setBlockVisibleAt(x: number, y: number, z: number, visible: boolean): Promise<void>;\n public async setBlockVisibleAt(pos: Vector3, visible: boolean): Promise<void>;\n public async setBlockVisibleAt(pos: TripleArray, visible: boolean): Promise<void>;\n public async setBlockVisibleAt(posOrX: number | Vector3 | TripleArray, yOrVisible: number | boolean,\n z?: number, visible?: boolean): Promise<void> {\n if (typeof posOrX === \"number\") {\n return this.setBlockVisibleAt(new Vector3(posOrX, yOrVisible as number, z), visible!);\n }\n if (isTripleArray(posOrX)) {\n return this.setBlockVisibleAt(new Vector3(...posOrX), yOrVisible as boolean);\n }\n this.validatePosBounds(posOrX);\n await this.getChunkAt(posOrX)?.setBlockVisibleAt(posOrX, yOrVisible as boolean);\n }\n\n\n /**\n * Places a structure's blocks at their stored positions, then refreshes neighboring faces.\n * With `renderEntities`, also places supported saved mobs and applies supported appearance fields.\n *\n * @param useBatches - Yields between chunks by default. Set to `false` for sequential placement.\n * @param executor - Optional queue for batched placement. The caller remains responsible for stopping it.\n */\n public async placeMultiBlock(multiblock: MultiBlockStructure, useBatches: boolean = true, executor?: BatchedExecutor): Promise<void> {\n const placeEntities = this.entities?.prepare(multiblock.entities);\n const changes = new Map<string, Vector3>();\n try {\n await this.placeBlocks(multiblock, useBatches, executor, changes);\n await placeEntities?.();\n } finally {\n await this.updateCulling([...changes.values()]);\n }\n }\n\n private async placeBlocks(multiblock: MultiBlockStructure, useBatches: boolean, executor: BatchedExecutor | undefined,\n changes: Map<string, Vector3>): Promise<void> {\n const collect = async (positions: Vector3[]) => {\n for (const pos of positions) changes.set(pos.toArray().join(\",\"), pos);\n };\n const place = (block: MultiBlockBlock) => this.placeBlock(new Vector3(...block.position), block, collect);\n const keys = new Map<string, AssetKey>();\n const types = new Set<string>();\n for (const block of multiblock.blocks) {\n if (Chunk.isAir(block) || types.has(block.type)) continue;\n types.add(block.type);\n const key = AssetKey.parse(\"blockstates\", block.type);\n keys.set(key.serialize(), key);\n }\n await BlockStates.getAll(keys.values());\n\n if (!useBatches) {\n for (const block of multiblock.blocks) await place(block);\n return;\n }\n\n if (!executor) {\n const groups = new Map<Chunk<SectionMeshing>, { index: number; block: Maybe<Block> }[]>();\n const position = new Vector3();\n for (const block of multiblock.blocks) {\n const [x, y, z] = block.position;\n this.validatePosBounds(position.set(x, y, z));\n const cx = Math.floor(x / 16), cy = Math.floor(y / 16), cz = Math.floor(z / 16);\n const key = `${cx}_${cy}_${cz}`;\n const chunk = this._chunks.get(key) ?? (Chunk.isAir(block) ? undefined : this.getOrCreateChunkAt(position));\n if (!chunk) continue;\n let group = groups.get(chunk);\n if (!group) groups.set(chunk, group = []);\n group.push({ index: (y - cy * 16) * 256 + (z - cz * 16) * 16 + x - cx * 16, block });\n }\n await this.placeChunkGroups(groups, changes);\n return;\n }\n\n // Writes to the same position retain their input order.\n const positions = new Map<string, MultiBlockBlock[]>();\n for (const block of multiblock.blocks) {\n const key = block.position.join(\",\");\n const group = positions.get(key);\n if (group) group.push(block);\n else positions.set(key, [block]);\n }\n const groups = [...positions.values()];\n for (let i = 0; i < groups.length; i += executor.batch) {\n const results = await Promise.allSettled(groups.slice(i, i + executor.batch).map(blocks =>\n executor.submit(async () => {\n for (const block of blocks) await place(block);\n })\n ));\n const failure = results.find(result => result.status === \"rejected\");\n if (failure?.status === \"rejected\") throw failure.reason;\n }\n }\n\n private async placeChunkGroups(groups: Map<Chunk<SectionMeshing>, { index: number; block: Maybe<Block> }[]>,\n changes: Map<string, Vector3>): Promise<void> {\n let sliceStart = performance.now();\n for (const [chunk, blocks] of groups) {\n let positions: Vector3[] | undefined;\n try {\n positions = await chunk.placeBlocks(blocks);\n } finally {\n // Failed groups still clear cells and place their remaining blocks.\n positions ??= blocks.map(({ index }) => new Vector3(chunk.x * 16 + index % 16,\n chunk.y * 16 + Math.floor(index / 256), chunk.z * 16 + Math.floor(index / 16) % 16));\n for (const pos of positions) changes.set(`${pos.x},${pos.y},${pos.z}`, pos);\n }\n if (performance.now() - sliceStart > 8) {\n await yieldToEventLoop();\n sliceStart = performance.now();\n }\n }\n }\n\n\n /** Replaces a chunk column's blocks, biomes, and saved light and, with `renderEntities`, its supported saved mobs. */\n public async placeChunk(chunk: AnvilChunk, executor?: BatchedExecutor): Promise<void> {\n if (![chunk.x, chunk.z].every(Number.isSafeInteger)) {\n throw new RangeError(\"Chunk column coordinates must be safe integers\");\n }\n if (!chunk.sections.every(section => Number.isSafeInteger(section.y))) {\n throw new RangeError(\"Chunk section coordinates must be safe integers\");\n }\n const lights = new Map<number, SectionLightData>();\n for (const section of chunk.sections) {\n const light = section.light ?? (chunk.lightValid === true ? {} : undefined);\n if (light) lights.set(section.y, copySectionLight(light));\n }\n this.entities?.clearColumn(chunk.x, chunk.z);\n const placeEntities = this.entities?.prepare(chunk.entities, [chunk.x, chunk.z]);\n const changes = new Map<string, Vector3>();\n const occupiedSections = new Set<number>();\n if (!executor) {\n for (const section of chunk.sections) {\n for (let index = 0; index < 4096; index++) {\n if (!section.data.idAt(index)) continue;\n occupiedSections.add(section.y);\n break;\n }\n }\n }\n try {\n await this.clearChunkColumn(chunk.x, chunk.z);\n const columnKey = `${chunk.x}_${chunk.z}`;\n if (lights.size) this.light.set(columnKey, lights);\n for (const [y, light] of lights) {\n if (light.sky) this.highestSkySection.set(columnKey, Math.max(y, this.highestSkySection.get(columnKey) ?? -Infinity));\n }\n if (chunk.lightValid !== undefined) this.lightValidity.set(columnKey, chunk.lightValid);\n if (this.savedLighting) {\n for (const y of lights.keys()) this.markSectionChanged({ x: chunk.x, y, z: chunk.z });\n }\n // Tall plants can sample the section below, so install all biomes before rendering.\n for (const section of chunk.sections) {\n if (section.biomes) {\n const position = new Vector3(chunk.x * 16, section.y * 16, chunk.z * 16);\n this.validatePosBounds(position);\n const copy = [...section.biomes];\n if (copy.length !== 64 || !copy.every(id => typeof id === \"string\" && id.length > 0)) {\n throw new RangeError(\"Section biomes must contain 64 nonempty biome IDs\");\n }\n const key = `${chunk.x}_${chunk.z}`;\n let column = this.biomes.get(key);\n if (!column) this.biomes.set(key, column = new Map());\n column.set(section.y, copy);\n }\n }\n let sliceStart = performance.now();\n for (const section of chunk.sections) {\n if (!executor) {\n if (!occupiedSections.has(section.y)) continue;\n const position = new Vector3(chunk.x * 16, section.y * 16, chunk.z * 16);\n this.validatePosBounds(position);\n const target = this.getOrCreateChunkAt(position);\n try {\n await target.placeSection(section.data);\n } finally {\n this.markSectionChanged(target);\n }\n if (performance.now() - sliceStart > 8) {\n await yieldToEventLoop();\n sliceStart = performance.now();\n }\n continue;\n }\n const blocks: MultiBlockBlock[] = [];\n for (let index = 0; index < 4096; index++) {\n const block = section.data.get(index);\n if (block) blocks.push({\n ...block,\n position: [chunk.x * 16 + index % 16,\n section.y * 16 + Math.floor(index / 256),\n chunk.z * 16 + Math.floor(index / 16) % 16]\n });\n }\n await this.placeBlocks({ size: [16, 16, 16], blocks }, true, executor, changes);\n }\n await placeEntities?.();\n } finally {\n this.markBiomesChanged(chunk.x, chunk.z, undefined, false);\n const failures = await this.refreshBiomes();\n if (failures.size) log.warn(\"Failed to refresh biome colors\", failures.values().next().value);\n await this.updateCulling([...changes.values()]);\n }\n }\n\n /**\n * Removes blocks and owned entities at chunk-column coordinates, then refreshes neighboring faces and fluids.\n * Coordinates match AnvilChunk.x/z, not block positions. Missing columns are ignored.\n */\n public async unloadChunkColumn(x: number, z: number): Promise<void> {\n if (!Number.isInteger(x) || !Number.isInteger(z)) {\n throw new RangeError(\"Chunk column coordinates must be integers\");\n }\n this.entities?.clearColumn(x, z);\n await this.culling;\n try {\n await this.clearChunkColumn(x, z);\n } finally {\n const failures = await this.refreshBiomes();\n if (failures.size) log.warn(\"Failed to refresh biome colors\", failures.values().next().value);\n await this.updateCulling([]);\n }\n }\n\n private async clearChunkColumn(x: number, z: number): Promise<void> {\n this.biomes.delete(`${x}_${z}`);\n this.markBiomesChanged(x, z, undefined, false);\n if (this.savedLighting) {\n for (const y of this.light.get(`${x}_${z}`)?.keys() ?? []) this.markSectionChanged({ x, y, z });\n }\n this.light.delete(`${x}_${z}`);\n this.lightValidity.delete(`${x}_${z}`);\n this.highestSkySection.delete(`${x}_${z}`);\n const previous = [...this._chunks.entries()].filter(([, section]) => section.x === x && section.z === z);\n for (const [key, section] of previous) {\n this._chunks.delete(key);\n this.pendingCulling.delete(section);\n this.pendingBiomes.delete(section);\n await section.clear(false);\n this.markSectionChanged(section);\n }\n }\n\n private markSectionChanged(chunk: { x: number; y: number; z: number }): void {\n const current = this._chunks.get(`${chunk.x}_${chunk.y}_${chunk.z}`);\n if (current && current === chunk) this.pendingCulling.set(current, \"all\");\n for (let dy = -1; dy <= 1; dy++) {\n for (let dz = -1; dz <= 1; dz++) {\n for (let dx = -1; dx <= 1; dx++) {\n if (dx === 0 && dy === 0 && dz === 0) continue;\n const neighbor = this._chunks.get(`${chunk.x + dx}_${chunk.y + dy}_${chunk.z + dz}`);\n if (!neighbor) continue;\n let pending = this.pendingCulling.get(neighbor);\n if (pending === \"all\") continue;\n if (!pending) this.pendingCulling.set(neighbor, pending = new Set());\n for (let y = dy < 0 ? 15 : 0; y <= (dy > 0 ? 0 : 15); y++) {\n for (let z = dz < 0 ? 15 : 0; z <= (dz > 0 ? 0 : 15); z++) {\n for (let x = dx < 0 ? 15 : 0; x <= (dx > 0 ? 0 : 15); x++) {\n pending.add(y * 256 + z * 16 + x);\n }\n }\n }\n }\n }\n }\n }\n\n /** Removes all chunks and releases their blocks, section meshes, and owned entities. */\n public async clear(): Promise<void> {\n this.entities?.clear();\n await this.culling;\n const chunks = [...this._chunks.values()];\n this._chunks.clear();\n this.biomes.clear();\n this.biomeBlend?.clear();\n this.pendingBiomes.clear();\n this.light.clear();\n this.lightValidity.clear();\n this.highestSkySection.clear();\n for (const chunk of chunks) {\n await chunk.dispose();\n }\n this.sectionModels?.clear();\n }\n\n private updateCulling(positions: Vector3[]): Promise<void> {\n const neighbor = new Vector3();\n for (const pos of positions) {\n const cx = Math.floor(pos.x / 16), cy = Math.floor(pos.y / 16), cz = Math.floor(pos.z / 16);\n const chunk = this._chunks.get(`${cx}_${cy}_${cz}`);\n const lx = pos.x - cx * 16, ly = pos.y - cy * 16, lz = pos.z - cz * 16;\n // Fluid surfaces and ambient occlusion also depend on edge and corner neighbors.\n for (let y = -1; y <= 1; y++) {\n for (let z = -1; z <= 1; z++) {\n for (let x = -1; x <= 1; x++) {\n const nx = lx + x, ny = ly + y, nz = lz + z;\n const section = nx >= 0 && nx < 16 && ny >= 0 && ny < 16 && nz >= 0 && nz < 16 ? chunk\n : this._chunks.get(`${cx + Math.floor(nx / 16)}_${cy + Math.floor(ny / 16)}_${cz + Math.floor(nz / 16)}`);\n if (!section) continue;\n const index = (ny & 15) * 256 + (nz & 15) * 16 + (nx & 15);\n let pending = this.pendingCulling.get(section);\n if (pending === \"all\" || pending?.has(index)) continue;\n if (Math.abs(x) + Math.abs(y) + Math.abs(z) > 1\n && !this._ambientOcclusion && !section.isFluidIndex(index)) continue;\n if (!pending) this.pendingCulling.set(section, pending = new Set());\n pending.add(index);\n }\n }\n }\n }\n // Adjacent batched placements share one drain so they cannot replace the same model concurrently.\n return this.culling ??= Promise.resolve().then(async () => {\n let sliceStart = performance.now();\n try {\n const culling = await loadBlockCulling();\n while (this.pendingCulling.size) {\n const batch = [...this.pendingCulling];\n this.pendingCulling.clear();\n for (const [chunk, indices] of batch) {\n const neighbors = CUBE_FACE_OFFSETS.map(([x, y, z]) =>\n this._chunks.get(`${chunk.x + x}_${chunk.y + y}_${chunk.z + z}`));\n const neighborAt = (x: number, y: number, z: number): [Maybe<Chunk<SectionMeshing>>, number] => {\n const lx = x - chunk.x * 16, ly = y - chunk.y * 16, lz = z - chunk.z * 16;\n const section = neighbors[lx >= 16 ? 0 : lx < 0 ? 1 : ly >= 16 ? 2 : ly < 0 ? 3 : lz >= 16 ? 4 : 5];\n return [section, (ly & 15) * 256 + (lz & 15) * 16 + (lx & 15)];\n };\n const masks = chunk.updateCullMasks(indices === \"all\" ? undefined : indices, (x, y, z) => {\n const [section, i] = neighborAt(x, y, z);\n return section?.isOccludingIndex(i) ?? false;\n }, culling, (x, y, z) => {\n const [section, i] = neighborAt(x, y, z);\n return section?.visibleBlockIndex(i);\n });\n const fluidIndices = indices === \"all\" ? (function* () {\n for (let index = 0; index < 4096; index++) yield index;\n })() : indices;\n for (const index of fluidIndices) {\n if (!chunk.fluidByteIndex(index) || !chunk.isBlockVisibleIndex(index)) continue;\n const lx = index % 16, ly = Math.floor(index / 256), lz = Math.floor(index / 16) % 16;\n const wx = chunk.x * 16 + lx, wy = chunk.y * 16 + ly, wz = chunk.z * 16 + lz;\n const block = chunk.getBlockAt(neighbor.set(wx, wy, wz))!;\n if (block.object?.fluidKind) {\n await block.object.updateFluid((x, y, z) => {\n const nx = lx + x, ny = ly + y, nz = lz + z;\n const section = nx >= 0 && nx < 16 && ny >= 0 && ny < 16 && nz >= 0 && nz < 16 ? chunk\n : this._chunks.get(`${chunk.x + Math.floor(nx / 16)}_${chunk.y + Math.floor(ny / 16)}_${chunk.z + Math.floor(nz / 16)}`);\n const neighborIndex = (ny & 15) * 256 + (nz & 15) * 16 + (nx & 15);\n const byte = section?.fluidByteIndex(neighborIndex) ?? 0;\n return { fluid: fluidKindOf(byte), level: byte & 15,\n solid: section?.isOccludingIndex(neighborIndex) ?? false };\n });\n }\n }\n for (const [index, mask] of masks) await chunk.setCullMaskIndex(index, mask);\n await chunk.refreshLight(indices === \"all\" ? undefined : indices);\n chunk.refreshAmbientOcclusion(this._ambientOcclusion);\n if ((this._ambientOcclusion || this.ambientOcclusionPending) && performance.now() - sliceStart > 8) {\n await yieldToEventLoop();\n sliceStart = performance.now();\n }\n }\n await Promise.all(batch.map(([chunk]) => chunk.rebuildSectionMesh()));\n }\n } finally {\n this.culling = undefined;\n }\n });\n }\n\n private getOrCreateChunkAt(pos: Vector3): Chunk<SectionMeshing> {\n const key = this.worldPosToChunkKey(pos);\n let chunk = this._chunks.get(key);\n if (typeof chunk === \"undefined\") {\n const x = Math.floor(pos.x / 16), y = Math.floor(pos.y / 16), z = Math.floor(pos.z / 16);\n chunk = new Chunk<SectionMeshing>(this.scene, x, y, z,\n positions => this.updateCulling(positions), this.sectionModels, (x, y, z) => {\n const cx = Math.floor(x / 16), cy = Math.floor(y / 16), cz = Math.floor(z / 16);\n const section = this._chunks.get(`${cx}_${cy}_${cz}`);\n const index = (y - cy * 16) * 256 + (z - cz * 16) * 16 + x - cx * 16;\n return (section?.fluidByteIndex(index) ?? 0) | (section?.isOccludingIndex(index) ? 64 : 0);\n }, (x, y, z) => this.getBiomeAt(x, y, z), async biomes => {\n if (this._chunks.get(key) !== chunk) return;\n const columnKey = `${x}_${z}`;\n let column = this.biomes.get(columnKey);\n if (biomes) {\n if (!column) this.biomes.set(columnKey, column = new Map());\n column.set(y, biomes);\n } else {\n column?.delete(y);\n if (!column?.size) this.biomes.delete(columnKey);\n }\n if (this.biomeBlend) {\n const queued = this.markBiomesChanged(x, z, y);\n const failures = await this.refreshBiomes();\n for (const chunk of queued) if (failures.has(chunk)) throw failures.get(chunk);\n } else {\n await chunk!.refreshBiomes();\n // Upper tall-plant halves at the boundary sample the section below.\n await this._chunks.get(`${x}_${y + 1}_${z}`)?.refreshBiomes();\n }\n }, this.savedLighting ? (x, y, z) => this.lightLevelAt(x, y, z) : undefined, async () => {\n if (this._chunks.get(key) !== chunk) return;\n const columnKey = `${x}_${z}`, column = this.light.get(columnKey);\n if (!column?.delete(y)) return;\n if (!column.size) this.light.delete(columnKey);\n this.highestSkySection.delete(columnKey);\n for (const [y, light] of column) {\n if (light.sky) this.highestSkySection.set(columnKey, Math.max(y, this.highestSkySection.get(columnKey) ?? -Infinity));\n }\n if (this.savedLighting) {\n this.markSectionChanged(chunk!);\n await this.updateCulling([]);\n }\n }, this.ambientLight, () => this.biomeBlend);\n this._chunks.set(key, chunk);\n }\n return chunk;\n }\n\n /** Returns the loaded chunk containing a world block position, without creating a chunk. */\n public getChunkAt(pos: Vector3): Maybe<Chunk<SectionMeshing>> {\n return this._chunks.get(this.worldPosToChunkKey(pos));\n }\n\n\n /** Converts block coordinates to scene units by multiplying each component by 16. */\n static worldToScenePosition(pos: Vector3): Vector3 {\n return new Vector3(\n pos.x * 16.0,\n pos.y * 16.0,\n pos.z * 16.0\n );\n }\n\n /** Converts scene units to block coordinates without rounding to an integer block. */\n static sceneToWorldPosition(pos: Vector3): Vector3 {\n return new Vector3(\n pos.x / 16.0,\n pos.y / 16.0,\n pos.z / 16.0\n );\n }\n\n worldPosToChunkKey(pos: Vector3): string {\n const chunkX = Math.floor(pos.x / 16);\n const chunkY = Math.floor(pos.y / 16);\n const chunkZ = Math.floor(pos.z / 16);\n return `${chunkX}_${chunkY}_${chunkZ}`;\n }\n\n validatePosBounds(pos: Vector3): void {\n if (![pos.x, pos.y, pos.z].every(Number.isInteger)) {\n throw new RangeError(\"Block coordinates must be integers\");\n }\n }\n\n}\n\n\n/** Settings passed as the second argument to `new MineRenderWorld(scene, options)`. */\nexport interface MineRenderWorldOptions<SectionMeshing extends boolean = boolean> {\n /** Render supported saved mobs at their position and yaw, including supported appearance fields. Defaults to false. */\n renderEntities?: boolean;\n /** Merge static opaque cubes into section meshes. Merged blocks have no individual object. */\n sectionMeshing?: SectionMeshing;\n /** Shade blocks and fluids with saved sky/block light. Missing or invalid data keeps preview brightness. Defaults to false. Requires `sectionMeshing`. */\n savedLighting?: boolean;\n /** Minimum brightness for saved lighting, from 0 to 1, like a dimension type's `ambient_light`. Defaults to 0. */\n ambientLight?: number;\n /** Bake corner shading from neighboring opaque full cubes. Defaults to false; no per-frame shading pass is added. Requires `sectionMeshing`. */\n ambientOcclusion?: boolean;\n /** Average neighboring biome colors within this horizontal radius, from 0 to 7 blocks. Defaults to 0 (off). Requires `sectionMeshing`. */\n biomeBlendRadius?: number;\n /** Maximum width and height of each section atlas page, in pixels. */\n maxAtlasSize?: 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@@ -6,6 +6,8 @@ import { resolveSavedEntity } from "./SavedEntities.mjs";
6
6
  import { BannerPatterns } from "../../assets/BannerPatterns.mjs";
7
7
  import { Vector3 } from "three";
8
8
  import { hitNormal, pickableMeshes, visibleHits } from "../_picking/Picking.mjs";
9
+ import { logger } from "../../util/log.mjs";
10
+ var log = logger("WorldEntities");
9
11
  var WorldEntities = class {
10
12
  constructor(scene) {
11
13
  this.scene = scene;
@@ -74,7 +76,7 @@ var WorldEntities = class {
74
76
  placement.owner.set(object, { type: key.toNamespacedString(), position: placement.position });
75
77
  this.scene.add(object);
76
78
  } catch (error) {
77
- console.warn(`Could not draw saved entity ${placement.key.toNamespacedString()}, skipping it`, error);
79
+ log.warn(`Could not draw saved entity ${placement.key.toNamespacedString()}, skipping it`, error);
78
80
  } finally {
79
81
  if (object && !placement.owner.has(object)) object.dispose();
80
82
  }
@@ -1 +1 @@
1
- {"version":3,"sources":["../../../../../src/world/_entities/WorldEntities.ts"],"sourcesContent":["import { Renames } from \"../../assets/Renames\";\nimport { Entities } from \"../../assets/Entities\";\nimport { EntityObject } from \"../../entity/scene/EntityObject\";\nimport type { MultiBlockEntity } from \"../../model/multiblock/MultiBlockStructure\";\nimport type { MineRenderScene } from \"../../renderer/MineRenderScene\";\nimport { resolveSavedEntity } from \"./SavedEntities\";\nimport { BannerPatterns } from \"../../assets/BannerPatterns\";\nimport { Mesh, Raycaster, Vector3 } from \"three\";\nimport type { WorldEntityIntersection } from \"../WorldEntityIntersection\";\nimport { hitNormal, pickableMeshes, visibleHits } from \"../_picking/Picking\";\n\n/** Owns static entity placements independently of the world's block sections. */\nexport class WorldEntities {\n private readonly columns = new Map<string, Map<EntityObject, { type: string; position: MultiBlockEntity[\"position\"] }>>();\n\n constructor(private readonly scene: MineRenderScene) {}\n\n /** Finds the nearest visible triangle belonging to an entity owned by this world. */\n raycast(raycaster: Raycaster): WorldEntityIntersection | undefined {\n const owners = new Map<Mesh, { object: EntityObject; type: string; position: MultiBlockEntity[\"position\"] }>();\n for (const column of this.columns.values()) {\n for (const [object, placement] of column) {\n for (const mesh of pickableMeshes(object, this.scene, raycaster)) {\n owners.set(mesh, { object, ...placement });\n }\n }\n }\n for (const hit of visibleHits(raycaster, [...owners.keys()])) {\n const mesh = hit.object as Mesh;\n const owner = owners.get(mesh)!;\n return {\n type: owner.type,\n position: new Vector3(...owner.position),\n object: owner.object,\n point: hit.point.clone(),\n normal: hitNormal(hit),\n distance: hit.distance\n };\n }\n return undefined;\n }\n\n /** Captures column ownership before asynchronous block or asset loading starts. */\n prepare(entities: readonly MultiBlockEntity[] = [], column?: [number, number]): () => Promise<void> {\n const placements = entities.flatMap(entity => {\n const resolved = resolveSavedEntity(entity);\n if (!resolved) return [];\n const position = [...entity.position] as MultiBlockEntity[\"position\"];\n const key = column?.join(\",\") ?? 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+ {"version":3,"sources":["../../../../../src/world/_entities/WorldEntities.ts"],"sourcesContent":["import { Renames } from \"../../assets/Renames\";\nimport { Entities } from \"../../assets/Entities\";\nimport { EntityObject } from \"../../entity/scene/EntityObject\";\nimport type { MultiBlockEntity } from \"../../model/multiblock/MultiBlockStructure\";\nimport type { MineRenderScene } from \"../../renderer/MineRenderScene\";\nimport { resolveSavedEntity } from \"./SavedEntities\";\nimport { BannerPatterns } from \"../../assets/BannerPatterns\";\nimport { Mesh, Raycaster, Vector3 } from \"three\";\nimport type { WorldEntityIntersection } from \"../WorldEntityIntersection\";\nimport { hitNormal, pickableMeshes, visibleHits } from \"../_picking/Picking\";\nimport { logger } from \"../../util/log\";\n\nconst log = logger(\"WorldEntities\");\n\n/** Owns static entity placements independently of the world's block sections. */\nexport class WorldEntities {\n private readonly columns = new Map<string, Map<EntityObject, { type: string; position: MultiBlockEntity[\"position\"] }>>();\n\n constructor(private readonly scene: MineRenderScene) {}\n\n /** Finds the nearest visible triangle belonging to an entity owned by this world. */\n raycast(raycaster: Raycaster): WorldEntityIntersection | undefined {\n const owners = new Map<Mesh, { object: EntityObject; type: string; position: MultiBlockEntity[\"position\"] }>();\n for (const column of this.columns.values()) {\n for (const [object, placement] of column) {\n for (const mesh of pickableMeshes(object, this.scene, raycaster)) {\n owners.set(mesh, { object, ...placement });\n }\n }\n }\n for (const hit of visibleHits(raycaster, [...owners.keys()])) {\n const mesh = hit.object as Mesh;\n const owner = owners.get(mesh)!;\n return {\n type: owner.type,\n position: new Vector3(...owner.position),\n object: owner.object,\n point: hit.point.clone(),\n normal: hitNormal(hit),\n distance: hit.distance\n };\n }\n return undefined;\n }\n\n /** Captures column ownership before asynchronous block or asset loading starts. */\n prepare(entities: readonly MultiBlockEntity[] = [], column?: [number, number]): () => Promise<void> {\n const placements = entities.flatMap(entity => {\n const resolved = resolveSavedEntity(entity);\n if (!resolved) return [];\n const position = [...entity.position] as MultiBlockEntity[\"position\"];\n const key = column?.join(\",\") ?? 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