minerender 2.1.0-alpha.140 → 2.1.0-alpha.142

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@@ -1,9 +1,12 @@
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  // src/world/SectionMesh.ts
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- import { BufferGeometry, Color, DoubleSide, Float32BufferAttribute, FrontSide, Group, Mesh, Uint32BufferAttribute } from "three";
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+ import { BufferGeometry, Color, DoubleSide, DynamicDrawUsage, Float32BufferAttribute, FrontSide, Group, Matrix4, Mesh, Uint32BufferAttribute, Vector3 } from "three";
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  import { createCanvas } from "../canvas/CanvasCompat.mjs";
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  import { Materials } from "../Materials.mjs";
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  import { buildSectionGeometry } from "./SectionGeometry.mjs";
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  import { SectionWorker } from "./SectionWorker.mjs";
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+ var BLOCK_SIZE = 16;
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+ var QUAD_VERTICES = 4;
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+ var QUAD_INDICES = 6;
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  var templateCache = /* @__PURE__ */ new WeakMap();
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  var WATER_TINT = new Color(4159204).toArray();
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  function toInput(entries, maxAtlasSize, fluids, lighting) {
@@ -40,8 +43,8 @@ function toInput(entries, maxAtlasSize, fluids, lighting) {
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  if (!data) {
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  const indices = template.geometry.getIndex();
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  const position = template.geometry.getAttribute("position");
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- const quads = indices.count / 6;
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- if (indices.count % 6 !== 0 || position.count !== quads * 4) {
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+ const quads = indices.count / QUAD_INDICES;
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+ if (indices.count % QUAD_INDICES !== 0 || position.count !== quads * QUAD_VERTICES) {
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  throw new RangeError("Section template geometry must hold four vertices and six indices per quad");
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  }
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  data = {
@@ -51,8 +54,8 @@ function toInput(entries, maxAtlasSize, fluids, lighting) {
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  uvs: new Float32Array(quads * 8),
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  uvBounds: new Float32Array(quads * 16),
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  colors: new Float32Array(quads * 12),
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- shade: new Float32Array(quads * 4),
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- indices: new Uint16Array(quads * 6),
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+ shade: new Float32Array(quads * QUAD_VERTICES),
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+ indices: new Uint16Array(quads * QUAD_INDICES),
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  cullFaces: new Uint8Array(template.cullFaces),
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  biomeTint: template.biomeTint ? new Uint8Array(template.biomeTint) : void 0,
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  atlas: 0,
@@ -64,7 +67,7 @@ function toInput(entries, maxAtlasSize, fluids, lighting) {
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  const bounds = template.geometry.getAttribute("uvBounds");
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  const color = template.geometry.getAttribute("color");
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  const shade = template.geometry.getAttribute("shade");
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- for (let vertex = 0; vertex < quads * 4; vertex++) {
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+ for (let vertex = 0; vertex < quads * QUAD_VERTICES; vertex++) {
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  data.positions.set([position.getX(vertex), position.getY(vertex), position.getZ(vertex)], vertex * 3);
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  data.normals.set([normal.getX(vertex), normal.getY(vertex), normal.getZ(vertex)], vertex * 3);
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  data.uvs.set([uv.getX(vertex), uv.getY(vertex)], vertex * 2);
@@ -77,7 +80,7 @@ function toInput(entries, maxAtlasSize, fluids, lighting) {
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  data.colors.set([color?.getX(vertex) ?? 1, color?.getY(vertex) ?? 1, color?.getZ(vertex) ?? 1], vertex * 3);
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  data.shade[vertex] = shade?.getX(vertex) ?? 1;
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  }
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- for (let i2 = 0; i2 < data.indices.length; i2++) data.indices[i2] = indices.getX(i2) - 4 * Math.floor(i2 / 6);
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+ for (let i2 = 0; i2 < data.indices.length; i2++) data.indices[i2] = indices.getX(i2) - QUAD_VERTICES * Math.floor(i2 / QUAD_INDICES);
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  templateCache.set(template, data);
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  }
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  id = input.templateData.length;
@@ -110,6 +113,54 @@ function toInput(entries, maxAtlasSize, fluids, lighting) {
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  }
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  return { input, atlases };
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  }
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+ function sortTransparentQuads(mesh) {
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+ const index = mesh.geometry.getIndex();
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+ if (index.count <= QUAD_INDICES) return;
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+ index.setUsage(DynamicDrawUsage);
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+ const count = index.count / QUAD_INDICES;
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+ let source, centers, depths, order;
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+ const view = new Matrix4(), localCamera = new Vector3(), key = new Vector3(), previous = new Vector3();
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+ let previousOrthographic;
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+ mesh.onBeforeRender = (_renderer, _scene, camera) => {
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+ localCamera.setFromMatrixPosition(camera.matrixWorld).applyMatrix4(view.copy(mesh.matrixWorld).invert());
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+ const orthographic = !!camera.isOrthographicCamera;
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+ if (orthographic) {
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+ view.multiplyMatrices(camera.matrixWorldInverse, mesh.matrixWorld);
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+ key.set(view.elements[2], view.elements[6], view.elements[10]);
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+ } else {
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+ key.copy(localCamera).divideScalar(BLOCK_SIZE).floor();
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+ }
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+ if (orthographic === previousOrthographic && key.equals(previous)) return;
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+ previous.copy(key);
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+ previousOrthographic = orthographic;
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+ if (!centers) {
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+ source = new Uint32Array(index.array);
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+ centers = new Float32Array(count * 3);
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+ depths = new Float32Array(count);
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+ order = Uint32Array.from({ length: count }, (_, quad) => quad);
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+ const positions = mesh.geometry.getAttribute("position");
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+ for (let quad = 0; quad < count; quad++) {
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+ for (let axis = 0; axis < 3; axis++) {
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+ let center = 0;
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+ for (let corner = 0; corner < QUAD_VERTICES; corner++) center += positions.getComponent(quad * QUAD_VERTICES + corner, axis);
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+ centers[quad * 3 + axis] = center / QUAD_VERTICES;
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+ }
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+ }
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+ }
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+ for (let quad = 0; quad < count; quad++) {
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+ const x = centers[quad * 3], y = centers[quad * 3 + 1], z = centers[quad * 3 + 2];
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+ depths[quad] = orthographic ? key.x * x + key.y * y + key.z * z : -((x - localCamera.x) ** 2 + (y - localCamera.y) ** 2 + (z - localCamera.z) ** 2);
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+ }
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+ order.sort((a, b) => depths[a] - depths[b] || a - b);
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+ if (!order.some((quad, offset) => index.array[offset * QUAD_INDICES] !== source[quad * QUAD_INDICES])) return;
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+ for (let offset = 0; offset < count; offset++) {
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+ for (let indexOffset = 0; indexOffset < QUAD_INDICES; indexOffset++) {
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+ index.array[offset * QUAD_INDICES + indexOffset] = source[order[offset] * QUAD_INDICES + indexOffset];
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+ }
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+ }
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+ index.needsUpdate = true;
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+ };
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+ }
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  var SectionMesh = class _SectionMesh extends Group {
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  constructor() {
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  super(...arguments);
@@ -119,7 +170,11 @@ var SectionMesh = class _SectionMesh extends Group {
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  /** Returns the owning section cell for a triangle hit on this mesh's merged geometry. */
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  getBlockIndex(hit) {
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  if (hit.faceIndex === void 0 || hit.faceIndex === null) return void 0;
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- return this.blockIndices.get(hit.object)?.[Math.floor(hit.faceIndex / 2)];
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+ const mesh = hit.object;
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+ const owners = this.blockIndices.get(mesh);
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+ if (!owners) return void 0;
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+ const vertex = mesh.geometry.getIndex().getX(hit.faceIndex * 3);
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+ return owners[Math.floor(vertex / QUAD_VERTICES)];
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  }
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  /** Builds section-local meshes from visible quads. `maxAtlasSize` limits each atlas dimension in pixels. */
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  static build(entries, maxAtlasSize = 2048, fluids, lighting) {
@@ -155,13 +210,14 @@ var SectionMesh = class _SectionMesh extends Group {
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  const material = Materials.createShadedCanvasMaterial(canvas, transparent, false, true);
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  material.side = FrontSide;
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  if (page.layer === 2) {
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+ material.depthWrite = !material.transparent;
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  material.side = DoubleSide;
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  material.forceSinglePass = true;
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- material.depthWrite = !material.transparent;
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  }
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  material.vertexColors = true;
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  const texture = material.uniforms?.map?.value ?? material.map;
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  const mesh = new Mesh(geometry, material);
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+ if (transparent) sortTransparentQuads(mesh);
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  section.add(mesh);
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  section.blockIndices.set(mesh, page.blockIndices);
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  const unsubscribe = [];
@@ -1 +1 @@
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- {"version":3,"sources":["../../../../src/world/SectionMesh.ts"],"sourcesContent":["import { BufferGeometry, Color, DoubleSide, Float32BufferAttribute, FrontSide, Group, Material, Mesh, MeshBasicMaterial, ShaderMaterial, Texture, Uint32BufferAttribute } from \"three\";\nimport { createCanvas } from \"../canvas/CanvasCompat\";\nimport { Materials } from \"../Materials\";\nimport type { MineRenderScene } from \"../renderer/MineRenderScene\";\nimport { TextureAtlas } from \"../texture/TextureAtlas\";\nimport { buildSectionGeometry, SectionGeometryInput, SectionGeometryPage, SectionTemplateData } from \"./SectionGeometry\";\nimport { SectionWorker } from \"./SectionWorker\";\nimport type { Intersection } from \"three\";\n\n/** Shared quad geometry and atlas data prepared for section merging. */\nexport interface SectionMeshTemplate {\n geometry: BufferGeometry;\n atlas: TextureAtlas;\n cullFaces: Uint8Array;\n /** Quads that accept a placement's biome tint, stored as zero or one. */\n biomeTint?: Uint8Array;\n occludes: boolean;\n /** Whether the model permits corner shading from neighboring full cubes. */\n ambientOcclusion?: boolean;\n layer: 0 | 1;\n}\n\n/** One block placement in a section, with its storage index and hidden-face mask. */\nexport interface SectionMeshEntry {\n index: number;\n template: SectionMeshTemplate;\n cullMask: number;\n /** Linear RGB replacing automatic biome colors on eligible quads. */\n biomeTint?: readonly [number, number, number];\n}\n\n/** Fluid cells for one section and the shared atlases of the kinds present. */\nexport interface SectionFluids {\n cells: Uint8Array;\n /** Linear RGB per section cell, indexed by (x + 16z + 256y) * 3. */\n waterTints?: Float32Array;\n water?: TextureAtlas;\n lava?: TextureAtlas;\n}\n\nconst templateCache = new WeakMap<SectionMeshTemplate, SectionTemplateData>();\nconst WATER_TINT = new Color(0x3f76e4).toArray() as [number, number, number];\n\nfunction toInput(entries: readonly SectionMeshEntry[], maxAtlasSize: number, fluids?: SectionFluids,\n lighting?: Pick<SectionGeometryInput, \"light\" | \"ambientLight\" | \"ambientOcclusion\">): { input: SectionGeometryInput; atlases: TextureAtlas[] } {\n if (!Number.isInteger(maxAtlasSize) || maxAtlasSize < 1) throw new RangeError(\"Section atlas size must be a positive integer\");\n const atlases: TextureAtlas[] = [];\n const atlasIds = new Map<TextureAtlas, number>();\n const templateIds = new Map<SectionMeshTemplate, number>();\n const input: SectionGeometryInput = {\n count: entries.length, indices: new Uint16Array(entries.length), templates: new Uint16Array(entries.length),\n cullMasks: new Uint8Array(entries.length), templateData: [], atlases: [], maxAtlasSize, ...lighting\n };\n for (let i = 0; i < entries.length; i++) {\n const { index, template, cullMask, biomeTint } = entries[i];\n if (biomeTint) {\n input.biomeTints ??= new Float32Array(entries.length * 3).fill(NaN);\n input.biomeTints.set(biomeTint, i * 3);\n }\n let id = templateIds.get(template);\n if (id === undefined) {\n let atlas = atlasIds.get(template.atlas);\n if (atlas === undefined) {\n atlas = atlases.length;\n atlasIds.set(template.atlas, atlas);\n atlases.push(template.atlas);\n input.atlases.push({ width: template.atlas.image.width, height: template.atlas.image.height, animated: template.atlas.hasAnimation });\n }\n let data = templateCache.get(template);\n if (!data) {\n const indices = template.geometry.getIndex()!;\n const position = template.geometry.getAttribute(\"position\");\n const quads = indices.count / 6;\n if (indices.count % 6 !== 0 || position.count !== quads * 4) {\n throw new RangeError(\"Section template geometry must hold four vertices and six indices per quad\");\n }\n data = {\n quads, positions: new Float32Array(quads * 12), normals: new Float32Array(quads * 12), uvs: new Float32Array(quads * 8),\n uvBounds: new Float32Array(quads * 16), colors: new Float32Array(quads * 12), shade: new Float32Array(quads * 4), indices: new Uint16Array(quads * 6),\n cullFaces: new Uint8Array(template.cullFaces), biomeTint: template.biomeTint ? new Uint8Array(template.biomeTint) : undefined, atlas: 0, layer: template.layer, ambientOcclusion: template.ambientOcclusion\n };\n const normal = template.geometry.getAttribute(\"normal\");\n const uv = template.geometry.getAttribute(\"uv\");\n const bounds = template.geometry.getAttribute(\"uvBounds\");\n const color = template.geometry.getAttribute(\"color\");\n const shade = template.geometry.getAttribute(\"shade\");\n for (let vertex = 0; vertex < quads * 4; vertex++) {\n data.positions.set([position.getX(vertex), position.getY(vertex), position.getZ(vertex)], vertex * 3);\n data.normals.set([normal.getX(vertex), normal.getY(vertex), normal.getZ(vertex)], vertex * 3);\n data.uvs.set([uv.getX(vertex), uv.getY(vertex)], vertex * 2);\n data.uvBounds.set([bounds?.getX(vertex) ?? 0, bounds?.getY(vertex) ?? 0,\n bounds?.getZ(vertex) ?? 1, bounds?.getW(vertex) ?? 1], vertex * 4);\n data.colors.set([color?.getX(vertex) ?? 1, color?.getY(vertex) ?? 1, color?.getZ(vertex) ?? 1], vertex * 3);\n data.shade![vertex] = shade?.getX(vertex) ?? 1;\n }\n for (let i = 0; i < data.indices.length; i++) data.indices[i] = indices.getX(i) - 4 * Math.floor(i / 6);\n templateCache.set(template, data);\n }\n id = input.templateData.length;\n templateIds.set(template, id);\n // Atlas IDs belong to each build; cached buffers can be shared across concurrent builds.\n input.templateData.push({ ...data, atlas });\n }\n input.indices[i] = index;\n input.templates[i] = id;\n input.cullMasks[i] = cullMask;\n }\n if (fluids) {\n input.fluids = { cells: fluids.cells, waterTints: fluids.waterTints };\n for (const kind of [\"water\", \"lava\"] as const) {\n const atlas = fluids[kind];\n if (!atlas) continue;\n let id = atlasIds.get(atlas);\n if (id === undefined) {\n id = atlases.length;\n atlasIds.set(atlas, id);\n atlases.push(atlas);\n input.atlases.push({ width: atlas.image.width, height: atlas.image.height, animated: atlas.hasAnimation });\n }\n input.fluids[kind] = {\n atlas: id, still: [...atlas.positions.still, ...atlas.sizes.still],\n flow: [...atlas.positions.flow, ...atlas.sizes.flow], tint: kind === \"water\" ? WATER_TINT : [1, 1, 1]\n };\n }\n }\n return { input, atlases };\n}\n\n/** Merged terrain geometry and atlas pages for one 16×16×16 section. Owns its generated render resources. */\nexport class SectionMesh extends Group {\n\n private readonly ownedMeshes: { mesh: Mesh<BufferGeometry, Material>; texture?: Texture; unsubscribe: (() => void)[] }[] = [];\n private readonly blockIndices = new Map<Mesh, Uint16Array>();\n\n /** Returns the owning section cell for a triangle hit on this mesh's merged geometry. */\n public getBlockIndex(hit: Intersection): number | undefined {\n if (hit.faceIndex === undefined || hit.faceIndex === null) return undefined;\n return this.blockIndices.get(hit.object as Mesh)?.[Math.floor(hit.faceIndex / 2)];\n }\n\n /** Builds section-local meshes from visible quads. `maxAtlasSize` limits each atlas dimension in pixels. */\n public static build(entries: readonly SectionMeshEntry[], maxAtlasSize = 2048, fluids?: SectionFluids,\n lighting?: Pick<SectionGeometryInput, \"light\" | \"ambientLight\" | \"ambientOcclusion\">): SectionMesh {\n const { input, atlases } = toInput(entries, maxAtlasSize, fluids, lighting);\n return this.fromPages(buildSectionGeometry(input), atlases);\n }\n\n /** Builds section-local meshes in a browser worker when available, with synchronous fallback. */\n public static async buildAsync(entries: readonly SectionMeshEntry[], maxAtlasSize = 2048, fluids?: SectionFluids,\n lighting?: Pick<SectionGeometryInput, \"light\" | \"ambientLight\" | \"ambientOcclusion\">): Promise<SectionMesh> {\n const { input, atlases } = toInput(entries, maxAtlasSize, fluids, lighting);\n const worker = SectionWorker.shared();\n const pages = worker ? await worker.build(input).catch(() => buildSectionGeometry(input)) : buildSectionGeometry(input);\n return this.fromPages(pages, atlases);\n }\n\n private static fromPages(pages: SectionGeometryPage[], atlases: TextureAtlas[]): SectionMesh {\n const section = new SectionMesh();\n for (const page of pages) {\n const canvas = createCanvas(page.width, page.height);\n const context = canvas.getContext(\"2d\") as CanvasRenderingContext2D;\n for (const { atlas, x, y } of page.placements) {\n context.drawImage(atlases[atlas].image.canvas as CanvasImageSource, x, y);\n }\n const geometry = new BufferGeometry();\n // Passing buffers keeps Three's typed attributes from copying the builder's arrays.\n geometry.setAttribute(\"position\", new Float32BufferAttribute(page.positions.buffer, 3));\n geometry.setAttribute(\"normal\", new Float32BufferAttribute(page.normals.buffer, 3));\n geometry.setAttribute(\"uv\", new Float32BufferAttribute(page.uvs.buffer, 2));\n geometry.setAttribute(\"uvBounds\", new Float32BufferAttribute(page.uvBounds.buffer, 4));\n geometry.setAttribute(\"color\", new Float32BufferAttribute(page.colors.buffer, 3));\n geometry.setAttribute(\"shade\", new Float32BufferAttribute(page.shade.buffer, 1));\n geometry.setIndex(new Uint32BufferAttribute(page.indices.buffer, 1));\n geometry.computeBoundingBox();\n geometry.computeBoundingSphere();\n const transparent = page.layer === 2 ? atlases[page.placements[0].atlas].hasTranslucency : page.layer === 1;\n const material = Materials.createShadedCanvasMaterial(canvas as HTMLCanvasElement, transparent, false, true);\n material.side = FrontSide;\n if (page.layer === 2) {\n material.side = DoubleSide;\n material.forceSinglePass = true;\n material.depthWrite = !material.transparent;\n }\n material.vertexColors = true;\n const texture = (material as ShaderMaterial).uniforms?.map?.value ?? (material as MeshBasicMaterial).map;\n const mesh = new Mesh(geometry, material);\n section.add(mesh);\n section.blockIndices.set(mesh, page.blockIndices);\n const unsubscribe: (() => void)[] = [];\n for (const { atlas: id, x, y } of page.placements) {\n const atlas = atlases[id];\n if (!atlas.hasAnimation) continue;\n unsubscribe.push(atlas.subscribe(() => {\n context.clearRect(x, y, atlas.image.width, atlas.image.height);\n context.drawImage(atlas.image.canvas as CanvasImageSource, x, y);\n texture.needsUpdate = true;\n section.traverseAncestors(parent => {\n if ((parent as MineRenderScene).isMineRenderScene) (parent as MineRenderScene).dirty = true;\n });\n }));\n }\n section.ownedMeshes.push({ mesh, texture, unsubscribe });\n }\n return section;\n }\n\n public dispose(): void {\n for (const { mesh, texture, unsubscribe } of this.ownedMeshes.splice(0)) {\n for (const stop of unsubscribe) stop();\n mesh.removeFromParent();\n mesh.geometry.dispose();\n mesh.material.dispose();\n texture?.dispose();\n }\n this.blockIndices.clear();\n this.removeFromParent();\n super.dispose();\n 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+ {"version":3,"sources":["../../../../src/world/SectionMesh.ts"],"sourcesContent":["import { BufferGeometry, Color, DoubleSide, DynamicDrawUsage, Float32BufferAttribute, FrontSide, Group, Material, Matrix4, Mesh, MeshBasicMaterial, ShaderMaterial, Texture, Uint32BufferAttribute, Vector3 } from \"three\";\nimport { createCanvas } from \"../canvas/CanvasCompat\";\nimport { Materials } from \"../Materials\";\nimport type { MineRenderScene } from \"../renderer/MineRenderScene\";\nimport { TextureAtlas } from \"../texture/TextureAtlas\";\nimport { buildSectionGeometry, SectionGeometryInput, SectionGeometryPage, SectionTemplateData } from \"./SectionGeometry\";\nimport { SectionWorker } from \"./SectionWorker\";\nimport type { Camera, Intersection } from \"three\";\n\n/** Shared quad geometry and atlas data prepared for section merging. */\nexport interface SectionMeshTemplate {\n geometry: BufferGeometry;\n atlas: TextureAtlas;\n cullFaces: Uint8Array;\n /** Quads that accept a placement's biome tint, stored as zero or one. */\n biomeTint?: Uint8Array;\n occludes: boolean;\n /** Whether the model permits corner shading from neighboring full cubes. */\n ambientOcclusion?: boolean;\n layer: 0 | 1;\n}\n\n/** One block placement in a section, with its storage index and hidden-face mask. */\nexport interface SectionMeshEntry {\n index: number;\n template: SectionMeshTemplate;\n cullMask: number;\n /** Linear RGB replacing automatic biome colors on eligible quads. */\n biomeTint?: readonly [number, number, number];\n}\n\n/** Fluid cells for one section and the shared atlases of the kinds present. */\nexport interface SectionFluids {\n cells: Uint8Array;\n /** Linear RGB per section cell, indexed by (x + 16z + 256y) * 3. */\n waterTints?: Float32Array;\n water?: TextureAtlas;\n lava?: TextureAtlas;\n}\n\nconst BLOCK_SIZE = 16;\nconst QUAD_VERTICES = 4;\nconst QUAD_INDICES = 6;\n\nconst templateCache = new WeakMap<SectionMeshTemplate, SectionTemplateData>();\nconst WATER_TINT = new Color(0x3f76e4).toArray() as [number, number, number];\n\nfunction toInput(entries: readonly SectionMeshEntry[], maxAtlasSize: number, fluids?: SectionFluids,\n lighting?: Pick<SectionGeometryInput, \"light\" | \"ambientLight\" | \"ambientOcclusion\">): { input: SectionGeometryInput; atlases: TextureAtlas[] } {\n if (!Number.isInteger(maxAtlasSize) || maxAtlasSize < 1) throw new RangeError(\"Section atlas size must be a positive integer\");\n const atlases: TextureAtlas[] = [];\n const atlasIds = new Map<TextureAtlas, number>();\n const templateIds = new Map<SectionMeshTemplate, number>();\n const input: SectionGeometryInput = {\n count: entries.length, indices: new Uint16Array(entries.length), templates: new Uint16Array(entries.length),\n cullMasks: new Uint8Array(entries.length), templateData: [], atlases: [], maxAtlasSize, ...lighting\n };\n for (let i = 0; i < entries.length; i++) {\n const { index, template, cullMask, biomeTint } = entries[i];\n if (biomeTint) {\n input.biomeTints ??= new Float32Array(entries.length * 3).fill(NaN);\n input.biomeTints.set(biomeTint, i * 3);\n }\n let id = templateIds.get(template);\n if (id === undefined) {\n let atlas = atlasIds.get(template.atlas);\n if (atlas === undefined) {\n atlas = atlases.length;\n atlasIds.set(template.atlas, atlas);\n atlases.push(template.atlas);\n input.atlases.push({ width: template.atlas.image.width, height: template.atlas.image.height, animated: template.atlas.hasAnimation });\n }\n let data = templateCache.get(template);\n if (!data) {\n const indices = template.geometry.getIndex()!;\n const position = template.geometry.getAttribute(\"position\");\n const quads = indices.count / QUAD_INDICES;\n if (indices.count % QUAD_INDICES !== 0 || position.count !== quads * QUAD_VERTICES) {\n throw new RangeError(\"Section template geometry must hold four vertices and six indices per quad\");\n }\n data = {\n quads, positions: new Float32Array(quads * 12), normals: new Float32Array(quads * 12), uvs: new Float32Array(quads * 8),\n uvBounds: new Float32Array(quads * 16), colors: new Float32Array(quads * 12), shade: new Float32Array(quads * QUAD_VERTICES), indices: new Uint16Array(quads * QUAD_INDICES),\n cullFaces: new Uint8Array(template.cullFaces), biomeTint: template.biomeTint ? 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@@ -1259,6 +1259,12 @@ declare function sampleEntityAnimation(animation: EntityAnimation, time: number,
1259
1259
 
1260
1260
  /** Loads entity and block-entity geometry, texture selections, and animation clips from the dataset. */
1261
1261
  declare class Entities {
1262
+ /**
1263
+ * Resolves `root` (default: the active version). Uses the exact dataset when published or when the
1264
+ * version is not a release; otherwise selects the nearest published release, like {@link MineRenderData.resolve}.
1265
+ * Textures keep the requested root.
1266
+ */
1267
+ static getDatasetRoot(root?: string): Promise<Maybe<string>>;
1262
1268
  /** Lists model paths in the `minecraft` namespace, including subdirectories and excluding `.json`. */
1263
1269
  static getEntityList(): Promise<string[]>;
1264
1270
  private static getModelFile;
@@ -2756,6 +2762,7 @@ declare class Caching {
2756
2762
  static readonly entityTextureCache: AsyncLoadingCache<CacheKey, AssetKey>;
2757
2763
  static readonly entityAnimationCache: AsyncLoadingCache<CacheKey, EntityAnimationFile>;
2758
2764
  static readonly blockEntityIndexCache: AsyncLoadingCache<CacheKey, BlockEntityIndex>;
2765
+ static readonly entityDatasetVersionCache: AsyncLoadingCache<CacheKey, string>;
2759
2766
  static readonly unihexCache: AsyncLoadingCache<CacheKey, UnihexFile>;
2760
2767
  static readonly fontCache: AsyncLoadingCache<CacheKey, BitmapFont>;
2761
2768
  static readonly bannerPatternCache: AsyncLoadingCache<CacheKey, BannerPattern>;