minerender 2.1.0-alpha.142 → 2.1.0-alpha.144

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- {"version":3,"sources":["../../../../src/world/Chunk.ts"],"sourcesContent":["import { Block } from \"../model/block/Block\";\nimport { BlockObject } from \"../model/block/scene/BlockObject\";\nimport { Color, Mesh, Object3D, Raycaster, Vector3 } from \"three\";\nimport { Maybe } from \"../util/util\";\nimport { BlockInfo } from \"./BlockInfo\";\nimport { ChunkData } from \"./ChunkData\";\nimport { MineRenderScene } from \"../renderer/MineRenderScene\";\nimport { BlockStates } from \"../assets/BlockStates\";\nimport { AssetKey } from \"../assets/AssetKey\";\nimport { MineRenderWorld } from \"./MineRenderWorld\";\nimport { isTripleArray, TripleArray } from \"../model/Model\";\nimport { SectionModels } from \"./SectionModels\";\nimport { BlockEntities } from \"../assets/BlockEntities\";\nimport { SectionFluids, SectionMesh, SectionMeshEntry } from \"./SectionMesh\";\nimport { FluidKind, getBlockFluidState } from \"../model/fluid/FluidGeometry\";\nimport { fluidKindOf } from \"../model/fluid/FluidQuads\";\nimport { BlockState } from \"../model/block/BlockState\";\nimport { CUBE_FACE_OFFSETS } from \"../CubeFace\";\nimport { BlockTints } from \"../model/block/BlockTints\";\nimport { Biomes, BiomeColorKind } from \"../assets/Biomes\";\nimport { BiomeBlend } from \"./_biomes/BiomeBlend\";\nimport { isInstanceReference } from \"../instance/InstanceReference\";\nimport type { InstanceReference } from \"../instance/InstanceReference\";\nimport type { ModelObject } from \"../model/scene/ModelObject\";\nimport type { WorldBlockIntersection } from \"./WorldBlockIntersection\";\nimport { hitNormal, pickableMeshes, visibleHits } from \"./_picking/Picking\";\nimport { BlockCullingData, BlockCullingRule, blockCullingRule, skipsBlockFace } from \"./_culling/BlockCulling\";\n\nconst WATER_TINT = new Color(0x3f76e4).toArray() as TripleArray;\n\n/**\n * A 16×16×16 block section and its render objects.\n * Constructor coordinates identify the section. Block accessors use world block coordinates\n * unless their name explicitly refers to positions within the chunk.\n */\nexport class Chunk<SectionMeshing extends boolean = false> {\n\n public readonly scene: MineRenderScene; //TODO: should probably be the world\n\n public readonly x: number;\n public readonly y: number;\n public readonly z: number;\n\n private readonly data = new ChunkData();\n private readonly renderedBlocks = new Map<number, BlockInfo<SectionMeshing>>();\n private readonly objectBlocks = new Set<number>();\n private readonly sectionBlocks = new Map<number, SectionMeshEntry[]>();\n private readonly hiddenBlocks = new Set<number>();\n private readonly fluidCells = new Uint8Array(4096);\n private readonly blockPosition = new Vector3();\n private waterTints?: Float32Array;\n private biomes?: readonly string[];\n private sectionMesh?: SectionMesh;\n private meshDirty = false;\n private meshGeneration = 0;\n private ambientOcclusionCells?: Uint8Array;\n private readonly blockChanges = new Set<Promise<unknown>>();\n private biomeChange?: Promise<unknown>;\n\n constructor(scene: MineRenderScene, x: number, y: number, z: number,\n private readonly onBlocksChanged?: (positions: Vector3[], deferCulling?: boolean) => Promise<void>,\n private readonly sectionModels?: SectionModels,\n private readonly neighborCell?: (x: number, y: number, z: number) => number,\n private readonly biomeAt?: (x: number, y: number, z: number) => Maybe<string>,\n private readonly onBiomesChanged?: (biomes?: readonly string[]) => Promise<void>,\n private readonly lightAt?: (x: number, y: number, z: number) => number,\n private readonly onLightCleared?: () => Promise<void>,\n private readonly ambientLight = 0,\n private readonly biomeBlend?: () => BiomeBlend | undefined) {\n this.scene = scene;\n this.x = x;\n this.y = y;\n this.z = z;\n }\n\n /** Finds the nearest owned block hit across sections, testing each shared mesh once. */\n public static raycast<SectionMeshing extends boolean>(chunks: Iterable<Chunk<SectionMeshing>>, raycaster: Raycaster): WorldBlockIntersection | undefined {\n type Owner = { chunk: Chunk<SectionMeshing>; index: number };\n const roots = new Map<Object3D, Mesh[]>();\n const targets = new Map<Mesh, {\n owners: Map<number | undefined, Owner>;\n section?: { chunk: Chunk<SectionMeshing>; mesh: SectionMesh };\n }>();\n const meshes = (root: Object3D, scene: MineRenderScene): Mesh[] => {\n const cached = roots.get(root);\n if (cached) return cached;\n const result = pickableMeshes(root, scene, raycaster);\n roots.set(root, result);\n return result;\n };\n const add = (root: Object3D, owner: Owner, reference?: InstanceReference<ModelObject>) => {\n for (const mesh of meshes(root, owner.chunk.scene)) {\n if (reference && reference.instanceable.getInstanceReference(mesh, reference.index) !== reference) continue;\n let entry = targets.get(mesh);\n if (!entry) targets.set(mesh, entry = { owners: new Map() });\n entry.owners.set(reference?.index, owner);\n }\n };\n for (const chunk of chunks) {\n for (const index of chunk.objectBlocks) {\n const block = chunk.renderedBlocks.get(index)!.object;\n if (!block || !block.visible || chunk.hiddenBlocks.has(index)) continue;\n const owner = { chunk, index };\n for (const model of block.models) {\n if (isInstanceReference(model)) {\n if (model.instanceable.isInstanceActive(model.index, model)) add(model.instanceable, owner, model);\n } else {\n add(model, owner);\n }\n }\n for (const entity of block.blockEntities) add(entity, owner);\n }\n if (chunk.sectionMesh) {\n for (const mesh of meshes(chunk.sectionMesh, chunk.scene)) {\n targets.set(mesh, { owners: new Map(), section: { chunk, mesh: chunk.sectionMesh } });\n }\n }\n }\n for (const hit of visibleHits(raycaster, [...targets.keys()])) {\n const mesh = hit.object as Mesh;\n const entry = targets.get(mesh)!;\n let owner = entry.owners.get(hit.instanceId) ?? entry.owners.get(undefined);\n if (entry.section) {\n const index = entry.section.mesh.getBlockIndex(hit);\n if (index !== undefined) owner = { chunk: entry.section.chunk, index };\n }\n if (!owner || owner.chunk.hiddenBlocks.has(owner.index)) continue;\n const info = owner.chunk.renderedBlocks.get(owner.index);\n if (!info) continue;\n return {\n position: new Vector3(owner.chunk.x * 16 + owner.index % 16,\n owner.chunk.y * 16 + Math.floor(owner.index / 256), owner.chunk.z * 16 + Math.floor(owner.index / 16) % 16),\n block: info.block,\n point: hit.point.clone(),\n normal: hitNormal(hit),\n distance: hit.distance\n };\n }\n return undefined;\n }\n\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 const pos = this.blockPosition.set(posOrX.x - this.x * 16, posOrX.y - this.y * 16, posOrX.z - this.z * 16);\n const index = Chunk.chunkPosToBlockIndex(pos);\n return this.renderedBlocks.get(index);\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 const pos = this.worldPosToChunkPos(posOrX);\n Chunk.chunkPosToBlockIndex(pos);\n return this.biomeAt ? this.biomeAt(posOrX.x, posOrX.y, posOrX.z)\n : this.biomes?.[Math.floor(pos.x / 4) + Math.floor(pos.z / 4) * 4 + Math.floor(pos.y / 4) * 16];\n }\n\n /** Copies 64 biome IDs in x + z * 4 + y * 16 order and refreshes placed blocks. Omit the array to clear biome data. */\n public setBiomes(biomes?: readonly string[]): Promise<void> {\n const copy = biomes ? [...biomes] : undefined;\n if (copy && (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 if (this.onBiomesChanged) return this.onBiomesChanged(copy);\n this.biomes = copy;\n return this.refreshBiomes();\n }\n\n /**\n * Rebuilds biome-tinted blocks while preserving hidden blocks and unrelated render objects.\n * The owning world can defer neighbor culling until all affected chunks are refreshed.\n */\n public refreshBiomes(columns?: readonly { x: number; z: number }[], deferCulling = false): Promise<void> {\n return this.changeBlocks(() => this.refreshBiomeBlocks(columns, deferCulling), true);\n }\n\n private async refreshBiomeBlocks(columns?: readonly { x: number; z: number }[], deferCulling = false): Promise<void> {\n const blend = columns && this.biomeBlend?.();\n // Individual objects keep their own biome's unblended color, so only a change to their own column affects them.\n const ownColumn = columns?.some(column => column.x === this.x && column.z === this.z);\n const affected = new Map<string, Promise<boolean>>();\n const blocks: { index: number; block: Block }[] = [];\n for (const index of this.renderedBlocks.keys()) {\n if (blend) {\n if (this.objectBlocks.has(index) && !ownColumn) continue;\n const [x, , z] = this.positionAt(index), radius = blend.radius;\n if (!columns!.some(column => x >= column.x * 16 - radius && x <= column.x * 16 + 15 + radius\n && z >= column.z * 16 - radius && z <= column.z * 16 + 15 + radius)) continue;\n }\n const block = this.data.get(index)!;\n const stateKey = ChunkData.paletteKey(block);\n let matches = affected.get(stateKey);\n if (!matches) {\n const key = AssetKey.parse(\"blockstates\", block.type);\n matches = BlockStates.get(key).then(async state => {\n const origin = state?.key ?? key;\n const [source, fluid] = await Promise.all([BlockTints.biomeSource(origin), getBlockFluidState(origin, block.properties)]);\n return !!source || fluid?.kind === \"water\";\n });\n affected.set(stateKey, matches);\n }\n if (await matches) blocks.push({ index, block });\n }\n if (blend) {\n const groups = new Map<string, typeof blocks>();\n for (const entry of blocks) {\n const key = ChunkData.paletteKey(entry.block);\n let group = groups.get(key);\n if (!group) groups.set(key, group = []);\n group.push(entry);\n }\n blocks.length = 0;\n const biomes = new Map<string, Promise<boolean>>();\n for (const group of groups.values()) {\n const { contexts, fluid } = await this.resolveState(group[0].block, group.map(entry => entry.index), biomes);\n for (const entry of group) {\n const context = contexts.get(entry.index);\n const current = this.sectionBlocks.get(entry.index)?.[0]?.biomeTint;\n const tint = context?.tint;\n const tintChanged = !!current !== !!tint || tint?.some((value, channel) => value !== current?.[channel]);\n const waterChanged = fluid?.kind === \"water\" && (context?.waterTint ?? WATER_TINT).some((value, channel) =>\n Math.fround(value) !== (this.waterTints?.[entry.index * 3 + channel] ?? Math.fround(WATER_TINT[channel])));\n if (this.objectBlocks.has(entry.index) || tintChanged || waterChanged) blocks.push(entry);\n }\n }\n }\n if (!blocks.length) return;\n const hidden = new Set(this.hiddenBlocks);\n try {\n await this.replaceBlocks(blocks, true);\n } finally {\n for (const index of hidden) {\n this.hiddenBlocks.add(index);\n this.renderedBlocks.get(index)?.object?.setVisible(false);\n }\n const positions = blocks.map(({ index }) => new Vector3(...this.positionAt(index)));\n if (this.onBlocksChanged) await this.onBlocksChanged(positions, deferCulling);\n else await this.rebuildSectionMesh();\n }\n }\n\n /**\n * Places a block at integer world block coordinates. Pass `undefined` to remove it.\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 const worldPos: Vector3 = posOrX;\n const pos: Vector3 = this.worldPosToChunkPos(worldPos);\n block = yOrBlock as Block;\n\n return this.setBlockInChunkAt(pos, block, worldPos);\n }\n\n /**\n * Places a block at integer chunk-local coordinates from 0 to 15.\n */\n public async setBlockInChunkAt(pos: Vector3, block?: Block, worldPos?: Vector3,\n onBlocksChanged = this.onBlocksChanged): Promise<Maybe<BlockInfo<SectionMeshing>>> {\n if (typeof worldPos === \"undefined\") {\n worldPos = this.chunkPosToWorldPos(pos);\n }\n\n const index = Chunk.chunkPosToBlockIndex(pos);\n try {\n await this.placeBlocks([{ index, block }]);\n return this.renderedBlocks.get(index);\n } finally {\n await onBlocksChanged?.([worldPos]);\n }\n }\n\n /** Places cells in input order and returns changed world positions without refreshing neighbors. */\n public async placeBlocks(blocks: readonly { index: number; block: Maybe<Block> }[]): Promise<Vector3[]> {\n return this.changeBlocks(() => this.replaceBlocks(blocks));\n }\n\n private changeBlocks<T>(change: () => Promise<T>, refreshBiomes = false): Promise<T> {\n // Color refreshes snapshot existing blocks; edits on either side of that snapshot must retain their order.\n const before = refreshBiomes ? Promise.allSettled(this.blockChanges) : this.biomeChange;\n const result = before ? before.catch(() => undefined).then(change) : change();\n const pending = result.finally(() => {\n this.blockChanges.delete(pending);\n if (this.biomeChange === pending) this.biomeChange = undefined;\n });\n this.blockChanges.add(pending);\n if (refreshBiomes) this.biomeChange = pending;\n return pending;\n }\n\n private async replaceBlocks(blocks: readonly { index: number; block: Maybe<Block> }[], preserveDataOnFailure = false): Promise<Vector3[]> {\n const placements = blocks.map(({ index, block }) => ({\n index,\n key: block && !ChunkData.isAir(block) ? ChunkData.paletteKey(block) : undefined,\n block: block ? {\n type: block.type,\n properties: block.properties ? { ...block.properties } : undefined,\n nbt: block.nbt === undefined ? undefined : structuredClone(block.nbt)\n } : undefined\n }));\n const states = new Map<string, { stored: Block; indices: number[] }>();\n for (const { index, key, block } of placements) {\n if (key === undefined) continue;\n let state = states.get(key);\n if (!state) states.set(key, state = { stored: block!, indices: [] });\n state.indices.push(index);\n }\n const biomes = new Map<string, Promise<boolean>>();\n const settled = await Promise.allSettled([...states.values()].map(({ stored, indices }) =>\n this.resolveState(stored, indices, biomes)));\n const resolutions = new Map([...states.keys()].map((key, i) => [key, settled[i]]));\n if (preserveDataOnFailure) {\n const rejected = settled.find(result => result.status === \"rejected\");\n if (rejected?.status === \"rejected\") throw rejected.reason;\n }\n const positions: Vector3[] = [];\n let failed = false, failure: unknown;\n for (const { index, key, block } of placements) {\n this.hiddenBlocks.delete(index);\n this.data.assign(index, this.data.intern(block), block?.nbt);\n const readBlock = this.data.snapshot(index);\n this.renderedBlocks.get(index)?.object?.removeFromScene();\n if (this.sectionBlocks.delete(index)) this.meshDirty = true;\n if (this.fluidCells[index]) this.meshDirty = true;\n this.fluidCells[index] = 0;\n this.renderedBlocks.delete(index);\n this.objectBlocks.delete(index);\n const worldPos = new Vector3(this.x * 16 + index % 16, this.y * 16 + Math.floor(index / 256),\n this.z * 16 + Math.floor(index / 16) % 16);\n positions.push(worldPos);\n let object: BlockObject | undefined;\n try {\n if (!readBlock) continue;\n const resolved = resolutions.get(key!)!;\n if (resolved.status === \"rejected\") throw resolved.reason;\n const { blockState, perBlock, fluid, prepared, contexts, stored } = resolved.value;\n const context = contexts.get(index);\n if (!blockState) {\n this.data.assign(index, 0);\n continue;\n }\n const variantPosition = worldPos.toArray();\n if (fluid) {\n this.fluidCells[index] = (fluid.kind === \"water\" ? 16 : 32) | Math.min(fluid.level, 8);\n if (fluid.kind === \"water\") this.setWaterTint(index, context?.waterTint);\n this.meshDirty = true;\n }\n const templates = perBlock ? undefined : fluid?.renderModel === false ? [] : (context?.prepared ?? prepared)?.pick(variantPosition);\n if (templates) {\n this.sectionBlocks.set(index, templates.map(template => ({ index, template, cullMask: 0, biomeTint: context?.tint })));\n this.meshDirty = true;\n } else {\n object = await this.scene.addBlock(blockState, {\n mergeMeshes: true,\n instanceMeshes: true,\n maxInstanceCount: 2000,\n initialState: stored.properties,\n variantPosition, biome: context?.biome,\n biomePosition: this.biomePosition(index, blockState, stored)\n }) as BlockObject;\n object.setPosition(MineRenderWorld.worldToScenePosition(worldPos));\n }\n this.renderedBlocks.set(index, { get block() { return readBlock(); }, object } as BlockInfo<SectionMeshing>);\n if (object) this.objectBlocks.add(index);\n } catch (error) {\n if (preserveDataOnFailure && readBlock) {\n // Keep saved block data available for a failed color refresh to retry.\n this.renderedBlocks.set(index, { get block() { return readBlock(); }, object: undefined } as BlockInfo<SectionMeshing>);\n } else this.data.assign(index, 0);\n this.fluidCells[index] = 0;\n object?.removeFromScene();\n if (!failed) failure = error;\n failed = true;\n }\n }\n if (failed) throw failure;\n return positions;\n }\n\n /** Replaces every cell from parsed section data. The caller refreshes neighbor culling. */\n public placeSection(data: ChunkData): Promise<void> {\n return this.changeBlocks(() => this.replaceSection(data));\n }\n\n private async replaceSection(data: ChunkData): Promise<void> {\n for (const info of this.renderedBlocks.values()) info.object?.removeFromScene();\n this.sectionBlocks.clear();\n this.fluidCells.fill(0);\n this.waterTints = undefined;\n this.renderedBlocks.clear();\n this.objectBlocks.clear();\n this.hiddenBlocks.clear();\n this.meshDirty = true;\n this.data.copyFrom(data);\n\n const ids = new Map<number, number[]>();\n for (let index = 0; index < 4096; index++) {\n const id = this.data.idAt(index);\n if (!id) continue;\n let indices = ids.get(id);\n if (!indices) ids.set(id, indices = []);\n indices.push(index);\n }\n const palette = [...ids.keys()], biomes = new Map<string, Promise<boolean>>();\n const settled = await Promise.allSettled(palette.map(id =>\n this.resolveState(this.data.stateAt(id)!, ids.get(id)!, biomes)));\n const resolutions = new Map(palette.map((id, i) => [id, settled[i]]));\n const perBlocks: { index: number; blockState: BlockState; biome?: string }[] = [];\n let failed = false, failure: unknown;\n for (let index = 0; index < 4096; index++) {\n const id = this.data.idAt(index);\n if (!id) continue;\n try {\n const resolved = resolutions.get(id)!;\n if (resolved.status === \"rejected\") throw resolved.reason;\n const { blockState, perBlock, fluid, prepared, contexts } = resolved.value;\n const context = contexts.get(index);\n if (!blockState) {\n this.data.assign(index, 0);\n this.fluidCells[index] = 0;\n continue;\n }\n if (fluid) {\n this.fluidCells[index] = (fluid.kind === \"water\" ? 16 : 32) | Math.min(fluid.level, 8);\n if (fluid.kind === \"water\") this.setWaterTint(index, context?.waterTint);\n }\n const variantPosition: TripleArray = [this.x * 16 + index % 16,\n this.y * 16 + Math.floor(index / 256), this.z * 16 + Math.floor(index / 16) % 16];\n const templates = perBlock ? undefined : fluid?.renderModel === false ? [] : (context?.prepared ?? prepared)?.pick(variantPosition);\n if (templates) {\n this.sectionBlocks.set(index, templates.map(template => ({ index, template, cullMask: 0, biomeTint: context?.tint })));\n this.meshDirty = true;\n } else {\n perBlocks.push({ index, blockState, biome: context?.biome });\n }\n const readBlock = this.data.snapshot(index)!;\n this.renderedBlocks.set(index, { get block() { return readBlock(); }, object: undefined } as BlockInfo<SectionMeshing>);\n this.objectBlocks.delete(index);\n } catch (error) {\n this.data.assign(index, 0);\n this.fluidCells[index] = 0;\n if (!failed) failure = error;\n failed = true;\n }\n }\n for (const { index, blockState, biome } of perBlocks) {\n let object: BlockObject | undefined;\n try {\n object = await this.scene.addBlock(blockState, {\n mergeMeshes: true,\n instanceMeshes: true,\n maxInstanceCount: 2000,\n initialState: this.data.stateAt(this.data.idAt(index))!.properties,\n variantPosition: this.positionAt(index), biome,\n biomePosition: this.biomePosition(index, blockState, this.data.stateAt(this.data.idAt(index))!)\n }) as BlockObject;\n object.setPosition(new Vector3(this.x * 256 + index % 16 * 16,\n this.y * 256 + Math.floor(index / 256) * 16, this.z * 256 + Math.floor(index / 16) % 16 * 16));\n this.renderedBlocks.get(index)!.object = object;\n this.objectBlocks.add(index);\n } catch (error) {\n this.data.assign(index, 0);\n this.fluidCells[index] = 0;\n this.renderedBlocks.delete(index);\n this.objectBlocks.delete(index);\n object?.removeFromScene();\n if (!failed) failure = error;\n failed = true;\n }\n }\n if (failed) throw failure;\n }\n\n private positionAt(index: number): TripleArray {\n return [this.x * 16 + index % 16, this.y * 16 + Math.floor(index / 256), this.z * 16 + Math.floor(index / 16) % 16];\n }\n\n /** Refreshes saved lighting after adjacent columns load or unload, including columns with only light data. */\n public async refreshLight(indices?: Iterable<number>): Promise<void> {\n if (!this.lightAt) return;\n for (const index of indices ?? this.renderedBlocks.keys()) {\n if (this.renderedBlocks.has(index)) this.meshDirty = true;\n }\n }\n\n /** Refreshes baked corner shading after edits or a world setting change. Disabled chunks keep no AO neighborhood. */\n public refreshAmbientOcclusion(enabled: boolean): void {\n if (!enabled && !this.ambientOcclusionCells) return;\n const cells = enabled ? this.buildAmbientOcclusionCells() : undefined;\n if (cells?.some((value, index) => value !== this.ambientOcclusionCells?.[index])\n || !!cells !== !!this.ambientOcclusionCells) this.meshDirty = true;\n this.ambientOcclusionCells = cells;\n }\n\n private buildAmbientOcclusionCells(): Uint8Array {\n const cells = new Uint8Array(18 * 18 * 18);\n for (let y = -1; y <= 16; y++) {\n for (let z = -1; z <= 16; z++) {\n for (let x = -1; x <= 16; x++) {\n const inner = x >= 0 && x < 16 && y >= 0 && y < 16 && z >= 0 && z < 16;\n cells[(y + 1) * 324 + (z + 1) * 18 + x + 1] = inner\n ? Number(this.isOccludingIndex(y * 256 + z * 16 + x))\n : Number(!!((this.neighborCell?.(this.x * 16 + x, this.y * 16 + y, this.z * 16 + z) ?? 0) & 64));\n }\n }\n }\n return cells;\n }\n\n private biomePosition(index: number, blockState: BlockState, stored: Block): TripleArray {\n const position = this.positionAt(index), name = blockState.key?.toNamespacedString();\n if (stored.properties?.half === \"upper\" && (name === \"minecraft:tall_grass\" || name === \"minecraft:large_fern\")) position[1]--;\n return position;\n }\n\n private async resolveState(stored: Block, indices: readonly number[], biomes: Map<string, Promise<boolean>>) {\n const blockState = await BlockStates.get(AssetKey.parse(\"blockstates\", stored.type));\n let perBlock = !blockState || !this.sectionModels\n || !!(blockState.key && BlockEntities.entry(await BlockEntities.getIndex(blockState.key.root), blockState.key.toNamespacedString()));\n const fluid = await getBlockFluidState(blockState?.key, stored.properties);\n const hasBiomes = this.getBiomeAt(this.x * 16, this.y * 16, this.z * 16) !== undefined\n || this.biomeAt?.(this.x * 16, this.y * 16 - 1, this.z * 16) !== undefined;\n const source = hasBiomes && blockState ? await BlockTints.biomeSource(blockState.key) : undefined;\n const prepare = (color?: () => Promise<number | undefined>) => perBlock || fluid?.renderModel === false ? undefined\n : this.sectionModels!.prepareState(blockState!, stored.properties, color);\n type Context = {\n biome?: string;\n prepared?: Awaited<ReturnType<SectionModels[\"prepareState\"]>>;\n tint?: TripleArray;\n waterTint?: TripleArray;\n };\n const contexts = new Map<number, Context>();\n const blend = this.biomeBlend?.();\n if (blend && !perBlock && blockState && (source || fluid?.kind === \"water\")) {\n const prepared = fluid?.renderModel === false ? undefined\n : await this.sectionModels!.prepareState(blockState, stored.properties, undefined, true);\n if (!prepared && fluid?.renderModel !== false) {\n // A model that cannot join the section mesh becomes an individual object with its own biome's color.\n perBlock = true;\n } else {\n await Promise.all(indices.map(async index => {\n const position = this.biomePosition(index, blockState, stored);\n const biomeColor = (kind: BiomeColorKind) => blend.getColor(kind, blockState.key, position);\n const context: Context = {};\n if (source && prepared?.biomeTint) {\n const color = await biomeColor(source);\n if (color !== undefined) context.tint = new Color(color).toArray() as TripleArray;\n }\n if (fluid?.kind === \"water\") {\n const color = await biomeColor(\"water\");\n if (color !== undefined && color !== 0x3f76e4) context.waterTint = new Color(color).toArray() as TripleArray;\n }\n contexts.set(index, context);\n }));\n return { blockState, perBlock, fluid, prepared, contexts, stored };\n }\n }\n const groups = new Map<string, { biome: string; position: TripleArray; indices: number[] }>();\n if (blockState && (source || fluid?.kind === \"water\")) {\n for (const index of indices) {\n const position = this.biomePosition(index, blockState, stored);\n const biome = this.biomeAt ? this.biomeAt(...position)\n : position[1] >= this.y * 16 ? this.getBiomeAt(position) : undefined;\n if (!biome) continue;\n const key = JSON.stringify(source === \"grass\" ? [biome, position[0], position[2]] : [biome]);\n let group = groups.get(key);\n if (!group) groups.set(key, group = { biome, position, indices: [] });\n group.indices.push(index);\n }\n }\n const groupedCount = [...groups.values()].reduce((sum, group) => sum + group.indices.length, 0);\n const prepared = groupedCount < indices.length ? await prepare() : undefined;\n await Promise.all([...groups.values()].map(async ({ biome, position, indices }) => {\n const available = () => {\n const key = JSON.stringify([biome, blockState?.key?.root]);\n let found = biomes.get(key);\n if (!found) {\n found = Biomes.get(biome, blockState?.key).then(value => value !== undefined);\n biomes.set(key, found);\n }\n return found;\n };\n const context: Context = { biome };\n if (perBlock) {\n if (!await available()) context.biome = undefined;\n } else {\n context.prepared = await prepare(async () => await available()\n ? BlockTints.getBiomeColor(blockState?.key, biome, position) : undefined);\n if (fluid?.kind === \"water\" && await available()) {\n const color = await Biomes.getColor(biome, \"water\", blockState?.key);\n if (color !== undefined && color !== 0x3f76e4) context.waterTint = new Color(color).toArray() as TripleArray;\n }\n }\n for (const index of indices) contexts.set(index, context);\n }));\n return { blockState, perBlock, fluid, prepared, contexts, stored };\n }\n\n private setWaterTint(index: number, tint?: TripleArray): void {\n if (!this.sectionModels || (!this.waterTints && tint === undefined)) return;\n if (!this.waterTints) {\n this.waterTints = new Float32Array(4096 * 3);\n for (let cell = 0; cell < 4096; cell++) this.waterTints.set(WATER_TINT, cell * 3);\n }\n this.waterTints.set(tint ?? WATER_TINT, index * 3);\n }\n\n /** Changes visibility at world block coordinates while preserving the block's data. */\n public setBlockVisibleAt(pos: Vector3, visible: boolean): Promise<void> {\n const position = pos.clone();\n return this.changeBlocks(() => this.setBlockVisibility(position, visible));\n }\n\n private async setBlockVisibility(pos: Vector3, visible: boolean): Promise<void> {\n const index = Chunk.chunkPosToBlockIndex(this.worldPosToChunkPos(pos));\n const block = this.renderedBlocks.get(index);\n if (!block || visible === !this.hiddenBlocks.has(index)) {\n return;\n }\n if (visible) {\n this.hiddenBlocks.delete(index);\n } else {\n this.hiddenBlocks.add(index);\n }\n block.object?.setVisible(visible);\n if (this.sectionBlocks.has(index) || this.fluidCells[index]) {\n this.meshDirty = true;\n }\n this.scene.dirty = true;\n await this.onBlocksChanged?.([pos]);\n }\n\n public isBlockVisibleAt(pos: Vector3): boolean {\n return this.isBlockVisibleIndex(Chunk.chunkPosToBlockIndex(this.worldPosToChunkPos(pos)));\n }\n\n /** Reports whether a cell has a visible render object or section entry. */\n public isBlockVisibleIndex(index: number): boolean {\n return this.renderedBlocks.has(index) && !this.hiddenBlocks.has(index);\n }\n\n /** Stored state of a rendered, visible cell, or `undefined`. */\n public visibleBlockIndex(index: number): Maybe<Pick<Block, \"type\" | \"properties\">> {\n return this.isBlockVisibleIndex(index) ? this.data.stateAt(this.data.idAt(index)) : undefined;\n }\n\n /** Fluid kind bits and level of a cell, or 0. Hidden cells report 0. */\n public fluidByteIndex(index: number): number {\n return this.hiddenBlocks.has(index) ? 0 : this.fluidCells[index];\n }\n\n /** Whether the cell holds a fluid, merged or per-block. */\n public isFluidIndex(index: number): boolean {\n return this.fluidCells[index] !== 0;\n }\n\n public isOccludingAt(pos: Vector3): boolean {\n return this.isOccludingIndex(Chunk.chunkPosToBlockIndex(this.worldPosToChunkPos(pos)));\n }\n\n /** Reports whether a visible cell hides neighboring cube faces. */\n public isOccludingIndex(index: number): boolean {\n return !this.hiddenBlocks.has(index)\n && (this.sectionBlocks.get(index)?.some(entry => entry.template.occludes)\n ?? this.renderedBlocks.get(index)?.object?.isOccluding ?? false);\n }\n\n public async setCullMaskAt(pos: Vector3, mask: number): Promise<void> {\n await this.setCullMaskIndex(Chunk.chunkPosToBlockIndex(this.worldPosToChunkPos(pos)), mask);\n }\n\n /**\n * Recomputes section masks and returns changed per-block masks. Omit indices to visit every cell.\n * `culling` supplies neighbor face rules; `blockAt` supplies visible states outside this chunk.\n */\n public updateCullMasks(indices: Iterable<number> | undefined, occludes: (x: number, y: number, z: number) => boolean,\n culling?: BlockCullingData, blockAt?: (x: number, y: number, z: number) => Maybe<Pick<Block, \"type\" | \"properties\">>): [number, number][] {\n const changed: [number, number][] = [];\n const rules: (BlockCullingRule | null | undefined)[] = [];\n for (const index of indices ?? this.fluidCells.keys()) {\n if (!this.isBlockVisibleIndex(index)) continue;\n const x = index % 16, y = Math.floor(index / 256), z = Math.floor(index / 16) % 16;\n const id = this.data.idAt(index);\n let rule = rules[id];\n if (culling && rule === undefined) rules[id] = rule = blockCullingRule(culling, this.data.stateAt(id)!.type) ?? null;\n const block = rule ? this.data.stateAt(id)! : undefined;\n let mask = 0;\n for (let face = 0; face < CUBE_FACE_OFFSETS.length; face++) {\n const [dx, dy, dz] = CUBE_FACE_OFFSETS[face];\n const nx = x + dx, ny = y + dy, nz = z + dz;\n const inner = nx >= 0 && nx < 16 && ny >= 0 && ny < 16 && nz >= 0 && nz < 16;\n if (inner ? this.isOccludingIndex(ny * 256 + nz * 16 + nx)\n : occludes(this.x * 16 + nx, this.y * 16 + ny, this.z * 16 + nz)) mask |= 1 << face;\n else if (rule) {\n const neighbor = inner ? this.visibleBlockIndex(ny * 256 + nz * 16 + nx)\n : blockAt?.(this.x * 16 + nx, this.y * 16 + ny, this.z * 16 + nz);\n if (neighbor && skipsBlockFace(culling!, rule, block!, neighbor, face)) mask |= 1 << face;\n }\n }\n if (this.fluidCells[index]) this.meshDirty = true;\n const entries = this.sectionBlocks.get(index);\n if (entries) {\n for (const entry of entries) {\n if (entry.cullMask !== mask) {\n entry.cullMask = mask;\n this.meshDirty = true;\n }\n }\n } else {\n const object = this.renderedBlocks.get(index)?.object;\n if (object && object.cullMask !== mask) changed.push([index, mask]);\n }\n }\n return changed;\n }\n\n /** Updates hidden faces for a cell's section entry or individual render object. */\n public async setCullMaskIndex(index: number, mask: number): Promise<void> {\n if (this.fluidCells[index]) this.meshDirty = true;\n const entries = this.sectionBlocks.get(index);\n if (entries) {\n for (const entry of entries) {\n if (entry.cullMask !== mask) {\n entry.cullMask = mask;\n this.meshDirty = true;\n }\n }\n } else {\n await this.renderedBlocks.get(index)?.object?.setCullMask(mask);\n }\n }\n\n /** Rebuilds visible section geometry and discards results superseded by another rebuild or clear. */\n public async rebuildSectionMesh(): Promise<void> {\n if (!this.sectionModels || !this.meshDirty) return;\n this.meshDirty = false;\n const generation = ++this.meshGeneration;\n const entries = [...this.sectionBlocks.entries()].flatMap(([index, entries]) => this.hiddenBlocks.has(index) ? [] : entries);\n let fluids: SectionFluids | undefined;\n const origins = new Map<FluidKind, string>();\n for (let index = 0; index < this.fluidCells.length; index++) {\n const kind = fluidKindOf(this.fluidCells[index]);\n if (!kind || origins.has(kind) || this.hiddenBlocks.has(index)) continue;\n const block = this.renderedBlocks.get(index);\n if (block && !block.object) origins.set(kind, block.block.type);\n }\n if (origins.size) {\n fluids = { cells: new Uint8Array(18 * 18 * 18), waterTints: this.waterTints?.slice() };\n for (let y = -1; y <= 16; y++) {\n for (let z = -1; z <= 16; z++) {\n for (let x = -1; x <= 16; x++) {\n const index = y * 256 + z * 16 + x;\n const inner = x >= 0 && x < 16 && y >= 0 && y < 16 && z >= 0 && z < 16;\n fluids.cells[(y + 1) * 324 + (z + 1) * 18 + x + 1] = inner\n ? this.fluidByteIndex(index) | (this.renderedBlocks.get(index)?.object ? 128 : 0)\n | (this.isOccludingIndex(index) ? 64 : 0)\n : this.neighborCell?.(this.x * 16 + x, this.y * 16 + y, this.z * 16 + z) ?? 0;\n }\n }\n }\n for (const [kind, type] of origins) {\n const state = await BlockStates.get(AssetKey.parse(\"blockstates\", type));\n fluids[kind] = await this.sectionModels.fluidAtlas(kind, state?.key?.root);\n }\n }\n let light: Uint8Array | undefined;\n if (this.lightAt) {\n light = new Uint8Array(18 * 18 * 18);\n for (let y = -1; y <= 16; y++) {\n for (let z = -1; z <= 16; z++) {\n for (let x = -1; x <= 16; x++) {\n light[(y + 1) * 324 + (z + 1) * 18 + x + 1] = this.lightAt(this.x * 16 + x, this.y * 16 + y, this.z * 16 + z);\n }\n }\n }\n }\n let next: SectionMesh | undefined;\n try {\n next = entries.length || fluids ? await SectionMesh.buildAsync(entries, this.sectionModels.maxAtlasSize, fluids,\n { light, ambientLight: this.ambientLight, ambientOcclusion: this.ambientOcclusionCells }) : undefined;\n } catch (error) {\n if (generation === this.meshGeneration) this.meshDirty = true;\n throw error;\n }\n if (generation !== this.meshGeneration) {\n next?.dispose();\n return;\n }\n this.sectionMesh?.dispose();\n this.sectionMesh = next;\n if (next) {\n next.position.set(this.x * 256, this.y * 256, this.z * 256);\n this.scene.add(next);\n }\n this.scene.dirty = true;\n }\n\n /** Removes stored blocks and render objects. Set `notify` to false to skip the owning world's update. */\n public async clear(notify = true): Promise<void> {\n if (this.blockChanges.size) await Promise.allSettled(this.blockChanges);\n const positions = notify && this.onBlocksChanged ? [...this.renderedBlocks.keys()].map(index => this.chunkPosToWorldPos(\n new Vector3(index % 16, Math.floor(index / 256), Math.floor(index / 16) % 16)\n )) : [];\n for (const info of this.renderedBlocks.values()) info.object?.removeFromScene();\n this.sectionBlocks.clear();\n this.meshGeneration++;\n this.sectionMesh?.dispose();\n this.sectionMesh = undefined;\n this.meshDirty = false;\n this.renderedBlocks.clear();\n this.objectBlocks.clear();\n this.hiddenBlocks.clear();\n this.fluidCells.fill(0);\n this.waterTints = undefined;\n this.ambientOcclusionCells = undefined;\n this.data.clear();\n this.biomes = undefined;\n if (notify) {\n await this.onBiomesChanged?.(undefined);\n await this.onLightCleared?.();\n await this.onBlocksChanged?.(positions);\n }\n }\n\n public async dispose(): Promise<void> {\n await this.clear();\n }\n\n static isAir(block: Maybe<Block>): boolean {\n return ChunkData.isAir(block);\n }\n\n /** Maps chunk-local coordinates from 0 to 15 to a storage index, with x varying fastest, then z, then y. */\n static chunkPosToBlockIndex(pos: Vector3): number {\n if ([pos.x, pos.y, pos.z].some(value => !Number.isInteger(value) || value < 0 || value >= 16)) {\n throw new RangeError(\"Block coordinates must be integers from 0 to 15 within a chunk\");\n }\n return (pos.y * 16 * 16) + (pos.z * 16) + pos.x;\n }\n\n worldPosToChunkPos(pos: Vector3): Vector3 {\n return new Vector3(\n pos.x - (this.x * 16),\n pos.y - (this.y * 16),\n pos.z - (this.z * 16)\n )\n }\n\n chunkPosToWorldPos(pos: Vector3): Vector3 {\n return new Vector3(\n (this.x * 16) + pos.x,\n (this.y * 16) + pos.y,\n (this.z * 16) + pos.z\n );\n 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1
+ {"version":3,"sources":["../../../../src/world/Chunk.ts"],"sourcesContent":["import { Block } from \"../model/block/Block\";\nimport { BlockObject, BlockObjectOptions } from \"../model/block/scene/BlockObject\";\nimport { Color, Mesh, Object3D, Raycaster, Vector3 } from \"three\";\nimport { Maybe } from \"../util/util\";\nimport { BlockInfo } from \"./BlockInfo\";\nimport { ChunkData } from \"./ChunkData\";\nimport { MineRenderScene } from \"../renderer/MineRenderScene\";\nimport { BlockStates } from \"../assets/BlockStates\";\nimport { AssetKey } from \"../assets/AssetKey\";\nimport { MineRenderWorld } from \"./MineRenderWorld\";\nimport { isTripleArray, TripleArray } from \"../model/Model\";\nimport { SectionModels } from \"./SectionModels\";\nimport { BlockEntities } from \"../assets/BlockEntities\";\nimport { SectionFluids, SectionMesh, SectionMeshEntry } from \"./SectionMesh\";\nimport { FluidKind, getBlockFluidState } from \"../model/fluid/FluidGeometry\";\nimport { fluidKindOf } from \"../model/fluid/FluidQuads\";\nimport { BlockState } from \"../model/block/BlockState\";\nimport { CUBE_FACE_OFFSETS } from \"../CubeFace\";\nimport { BlockTints } from \"../model/block/BlockTints\";\nimport { Biomes, BiomeColorKind } from \"../assets/Biomes\";\nimport { BiomeBlend } from \"./_biomes/BiomeBlend\";\nimport { isInstanceReference } from \"../instance/InstanceReference\";\nimport type { InstanceReference } from \"../instance/InstanceReference\";\nimport type { ModelObject } from \"../model/scene/ModelObject\";\nimport type { WorldBlockIntersection } from \"./WorldBlockIntersection\";\nimport { hitNormal, pickableMeshes, visibleHits } from \"./_picking/Picking\";\nimport { BlockCullingData, BlockCullingRule, blockCullingRule, skipsBlockFace } from \"./_culling/BlockCulling\";\n\nconst WATER_TINT = new Color(0x3f76e4).toArray() as TripleArray;\n\n/**\n * A 16×16×16 block section and its render objects.\n * Constructor coordinates identify the section. Block accessors use world block coordinates\n * unless their name explicitly refers to positions within the chunk.\n */\nexport class Chunk<SectionMeshing extends boolean = false> {\n\n public readonly scene: MineRenderScene; //TODO: should probably be the world\n\n public readonly x: number;\n public readonly y: number;\n public readonly z: number;\n\n private readonly data = new ChunkData();\n private readonly renderedBlocks = new Map<number, BlockInfo<SectionMeshing>>();\n private readonly objectBlocks = new Set<number>();\n private readonly sectionBlocks = new Map<number, SectionMeshEntry[]>();\n private readonly hiddenBlocks = new Set<number>();\n private readonly fluidCells = new Uint8Array(4096);\n private readonly blockPosition = new Vector3();\n private waterTints?: Float32Array;\n private biomes?: readonly string[];\n private sectionMesh?: SectionMesh;\n private meshDirty = false;\n private meshGeneration = 0;\n private ambientOcclusionCells?: Uint8Array;\n private readonly blockChanges = new Set<Promise<unknown>>();\n private biomeChange?: Promise<unknown>;\n\n constructor(scene: MineRenderScene, x: number, y: number, z: number,\n private readonly onBlocksChanged?: (positions: Vector3[], deferCulling?: boolean) => Promise<void>,\n private readonly sectionModels?: SectionModels,\n private readonly neighborCell?: (x: number, y: number, z: number) => number,\n private readonly biomeAt?: (x: number, y: number, z: number) => Maybe<string>,\n private readonly onBiomesChanged?: (biomes?: readonly string[]) => Promise<void>,\n private readonly lightAt?: (x: number, y: number, z: number) => number,\n private readonly onLightCleared?: () => Promise<void>,\n private readonly ambientLight = 0,\n private readonly biomeBlend?: () => BiomeBlend | undefined) {\n this.scene = scene;\n this.x = x;\n this.y = y;\n this.z = z;\n }\n\n /** Finds the nearest owned block hit across sections, testing each shared mesh once. */\n public static raycast<SectionMeshing extends boolean>(chunks: Iterable<Chunk<SectionMeshing>>, raycaster: Raycaster): WorldBlockIntersection | undefined {\n type Owner = { chunk: Chunk<SectionMeshing>; index: number };\n const roots = new Map<Object3D, Mesh[]>();\n const targets = new Map<Mesh, {\n owners: Map<number | undefined, Owner>;\n section?: { chunk: Chunk<SectionMeshing>; mesh: SectionMesh };\n }>();\n const meshes = (root: Object3D, scene: MineRenderScene): Mesh[] => {\n const cached = roots.get(root);\n if (cached) return cached;\n const result = pickableMeshes(root, scene, raycaster);\n roots.set(root, result);\n return result;\n };\n const add = (root: Object3D, owner: Owner, reference?: InstanceReference<ModelObject>) => {\n for (const mesh of meshes(root, owner.chunk.scene)) {\n if (reference && reference.instanceable.getInstanceReference(mesh, reference.index) !== reference) continue;\n let entry = targets.get(mesh);\n if (!entry) targets.set(mesh, entry = { owners: new Map() });\n entry.owners.set(reference?.index, owner);\n }\n };\n for (const chunk of chunks) {\n for (const index of chunk.objectBlocks) {\n const block = chunk.renderedBlocks.get(index)!.object;\n if (!block || !block.visible || chunk.hiddenBlocks.has(index)) continue;\n const owner = { chunk, index };\n for (const model of block.models) {\n if (isInstanceReference(model)) {\n if (model.instanceable.isInstanceActive(model.index, model)) add(model.instanceable, owner, model);\n } else {\n add(model, owner);\n }\n }\n for (const entity of block.blockEntities) add(entity, owner);\n }\n if (chunk.sectionMesh) {\n for (const mesh of meshes(chunk.sectionMesh, chunk.scene)) {\n targets.set(mesh, { owners: new Map(), section: { chunk, mesh: chunk.sectionMesh } });\n }\n }\n }\n for (const hit of visibleHits(raycaster, [...targets.keys()])) {\n const mesh = hit.object as Mesh;\n const entry = targets.get(mesh)!;\n let owner = entry.owners.get(hit.instanceId) ?? entry.owners.get(undefined);\n if (entry.section) {\n const index = entry.section.mesh.getBlockIndex(hit);\n if (index !== undefined) owner = { chunk: entry.section.chunk, index };\n }\n if (!owner || owner.chunk.hiddenBlocks.has(owner.index)) continue;\n const info = owner.chunk.renderedBlocks.get(owner.index);\n if (!info) continue;\n return {\n position: new Vector3(owner.chunk.x * 16 + owner.index % 16,\n owner.chunk.y * 16 + Math.floor(owner.index / 256), owner.chunk.z * 16 + Math.floor(owner.index / 16) % 16),\n block: info.block,\n point: hit.point.clone(),\n normal: hitNormal(hit),\n distance: hit.distance\n };\n }\n return undefined;\n }\n\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 const pos = this.blockPosition.set(posOrX.x - this.x * 16, posOrX.y - this.y * 16, posOrX.z - this.z * 16);\n const index = Chunk.chunkPosToBlockIndex(pos);\n return this.renderedBlocks.get(index);\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 const pos = this.worldPosToChunkPos(posOrX);\n Chunk.chunkPosToBlockIndex(pos);\n return this.biomeAt ? this.biomeAt(posOrX.x, posOrX.y, posOrX.z)\n : this.biomes?.[Math.floor(pos.x / 4) + Math.floor(pos.z / 4) * 4 + Math.floor(pos.y / 4) * 16];\n }\n\n /** Copies 64 biome IDs in x + z * 4 + y * 16 order and refreshes placed blocks. Omit the array to clear biome data. */\n public setBiomes(biomes?: readonly string[]): Promise<void> {\n const copy = biomes ? [...biomes] : undefined;\n if (copy && (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 if (this.onBiomesChanged) return this.onBiomesChanged(copy);\n this.biomes = copy;\n return this.refreshBiomes();\n }\n\n /**\n * Rebuilds biome-tinted blocks while preserving hidden blocks and unrelated render objects.\n * The owning world can defer neighbor culling until all affected chunks are refreshed.\n */\n public refreshBiomes(columns?: readonly { x: number; z: number }[], deferCulling = false): Promise<void> {\n return this.changeBlocks(() => this.refreshBiomeBlocks(columns, deferCulling), true);\n }\n\n private async refreshBiomeBlocks(columns?: readonly { x: number; z: number }[], deferCulling = false): Promise<void> {\n const blend = columns && this.biomeBlend?.();\n // Individual objects keep their own biome's unblended color, so only a change to their own column affects them.\n const ownColumn = columns?.some(column => column.x === this.x && column.z === this.z);\n const affected = new Map<string, Promise<boolean>>();\n const blocks: { index: number; block: Block }[] = [];\n for (const index of this.renderedBlocks.keys()) {\n if (blend) {\n if (this.objectBlocks.has(index) && !ownColumn) continue;\n const [x, , z] = this.positionAt(index), radius = blend.radius;\n if (!columns!.some(column => x >= column.x * 16 - radius && x <= column.x * 16 + 15 + radius\n && z >= column.z * 16 - radius && z <= column.z * 16 + 15 + radius)) continue;\n }\n const block = this.data.get(index)!;\n const stateKey = ChunkData.paletteKey(block);\n let matches = affected.get(stateKey);\n if (!matches) {\n const key = AssetKey.parse(\"blockstates\", block.type);\n matches = BlockStates.get(key).then(async state => {\n const origin = state?.key ?? key;\n const [source, fluid] = await Promise.all([BlockTints.biomeSource(origin), getBlockFluidState(origin, block.properties)]);\n return !!source || fluid?.kind === \"water\";\n });\n affected.set(stateKey, matches);\n }\n if (await matches) blocks.push({ index, block });\n }\n if (blend) {\n const groups = new Map<string, typeof blocks>();\n for (const entry of blocks) {\n const key = ChunkData.paletteKey(entry.block);\n let group = groups.get(key);\n if (!group) groups.set(key, group = []);\n group.push(entry);\n }\n blocks.length = 0;\n const biomes = new Map<string, Promise<boolean>>();\n for (const group of groups.values()) {\n const { contexts, fluid } = await this.resolveState(group[0].block, group.map(entry => entry.index), biomes);\n for (const entry of group) {\n const context = contexts.get(entry.index);\n const current = this.sectionBlocks.get(entry.index)?.[0]?.biomeTint;\n const tint = context?.tint;\n const tintChanged = !!current !== !!tint || tint?.some((value, channel) => value !== current?.[channel]);\n const waterChanged = fluid?.kind === \"water\" && (context?.waterTint ?? WATER_TINT).some((value, channel) =>\n Math.fround(value) !== (this.waterTints?.[entry.index * 3 + channel] ?? Math.fround(WATER_TINT[channel])));\n if (this.objectBlocks.has(entry.index) || tintChanged || waterChanged) blocks.push(entry);\n }\n }\n }\n if (!blocks.length) return;\n const hidden = new Set(this.hiddenBlocks);\n try {\n await this.replaceBlocks(blocks, true);\n } finally {\n for (const index of hidden) {\n this.hiddenBlocks.add(index);\n this.renderedBlocks.get(index)?.object?.setVisible(false);\n }\n const positions = blocks.map(({ index }) => new Vector3(...this.positionAt(index)));\n if (this.onBlocksChanged) await this.onBlocksChanged(positions, deferCulling);\n else await this.rebuildSectionMesh();\n }\n }\n\n /**\n * Places a block at integer world block coordinates. Pass `undefined` to remove it.\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 const worldPos: Vector3 = posOrX;\n const pos: Vector3 = this.worldPosToChunkPos(worldPos);\n block = yOrBlock as Block;\n\n return this.setBlockInChunkAt(pos, block, worldPos);\n }\n\n /**\n * Places a block at integer chunk-local coordinates from 0 to 15.\n */\n public async setBlockInChunkAt(pos: Vector3, block?: Block, worldPos?: Vector3,\n onBlocksChanged = this.onBlocksChanged): Promise<Maybe<BlockInfo<SectionMeshing>>> {\n if (typeof worldPos === \"undefined\") {\n worldPos = this.chunkPosToWorldPos(pos);\n }\n\n const index = Chunk.chunkPosToBlockIndex(pos);\n try {\n await this.placeBlocks([{ index, block }]);\n return this.renderedBlocks.get(index);\n } finally {\n await onBlocksChanged?.([worldPos]);\n }\n }\n\n /** Places cells in input order and returns changed world positions without refreshing neighbors. */\n public async placeBlocks(blocks: readonly { index: number; block: Maybe<Block> }[]): Promise<Vector3[]> {\n return this.changeBlocks(() => this.replaceBlocks(blocks));\n }\n\n private changeBlocks<T>(change: () => Promise<T>, refreshBiomes = false): Promise<T> {\n // Color refreshes snapshot existing blocks; edits on either side of that snapshot must retain their order.\n const before = refreshBiomes ? Promise.allSettled(this.blockChanges) : this.biomeChange;\n const result = before ? before.catch(() => undefined).then(change) : change();\n const pending = result.finally(() => {\n this.blockChanges.delete(pending);\n if (this.biomeChange === pending) this.biomeChange = undefined;\n });\n this.blockChanges.add(pending);\n if (refreshBiomes) this.biomeChange = pending;\n return pending;\n }\n\n private async replaceBlocks(blocks: readonly { index: number; block: Maybe<Block> }[], preserveDataOnFailure = false): Promise<Vector3[]> {\n const placements = blocks.map(({ index, block }) => ({\n index,\n key: block && !ChunkData.isAir(block) ? ChunkData.paletteKey(block) : undefined,\n block: block ? {\n type: block.type,\n properties: block.properties ? { ...block.properties } : undefined,\n nbt: block.nbt === undefined ? undefined : structuredClone(block.nbt)\n } : undefined\n }));\n const states = new Map<string, { stored: Block; indices: number[] }>();\n for (const { index, key, block } of placements) {\n if (key === undefined) continue;\n let state = states.get(key);\n if (!state) states.set(key, state = { stored: block!, indices: [] });\n state.indices.push(index);\n }\n const biomes = new Map<string, Promise<boolean>>();\n const settled = await Promise.allSettled([...states.values()].map(({ stored, indices }) =>\n this.resolveState(stored, indices, biomes)));\n const resolutions = new Map([...states.keys()].map((key, i) => [key, settled[i]]));\n if (preserveDataOnFailure) {\n const rejected = settled.find(result => result.status === \"rejected\");\n if (rejected?.status === \"rejected\") throw rejected.reason;\n }\n const positions: Vector3[] = [];\n const jobs = new Map<number, { order: number; readBlock: () => Block; blockState: BlockState;\n position: Vector3; options: Partial<BlockObjectOptions> }>();\n let failureOrder = Infinity, failure: unknown;\n for (const [order, { index, key, block }] of placements.entries()) {\n jobs.delete(index);\n this.hiddenBlocks.delete(index);\n this.data.assign(index, this.data.intern(block), block?.nbt);\n const readBlock = this.data.snapshot(index);\n this.renderedBlocks.get(index)?.object?.removeFromScene();\n if (this.sectionBlocks.delete(index)) this.meshDirty = true;\n if (this.fluidCells[index]) this.meshDirty = true;\n this.fluidCells[index] = 0;\n this.renderedBlocks.delete(index);\n this.objectBlocks.delete(index);\n const worldPos = new Vector3(this.x * 16 + index % 16, this.y * 16 + Math.floor(index / 256),\n this.z * 16 + Math.floor(index / 16) % 16);\n positions.push(worldPos);\n try {\n if (!readBlock) continue;\n const resolved = resolutions.get(key!)!;\n if (resolved.status === \"rejected\") throw resolved.reason;\n const { blockState, perBlock, fluid, prepared, contexts, stored } = resolved.value;\n const context = contexts.get(index);\n if (!blockState) {\n this.data.assign(index, 0);\n continue;\n }\n const variantPosition = worldPos.toArray();\n if (fluid) {\n this.fluidCells[index] = (fluid.kind === \"water\" ? 16 : 32) | Math.min(fluid.level, 8);\n if (fluid.kind === \"water\") this.setWaterTint(index, context?.waterTint);\n this.meshDirty = true;\n }\n const templates = perBlock ? undefined : fluid?.renderModel === false ? [] : (context?.prepared ?? prepared)?.pick(variantPosition);\n if (templates) {\n this.sectionBlocks.set(index, templates.map(template => ({ index, template, cullMask: 0, biomeTint: context?.tint })));\n this.meshDirty = true;\n } else {\n jobs.set(index, { order, readBlock, blockState, position: MineRenderWorld.worldToScenePosition(worldPos), options: {\n mergeMeshes: true,\n instanceMeshes: true,\n maxInstanceCount: 2000,\n initialState: stored.properties,\n variantPosition, biome: context?.biome,\n biomePosition: this.biomePosition(index, blockState, stored)\n } });\n continue;\n }\n this.renderedBlocks.set(index, { get block() { return readBlock(); }, object: undefined } as BlockInfo<SectionMeshing>);\n } catch (error) {\n if (preserveDataOnFailure && readBlock) {\n // Keep saved block data available for a failed color refresh to retry.\n this.renderedBlocks.set(index, { get block() { return readBlock(); }, object: undefined } as BlockInfo<SectionMeshing>);\n } else this.data.assign(index, 0);\n this.fluidCells[index] = 0;\n if (order < failureOrder) { failureOrder = order; failure = error; }\n }\n }\n const pending = [...jobs];\n const objects = await Promise.allSettled(pending.map(([, job]) =>\n this.createBlockObject(job.blockState, job.position, job.options)));\n for (const [i, [index, { order, readBlock }]] of pending.entries()) {\n const result = objects[i];\n if (result.status === \"fulfilled\") {\n this.renderedBlocks.set(index, { get block() { return readBlock(); }, object: result.value } as BlockInfo<SectionMeshing>);\n this.objectBlocks.add(index);\n } else {\n if (preserveDataOnFailure) {\n // Keep saved block data available for a failed color refresh to retry.\n this.renderedBlocks.set(index, { get block() { return readBlock(); }, object: undefined } as BlockInfo<SectionMeshing>);\n } else this.data.assign(index, 0);\n this.fluidCells[index] = 0;\n if (order < failureOrder) { failureOrder = order; failure = result.reason; }\n }\n }\n if (failureOrder < Infinity) throw failure;\n return positions;\n }\n\n /** Replaces every cell from parsed section data. The caller refreshes neighbor culling. */\n public placeSection(data: ChunkData): Promise<void> {\n return this.changeBlocks(() => this.replaceSection(data));\n }\n\n private async replaceSection(data: ChunkData): Promise<void> {\n for (const info of this.renderedBlocks.values()) info.object?.removeFromScene();\n this.sectionBlocks.clear();\n this.fluidCells.fill(0);\n this.waterTints = undefined;\n this.renderedBlocks.clear();\n this.objectBlocks.clear();\n this.hiddenBlocks.clear();\n this.meshDirty = true;\n this.data.copyFrom(data);\n\n const ids = new Map<number, number[]>();\n for (let index = 0; index < 4096; index++) {\n const id = this.data.idAt(index);\n if (!id) continue;\n let indices = ids.get(id);\n if (!indices) ids.set(id, indices = []);\n indices.push(index);\n }\n const palette = [...ids.keys()], biomes = new Map<string, Promise<boolean>>();\n const settled = await Promise.allSettled(palette.map(id =>\n this.resolveState(this.data.stateAt(id)!, ids.get(id)!, biomes)));\n const resolutions = new Map(palette.map((id, i) => [id, settled[i]]));\n const perBlocks: { index: number; blockState: BlockState; biome?: string }[] = [];\n let failed = false, failure: unknown;\n for (let index = 0; index < 4096; index++) {\n const id = this.data.idAt(index);\n if (!id) continue;\n try {\n const resolved = resolutions.get(id)!;\n if (resolved.status === \"rejected\") throw resolved.reason;\n const { blockState, perBlock, fluid, prepared, contexts } = resolved.value;\n const context = contexts.get(index);\n if (!blockState) {\n this.data.assign(index, 0);\n this.fluidCells[index] = 0;\n continue;\n }\n if (fluid) {\n this.fluidCells[index] = (fluid.kind === \"water\" ? 16 : 32) | Math.min(fluid.level, 8);\n if (fluid.kind === \"water\") this.setWaterTint(index, context?.waterTint);\n }\n const variantPosition: TripleArray = [this.x * 16 + index % 16,\n this.y * 16 + Math.floor(index / 256), this.z * 16 + Math.floor(index / 16) % 16];\n const templates = perBlock ? undefined : fluid?.renderModel === false ? [] : (context?.prepared ?? prepared)?.pick(variantPosition);\n if (templates) {\n this.sectionBlocks.set(index, templates.map(template => ({ index, template, cullMask: 0, biomeTint: context?.tint })));\n this.meshDirty = true;\n } else {\n perBlocks.push({ index, blockState, biome: context?.biome });\n }\n const readBlock = this.data.snapshot(index)!;\n this.renderedBlocks.set(index, { get block() { return readBlock(); }, object: undefined } as BlockInfo<SectionMeshing>);\n this.objectBlocks.delete(index);\n } catch (error) {\n this.data.assign(index, 0);\n this.fluidCells[index] = 0;\n if (!failed) failure = error;\n failed = true;\n }\n }\n const objects = await Promise.allSettled(perBlocks.map(({ index, blockState, biome }) =>\n this.createBlockObject(blockState, new Vector3(this.x * 256 + index % 16 * 16,\n this.y * 256 + Math.floor(index / 256) * 16, this.z * 256 + Math.floor(index / 16) % 16 * 16), {\n mergeMeshes: true,\n instanceMeshes: true,\n maxInstanceCount: 2000,\n initialState: this.data.stateAt(this.data.idAt(index))!.properties,\n variantPosition: this.positionAt(index), biome,\n biomePosition: this.biomePosition(index, blockState, this.data.stateAt(this.data.idAt(index))!)\n })));\n for (const [i, { index }] of perBlocks.entries()) {\n const result = objects[i];\n if (result.status === \"fulfilled\") {\n this.renderedBlocks.get(index)!.object = result.value;\n this.objectBlocks.add(index);\n } else {\n this.data.assign(index, 0);\n this.fluidCells[index] = 0;\n this.renderedBlocks.delete(index);\n this.objectBlocks.delete(index);\n if (!failed) failure = result.reason;\n failed = true;\n }\n }\n if (failed) throw failure;\n }\n\n private createBlockObject(blockState: BlockState, position: Vector3, options: Partial<BlockObjectOptions>): Promise<BlockObject> {\n return this.scene.addSceneObject(blockState, () => {\n const object = new BlockObject(blockState, options);\n // Init places models, the fluid surface, and block entities here so they never draw at the origin.\n object.position.copy(position);\n return object;\n }, options) as Promise<BlockObject>;\n }\n\n private positionAt(index: number): TripleArray {\n return [this.x * 16 + index % 16, this.y * 16 + Math.floor(index / 256), this.z * 16 + Math.floor(index / 16) % 16];\n }\n\n /** Refreshes saved lighting after adjacent columns load or unload, including columns with only light data. */\n public async refreshLight(indices?: Iterable<number>): Promise<void> {\n if (!this.lightAt) return;\n for (const index of indices ?? this.renderedBlocks.keys()) {\n if (this.renderedBlocks.has(index)) this.meshDirty = true;\n }\n }\n\n /** Refreshes baked corner shading after edits or a world setting change. Disabled chunks keep no AO neighborhood. */\n public refreshAmbientOcclusion(enabled: boolean): void {\n if (!enabled && !this.ambientOcclusionCells) return;\n const cells = enabled ? this.buildAmbientOcclusionCells() : undefined;\n if (cells?.some((value, index) => value !== this.ambientOcclusionCells?.[index])\n || !!cells !== !!this.ambientOcclusionCells) this.meshDirty = true;\n this.ambientOcclusionCells = cells;\n }\n\n private buildAmbientOcclusionCells(): Uint8Array {\n const cells = new Uint8Array(18 * 18 * 18);\n for (let y = -1; y <= 16; y++) {\n for (let z = -1; z <= 16; z++) {\n for (let x = -1; x <= 16; x++) {\n const inner = x >= 0 && x < 16 && y >= 0 && y < 16 && z >= 0 && z < 16;\n cells[(y + 1) * 324 + (z + 1) * 18 + x + 1] = inner\n ? Number(this.isOccludingIndex(y * 256 + z * 16 + x))\n : Number(!!((this.neighborCell?.(this.x * 16 + x, this.y * 16 + y, this.z * 16 + z) ?? 0) & 64));\n }\n }\n }\n return cells;\n }\n\n private biomePosition(index: number, blockState: BlockState, stored: Block): TripleArray {\n const position = this.positionAt(index), name = blockState.key?.toNamespacedString();\n if (stored.properties?.half === \"upper\" && (name === \"minecraft:tall_grass\" || name === \"minecraft:large_fern\")) position[1]--;\n return position;\n }\n\n private async resolveState(stored: Block, indices: readonly number[], biomes: Map<string, Promise<boolean>>) {\n const blockState = await BlockStates.get(AssetKey.parse(\"blockstates\", stored.type));\n let perBlock = !blockState || !this.sectionModels\n || !!(blockState.key && BlockEntities.entry(await BlockEntities.getIndex(blockState.key.root), blockState.key.toNamespacedString()));\n const fluid = await getBlockFluidState(blockState?.key, stored.properties);\n const hasBiomes = this.getBiomeAt(this.x * 16, this.y * 16, this.z * 16) !== undefined\n || this.biomeAt?.(this.x * 16, this.y * 16 - 1, this.z * 16) !== undefined;\n const source = hasBiomes && blockState ? await BlockTints.biomeSource(blockState.key) : undefined;\n const prepare = (color?: () => Promise<number | undefined>) => perBlock || fluid?.renderModel === false ? undefined\n : this.sectionModels!.prepareState(blockState!, stored.properties, color);\n type Context = {\n biome?: string;\n prepared?: Awaited<ReturnType<SectionModels[\"prepareState\"]>>;\n tint?: TripleArray;\n waterTint?: TripleArray;\n };\n const contexts = new Map<number, Context>();\n const blend = this.biomeBlend?.();\n if (blend && !perBlock && blockState && (source || fluid?.kind === \"water\")) {\n const prepared = fluid?.renderModel === false ? undefined\n : await this.sectionModels!.prepareState(blockState, stored.properties, undefined, true);\n if (!prepared && fluid?.renderModel !== false) {\n // A model that cannot join the section mesh becomes an individual object with its own biome's color.\n perBlock = true;\n } else {\n await Promise.all(indices.map(async index => {\n const position = this.biomePosition(index, blockState, stored);\n const biomeColor = (kind: BiomeColorKind) => blend.getColor(kind, blockState.key, position);\n const context: Context = {};\n if (source && prepared?.biomeTint) {\n const color = await biomeColor(source);\n if (color !== undefined) context.tint = new Color(color).toArray() as TripleArray;\n }\n if (fluid?.kind === \"water\") {\n const color = await biomeColor(\"water\");\n if (color !== undefined && color !== 0x3f76e4) context.waterTint = new Color(color).toArray() as TripleArray;\n }\n contexts.set(index, context);\n }));\n return { blockState, perBlock, fluid, prepared, contexts, stored };\n }\n }\n const groups = new Map<string, { biome: string; position: TripleArray; indices: number[] }>();\n if (blockState && (source || fluid?.kind === \"water\")) {\n for (const index of indices) {\n const position = this.biomePosition(index, blockState, stored);\n const biome = this.biomeAt ? this.biomeAt(...position)\n : position[1] >= this.y * 16 ? this.getBiomeAt(position) : undefined;\n if (!biome) continue;\n const key = JSON.stringify(source === \"grass\" ? [biome, position[0], position[2]] : [biome]);\n let group = groups.get(key);\n if (!group) groups.set(key, group = { biome, position, indices: [] });\n group.indices.push(index);\n }\n }\n const groupedCount = [...groups.values()].reduce((sum, group) => sum + group.indices.length, 0);\n const prepared = groupedCount < indices.length ? await prepare() : undefined;\n await Promise.all([...groups.values()].map(async ({ biome, position, indices }) => {\n const available = () => {\n const key = JSON.stringify([biome, blockState?.key?.root]);\n let found = biomes.get(key);\n if (!found) {\n found = Biomes.get(biome, blockState?.key).then(value => value !== undefined);\n biomes.set(key, found);\n }\n return found;\n };\n const context: Context = { biome };\n if (perBlock) {\n if (!await available()) context.biome = undefined;\n } else {\n context.prepared = await prepare(async () => await available()\n ? BlockTints.getBiomeColor(blockState?.key, biome, position) : undefined);\n if (fluid?.kind === \"water\" && await available()) {\n const color = await Biomes.getColor(biome, \"water\", blockState?.key);\n if (color !== undefined && color !== 0x3f76e4) context.waterTint = new Color(color).toArray() as TripleArray;\n }\n }\n for (const index of indices) contexts.set(index, context);\n }));\n return { blockState, perBlock, fluid, prepared, contexts, stored };\n }\n\n private setWaterTint(index: number, tint?: TripleArray): void {\n if (!this.sectionModels || (!this.waterTints && tint === undefined)) return;\n if (!this.waterTints) {\n this.waterTints = new Float32Array(4096 * 3);\n for (let cell = 0; cell < 4096; cell++) this.waterTints.set(WATER_TINT, cell * 3);\n }\n this.waterTints.set(tint ?? WATER_TINT, index * 3);\n }\n\n /** Changes visibility at world block coordinates while preserving the block's data. */\n public setBlockVisibleAt(pos: Vector3, visible: boolean): Promise<void> {\n const position = pos.clone();\n return this.changeBlocks(() => this.setBlockVisibility(position, visible));\n }\n\n private async setBlockVisibility(pos: Vector3, visible: boolean): Promise<void> {\n const index = Chunk.chunkPosToBlockIndex(this.worldPosToChunkPos(pos));\n const block = this.renderedBlocks.get(index);\n if (!block || visible === !this.hiddenBlocks.has(index)) {\n return;\n }\n if (visible) {\n this.hiddenBlocks.delete(index);\n } else {\n this.hiddenBlocks.add(index);\n }\n block.object?.setVisible(visible);\n if (this.sectionBlocks.has(index) || this.fluidCells[index]) {\n this.meshDirty = true;\n }\n this.scene.dirty = true;\n await this.onBlocksChanged?.([pos]);\n }\n\n public isBlockVisibleAt(pos: Vector3): boolean {\n return this.isBlockVisibleIndex(Chunk.chunkPosToBlockIndex(this.worldPosToChunkPos(pos)));\n }\n\n /** Reports whether a cell has a visible render object or section entry. */\n public isBlockVisibleIndex(index: number): boolean {\n return this.renderedBlocks.has(index) && !this.hiddenBlocks.has(index);\n }\n\n /** Stored state of a rendered, visible cell, or `undefined`. */\n public visibleBlockIndex(index: number): Maybe<Pick<Block, \"type\" | \"properties\">> {\n return this.isBlockVisibleIndex(index) ? this.data.stateAt(this.data.idAt(index)) : undefined;\n }\n\n /** Fluid kind bits and level of a cell, or 0. Hidden cells report 0. */\n public fluidByteIndex(index: number): number {\n return this.hiddenBlocks.has(index) ? 0 : this.fluidCells[index];\n }\n\n /** Whether the cell holds a fluid, merged or per-block. */\n public isFluidIndex(index: number): boolean {\n return this.fluidCells[index] !== 0;\n }\n\n public isOccludingAt(pos: Vector3): boolean {\n return this.isOccludingIndex(Chunk.chunkPosToBlockIndex(this.worldPosToChunkPos(pos)));\n }\n\n /** Reports whether a visible cell hides neighboring cube faces. */\n public isOccludingIndex(index: number): boolean {\n return !this.hiddenBlocks.has(index)\n && (this.sectionBlocks.get(index)?.some(entry => entry.template.occludes)\n ?? this.renderedBlocks.get(index)?.object?.isOccluding ?? false);\n }\n\n public async setCullMaskAt(pos: Vector3, mask: number): Promise<void> {\n await this.setCullMaskIndex(Chunk.chunkPosToBlockIndex(this.worldPosToChunkPos(pos)), mask);\n }\n\n /**\n * Recomputes section masks and returns changed per-block masks. Omit indices to visit every cell.\n * `culling` supplies neighbor face rules; `blockAt` supplies visible states outside this chunk.\n */\n public updateCullMasks(indices: Iterable<number> | undefined, occludes: (x: number, y: number, z: number) => boolean,\n culling?: BlockCullingData, blockAt?: (x: number, y: number, z: number) => Maybe<Pick<Block, \"type\" | \"properties\">>): [number, number][] {\n const changed: [number, number][] = [];\n const rules: (BlockCullingRule | null | undefined)[] = [];\n for (const index of indices ?? this.fluidCells.keys()) {\n if (!this.isBlockVisibleIndex(index)) continue;\n const x = index % 16, y = Math.floor(index / 256), z = Math.floor(index / 16) % 16;\n const id = this.data.idAt(index);\n let rule = rules[id];\n if (culling && rule === undefined) rules[id] = rule = blockCullingRule(culling, this.data.stateAt(id)!.type) ?? null;\n const block = rule ? this.data.stateAt(id)! : undefined;\n let mask = 0;\n for (let face = 0; face < CUBE_FACE_OFFSETS.length; face++) {\n const [dx, dy, dz] = CUBE_FACE_OFFSETS[face];\n const nx = x + dx, ny = y + dy, nz = z + dz;\n const inner = nx >= 0 && nx < 16 && ny >= 0 && ny < 16 && nz >= 0 && nz < 16;\n if (inner ? this.isOccludingIndex(ny * 256 + nz * 16 + nx)\n : occludes(this.x * 16 + nx, this.y * 16 + ny, this.z * 16 + nz)) mask |= 1 << face;\n else if (rule) {\n const neighbor = inner ? this.visibleBlockIndex(ny * 256 + nz * 16 + nx)\n : blockAt?.(this.x * 16 + nx, this.y * 16 + ny, this.z * 16 + nz);\n if (neighbor && skipsBlockFace(culling!, rule, block!, neighbor, face)) mask |= 1 << face;\n }\n }\n if (this.fluidCells[index]) this.meshDirty = true;\n const entries = this.sectionBlocks.get(index);\n if (entries) {\n for (const entry of entries) {\n if (entry.cullMask !== mask) {\n entry.cullMask = mask;\n this.meshDirty = true;\n }\n }\n } else {\n const object = this.renderedBlocks.get(index)?.object;\n if (object && object.cullMask !== mask) changed.push([index, mask]);\n }\n }\n return changed;\n }\n\n /** Updates hidden faces for a cell's section entry or individual render object. */\n public async setCullMaskIndex(index: number, mask: number): Promise<void> {\n if (this.fluidCells[index]) this.meshDirty = true;\n const entries = this.sectionBlocks.get(index);\n if (entries) {\n for (const entry of entries) {\n if (entry.cullMask !== mask) {\n entry.cullMask = mask;\n this.meshDirty = true;\n }\n }\n } else {\n await this.renderedBlocks.get(index)?.object?.setCullMask(mask);\n }\n }\n\n /** Rebuilds visible section geometry and discards results superseded by another rebuild or clear. */\n public async rebuildSectionMesh(): Promise<void> {\n if (!this.sectionModels || !this.meshDirty) return;\n this.meshDirty = false;\n const generation = ++this.meshGeneration;\n const entries = [...this.sectionBlocks.entries()].flatMap(([index, entries]) => this.hiddenBlocks.has(index) ? [] : entries);\n let fluids: SectionFluids | undefined;\n const origins = new Map<FluidKind, string>();\n for (let index = 0; index < this.fluidCells.length; index++) {\n const kind = fluidKindOf(this.fluidCells[index]);\n if (!kind || origins.has(kind) || this.hiddenBlocks.has(index)) continue;\n const block = this.renderedBlocks.get(index);\n if (block && !block.object) origins.set(kind, block.block.type);\n }\n if (origins.size) {\n fluids = { cells: new Uint8Array(18 * 18 * 18), waterTints: this.waterTints?.slice() };\n for (let y = -1; y <= 16; y++) {\n for (let z = -1; z <= 16; z++) {\n for (let x = -1; x <= 16; x++) {\n const index = y * 256 + z * 16 + x;\n const inner = x >= 0 && x < 16 && y >= 0 && y < 16 && z >= 0 && z < 16;\n fluids.cells[(y + 1) * 324 + (z + 1) * 18 + x + 1] = inner\n ? this.fluidByteIndex(index) | (this.renderedBlocks.get(index)?.object ? 128 : 0)\n | (this.isOccludingIndex(index) ? 64 : 0)\n : this.neighborCell?.(this.x * 16 + x, this.y * 16 + y, this.z * 16 + z) ?? 0;\n }\n }\n }\n for (const [kind, type] of origins) {\n const state = await BlockStates.get(AssetKey.parse(\"blockstates\", type));\n fluids[kind] = await this.sectionModels.fluidAtlas(kind, state?.key?.root);\n }\n }\n let light: Uint8Array | undefined;\n if (this.lightAt) {\n light = new Uint8Array(18 * 18 * 18);\n for (let y = -1; y <= 16; y++) {\n for (let z = -1; z <= 16; z++) {\n for (let x = -1; x <= 16; x++) {\n light[(y + 1) * 324 + (z + 1) * 18 + x + 1] = this.lightAt(this.x * 16 + x, this.y * 16 + y, this.z * 16 + z);\n }\n }\n }\n }\n let next: SectionMesh | undefined;\n try {\n next = entries.length || fluids ? await SectionMesh.buildAsync(entries, this.sectionModels.maxAtlasSize, fluids,\n { light, ambientLight: this.ambientLight, ambientOcclusion: this.ambientOcclusionCells }) : undefined;\n } catch (error) {\n if (generation === this.meshGeneration) this.meshDirty = true;\n throw error;\n }\n if (generation !== this.meshGeneration) {\n next?.dispose();\n return;\n }\n this.sectionMesh?.dispose();\n this.sectionMesh = next;\n if (next) {\n next.position.set(this.x * 256, this.y * 256, this.z * 256);\n this.scene.add(next);\n }\n this.scene.dirty = true;\n }\n\n /** Removes stored blocks and render objects. Set `notify` to false to skip the owning world's update. */\n public async clear(notify = true): Promise<void> {\n if (this.blockChanges.size) await Promise.allSettled(this.blockChanges);\n const positions = notify && this.onBlocksChanged ? [...this.renderedBlocks.keys()].map(index => this.chunkPosToWorldPos(\n new Vector3(index % 16, Math.floor(index / 256), Math.floor(index / 16) % 16)\n )) : [];\n for (const info of this.renderedBlocks.values()) info.object?.removeFromScene();\n this.sectionBlocks.clear();\n this.meshGeneration++;\n this.sectionMesh?.dispose();\n this.sectionMesh = undefined;\n this.meshDirty = false;\n this.renderedBlocks.clear();\n this.objectBlocks.clear();\n this.hiddenBlocks.clear();\n this.fluidCells.fill(0);\n this.waterTints = undefined;\n this.ambientOcclusionCells = undefined;\n this.data.clear();\n this.biomes = undefined;\n if (notify) {\n await this.onBiomesChanged?.(undefined);\n await this.onLightCleared?.();\n await this.onBlocksChanged?.(positions);\n }\n }\n\n public async dispose(): Promise<void> {\n await this.clear();\n }\n\n static isAir(block: Maybe<Block>): boolean {\n return ChunkData.isAir(block);\n }\n\n /** Maps chunk-local coordinates from 0 to 15 to a storage index, with x varying fastest, then z, then y. */\n static chunkPosToBlockIndex(pos: Vector3): number {\n if ([pos.x, pos.y, pos.z].some(value => !Number.isInteger(value) || value < 0 || value >= 16)) {\n throw new RangeError(\"Block coordinates must be integers from 0 to 15 within a chunk\");\n }\n return (pos.y * 16 * 16) + (pos.z * 16) + pos.x;\n }\n\n worldPosToChunkPos(pos: Vector3): Vector3 {\n return new Vector3(\n pos.x - (this.x * 16),\n pos.y - (this.y * 16),\n pos.z - (this.z * 16)\n )\n }\n\n chunkPosToWorldPos(pos: Vector3): Vector3 {\n return new Vector3(\n (this.x * 16) + pos.x,\n (this.y * 16) + pos.y,\n (this.z * 16) + pos.z\n );\n 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@@ -3,8 +3,10 @@ import { Vector3 } from "three";
3
3
  import { isTripleArray } from "../model/Model.mjs";
4
4
  import { yieldToEventLoop } from "../util/util.mjs";
5
5
  import { Chunk } from "./Chunk.mjs";
6
+ import { ChunkData } from "./ChunkData.mjs";
6
7
  import { AssetKey } from "../assets/AssetKey.mjs";
7
8
  import { BlockStates } from "../assets/BlockStates.mjs";
9
+ import { BlockEntities } from "../assets/BlockEntities.mjs";
8
10
  import { CUBE_FACE_OFFSETS } from "../CubeFace.mjs";
9
11
  import { SectionModels } from "./SectionModels.mjs";
10
12
  import { WorldEntities } from "./_entities/WorldEntities.mjs";
@@ -14,6 +16,7 @@ import { copySectionLight, sampleSectionLight } from "./WorldLight.mjs";
14
16
  import { loadBlockCulling } from "./_culling/BlockCulling.mjs";
15
17
  import { logger } from "../util/log.mjs";
16
18
  var log = logger("MineRenderWorld");
19
+ var YIELD_INTERVAL_MS = 8;
17
20
  var MineRenderWorld = class {
18
21
  constructor(scene, options = {}) {
19
22
  this._chunks = /* @__PURE__ */ new Map();
@@ -127,7 +130,7 @@ var MineRenderWorld = class {
127
130
  failures.set(chunk, error);
128
131
  if (this._chunks.get(`${chunk.x}_${chunk.y}_${chunk.z}`) === chunk) this.pendingBiomes.set(chunk, void 0);
129
132
  }
130
- if (performance.now() - sliceStart > 8) {
133
+ if (performance.now() - sliceStart > YIELD_INTERVAL_MS) {
131
134
  await yieldToEventLoop();
132
135
  sliceStart = performance.now();
133
136
  }
@@ -228,15 +231,18 @@ var MineRenderWorld = class {
228
231
  const key = AssetKey.parse("blockstates", block.type);
229
232
  keys.set(key.serialize(), key);
230
233
  }
231
- await BlockStates.getAll(keys.values());
234
+ const loaded = await BlockStates.getAll(keys.values());
235
+ const states = new Map([...keys.keys()].map((key, i) => [key, loaded[i]]));
232
236
  if (!useBatches) {
233
237
  for (const block of multiblock.blocks) await place(block);
234
238
  return;
235
239
  }
236
240
  if (!executor) {
237
241
  const groups2 = /* @__PURE__ */ new Map();
242
+ const distinct = /* @__PURE__ */ new Map();
238
243
  const position = new Vector3();
239
244
  for (const block of multiblock.blocks) {
245
+ if (this.sectionModels && !Chunk.isAir(block)) distinct.set(ChunkData.paletteKey(block), block);
240
246
  const [x, y, z] = block.position;
241
247
  this.validatePosBounds(position.set(x, y, z));
242
248
  const cx = Math.floor(x / 16), cy = Math.floor(y / 16), cz = Math.floor(z / 16);
@@ -247,6 +253,16 @@ var MineRenderWorld = class {
247
253
  if (!group) groups2.set(chunk, group = []);
248
254
  group.push({ index: (y - cy * 16) * 256 + (z - cz * 16) * 16 + x - cx * 16, block });
249
255
  }
256
+ if (this.sectionModels) {
257
+ for (const block of distinct.values()) {
258
+ const state = states.get(AssetKey.parse("blockstates", block.type).serialize());
259
+ if (!state) continue;
260
+ void (async () => {
261
+ if (state.key && BlockEntities.entry(await BlockEntities.getIndex(state.key.root), state.key.toNamespacedString())) return;
262
+ await this.sectionModels.preload(state, block.properties);
263
+ })().catch(() => void 0);
264
+ }
265
+ }
250
266
  await this.placeChunkGroups(groups2, changes);
251
267
  return;
252
268
  }
@@ -282,7 +298,7 @@ var MineRenderWorld = class {
282
298
  )));
283
299
  for (const pos of positions) changes.set(`${pos.x},${pos.y},${pos.z}`, pos);
284
300
  }
285
- if (performance.now() - sliceStart > 8) {
301
+ if (performance.now() - sliceStart > YIELD_INTERVAL_MS) {
286
302
  await yieldToEventLoop();
287
303
  sliceStart = performance.now();
288
304
  }
@@ -290,6 +306,62 @@ var MineRenderWorld = class {
290
306
  }
291
307
  /** Replaces a chunk column's blocks, biomes, and saved light and, with `renderEntities`, its supported saved mobs. */
292
308
  async placeChunk(chunk, executor) {
309
+ return this.placeColumn(chunk, executor);
310
+ }
311
+ /**
312
+ * Replaces parsed columns in input order, then refreshes neighboring geometry once.
313
+ * Duplicate coordinates retain their order. A failed column stops placement; queued refreshes finish before rejection.
314
+ */
315
+ async placeChunks(chunks) {
316
+ const columns = [];
317
+ for (const chunk of chunks) {
318
+ const { x, z } = chunk ?? {};
319
+ if (![x, z].every(Number.isSafeInteger)) {
320
+ throw new RangeError("Chunk column coordinates must be safe integers");
321
+ }
322
+ const sections = Array.from(chunk.sections, (section) => {
323
+ const { y } = section ?? {};
324
+ if (!Number.isSafeInteger(y)) throw new RangeError("Chunk section coordinates must be safe integers");
325
+ return { ...section, y };
326
+ });
327
+ columns.push({ ...chunk, x, z, sections });
328
+ }
329
+ if (!columns.length) return;
330
+ await this.culling;
331
+ let failed = false, failure, sliceStart = performance.now();
332
+ try {
333
+ for (const column of columns) {
334
+ await this.placeColumn(column, void 0, true);
335
+ if (performance.now() - sliceStart > YIELD_INTERVAL_MS) {
336
+ await yieldToEventLoop();
337
+ sliceStart = performance.now();
338
+ }
339
+ }
340
+ } catch (error) {
341
+ failed = true;
342
+ failure = error;
343
+ } finally {
344
+ try {
345
+ const failures = await this.refreshBiomes(true);
346
+ if (failures.size) log.warn("Failed to refresh biome colors", failures.values().next().value);
347
+ } catch (error) {
348
+ if (!failed) {
349
+ failed = true;
350
+ failure = error;
351
+ }
352
+ }
353
+ try {
354
+ await this.updateCulling([]);
355
+ } catch (error) {
356
+ if (!failed) {
357
+ failed = true;
358
+ failure = error;
359
+ }
360
+ }
361
+ }
362
+ if (failed) throw failure;
363
+ }
364
+ async placeColumn(chunk, executor, deferCulling = false) {
293
365
  if (![chunk.x, chunk.z].every(Number.isSafeInteger)) {
294
366
  throw new RangeError("Chunk column coordinates must be safe integers");
295
367
  }
@@ -351,7 +423,7 @@ var MineRenderWorld = class {
351
423
  } finally {
352
424
  this.markSectionChanged(target);
353
425
  }
354
- if (performance.now() - sliceStart > 8) {
426
+ if (performance.now() - sliceStart > YIELD_INTERVAL_MS) {
355
427
  await yieldToEventLoop();
356
428
  sliceStart = performance.now();
357
429
  }
@@ -374,9 +446,12 @@ var MineRenderWorld = class {
374
446
  await placeEntities?.();
375
447
  } finally {
376
448
  this.markBiomesChanged(chunk.x, chunk.z, void 0, false);
377
- const failures = await this.refreshBiomes();
378
- if (failures.size) log.warn("Failed to refresh biome colors", failures.values().next().value);
379
- await this.updateCulling([...changes.values()]);
449
+ if (deferCulling) await this.updateCulling([...changes.values()], true);
450
+ else {
451
+ const failures = await this.refreshBiomes();
452
+ if (failures.size) log.warn("Failed to refresh biome colors", failures.values().next().value);
453
+ await this.updateCulling([...changes.values()]);
454
+ }
380
455
  }
381
456
  }
382
457
  /**
@@ -406,7 +481,7 @@ var MineRenderWorld = class {
406
481
  for (const { x, z } of columns.values()) {
407
482
  this.entities?.clearColumn(x, z);
408
483
  await this.clearChunkColumn(x, z);
409
- if (performance.now() - sliceStart > 8) {
484
+ if (performance.now() - sliceStart > YIELD_INTERVAL_MS) {
410
485
  await yieldToEventLoop();
411
486
  sliceStart = performance.now();
412
487
  }
@@ -545,15 +620,25 @@ var MineRenderWorld = class {
545
620
  for (const [index, mask] of masks) await chunk.setCullMaskIndex(index, mask);
546
621
  await chunk.refreshLight(indices === "all" ? void 0 : indices);
547
622
  chunk.refreshAmbientOcclusion(this._ambientOcclusion);
548
- if ((this._ambientOcclusion || this.ambientOcclusionPending) && performance.now() - sliceStart > 8) {
623
+ if (performance.now() - sliceStart > YIELD_INTERVAL_MS) {
624
+ await yieldToEventLoop();
625
+ sliceStart = performance.now();
626
+ }
627
+ }
628
+ const pending = [];
629
+ for (const chunk of [...batch.keys()]) {
630
+ const build = (async () => {
631
+ await chunk.rebuildSectionMesh();
632
+ batch.delete(chunk);
633
+ })();
634
+ void build.catch(() => void 0);
635
+ pending.push(build);
636
+ if (performance.now() - sliceStart > YIELD_INTERVAL_MS) {
549
637
  await yieldToEventLoop();
550
638
  sliceStart = performance.now();
551
639
  }
552
640
  }
553
- const builds = await Promise.allSettled([...batch.keys()].map(async (chunk) => {
554
- await chunk.rebuildSectionMesh();
555
- batch.delete(chunk);
556
- }));
641
+ const builds = await Promise.allSettled(pending);
557
642
  const failure = builds.find((result) => result.status === "rejected");
558
643
  if (failure?.status === "rejected") throw failure.reason;
559
644
  } catch (error) {