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noa-engine

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Experimental voxel game engine

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/** @param {import('../index').Engine} noa */ export function Chunk(noa: import('../index').Engine, requestID: any, ci: any, cj: any, ck: any, size: any, dataArray: any, fillVoxelID?: number): void; export class Chunk { /** @param {import('../index').Engine} noa */ constructor(noa: import('../index').Engine, requestID: any, ci: any, cj: any, ck: any, size: any, dataArray: any, fillVoxelID?: number); noa: import("../index").Engine; isDisposed: boolean; userData: any; requestID: any; voxels: any; i: any; j: any; k: any; size: any; x: number; y: number; z: number; pos: number[]; _terrainDirty: boolean; _objectsDirty: boolean; _terrainMeshes: any[]; _isFull: boolean; _isEmpty: boolean; _wholeLayerVoxel: any[]; _neighbors: any; _neighborCount: number; _timesMeshed: number; /** @internal */ _blockHandlerLocs: LocationQueue; _updateVoxelArray(dataArray: any, fillVoxelID?: number): void; get(i: any, j: any, k: any): any; getSolidityAt(i: any, j: any, k: any): boolean; set(i: any, j: any, k: any, newID: any): void; updateMeshes(): void; dispose(): void; } export namespace Chunk { function _createVoxelArray(size: any): any; } import { LocationQueue } from './util';