noa-engine
Version:
Experimental voxel game engine
41 lines (40 loc) • 1.31 kB
TypeScript
/** @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';