working light system
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@@ -78,11 +78,11 @@ window.Minecraft = class {
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this.window.mouseMotionX = 0;
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this.window.mouseMotionY = 0;
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}
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while (this.world.updateLights()) ;
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// Render the game
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this.worldRenderer.render(partialTicks);
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while (this.world.updateLights()) ;
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}
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onTick() {
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@@ -133,7 +133,7 @@ window.WorldRenderer = class {
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chunkSection.render();
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// Queue for rebuild
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if (chunkSection.isQueuedForRebuild() && !this.chunkSectionUpdateQueue.includes(chunkSection)) {
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if (chunkSection.isModified && !this.chunkSectionUpdateQueue.includes(chunkSection)) {
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this.chunkSectionUpdateQueue.push(chunkSection);
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}
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} else {
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@@ -35,7 +35,6 @@ window.Chunk = class {
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highest = this.heightMap[z << 4 | x] & 0xff;
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}
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}
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}
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this.highestY = highest;
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@@ -46,11 +45,11 @@ window.Chunk = class {
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}
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this.queueForRebuild();
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this.setModifiedAllSections();
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}
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updateBlockLight() {
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this.setModifiedAllSections();
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}
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notifyNeighbors(x, z) {
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@@ -71,7 +70,7 @@ window.Chunk = class {
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} else if (height < y) {
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this.world.updateLight(EnumSkyBlock.SKY, x, height, z, x, y, z);
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}
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this.queueForRebuild();
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this.setModifiedAllSections();
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}
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updateHeightMap(relX, y, relZ) {
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@@ -80,7 +79,7 @@ window.Chunk = class {
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if (y > currentHighestY) {
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highestY = y;
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}
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while (highestY > 0 && Block.lightOpacity[this.getBlockAt(relX, highestY - 1, relZ)] === 0) {
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while (highestY > 0 && Block.lightOpacity[this.getBlockAt(relX, highestY, relZ)] === 0) {
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highestY--;
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}
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if (highestY === currentHighestY) {
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@@ -138,7 +137,7 @@ window.Chunk = class {
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if (highestY !== prevHeight) {
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this.world.updateLight(EnumSkyBlock.SKY, x - 1, highestY, z - 1, x + 1, prevHeight, z + 1);
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}
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this.queueForRebuild();
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this.setModifiedAllSections();
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}
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setLightAt(sourceType, x, y, z, level) {
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@@ -189,7 +188,7 @@ window.Chunk = class {
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//this.data.setNibble(i, j, k, i1);
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this.queueForRebuild();
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this.setModifiedAllSections();
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return true;
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}
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@@ -219,14 +218,13 @@ window.Chunk = class {
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}
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}
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queueForRebuild() {
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for (let y = 0; y < this.sections.length; y++) {
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this.sections[y].queueForRebuild();
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}
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}
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isLoaded() {
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return this.loaded;
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}
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setModifiedAllSections() {
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for (let y = 0; y < this.sections.length; y++) {
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this.sections[y].isModified = true;
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}
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}
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}
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@@ -20,7 +20,7 @@ window.ChunkSection = class {
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this.group = new THREE.Object3D();
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this.group.matrixAutoUpdate = false;
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this.queuedForRebuild = true;
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this.isModified = false;
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this.blocks = [];
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this.blockLight = [];
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@@ -44,7 +44,7 @@ window.ChunkSection = class {
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}
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rebuild(renderer) {
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this.queuedForRebuild = false;
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this.isModified = false;
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this.group.clear();
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// Start drawing chunk section
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@@ -80,6 +80,8 @@ window.ChunkSection = class {
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setBlockAt(x, y, z, typeId) {
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let index = y << 8 | z << 4 | x;
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this.blocks[index] = typeId;
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this.isModified = true;
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}
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setLightAt(sourceType, x, y, z, lightLevel) {
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@@ -91,6 +93,8 @@ window.ChunkSection = class {
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if (sourceType === EnumSkyBlock.BLOCK) {
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this.blockLight[index] = lightLevel;
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}
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this.isModified = true;
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}
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getTotalLightAt(x, y, z) {
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@@ -127,12 +131,4 @@ window.ChunkSection = class {
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}
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return true;
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}
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queueForRebuild() {
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this.queuedForRebuild = true;
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}
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isQueuedForRebuild() {
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return this.queuedForRebuild;
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}
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}
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@@ -11,9 +11,6 @@ window.World = class {
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this.generator = new WorldGenerator(this, Date.now() % 100000);
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this.lightUpdateQueue = [];
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this.lightUpdateProcesses = 0;
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this.lightUpdates = 0;
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}
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onTick() {
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@@ -24,7 +21,7 @@ window.World = class {
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let index = x + (z << 16);
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let chunk = this.chunks.get(index);
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if (typeof chunk === 'undefined') {
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let chunk = new Chunk(this, x, z);
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chunk = new Chunk(this, x, z);
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// Generate new chunk
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this.generator.generateChunk(chunk);
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@@ -85,13 +82,7 @@ window.World = class {
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return false;
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}
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static prev = 0;
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updateLight(sourceType, x1, y1, z1, x2, y2, z2, notifyNeighbor = true) {
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if (this.lightUpdates >= 50) {
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return;
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}
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let centerX = (x2 + x1) / 2;
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let centerZ = (z2 + z1) / 2;
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@@ -114,11 +105,6 @@ window.World = class {
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}
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}
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if (World.prev !== this.lightUpdateQueue.length && this.lightUpdateQueue.length % 100 === 0) {
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World.prev = this.lightUpdateQueue.length;
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console.log(this.lightUpdateQueue.length + " in queue");
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}
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this.lightUpdateQueue.push(new MetadataChunkBlock(sourceType, x1, y1, z1, x2, y2, z2));
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if (this.lightUpdateQueue.length > 0x186a0) {
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this.lightUpdateQueue = [];
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@@ -230,10 +216,10 @@ window.World = class {
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}
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onBlockChanged(x, y, z) {
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this.queueForRebuildInRegion(x - 1, y - 1, z - 1, x + 1, y + 1, z + 1);
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this.setModified(x - 1, y - 1, z - 1, x + 1, y + 1, z + 1);
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}
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queueForRebuildInRegion(minX, minY, minZ, maxX, maxY, maxZ) {
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setModified(minX, minY, minZ, maxX, maxY, maxZ) {
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// To chunk coordinates
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minX = minX >> 4;
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maxX = maxX >> 4;
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@@ -249,7 +235,9 @@ window.World = class {
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for (let x = minX; x <= maxX; x++) {
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for (let y = minY; y <= maxY; y++) {
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for (let z = minZ; z <= maxZ; z++) {
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this.getChunkSectionAt(x, y, z).queueForRebuild();
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if (this.chunkExists(x >> 4, z >> 4)) {
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this.getChunkSectionAt(x, y, z).isModified = true;
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}
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}
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}
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}
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@@ -32,8 +32,8 @@ window.WorldGenerator = class {
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for (let relZ = 0; relZ < ChunkSection.SIZE; relZ++) {
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// Absolute position of the block
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let x = chunk.x * ChunkSection.SIZE + relX;
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let z = chunk.z * ChunkSection.SIZE + relZ;
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let x = chunk.x * ChunkSection.SIZE + relX + 10000; // TODO fix this 10000 offset
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let z = chunk.z * ChunkSection.SIZE + relZ + 10000;
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// Extract height value of the noise
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let heightValue = this.groundHeightNoise.perlin(x, z);
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