refactor project structure, implement tessellator
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@@ -0,0 +1,61 @@
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window.ChunkSection = class {
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static get SIZE() {
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return 16;
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}
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constructor(world, x, y, z) {
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this.world = world;
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this.x = x;
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this.y = y;
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this.z = z;
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this.group = new THREE.Object3D();
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this.dirty = true;
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this.blocks = [];
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for (let x = 0; x < ChunkSection.SIZE; x++) {
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for (let y = 0; y < ChunkSection.SIZE; y++) {
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for (let z = 0; z < ChunkSection.SIZE; z++) {
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this.setBlockAt(x, y, z, 0);
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}
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}
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}
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}
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rebuild(renderer) {
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this.dirty = false;
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this.group.clear();
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for (let x = 0; x < ChunkSection.SIZE; x++) {
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for (let y = 0; y < ChunkSection.SIZE; y++) {
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for (let z = 0; z < ChunkSection.SIZE; z++) {
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let typeId = this.getBlockAt(x, y, z);
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if (typeId !== 0) {
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let absoluteX = this.x * ChunkSection.SIZE + x;
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let absoluteY = this.y * ChunkSection.SIZE + y;
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let absoluteZ = this.z * ChunkSection.SIZE + z;
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renderer.blockRenderer.renderBlock(this.world, this.group, typeId, absoluteX, absoluteY, absoluteZ);
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}
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}
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}
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}
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}
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getBlockAt(x, y, z) {
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let index = y << 8 | z << 4 | x;
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return this.blocks[index];
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}
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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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}
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queueForRebuild() {
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this.dirty = true;
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}
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}
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