Expand description
NoiseChunk: cell-based terrain density evaluation with trilinear interpolation.
Matches vanilla’s NoiseChunk + NoiseBasedChunkGenerator.doFill() flow.
Vanilla wraps density functions with Interpolated markers. Only the inner
functions (arguments to Interpolated) are evaluated at cell corners; the
outer operations (squeeze, min, etc.) are applied per-block after trilinear
interpolation. Markers with identical evaluations share a channel.
Cell dimensions depend on the dimension’s noise settings.
Structs§
- Noise
Chunk - Stores density values at cell corners for a single chunk and provides trilinear interpolation between corners for block-level resolution.
Constants§
- INTERPOLATION_
LANES 🔒 - MAX_
CELL_ 🔒HEIGHT - The largest Vanilla noise cell height (overworld’s is 8).
- MAX_
INTERP 🔒 - Maximum number of interpolation channels supported.
- MAX_
SLICE_ 🔒LEN - Maximum slice length (
z_corners*corners_y) across all dimensions. Overworld: (16/4+1) * (384/8+1) = 5 * 49 = 245. Rounded up for headroom.