CarvingRun 5.46.0
Carving of one chunk (the target): the ellipsoids of every tunnel that reaches it are carved into its materials, in vanilla's order. Blocks are carved at most once (carving mask); bedrock and the other uncarvable blocks stay; the replacement comes from the chunk's aquifer at density 0 (water, lava, air, or nothing near aquifer barriers), and dirt uncovered under carved grass gets the biome's top material again.
Properties
$heights
php
public array $heights$mask
php
public array $maskCarved blocks (same index as TerrainChunk::$materials).
$materials
php
public array $materials$middleX
php
public readonly float $middleX$middleZ
php
public readonly float $middleZMethods
__construct()
php
public function __construct(int $chunkX, int $chunkZ, int $minY, int $height, int $seaLevel, array $materials, array $heights, ?\pocketmine\world\generator\vanilla\Aquifer $aquifer, array $uncarvable, int $grass, int $mycelium, int $dirt, \Closure $topMaterial, int $seaMaterial = \pocketmine\world\generator\vanilla\Aquifer::MATERIAL_WATER)carveEllipsoid()
php
public function carveEllipsoid(float $x, float $y, float $z, float $horizontalRadius, float $verticalRadius, float $floorLevel, ?array $widthFactors) : voidWorldCarver.carveEllipsoid(): carves the blocks of the target chunk inside the ellipsoid, column by column, top to bottom.
