(idx / Width()) % Height() == Height() - 1; // high Y plane
}
+ bool IsSurface(int index) const { return IsSurface(ToPos(index)); }
+ bool IsSurface(const Block::Pos &pos) const { return IsSurface(Pos(pos)); }
+ bool IsSurface(const Pos &pos) const;
+
void SetNeighbor(Chunk &);
bool HasNeighbor(Block::Face f) const { return neighbor[f]; }
Chunk &GetNeighbor(Block::Face f) { return *neighbor[f]; }