+ bool Generated() const noexcept { return generated; }
+ void SetGenerated() noexcept { generated = true; }
+ bool Lighted() const noexcept { return lighted; }
+ void ScanLights();
+
+ void Ref() noexcept { ++ref_count; }
+ void UnRef() noexcept { --ref_count; }
+ bool Referenced() const noexcept { return ref_count > 0; }
+
+ void Invalidate() noexcept { dirty_mesh = dirty_save = true; }
+ void InvalidateMesh() noexcept { dirty_mesh = true; }
+ void ClearMesh() noexcept { dirty_mesh = false; }
+ void ClearSave() noexcept { dirty_save = false; }
+ bool ShouldUpdateMesh() const noexcept { return dirty_mesh; }
+ bool ShouldUpdateSave() const noexcept { return dirty_save; }
+
+ void Update(BlockMesh &) noexcept;