// check if block at given index is completely enclosed (and therefore invisible)
bool Obstructed(int idx) const;
- void Allocate();
void Invalidate() { dirty = true; }
void SetBlock(int index, const Block &);
private:
const BlockTypeRegistry *types;
Chunk *neighbor[Block::FACE_COUNT];
- std::vector<Block> blocks;
- std::vector<unsigned char> light;
+ Block blocks[16 * 16 * 16];
+ unsigned char light[16 * 16 * 16];
BlockModel model;
Pos position;
bool dirty;