void Unlink();
void Relink();
- // check if block at given index is completely enclosed (and therefore invisible)
- bool Obstructed(int idx) const;
+ // check which faces of a block at given index are obstructed (and therefore invisible)
+ Block::FaceSet Obstructed(int idx) const;
void Invalidate() { dirty = true; }
int GetLight(const Pos &pos) const { return GetLight(ToIndex(pos)); }
int GetLight(const Block::Pos &pos) const { return GetLight(ToIndex(pos)); }
- float GetVertexLight(int index, const BlockModel::Position &, const BlockModel::Normal &) const;
+ float GetVertexLight(int index, const BlockModel::Position &, const Model::Normal &) const;
bool Intersection(
const Ray &ray,