const Chunk &GetNeighbor(Block::Face f) const noexcept { return *neighbor[f]; }
void ClearNeighbors() noexcept;
void Unlink() noexcept;
- void Relink() noexcept;
// check which faces of a block at given index are obstructed (and therefore invisible)
Block::FaceSet Obstructed(const Pos &) const noexcept;