void SetChunk(IntVector3 cp, Chunk chunk) { m_chunks[this.Size.GetIndex(cp)] = chunk; }
void FreeChunk(Chunk chunk) { chunk.Free(); SetChunk(chunk.ChunkPosition, null); }
void InvalidateChunk(Chunk chunk) { chunk.IsValid = false; // XXX drawlist update will add visible invalid chunks to rebuild list. is there a cleaner way? m_forceDrawListUpdate = true; }
Chunk CreateChunk(IntVector3 cp) { var chunk = new Chunk(m_game.Environment, cp); SetChunk(chunk.ChunkPosition, chunk); return chunk; }