void CheckNearChunks(Vector3 position) { if (!checkNearChunks) { return; } int chunkX, chunkY, chunkZ; FastMath.FloorToInt(position.x / 16f, position.y / 16f, position.z / 16f, out chunkX, out chunkY, out chunkZ); if (lastChunkX != chunkX || lastChunkY != chunkY || lastChunkZ != chunkZ) { lastChunkX = chunkX; lastChunkY = chunkY; lastChunkZ = chunkZ; env.ChunkCheckArea(position, chunkExtents, renderChunks); } }
void CheckNearChunks(Vector3 position) { if (!checkNearChunks) { return; } int chunkX, chunkY, chunkZ; FastMath.FloorToInt(position.x / VoxelPlayEnvironment.CHUNK_SIZE, position.y / VoxelPlayEnvironment.CHUNK_SIZE, position.z / VoxelPlayEnvironment.CHUNK_SIZE, out chunkX, out chunkY, out chunkZ); if (lastChunkX != chunkX || lastChunkY != chunkY || lastChunkZ != chunkZ) { lastChunkX = chunkX; lastChunkY = chunkY; lastChunkZ = chunkZ; // Ensure area is rendered env.ChunkCheckArea(position, chunkExtents, renderChunks); } }