// Find targeted voxel, check its toughness points, remove voxel and create loot object
    void Dig(Vector3 p)
    {
        Voxel        vox   = null;
        TerrainChunk chunk = null;

        Terrain.instance.FindVoxel(p, ref vox, ref chunk);

        if (vox.IsSolid() && chunk != null)
        {
            /*
             * GameObject loot = Instantiate (pfLoot);
             * loot.transform.parent = chunk.transform;
             * loot.transform.localPosition = new Vector3(vox.position.x, vox.position.y, 0f)
             + new Vector3(VOXEL_SIZE * .5f, VOXEL_SIZE * .5f, 0f);
             + loot.transform.localRotation = Quaternion.Euler(0f, 0f, Random.Range(0f, 90f));
             */
            var itemPresetId = vox.GetBlockItemPresetId();
            if (itemPresetId != Item.PresetId.Void)
            {
                inventory.AddAndStack(Item.Create(itemPresetId));
                guiInventory.UpdateGuiElements(inventory);
            }
            Terrain.instance.EditVoxels(p);
        }
    }