chunk position of the player . concode_field_sep Camera noCamera concode_elem_sep BulletPhysics bulletPhysics concode_elem_sep List<ChunkImpl> chunksInProximity concode_elem_sep int MAX_CHUNKS concode_elem_sep WorldProvider worldProvider concode_elem_sep int chunkPosX concode_elem_sep boolean pendingChunks concode_elem_sep int chunkPosZ concode_elem_sep ChunkProvider chunkProvider concode_elem_sep Config config concode_field_sep Camera getLightCamera concode_elem_sep float getRenderingLightValueAt concode_elem_sep int compare concode_elem_sep boolean pregenerateChunks concode_elem_sep void update concode_elem_sep float getSmoothedPlayerSunlightValue concode_elem_sep Camera getActiveCamera concode_elem_sep Skysphere getSkysphere concode_elem_sep float getBlockLightValue concode_elem_sep float getTick concode_elem_sep boolean isHeadUnderWater concode_elem_sep WorldRenderingStage getCurrentRenderStage concode_elem_sep float getDaylight concode_elem_sep float distanceToCamera concode_elem_sep void render concode_elem_sep float getSunlightValueAt concode_elem_sep float getBlockLightValueAt concode_elem_sep void setPlayer concode_elem_sep float getSunlightValue concode_elem_sep ChunkProvider getChunkProvider concode_elem_sep boolean updateChunksInProximity concode_elem_sep int calcCamChunkOffsetZ concode_elem_sep Vector3f getTint concode_elem_sep WorldProvider getWorldProvider concode_elem_sep boolean isAABBVisible concode_elem_sep void dispose concode_elem_sep void changeViewDistance concode_elem_sep PhysicsEngine getBulletRenderer
int function ( ) { return ( int ) ( getActiveCamera ( ) . getPosition ( ) . x / ChunkConstants . SIZE_X ) ; }