fn world_pos_to_block_pos(world_pos: Vector3<i32>) -> Vector3<i32> {
        let chunk_size = vec3(CHUNK_X_SIZE as i32, CHUNK_Y_SIZE as i32, CHUNK_Z_SIZE as i32);
        let block_pos = vec3_mod(vec3_mod(world_pos, chunk_size) + chunk_size, chunk_size);
        return block_pos;
    }
/// World position to block position in chunk coordinates.
World position to block position in chunk coordinates.
World position to block position in chunk coordinates .
fn world_pos_to_block_pos(world_pos: Vector3<i32>) -> Vector3<i32> {
        let chunk_size = vec3(CHUNK_X_SIZE as i32, CHUNK_Y_SIZE as i32, CHUNK_Z_SIZE as i32);
        let block_pos = vec3_mod(vec3_mod(world_pos, chunk_size) + chunk_size, chunk_size);
        return block_pos;
    }
fn world_pos_to_block_pos ( world_pos : Vector3 < i32 > ) -> Vector3 < i32 > { let chunk_size = vec3 ( CHUNK_X_SIZE as i32 , CHUNK_Y_SIZE as i32 , CHUNK_Z_SIZE as i32 ) ; let block_pos = vec3_mod ( vec3_mod ( world_pos , chunk_size ) + chunk_size , chunk_size ) ; return block_pos ; }
World position to block position in chunk coordinates.
World position to block position in chunk coordinates .
world_pos
Vector3<i32>