/** Convert from voxel coordinates to world coordinates.
* (0,0,0) in voxel coordinates is a bottom corner of the bounding box.
* (1,0,0) is one voxel in the +X direction of that.
*/
public Int3 VoxelToWorldInt3(Int3 voxelPosition)
{
var pos = voxelPosition * Int3.Precision;
pos = new Int3(Mathf.RoundToInt(pos.x * cellScale.x), Mathf.RoundToInt(pos.y * cellScale.y), Mathf.RoundToInt(pos.z * cellScale.z));
return(pos + (Int3)voxelOffset);
}