public override void Process(uint seed)
    {
        T[]     topologyMap    = TerrainMeta.TopologyMap.dst;
        int     num            = TerrainMeta.TopologyMap.res;
        Vector3 position       = TerrainMeta.Position;
        Vector3 size           = TerrainMeta.Size;
        float   lootAxisAngle  = TerrainMeta.LootAxisAngle;
        float   biomeAxisAngle = TerrainMeta.BiomeAxisAngle;

        short[] heightMap  = TerrainMeta.HeightMap.src;
        int     heightMap1 = TerrainMeta.HeightMap.res;

        byte[] biomeMap  = TerrainMeta.BiomeMap.src;
        int    biomeMap1 = TerrainMeta.BiomeMap.res;

        GenerateTopology.Native_GenerateTopology(topologyMap, num, position, size, seed, lootAxisAngle, biomeAxisAngle, heightMap, heightMap1, biomeMap, biomeMap1);
    }