void Modify(Vector3 position, float radius) { generator.GetCubeIDs(position, radius, out Vector3 objectCenter, out Vector3 centerID, out Vector3 voxelRange, out Vector3 baseID, out Vector3 voxelCount, out Vector3Int threadCount); generator.CleanTriangles(centerID, voxelRange); generator.Modify(baseID, voxelCount, threadCount, objectCenter, radius, strength, damping); generator.Remarch(baseID, voxelCount, threadCount); }