public Region(VoxWorld w) { World = w; loc = Point.Zero; // Create Empty Region voxels = new Voxel[VOXEL_COUNT]; for(int i = 0; i < VOXEL_COUNT; i++) voxels[i] = Voxel.Empty; // Non-calculated Boundaries rBS = new RegionBoundaryState[4]; for(int i = 0; i < 4; i++) rBS[i] = new RegionBoundaryState(); // No Neighbors rNX = rPX = rNZ = rPZ = null; }
public Region(VoxWorld w) { World = w; loc = Point.Zero; // Create Empty Region voxels = new Voxel[VOXEL_COUNT]; for (int i = 0; i < VOXEL_COUNT; i++) { voxels[i] = Voxel.Empty; } // Non-calculated Boundaries rBS = new RegionBoundaryState[4]; for (int i = 0; i < 4; i++) { rBS[i] = new RegionBoundaryState(); } // No Neighbors rNX = rPX = rNZ = rPZ = null; }