public void GenerateEmptyBlocksFor(TerrainChunk chunk, float blocksSize) { chunk.ForEachBlockIndex( (localIndex, globalIndex) => { var block = new TerrainBlock(TerrainBlock.Type.None, localIndex, globalIndex, blocksSize); chunk.SetBlock(localIndex, block); } ); }
public void GenerateBlocksFor(TerrainChunk chunk, float blocksSize) { chunk.ForEachBlockIndex( (localIndex, globalIndex) => { var blockType = CalculateBlockType(globalIndex); var block = new TerrainBlock(blockType, localIndex, globalIndex, blocksSize); chunk.SetBlock(localIndex, block); } ); new TerrainTreesGenerator(config, chunk).Generate(noise); }