Same as detect, but additionally writes 0 (air) to every
detected debris cell in the source bitmap. The cells' chunks are
dirtied so the next collider rebuild reflects the carved state.
The contour and material info captured in each DebrisInfo is taken
before the carve, so callers can reliably use it to spawn replacement
dynamic bodies without re-sampling.
Same as detect, but additionally writes
0(air) to every detected debris cell in the source bitmap. The cells' chunks are dirtied so the next collider rebuild reflects the carved state.The contour and material info captured in each
DebrisInfois taken before the carve, so callers can reliably use it to spawn replacement dynamic bodies without re-sampling.