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https://mirror.ghproxy.com/https://github.com/dexyfex/CodeWalker
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219 lines
6.8 KiB
C#
219 lines
6.8 KiB
C#
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using SharpDX;
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using System;
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using System.Collections.Generic;
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using System.Text;
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namespace CodeWalker
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{
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public class TriangleBVH : TriangleBVHNode
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{
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public TriangleBVH(TriangleBVHItem[] tris, int depth = 8)
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{
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if (tris == null) return;
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var min = new Vector3(float.MaxValue);
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var max = new Vector3(float.MinValue);
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for (int i = 0; i < tris.Length; i++)
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{
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var tri = tris[i];
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tri.UpdateBox();
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min = Vector3.Min(min, tri.Box.Minimum);
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max = Vector3.Max(max, tri.Box.Maximum);
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}
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Box = new BoundingBox(min, max);
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Build(tris, depth);
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}
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}
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public class TriangleBVHNode
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{
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public TriangleBVHItem[] Triangles { get; set; }
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public TriangleBVHNode Node1 { get; set; }
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public TriangleBVHNode Node2 { get; set; }
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public BoundingBox Box { get; set; }
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public void Build(TriangleBVHItem[] tris, int depth)
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{
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if (tris.Length <= 10) depth = 0;
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if (depth <= 0)
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{
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Triangles = tris;
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Node1 = null;
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Node2 = null;
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}
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else
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{
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var min = Box.Minimum;
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var max = Box.Maximum;
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var cen = Box.Center;
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var siz = Box.Size;
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BoundingBox b1, b2;
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if ((siz.X >= siz.Y) && (siz.X >= siz.Z))
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{
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b1 = new BoundingBox(min, new Vector3(cen.X, max.Y, max.Z));
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b2 = new BoundingBox(new Vector3(cen.X, min.Y, min.Z), max);
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}
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else if (siz.Y >= siz.Z)
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{
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b1 = new BoundingBox(min, new Vector3(max.X, cen.Y, max.Z));
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b2 = new BoundingBox(new Vector3(min.X, cen.Y, min.Z), max);
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}
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else
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{
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b1 = new BoundingBox(min, new Vector3(max.X, max.Y, cen.Z));
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b2 = new BoundingBox(new Vector3(min.X, min.Y, cen.Z), max);
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}
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var l1 = new List<TriangleBVHItem>();
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var l2 = new List<TriangleBVHItem>();
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for (int i = 0; i < tris.Length; i++)
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{
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var tri = tris[i];
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if (tri.Box.Contains(b1) != ContainmentType.Disjoint)// (tri.Box.Intersects(b1))
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{
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l1.Add(tri);
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}
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if (tri.Box.Contains(b2) != ContainmentType.Disjoint)// (tri.Box.Intersects(b2))
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{
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l2.Add(tri);
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}
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}
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if (l1.Count > 0)
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{
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Node1 = new TriangleBVHNode();
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Node1.Box = b1;
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Node1.Build(l1.ToArray(), depth - 1);
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}
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if (l2.Count > 0)
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{
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Node2 = new TriangleBVHNode();
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Node2.Box = b2;
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Node2.Build(l2.ToArray(), depth - 1);
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}
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}
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}
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public TriangleBVHItem RayIntersect(ref Ray ray, ref float hitdist)
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{
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if (ray.Intersects(Box) == false) return null;
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TriangleBVHItem hit = null;
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if (Triangles != null)
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{
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for (int i = 0; i < Triangles.Length; i++)
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{
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var tri = Triangles[i];
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var v1 = tri.Corner1;
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var v2 = tri.Corner2;
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var v3 = tri.Corner3;
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if (ray.Intersects(ref v1, ref v2, ref v3, out float d) && (d < hitdist) && (d > 0))
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{
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hitdist = d;
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hit = tri;
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}
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}
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}
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if (Node1 != null)
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{
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var hd = hitdist;
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var h = Node1.RayIntersect(ref ray, ref hd);
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if ((h != null) && (hd < hitdist))
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{
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hitdist = hd;
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hit = h;
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}
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}
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if (Node2 != null)
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{
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var hd = hitdist;
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var h = Node2.RayIntersect(ref ray, ref hd);
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if ((h != null) && (hd < hitdist))
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{
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hitdist = hd;
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hit = h;
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}
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}
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return hit;
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}
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}
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public abstract class TriangleBVHItem
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{
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public Vector3 Corner1 { get; set; }
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public Vector3 Corner2 { get; set; }
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public Vector3 Corner3 { get; set; }
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public BoundingBox Box { get; set; }
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public Vector3 Center
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{
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get
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{
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return (Corner1 + Corner2 + Corner3) * 0.3333333f;
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}
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set
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{
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var delta = value - Center;
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Corner1 += delta;
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Corner2 += delta;
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Corner3 += delta;
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}
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}
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public Quaternion Orientation
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{
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get
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{
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return _Orientation;
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}
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set
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{
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var inv = Quaternion.Invert(_Orientation);
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var delta = value * inv;
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var cen = Center;
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Corner1 = cen + delta.Multiply(Corner1 - cen);
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Corner2 = cen + delta.Multiply(Corner2 - cen);
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Corner3 = cen + delta.Multiply(Corner3 - cen);
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_Orientation = value;
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}
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}
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private Quaternion _Orientation = Quaternion.Identity;
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public Vector3 Scale
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{
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get
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{
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return _Scale;
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}
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set
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{
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var inv = Quaternion.Invert(_Orientation);
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var delta = value / _Scale;
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var cen = Center;
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Corner1 = cen + _Orientation.Multiply(inv.Multiply(Corner1 - cen) * delta);
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Corner2 = cen + _Orientation.Multiply(inv.Multiply(Corner2 - cen) * delta);
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Corner3 = cen + _Orientation.Multiply(inv.Multiply(Corner3 - cen) * delta);
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_Scale = value;
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}
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}
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private Vector3 _Scale = Vector3.One;
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public void UpdateBox()
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{
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var min = new Vector3(float.MaxValue);
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var max = new Vector3(float.MinValue);
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min = Vector3.Min(min, Corner1);
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min = Vector3.Min(min, Corner2);
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min = Vector3.Min(min, Corner3);
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max = Vector3.Max(max, Corner1);
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max = Vector3.Max(max, Corner2);
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max = Vector3.Max(max, Corner3);
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Box = new BoundingBox(min, max);
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}
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}
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}
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