fix(physics): port retail's find_bbox_cell_list outdoor extent walk (#334)
acdream had never implemented retail's SECOND cell-membership algorithm.
CPhysicsObj::calc_cross_cells @0x00515230 tests HAS_PHYSICS_BSP_PS at
0x00515285 and jumps (0x0051528f jne 0x515305) to find_bbox_cell_list
@0x00510fc0 for a BSP-bearing object; everything below that jump is the
OTHER algorithm, CObjCell::find_cell_list, and that is all we had. Every
object, BSP-bearing or not, was routed through it.
That path's outdoor expansion is a HARD CAP of one cell in each direction.
CellTransit.AddAllOutsideCells computes minRad = radius, maxRad = 24 - radius
and adds at most the eight neighbours of the sphere's own cell, so for any
radius >= 12 m both boundary tests are unconditionally true and the result is
exactly 3x3. Widening the radius or adding a second sphere is mechanically
incapable of adding a tenth cell. The user's live probe measured the
consequence directly: standing inside a Neftet formation, inCell=2 exempt=2
reached=0 -- the geometry was not a candidate at all.
The port. AddAllOutsideCellsFromParts is CLandCell::add_all_outside_cells
@0x00533360 plus add_cell_block @0x005331d0: base landcell from the FIRST
part's own adjust_to_outside, baseX/baseY within-block, each part's authored
CGfxObj::gfx_bound_box re-fit through all eight corners
(BBox::LocalToGlobal @0x005b2120), floor(v / square_length) where
square_length = 0x7c920c = 24.0f, four accumulators seeded to zero, ONE
rectangle unioned across all parts, FILLED, in GLOBAL lcoords so it crosses
landblocks freely, clamped only to [0, 0x7f8).
BuildShadowCellSetFromParts is find_bbox_cell_list's worklist.
RegisterMultiPart dispatches on the same flag retail does, and
BuildFloodSpheres' BSP arm is deleted rather than left unreachable.
Disassembled from the PDB-paired 2013-09-06 binary, not read from Binary
Ninja: BN mis-renders four separate constructs inside add_all_outside_cells
alone -- a dropped `and eax,0xffff` on baseX, a neg/sbb/and select shown as
identically zero, a wrong get_landcell argument, and both x87 flag tests as
`unimplemented {test ah}`.
ShadowPartGeometry pairs the BSP root sphere with the authored box so no
resolver can answer one and leave the other call site to synthesize a
substitute -- the AP-156 invariant applied a second time, since that split is
what produced AP-156 and then this. The box comes from
FlatGfxObjVisualBounds, already computed by exactly CGfxObj::init_end's
algorithm and already in the prepared package: no bake change, no DAT re-read.
Cost, measured over the installed DATs before any code was written: 1,258
physics-BSP GfxObjs, cells/object p50 4, p90 4, p99 12, max 49. The port is
CHEAPER than the old 3x3 = 9 for 98.97% of them. Row totals (shapes x cells)
over all 1,031 landblocks with BSP owners fall 97,173 -> 15,607 (0.161x);
dense Arwic 0xC6A9 falls 342 -> 43. One landblock more than doubles.
Precondition confirmed before pinning any expected cell set: 0x010046D8's box
is 96 m x 96 m about cell (2,2) = 0x87640013, which independently corroborates
the 3x3-centred-there diagnosis, and its rectangle does contain 0x87640011 and
0x87640019 -- the two cells the probe measured empty.
Register: AP-156's outdoor half CLOSED and its risk column CORRECTED (it read
"extra broadphase candidates, never a missed one", which generalised the indoor
direction to the whole row and is why #334 sat inside it unnoticed). AP-159 +
issue #335 file the unported indoor arm; AD-49 records the seed-time rectangle.
Issue #336 files a fourth load-sensitive test flake seen once during the gate.
Ten tests, every one sabotage-verified in both directions across eight
mutations (dispatch, 8-corner refit, floor-vs-truncation, union-vs-per-part,
map clamp, adjust guard, landblock clamp, box-path-for-everything). The
strongest is an installed-DAT replay of the user's own probe evidence.
Suite 11,208 -> 11,218 passed / 4 skipped / 0 failed; the +10 is exactly the
new tests.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
parent
f0588725cf
commit
13fcf38138
19 changed files with 2186 additions and 137 deletions
171
src/AcDream.Core/Physics/ShadowPartBox.cs
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171
src/AcDream.Core/Physics/ShadowPartBox.cs
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using System.Numerics;
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namespace AcDream.Core.Physics;
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/// <summary>
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/// One physics-BSP part's flood geometry, resolved as ONE value: the part
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/// GfxObj's physics-BSP root bounding sphere AND the axis-aligned box of its
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/// vertex array, both in the GfxObj's own unscaled frame.
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///
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/// <para>
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/// The pairing is the AP-156 invariant applied a second time. Retail's cell
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/// membership reads BOTH — <c>CEnvCell::find_transit_cells</c> @0x0052cae0
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/// takes <c>CGfxObj::physics_sphere</c> (<c>[gfxobj+0x74]</c>) for its cheap
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/// portal-plane reject, and <c>CLandCell::add_all_outside_cells</c> @0x00533360
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/// takes <c>CPhysicsPart::GetBoundingBox</c> @0x0050d600
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/// (<c>&gfxobj->gfx_bound_box</c>) for the outdoor extent walk. A resolver
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/// that answered only one of the two would leave the other call site to
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/// synthesize a substitute, which is exactly how the sphere came to be placed
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/// at the part origin (AP-156) and how #334's outdoor rectangle came to be a
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/// fixed 3×3.
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/// </para>
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///
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/// <para>
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/// <see cref="BoxMin"/>/<see cref="BoxMax"/> come from
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/// <c>FlatGfxObjVisualBounds</c>, which
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/// <c>FlatCollisionAssetBuilder.FlattenGfxObj</c> computes with
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/// <c>PhysicsDataCache.ComputeVisualBounds(source.VertexArray)</c> — the exact
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/// <c>CGfxObj::init_end</c> @0x00534200 computation (seed min=max=vertices[0],
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/// then <c>BBox::AdjustBBox</c> over every vertex of the render vertex array,
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/// which is also the array the physics polygons index into).
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/// </para>
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/// </summary>
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public readonly record struct ShadowPartGeometry
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{
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private ShadowPartGeometry(
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FlatCollisionSphere sphere,
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Vector3 boxMin,
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Vector3 boxMax)
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{
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Sphere = sphere;
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BoxMin = boxMin;
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BoxMax = boxMax;
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}
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/// <summary>Retail <c>CGfxObj::physics_sphere</c> — the physics BSP root
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/// bounding sphere, origin included, unscaled.</summary>
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public FlatCollisionSphere Sphere { get; }
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/// <summary>Retail <c>CGfxObj::gfx_bound_box.m_vMin</c>, unscaled.</summary>
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public Vector3 BoxMin { get; }
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/// <summary>Retail <c>CGfxObj::gfx_bound_box.m_vMax</c>, unscaled.</summary>
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public Vector3 BoxMax { get; }
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/// <summary>
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/// Pairs the two. <paramref name="visualBounds"/> is the prepared
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/// package's <c>FlatGfxObjVisualBounds</c>; when it is absent (graph-only
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/// fixtures, and prepared assets baked without the field) the box falls
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/// back to the sphere's own axis-aligned bound, which contains every
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/// physics polygon vertex the sphere contains and keeps the substitution
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/// in the over-inclusive direction retail itself uses (§1.8 of
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/// <c>docs/research/2026-08-06-334-contract.md</c>). The fallback lives
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/// HERE so no call site can observe a half-populated value.
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/// </summary>
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public static ShadowPartGeometry Create(
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FlatCollisionSphere sphere,
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FlatGfxObjVisualBounds? visualBounds)
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{
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if (visualBounds is { } bounds)
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return new ShadowPartGeometry(sphere, bounds.Min, bounds.Max);
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var extent = new Vector3(sphere.Radius);
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return new ShadowPartGeometry(
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sphere,
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sphere.Origin - extent,
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sphere.Origin + extent);
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}
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}
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/// <summary>
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/// One physics-BSP part's world-placed bounding box — the per-part input to
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/// retail's outdoor extent walk.
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///
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/// <para>
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/// Retail's <c>CLandCell::add_all_outside_cells</c> @0x00533360 calls
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/// <c>BBox::LocalToGlobal(part->gfxobj->gfx_bound_box, part->pos,
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/// cell0->pos)</c> (@0x00533527) per part, so the box it divides by
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/// <c>square_length</c> is the part's authored box re-fit through the part's
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/// own placement. <see cref="LocalMin"/>/<see cref="LocalMax"/> are that
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/// authored box (entity-scaled); <see cref="WorldPosition"/>/
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/// <see cref="WorldRotation"/> are the part placement
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/// <see cref="ShadowObjectRegistry.RegisterMultiPart"/> composes for the
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/// <c>ShadowEntry</c> rows, so the flood and the geometry can never disagree
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/// about where the part is.
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/// </para>
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///
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/// <para>
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/// CONSTRUCTION IS BY FACTORY ONLY: min and max arrive together, from one
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/// <see cref="ShadowShape"/>, so no future producer can carry one and drop the
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/// other.
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/// </para>
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/// </summary>
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public readonly record struct ShadowPartBox
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{
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private ShadowPartBox(
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Vector3 localMin,
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Vector3 localMax,
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Vector3 worldPosition,
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Quaternion worldRotation)
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{
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LocalMin = localMin;
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LocalMax = localMax;
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WorldPosition = worldPosition;
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WorldRotation = worldRotation;
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}
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/// <summary>Authored box minimum in the part's own frame, entity-scaled.</summary>
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public Vector3 LocalMin { get; }
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/// <summary>Authored box maximum in the part's own frame, entity-scaled.</summary>
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public Vector3 LocalMax { get; }
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/// <summary>The part's world placement — retail <c>CPhysicsPart::pos</c>.</summary>
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public Vector3 WorldPosition { get; }
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/// <summary>The part's world orientation — retail <c>CPhysicsPart::pos</c>.</summary>
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public Quaternion WorldRotation { get; }
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/// <summary>
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/// Composes the part's world placement exactly as
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/// <see cref="ShadowObjectRegistry.RegisterMultiPart"/> composes the
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/// emitted <c>ShadowEntry</c>'s.
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/// </summary>
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public static ShadowPartBox FromShape(
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in ShadowShape shape,
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Vector3 entityWorldPosition,
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Quaternion entityWorldRotation)
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=> new(
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shape.LocalBoundsMin,
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shape.LocalBoundsMax,
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entityWorldPosition
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+ Vector3.Transform(shape.LocalPosition, entityWorldRotation),
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entityWorldRotation * shape.LocalRotation);
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/// <summary>
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/// Retail <c>BBox::LocalToGlobal</c> @0x005b2120 — a proper EIGHT-CORNER
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/// re-fit, not a min/max transform: transform <c>min</c>, seed both
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/// corners from it, transform the other seven and <c>AdjustBBox</c> each.
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/// A rotated box therefore GROWS, conservatively, which is the direction
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/// retail deliberately errs in.
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/// </summary>
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/// <param name="frameOrigin">World origin of the destination frame —
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/// retail's <c>cell0->pos</c>, i.e. the landblock the extent walk
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/// anchors on.</param>
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public void RefitTo(Vector3 frameOrigin, out Vector3 min, out Vector3 max)
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{
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Vector3 offset = WorldPosition - frameOrigin;
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min = new Vector3(float.MaxValue);
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max = new Vector3(float.MinValue);
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for (int corner = 0; corner < 8; corner++)
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{
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var local = new Vector3(
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(corner & 1) == 0 ? LocalMin.X : LocalMax.X,
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(corner & 2) == 0 ? LocalMin.Y : LocalMax.Y,
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(corner & 4) == 0 ? LocalMin.Z : LocalMax.Z);
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Vector3 world = Vector3.Transform(local, WorldRotation) + offset;
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min = Vector3.Min(min, world);
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max = Vector3.Max(max, world);
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}
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}
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}
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