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 |    
 
 public static void Split(this SceneTreeModule self)
 {
 self.Split(self.AllItems.Values.ToList(),null);
 }
 
 
 
 
 
 private static void Split(this SceneTreeModule self,List<ObjectBase> cubes, QuadTreeNode parent)
 {
 
 
 
 QuadTreeNode Root, LT, RT, LB, RB;
 
 
 float halfX, halfZ, halfY;
 
 float quarterX, quarterZ, quarterY;
 
 Vector3 center;
 
 
 if (parent == null)
 {
 float minX = float.MaxValue,
 minZ = float.MaxValue,
 minY = float.MaxValue,
 maxX = float.MinValue,
 maxZ = float.MinValue,
 maxY = float.MinValue;
 
 
 foreach (var cube in cubes)
 {
 var cubeBound = cube.bounds;
 Vector3 boundsMin, boundsMax;
 boundsMin = cube.bounds.min;
 boundsMax = cube.bounds.max;
 
 minX = Mathf.Min(boundsMin.x, minX);
 minY = Mathf.Min(boundsMin.y, minY);
 minZ = Mathf.Min(boundsMin.z, minZ);
 
 maxX = Mathf.Max(boundsMax.x, maxX);
 maxY = Mathf.Max(boundsMax.y, maxY);
 maxZ = Mathf.Max(boundsMax.z, maxZ);
 }
 
 halfX = (maxX - minX) / 2;
 halfY = (maxY - minY) / 2;
 halfZ = (maxZ - minZ) / 2;
 quarterX = halfX / 2;
 quarterY = halfY / 2;
 quarterZ = halfZ / 2;
 center = new Vector3(minX + halfX, minY + halfY, minZ + halfZ);
 
 self.Root = Root = self.AddChild<QuadTreeNode>();
 
 Root.Bounds = new Bounds(center, new Vector3(halfX, halfY, halfZ) * 2);
 }
 
 else
 {
 var halfParentSize = parent.Bounds.size / 2;
 
 halfX = halfParentSize.x;
 halfY = halfParentSize.y ;
 halfZ = halfParentSize.z;
 
 quarterX = halfX / 2;
 quarterZ = halfZ / 2;
 
 Root = parent;
 center = parent.Bounds.center;
 }
 
 var ltPos = center + new Vector3(-quarterX, 0, +quarterZ);
 var rtPos = center + new Vector3(+quarterX, 0, +quarterZ);
 var lbPos = center + new Vector3(-quarterX, 0, -quarterZ);
 var rbPos = center + new Vector3(+quarterX, 0, -quarterZ);
 
 LT = Root.AddChild<QuadTreeNode>();
 LT.Bounds = new Bounds(ltPos, new Vector3(halfX, halfY*2,halfZ));
 
 RT = Root.AddChild<QuadTreeNode>();
 RT.Bounds = new Bounds(rtPos, new Vector3(halfX, halfY*2, halfZ));
 
 LB = Root.AddChild<QuadTreeNode>();
 LB.Bounds = new Bounds(lbPos, new Vector3(halfX, halfY*2, halfZ));
 
 RB = Root.AddChild<QuadTreeNode>();
 RB.Bounds = new Bounds(rbPos, new Vector3(halfX, halfY*2, halfZ));
 
 Root.AddChildNode(LT);
 Root.AddChildNode(RT);
 Root.AddChildNode(LB);
 Root.AddChildNode(RB);
 
 foreach (var cube in cubes)
 {
 var cubeBound = cube.bounds;
 QuadTreeNode node = null;
 
 foreach (var child in Root.child)
 {
 if (child.Bounds.Intersects(cubeBound))
 {
 child.AddItem(cube);
 }
 }
 }
 
 
 for (var i = 0; i < Root.child.Count; i++)
 {
 var x = Root.child[i];
 
 if (x.ItemData.Count == 0)
 {
 Root.child.RemoveAt(i);
 i--;
 }
 
 
 if (x.ItemData.Count > self.MaxCellCount && x.Bounds.size.x > self.MinCellRange)
 {
 var needSplitData = new List<ObjectBase>();
 needSplitData.AddRange(x.ItemData);
 x.ClearObj();
 self.Split(needSplitData,x);
 }
 }
 }
 
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