Beispiel #1
0
        public void SetupViewProj(BoundingBox worldBBox)
        {
            Vector3 lightPos = worldBBox.Center() - LightDir;
            Vector3 up       = Vector3.Up;

            LightView = Matrix.CreateLookAt(lightPos, worldBBox.Center(), up);
            Vector3[] corners            = worldBBox.GetCorners();
            Vector3[] transformedCorners = new Vector3[8];
            for (int i = 0; i < 8; i++)
            {
                transformedCorners[i] = Vector3.Transform(corners[i], LightView);
            }

            BoundingBox transformedBBox = new BoundingBox {
                Min = MathFunctions.Min(transformedCorners), Max = MathFunctions.Max(transformedCorners)
            };

            float width  = transformedBBox.Max.X - transformedBBox.Min.X;
            float height = transformedBBox.Max.Y - transformedBBox.Min.Y;
            float near   = transformedBBox.Min.Z - 10;
            float far    = transformedBBox.Max.Z + 10;

            LightProj = Matrix.CreateOrthographic(width, height, near, far);
            //LightProj = Matrix.CreatePerspective(ShadowWith, ShadowHeight, 0.1f, 10000);
            //LightProj = Matrix.CreatePerspectiveFieldOfView(MathHelper.Pi - 0.5f, 1f, 1f, 1000f);
        }
        /// <summary>
        /// Compute a vector that would move a bounding box into alignment with another bounding box.
        /// </summary>
        /// <param name="diagramToMove"></param>
        /// <param name="diagramToCompare"></param>
        /// <param name="verticalAlignment"></param>
        /// <param name="horizontalAlignment"></param>
        /// <returns></returns>
        public static Vector ComputeAlignment(
            BoundingBox boundsToMove,
            BoundingBox boundsToCompare,
            VerticalAlignment?verticalAlignment,
            HorizontalAlignment?horizontalAlignment)
        {
            var verticalOffset =
                verticalAlignment switch
            {
                VerticalAlignment.Bottom => boundsToCompare.YMin - boundsToMove.YMin,
                VerticalAlignment.Top => boundsToCompare.YMax - boundsToMove.YMax,
                VerticalAlignment.Center => boundsToCompare.Center().Y - boundsToMove.Center().Y,
                _ => 0M
            };

            var horizontalOffset =
                horizontalAlignment switch
            {
                HorizontalAlignment.Left => boundsToCompare.XMin - boundsToMove.XMin,
                HorizontalAlignment.Right => boundsToCompare.XMax - boundsToMove.XMax,
                HorizontalAlignment.Center => boundsToCompare.Center().X - boundsToMove.Center().X,
                _ => 0M
            };

            return(new Vector(horizontalOffset, verticalOffset));
        }
 public override void UpdateNotRender(RenderContext context)
 {
     base.UpdateNotRender(context);
     if (Octree != null)
     {
         Center = Octree.Bound.Center();
     }
     else
     {
         BoundingBox box = new BoundingBox();
         int         i   = 0;
         for (; i < Items.Count; ++i)
         {
             if (Items[i] is IDynamicReflectable)
             {
                 box = Items[i].BoundsWithTransform;
                 break;
             }
         }
         for (; i < Items.Count; ++i)
         {
             if (Items[i] is IDynamicReflectable)
             {
                 box = BoundingBox.Merge(box, Items[i].BoundsWithTransform);
             }
         }
         Center = box.Center();
     }
 }
 /// <summary>
 /// Returns true, iff all the nodes are registered, have been moved to the center (if required) and the renderer is loaded.
 /// </summary>
 protected bool CheckReady()
 {
     lock (boundingBoxes) {
         if (!hasMoved)
         {
             if (!boundingBoxes.ContainsValue(null))
             {
                 Vector3d moving = new Vector3d(transform.position) - overallBoundingBox.Center();
                 foreach (BoundingBox bb in boundingBoxes.Values)
                 {
                     bb.MoveAlong(moving);
                 }
                 overallBoundingBox.MoveAlong(moving);
                 hasMoved = true;
                 waiterForBoundingBoxUpdate.Set();
             }
             else
             {
                 return(false);
             }
         }
     }
     lock (pRenderer) {
         //Checking, weither all RootNodes are there
         if (pRenderer.GetRootNodeCount() != boundingBoxes.Count)
         {
             return(false);
         }
     }
     return(true);
 }
        public static void SetupBestiaryModelWidget(BestiaryCreatureInfo info, ModelWidget modelWidget, Vector3 offset, bool autoRotate, bool autoAspect)
        {
            modelWidget.Model           = ContentManager.Get <Model>(info.ModelName);
            modelWidget.TextureOverride = ContentManager.Get <Texture2D>(info.TextureOverride);
            Matrix[] absoluteTransforms = new Matrix[modelWidget.Model.Bones.Count];
            modelWidget.Model.CopyAbsoluteBoneTransformsTo(absoluteTransforms);
            BoundingBox boundingBox = modelWidget.Model.CalculateAbsoluteBoundingBox(absoluteTransforms);
            float       x           = MathUtils.Max(boundingBox.Size().X, 1.4f * boundingBox.Size().Y, boundingBox.Size().Z);

            modelWidget.ViewPosition       = new Vector3(boundingBox.Center().X, 1.5f, boundingBox.Center().Z) + 2.6f * MathUtils.Pow(x, 0.75f) * offset;
            modelWidget.ViewTarget         = boundingBox.Center();
            modelWidget.ViewFov            = 0.3f;
            modelWidget.AutoRotationVector = (autoRotate ? new Vector3(0f, MathUtils.Clamp(1.7f / boundingBox.Size().Length(), 0.25f, 1.4f), 0f) : Vector3.Zero);
            if (autoAspect)
            {
                float num = MathUtils.Clamp(boundingBox.Size().XZ.Length() / boundingBox.Size().Y, 1f, 1.5f);
                modelWidget.Size = new Vector2(modelWidget.Size.Y * num, modelWidget.Size.Y);
            }
        }
        /// <summary>
        /// Returns true, iff all the nodes are registered, have been moved to the center (if required) and the renderer is loaded.
        /// </summary>
        protected bool CheckReady()
        {
            if (!IsInitialized())
            {
                return(false);
            }
            lock (boundingBoxes)
            {
                if (!hasMoved)
                {
                    if (boundingBoxes.Count == 0)
                    {
                        //nothing to move along...
                        hasMoved = true;
                        waiterForBoundingBoxUpdate.Set();
                    }
                    else if (!boundingBoxes.ContainsValue(null))
                    {
                        moving = -overallTightBoundingBox.Center();
                        foreach (BoundingBox bb in boundingBoxes.Values)
                        {
                            bb.MoveAlong(moving);
                        }
                        foreach (BoundingBox tbb in tightBoundingBoxes.Values)
                        {
                            tbb.MoveAlong(moving);
                        }
                        overallBoundingBox.MoveAlong(moving);
                        overallTightBoundingBox.MoveAlong(moving);

                        hasMoved = true;
                        waiterForBoundingBoxUpdate.Set();
                    }
                    else
                    {
                        return(false);
                    }
                }
            }

            lock (pRenderer) {
                //Checking, weither all RootNodes are there
                if (pRenderer.GetRootNodeCount() != boundingBoxes.Count)
                {
                    return(false);
                }
            }
            return(true);
        }
Beispiel #7
0
        //This loads bounding boxes and also point cloud meta data (if showpoints is enabled).
        //The meshes itself have to be created on the MainThread, so if it's necessary,
        //this function only sets the flag _createMesh, which will be used later
        private void LoadBoundingBoxes()
        {
            BoundingBox overallBoundingBox = new BoundingBox(double.PositiveInfinity, double.PositiveInfinity, double.PositiveInfinity,
                                                             double.NegativeInfinity, double.NegativeInfinity, double.NegativeInfinity);

            foreach (PointCloudLoader loader in _loaders)
            {
                string path = loader.cloudPath;
                if (!path.EndsWith("/"))
                {
                    path += "/";
                }
                PointCloudMetaData metaData           = CloudLoader.LoadMetaData(path, false);
                BoundingBox        currentBoundingBox = metaData.tightBoundingBox;
                overallBoundingBox.Lx = Math.Min(overallBoundingBox.Lx, currentBoundingBox.Lx);
                overallBoundingBox.Ly = Math.Min(overallBoundingBox.Ly, currentBoundingBox.Ly);
                overallBoundingBox.Lz = Math.Min(overallBoundingBox.Lz, currentBoundingBox.Lz);
                overallBoundingBox.Ux = Math.Max(overallBoundingBox.Ux, currentBoundingBox.Ux);
                overallBoundingBox.Uy = Math.Max(overallBoundingBox.Uy, currentBoundingBox.Uy);
                overallBoundingBox.Uz = Math.Max(overallBoundingBox.Uz, currentBoundingBox.Uz);

                if (_showPoints)
                {
                    Node rootNode = new Node("", metaData, metaData.boundingBox, null);
                    CloudLoader.LoadPointsForNode(rootNode);
                    _nodes.Add(rootNode);
                }
            }
            if (_setToPreview.moveCenterToTransformPosition)
            {
                Vector3d moving = -overallBoundingBox.Center();
                overallBoundingBox.MoveAlong(moving);
                foreach (Node n  in _nodes)
                {
                    n.BoundingBox.MoveAlong(moving);
                }
            }
            _currentBB = overallBoundingBox;
            if (_showPoints)
            {
                _createMesh = true;
            }
            else
            {
                _loaders = null;
                _nodes   = null;
            }
        }
Beispiel #8
0
        public static void BoundingBoxvsBoundingBox(Manafold manafold)
        {
            BoundingBox A = manafold.bodyA.shape.GetAABB();
            BoundingBox B = manafold.bodyB.shape.GetAABB();

            vector2 ABVector = B.Position - A.Position;

            vector2 AMid = A.Center();
            vector2 BMid = B.Center();

            float OverlapX = AMid.X + BMid.X - Math.Abs(ABVector.X);

            if (OverlapX > 0)
            {
                float OverlapY = AMid.Y + BMid.Y - Math.Abs(ABVector.Y);

                if (OverlapY > 0)
                {
                    if (OverlapX > OverlapY)
                    {
                        if (ABVector.X > 0)
                        {
                            manafold.Normal = new vector2(1, 0);
                        }
                        else
                        {
                            manafold.Normal = new vector2(-1, 0);
                        }
                        manafold.Penetration = OverlapX;
                    }
                    else
                    {
                        if (ABVector.Y > 0)
                        {
                            manafold.Normal = new vector2(0, 1);
                        }
                        else
                        {
                            manafold.Normal = new vector2(0, -1);
                        }
                        manafold.Penetration = OverlapY;
                    }
                }
            }

            //if ((A.Max.X < B.Min.X) || (A.Min.X > B.Max.X)) return;
            //if ((A.Max.Y < B.Min.Y) || (A.Min.Y > B.Max.Y)) return;
        }
Beispiel #9
0
        private static BoundingBox EnsureNonZeroDimensions(BoundingBox input)
        {
            var width  = input.Width;
            var height = input.Height;

            if (input.Width == 0)
            {
                width = 1;
            }
            if (input.Height == 0)
            {
                height = 1;
            }

            return(BoundingBox.Create(width, height, input.Center()));
        }
        public Rectangle GetScreenRect(BoundingBox Box, Camera Camera)
        {
            Vector3 ext    = (Box.Max - Box.Min);
            Vector3 center = Box.Center();

            Vector3 p1 = Camera.Project(Box.Min);
            Vector3 p2 = Camera.Project(Box.Max);
            Vector3 p3 = Camera.Project(Box.Min + new Vector3(ext.X, 0, 0));
            Vector3 p4 = Camera.Project(Box.Min + new Vector3(0, ext.Y, 0));
            Vector3 p5 = Camera.Project(Box.Min + new Vector3(0, 0, ext.Z));
            Vector3 p6 = Camera.Project(Box.Min + new Vector3(ext.X, ext.Y, 0));

            Vector3 min = MathFunctions.Min(p1, p2, p3, p4, p5, p6);
            Vector3 max = MathFunctions.Max(p1, p2, p3, p4, p5, p6);

            return(new Rectangle((int)min.X, (int)min.Y, (int)(max.X - min.X), (int)(max.Y - min.Y)));
        }
Beispiel #11
0
        public override void Render(DwarfGame game, GraphicsDevice graphics, DwarfTime time)
        {
            NamedImageFrame frame = new NamedImageFrame("newgui/pointers", 32, 6, 0);

            // Draw a bounding box around the currently selected bodies.
            foreach (Body body in Player.BodySelector.CurrentBodies)
            {
                if (body.Tags.Contains("Resource"))
                {
                    Drawer2D.DrawText(body.Name, body.Position, Color.White, Color.Black);
                    BoundingBox bounds = body.BoundingBox;
                    bounds.Min += Vector3.Up * 0.5f;
                    bounds.Max += Vector3.Up * 0.5f;
                    bounds      = bounds.Expand(0.25f);
                    Drawer3D.DrawBox(bounds, Color.Orange, 0.02f, false);
                    Drawer2D.DrawSprite(frame, bounds.Center(), Vector2.One, Vector2.Zero, new Color(255, 255, 255, 100));
                }
            }
        }
        private void ComputeLightTransform(List <Mesh> scene, Vector3 lightDir)
        {
            BoundingBox sceneBbox = scene[0].bbox;

            foreach (Mesh m in scene)
            {
                sceneBbox.Merge(m.bbox);
            }

            float radius       = (sceneBbox.MaxPoint - sceneBbox.MinPoint).Length;
            var   lightDirLeft = Vector3.Cross(new Vector3(0, 1, 0), lightDir);
            var   lightDirDown = Vector3.Cross(lightDirLeft, lightDir);
            var   newCenter    = (lightDirLeft + lightDirDown) * radius + sceneBbox.Center();
            // This gets us light space translation and rotation
            var spaceTransform = Matrix4.LookAt(newCenter - lightDir * radius, newCenter, new Vector3(0, 1, 0));
            // but we can add few extra scaling and translation to prepare it for binning
            var binTransform = spaceTransform * Matrix4.CreateScale(0.5f / radius);

            _lightTransform = binTransform;
        }
Beispiel #13
0
        public void Start()
        {
            World.MakeAnnouncement("A storm is coming!", null);

            switch (TypeofStorm)
            {
            case StormType.RainStorm:
                SoundManager.PlaySound(ContentPaths.Audio.Oscar.sfx_gui_rain_storm_alert, 0.15f);
                break;

            case StormType.SnowStorm:
                SoundManager.PlaySound(ContentPaths.Audio.Oscar.sfx_gui_snow_storm_alert, 0.15f);
                break;
            }

            BoundingBox bounds         = World.ChunkManager.Bounds;
            Vector3     extents        = bounds.Extents();
            Vector3     center         = bounds.Center();
            Vector3     windNormalized = WindSpeed / WindSpeed.Length();
            Vector3     offset         = new Vector3(-windNormalized.X * extents.X + center.X, bounds.Max.Y + 5, -windNormalized.Z * extents.Z + center.Z);
            Vector3     perp           = new Vector3(-windNormalized.Z, 0, windNormalized.X);
            int         numClouds      = (int)(MathFunctions.RandInt(10, 100) * Intensity);
            int         numCloudLayers = MathFunctions.RandInt(1, 5);

            for (int layer = 0; layer < numCloudLayers; layer++)
            {
                for (int i = 0; i < numClouds; i++)
                {
                    Vector3 cloudPos = offset + perp * 5 * (i - numClouds / 2) + MathFunctions.RandVector3Cube() * 10 + windNormalized * 2 * layer;

                    Cloud cloud = new Cloud(World.ComponentManager, Intensity, 5, offset.Y + MathFunctions.Rand(-3.0f, 3.0f), cloudPos, TypeofStorm == StormType.RainStorm ? 0.15f : 0.0f)
                    {
                        Velocity    = WindSpeed * 0.5f,
                        TypeofStorm = TypeofStorm
                    };
                    Clouds.Add(cloud);
                    World.ComponentManager.RootComponent.AddChild(cloud);
                }
            }
            IsInitialized = true;
        }
Beispiel #14
0
        public Rectangle GetScreenRect(Camera camera)
        {
            BoundingBox box = GetBoundingBox();


            Vector3 ext    = (box.Max - box.Min);
            Vector3 center = box.Center();


            Vector3 p1 = camera.Project(box.Min);
            Vector3 p2 = camera.Project(box.Max);
            Vector3 p3 = camera.Project(box.Min + new Vector3(ext.X, 0, 0));
            Vector3 p4 = camera.Project(box.Min + new Vector3(0, ext.Y, 0));
            Vector3 p5 = camera.Project(box.Min + new Vector3(0, 0, ext.Z));
            Vector3 p6 = camera.Project(box.Min + new Vector3(ext.X, ext.Y, 0));


            Vector3 min = MathFunctions.Min(p1, p2, p3, p4, p5, p6);
            Vector3 max = MathFunctions.Max(p1, p2, p3, p4, p5, p6);

            return(new Rectangle((int)min.X, (int)min.Y, (int)(max.X - min.X), (int)(max.Y - min.Y)));
        }
Beispiel #15
0
            public void Start()
            {
                World.MakeAnnouncement("A storm is coming!", null);
                BoundingBox bounds         = World.ChunkManager.Bounds;
                Vector3     extents        = bounds.Extents();
                Vector3     center         = bounds.Center();
                Vector3     windNormalized = WindSpeed / WindSpeed.Length();
                Vector3     offset         = new Vector3(-windNormalized.X * extents.X + center.X, bounds.Max.Y + 5, -windNormalized.Z * extents.Z + center.Z);
                Vector3     perp           = new Vector3(-windNormalized.Z, 0, windNormalized.X);
                int         numClouds      = (int)(MathFunctions.RandInt(10, 100) * Intensity);

                for (int i = 0; i < numClouds; i++)
                {
                    Vector3 cloudPos = offset + perp * 5 * (i - numClouds / 2) + MathFunctions.RandVector3Cube() * 10;

                    Cloud cloud = new Cloud(World.ComponentManager, Intensity, 5, offset.Y + MathFunctions.Rand(-3.0f, 3.0f), cloudPos)
                    {
                        Velocity    = WindSpeed,
                        TypeofStorm = TypeofStorm
                    };
                }
                IsInitialized = true;
            }
        public object Convert(object value, Type targetType, object parameter, CultureInfo culture)
        {
            if ((value != null) && (value is MVMIH.IPositionHandle ph))
            {
                var me     = ph as IMachineElement;
                var parent = me.Parent;
                var eh     = parent as MVMIH.IElementHandle;

                if (eh != null)
                {
                    var bb        = new BoundingBox(new Vector3((float)eh.MinX, (float)eh.MinY, (float)eh.MinZ), new Vector3((float)eh.MaxX, (float)eh.MaxY, (float)eh.MaxZ));
                    var c         = bb.Center();
                    var diameter  = GetDiameter(bb, ph.Type);
                    var distance  = GetDistance(bb, ph.Type);
                    var length    = diameter * 5.0f;
                    var direction = GetDirection(ph.Type);
                    var p1        = c + direction * distance;
                    var p2        = c - direction * distance;
                    var p3        = c + direction * (distance + length);
                    var p4        = c - direction * (distance + length);
                    var builder   = new MeshBuilder();

                    builder.AddArrow(p1, p3, diameter);
                    builder.AddArrow(p2, p4, diameter);

                    return(builder.ToMesh());
                }
                else
                {
                    return(null);
                }
            }
            else
            {
                return(null);
            }
        }
Beispiel #17
0
        /// <summary>
        /// This function draws a bounding box using Debug.DrawLine, so Gizmos have to be enabled to see them.
        /// This functionality has been provided by Garrison Price. Adapted by Simon M. Fraiss.
        /// </summary>
        /// <param name="boundingBox">Bounding Box to dislpay</param>
        /// <param name="transform">Transform that should be applied to the bounding box, or null</param>
        /// <param name="color">Color to use</param>
        /// <param name="showPosition">If true, the position will be marked by three vectors</param>
        /// <param name="duration">Duration to display the box (default is 0.0f, which means just one frame)</param>
        public static void DrawBoundingBox(BoundingBox boundingBox, Transform transform, Color color, bool showPosition, float duration = 0.0f)
        {
            Vector3[] cornerPositions = new Vector3[8];

            GetCornerPositions(boundingBox.GetBoundsObject(), transform, ref cornerPositions);

            if (showPosition)
            {
                Debug.DrawLine(boundingBox.Center().ToFloatVector(), boundingBox.Center().ToFloatVector() + Vector3.up, Color.green, duration, true);

                Debug.DrawLine(boundingBox.Center().ToFloatVector(), boundingBox.Center().ToFloatVector() + Vector3.forward, Color.blue, duration, true);

                Debug.DrawLine(boundingBox.Center().ToFloatVector(), boundingBox.Center().ToFloatVector() + Vector3.right, Color.red, duration, true);
            }

            Debug.DrawLine(cornerPositions[0], cornerPositions[1], color, duration, true);

            Debug.DrawLine(cornerPositions[1], cornerPositions[3], color, duration, true);

            Debug.DrawLine(cornerPositions[3], cornerPositions[2], color, duration, true);

            Debug.DrawLine(cornerPositions[2], cornerPositions[0], color, duration, true);

            Debug.DrawLine(cornerPositions[4], cornerPositions[5], color, duration, true);

            Debug.DrawLine(cornerPositions[5], cornerPositions[7], color, duration, true);

            Debug.DrawLine(cornerPositions[7], cornerPositions[6], color, duration, true);

            Debug.DrawLine(cornerPositions[6], cornerPositions[4], color, duration, true);

            Debug.DrawLine(cornerPositions[0], cornerPositions[4], color, duration, true);

            Debug.DrawLine(cornerPositions[1], cornerPositions[5], color, duration, true);

            Debug.DrawLine(cornerPositions[3], cornerPositions[7], color, duration, true);

            Debug.DrawLine(cornerPositions[2], cornerPositions[6], color, duration, true);
        }
Beispiel #18
0
        private void CreateBackgroundMesh(GraphicsDevice Device, BoundingBox worldBounds)
        {
            int resolution = 4;
            int width      = 256;
            int height     = 256;
            int numVerts   = (width * height) / resolution;

            BackgroundMesh = new VertexBuffer(Device, VertexPositionColor.VertexDeclaration, numVerts, BufferUsage.None);
            VertexPositionColor[] verts = new VertexPositionColor[numVerts];
            Perlin  noise     = new Perlin(MathFunctions.RandInt(0, 1000));
            Vector2 posCenter = new Vector2(width, height) * 0.5f;
            Vector3 extents   = worldBounds.Extents();
            float   scale     = 16;
            Vector3 offset    = new Vector3(extents.X, 0, extents.Z) * 0.5f * scale - new Vector3(worldBounds.Center().X, worldBounds.Min.Y, worldBounds.Center().Z);
            int     i         = 0;

            for (int x = 0; x < width; x += resolution)
            {
                for (int y = 0; y < height; y += resolution)
                {
                    float dist = MathFunctions.Clamp(
                        (new Vector2(x, y) - posCenter).Length() * 0.1f, 0, 4);

                    float landHeight = (noise.Generate(x * 0.01f, y * 0.01f)) * 8.0f * dist;
                    verts[i].Position = new Vector3(((float)x) / width * extents.X * scale,
                                                    ((int)(landHeight / 10.0f)) * 10.0f, ((float)y) / height * extents.Z * scale) - offset;
                    if (worldBounds.Contains(verts[i].Position) == ContainmentType.Contains)
                    {
                        verts[i].Position = new Vector3(verts[i].Position.X, Math.Min(verts[i].Position.Y, worldBounds.Min.Y), verts[i].Position.Z);
                    }
                    i++;
                }
            }
            BackgroundMesh.SetData(verts);
            int[] indices = WorldGenerator.SetUpTerrainIndices(width / resolution, height / resolution);
            BackgroundIndex = new IndexBuffer(Device, typeof(int), indices.Length, BufferUsage.None);
            BackgroundIndex.SetData(indices);
        }
Beispiel #19
0
 /// <summary>Returns Box.Max in Box coordinates</summary>
 public static Vector3 Extents(this BoundingBox box)
 {
     return(box.Max - box.Center());
 }
Beispiel #20
0
        public void AddParticleSystems(int value, int x, int y, int z)
        {
            if (Terrain.ExtractContents(value) != 227)
            {
                return;
            }
            int             data        = Terrain.ExtractData(value);
            int             rotation    = FurnitureBlock.GetRotation(data);
            int             designIndex = FurnitureBlock.GetDesignIndex(data);
            FurnitureDesign design      = GetDesign(designIndex);

            if (design == null)
            {
                return;
            }
            List <FireParticleSystem> list = new List <FireParticleSystem>();

            BoundingBox[] torchPoints = design.GetTorchPoints(rotation);
            if (torchPoints.Length != 0)
            {
                BoundingBox[] array = torchPoints;
                for (int i = 0; i < array.Length; i++)
                {
                    BoundingBox        boundingBox        = array[i];
                    float              num                = (boundingBox.Size().X + boundingBox.Size().Y + boundingBox.Size().Z) / 3f;
                    float              size               = MathUtils.Clamp(1.5f * num, 0.1f, 1f);
                    FireParticleSystem fireParticleSystem = new FireParticleSystem(new Vector3(x, y, z) + boundingBox.Center(), size, 24f);
                    m_subsystemParticles.AddParticleSystem(fireParticleSystem);
                    list.Add(fireParticleSystem);
                }
            }
            if (list.Count > 0)
            {
                m_particleSystemsByCell[new Point3(x, y, z)] = list;
            }
        }