/// <summary>
        /// Grow the octree to fit in all objects.
        /// </summary>
        /// <param name="direction">Direction to grow.</param>
        void Grow(XYZ direction)
        {
            int xDirection = direction.X >= 0 ? 1 : -1;
            int yDirection = direction.Y >= 0 ? 1 : -1;
            int zDirection = direction.Z >= 0 ? 1 : -1;
            BoundsOctreeNode <T> oldRoot = rootNode;
            float half      = rootNode.BaseLength / 2;
            float newLength = rootNode.BaseLength * 2;
            var   newCenter = rootNode.Center + new XYZ(xDirection * half, yDirection * half, zDirection * half);

            // Create a new, bigger octree root node
            rootNode = new BoundsOctreeNode <T>(newLength, minSize, looseness, newCenter);

            // Create 7 new octree children to go with the old root as children of the new root
            int rootPos = GetRootPosIndex(xDirection, yDirection, zDirection);

            BoundsOctreeNode <T>[] children = new BoundsOctreeNode <T> [8];
            for (int i = 0; i < 8; i++)
            {
                if (i == rootPos)
                {
                    children[i] = oldRoot;
                }
                else
                {
                    xDirection  = i % 2 == 0 ? -1 : 1;
                    yDirection  = i > 3 ? -1 : 1;
                    zDirection  = (i < 2 || (i > 3 && i < 6)) ? -1 : 1;
                    children[i] = new BoundsOctreeNode <T>(rootNode.BaseLength, minSize, looseness, newCenter + new XYZ(xDirection * half, yDirection * half, zDirection * half));
                }
            }

            // Attach the new children to the new root node
            rootNode.SetChildren(children);
        }
 /// <summary>
 /// Constructor for the bounds octree.
 /// </summary>
 /// <param name="initialWorldSize">Size of the sides of the initial node, in metres. The octree will never shrink smaller than this.</param>
 /// <param name="initialWorldPos">Position of the centre of the initial node.</param>
 /// <param name="minNodeSize">Nodes will stop splitting if the new nodes would be smaller than this (metres).</param>
 /// <param name="loosenessVal">Clamped between 1 and 2. Values > 1 let nodes overlap.</param>
 public BoundsOctree(float initialWorldSize, XYZ initialWorldPos, float minNodeSize, float loosenessVal)
 {
     if (minNodeSize > initialWorldSize)
     {
         //Debug.LogWarning("Minimum node size must be at least as big as the initial world size. Was: " + minNodeSize + " Adjusted to: " + initialWorldSize);
         minNodeSize = initialWorldSize;
     }
     Count       = 0;
     initialSize = initialWorldSize;
     minSize     = minNodeSize;
     looseness   = 1.0f; //Mathf.Clamp(loosenessVal, 1.0f, 2.0f);
     rootNode    = new BoundsOctreeNode <T>(initialSize, minSize, loosenessVal, initialWorldPos);
 }
        /// <summary>
        /// Splits the octree into eight children.
        /// </summary>
        void Split()
        {
            float quarter   = BaseLength / 4f;
            float newLength = BaseLength / 2;

            children    = new BoundsOctreeNode <T> [8];
            children[0] = new BoundsOctreeNode <T>(newLength, minSize, looseness, Center + new XYZ(-quarter, quarter, -quarter));
            children[1] = new BoundsOctreeNode <T>(newLength, minSize, looseness, Center + new XYZ(quarter, quarter, -quarter));
            children[2] = new BoundsOctreeNode <T>(newLength, minSize, looseness, Center + new XYZ(-quarter, quarter, quarter));
            children[3] = new BoundsOctreeNode <T>(newLength, minSize, looseness, Center + new XYZ(quarter, quarter, quarter));
            children[4] = new BoundsOctreeNode <T>(newLength, minSize, looseness, Center + new XYZ(-quarter, -quarter, -quarter));
            children[5] = new BoundsOctreeNode <T>(newLength, minSize, looseness, Center + new XYZ(quarter, -quarter, -quarter));
            children[6] = new BoundsOctreeNode <T>(newLength, minSize, looseness, Center + new XYZ(-quarter, -quarter, quarter));
            children[7] = new BoundsOctreeNode <T>(newLength, minSize, looseness, Center + new XYZ(quarter, -quarter, quarter));
        }
 /// <summary>
 /// Merge all children into this node - the opposite of Split.
 /// Note: We only have to check one level down since a merge will never happen if the children already have children,
 /// since THAT won't happen unless there are already too many objects to merge.
 /// </summary>
 void Merge()
 {
     // Note: We know children != null or we wouldn't be merging
     for (int i = 0; i < 8; i++)
     {
         BoundsOctreeNode <T> curChild = children[i];
         int numObjects = curChild.objects.Count;
         for (int j = numObjects - 1; j >= 0; j--)
         {
             OctreeObject curObj = curChild.objects[j];
             objects.Add(curObj);
         }
     }
     // Remove the child nodes (and the objects in them - they've been added elsewhere now)
     children = null;
 }
 /// <summary>
 /// Shrink the octree if possible, else leave it the same.
 /// </summary>
 void Shrink()
 {
     rootNode = rootNode.ShrinkIfPossible(initialSize);
 }