//Recursively search the tree and for each leaf node at the bottom depth populate it's
    //SDF structure by raycasting to all Scene Geometry and find the closest Surface Point
    void PopulateTree(Octree.OctreeNode node)
    {
        if (!node.IsLeaf())
        {
            var subNodes = node.Nodes;
            foreach (var subNode in subNodes)
            {
                PopulateTree(subNode);
            }
        }
        else
        {
            if (node.IsLowestNode())
            {
                //find the closest Surface Point to this Mesh
                //Unity 5.7 has Physics.ClosestPoint(Vec3 p)

                //This is my version of it
                //Vector3 surfacePoint_old = ClosesPointOnCollider(node.Position);
                Vector3 surfacePoint = ClosesPointOnColliders(node.Position);
                if (surfacePoint == node.Position)
                {
                    node.InsideMesh = true;
                }
                else
                {
                    node.InsideMesh    = false;
                    node.SDF.mPoint    = surfacePoint;
                    node.SDF.mDistance = (surfacePoint - node.Position).magnitude;
                }
            }
        }
    }
    //recursively go through the Octree and convert them into a simple structure
    void UnpackTree(Octree.OctreeNode node)
    {
        TreeNode current = new TreeNode();

        var subNodes = node.Nodes;

        //set this up
        current.mParent = node.Parent;
        current.mNode   = node;
        int i = 0;

        if (subNodes != null)
        {
            current.mChildren = new Octree.OctreeNode[8];
            foreach (var subNode in subNodes)
            {
                current.mChildren[i] = subNode;
                ++i;
            }
        }
        else
        {
            current.mChildren = null;
        }

        //assign this node to our array only if It's not inside a mesh
        if (!current.mNode.InsideMesh)
        {
            Unpacked_Tree.Add(current);
        }

        //if this Node has children recurse
        if (!node.IsLeaf())
        {
            foreach (var subNode in subNodes)
            {
                UnpackTree(subNode);
            }
        }
    }