private List <AABB> BuildVertOverlapAABBs(GameObject gameObject, Sprite sprite, RTMesh rtMesh)
        {
            if (sprite == null && rtMesh == null)
            {
                return(new List <AABB>());
            }

            const float overlapAmount     = 0.2f;
            float       halfOverlapAmount = overlapAmount * 0.5f;
            AABB        modelAABB         = sprite != null?ObjectBounds.CalcSpriteModelAABB(gameObject) : rtMesh.AABB;

            Vector3        modelAABBSize  = modelAABB.Size;
            List <BoxFace> modelAABBFaces = BoxMath.AllBoxFaces;

            const float sizeEps = 0.001f;

            Vector3[] overlapAABBSizes = new Vector3[modelAABBFaces.Count];
            overlapAABBSizes[(int)BoxFace.Left]   = new Vector3(overlapAmount, modelAABBSize.y + sizeEps, modelAABBSize.z + sizeEps);
            overlapAABBSizes[(int)BoxFace.Right]  = new Vector3(overlapAmount, modelAABBSize.y + sizeEps, modelAABBSize.z + sizeEps);
            overlapAABBSizes[(int)BoxFace.Bottom] = new Vector3(modelAABBSize.x + sizeEps, overlapAmount, modelAABBSize.z + sizeEps);
            overlapAABBSizes[(int)BoxFace.Top]    = new Vector3(modelAABBSize.x + sizeEps, overlapAmount, modelAABBSize.z + sizeEps);
            overlapAABBSizes[(int)BoxFace.Back]   = new Vector3(modelAABBSize.x + sizeEps, modelAABBSize.y + sizeEps, overlapAmount);
            overlapAABBSizes[(int)BoxFace.Front]  = new Vector3(modelAABBSize.x + sizeEps, modelAABBSize.y + sizeEps, overlapAmount);

            var overlapAABBs = new List <AABB>();

            for (int boxFaceIndex = 0; boxFaceIndex < modelAABBFaces.Count; ++boxFaceIndex)
            {
                BoxFace modelAABBFace = modelAABBFaces[boxFaceIndex];
                Vector3 faceCenter    = BoxMath.CalcBoxFaceCenter(modelAABB.Center, modelAABB.Size, Quaternion.identity, modelAABBFace);
                Vector3 faceNormal    = BoxMath.CalcBoxFaceNormal(modelAABB.Center, modelAABB.Size, Quaternion.identity, modelAABBFace);
                Vector3 overlapCenter = faceCenter - faceNormal * halfOverlapAmount;
                overlapAABBs.Add(new AABB(overlapCenter, overlapAABBSizes[boxFaceIndex]));
            }

            return(overlapAABBs);
        }
        public static List <Vector3> CollectHierarchyVerts(GameObject root, BoxFace collectFace, float collectBoxScale, float collectEps)
        {
            var meshObjects   = root.GetMeshObjectsInHierarchy();
            var spriteObjects = root.GetSpriteObjectsInHierarchy();

            if (meshObjects.Count == 0 && spriteObjects.Count == 0)
            {
                return(new List <Vector3>());
            }

            var boundsQConfig = new ObjectBounds.QueryConfig();

            boundsQConfig.ObjectTypes = GameObjectType.Mesh | GameObjectType.Sprite;

            OBB hierarchyOBB = ObjectBounds.CalcHierarchyWorldOBB(root, boundsQConfig);

            if (!hierarchyOBB.IsValid)
            {
                return(new List <Vector3>());
            }

            int     faceAxisIndex = BoxMath.GetFaceAxisIndex(collectFace);
            Vector3 faceCenter    = BoxMath.CalcBoxFaceCenter(hierarchyOBB.Center, hierarchyOBB.Size, hierarchyOBB.Rotation, collectFace);
            Vector3 faceNormal    = BoxMath.CalcBoxFaceNormal(hierarchyOBB.Center, hierarchyOBB.Size, hierarchyOBB.Rotation, collectFace);

            float   sizeEps         = collectEps * 2.0f;
            Vector3 collectAABBSize = hierarchyOBB.Size;

            collectAABBSize[faceAxisIndex]            = (hierarchyOBB.Size[faceAxisIndex] * collectBoxScale) + sizeEps;
            collectAABBSize[(faceAxisIndex + 1) % 3] += sizeEps;
            collectAABBSize[(faceAxisIndex + 2) % 3] += sizeEps;

            OBB collectOBB = new OBB(faceCenter + faceNormal * (-collectAABBSize[faceAxisIndex] * 0.5f + collectEps), collectAABBSize);

            collectOBB.Rotation = hierarchyOBB.Rotation;

            var collectedVerts = new List <Vector3>(80);

            foreach (var meshObject in meshObjects)
            {
                Mesh   mesh   = meshObject.GetMesh();
                RTMesh rtMesh = RTMeshDb.Get.GetRTMesh(mesh);
                if (rtMesh == null)
                {
                    continue;
                }

                var verts = rtMesh.OverlapVerts(collectOBB, meshObject.transform);
                if (verts.Count != 0)
                {
                    collectedVerts.AddRange(verts);
                }
            }

            foreach (var spriteObject in spriteObjects)
            {
                var verts = CollectWorldSpriteVerts(spriteObject.GetSprite(), spriteObject.transform, collectOBB);
                if (verts.Count != 0)
                {
                    collectedVerts.AddRange(verts);
                }
            }

            return(collectedVerts);
        }