private void UpdatePlanetPhysics(ref BoundingBoxD box)
        {
            ProfilerShort.Begin("PlanetPhysics");
            Vector3I increment = m_storage.Size / (m_numCells + 1);

            MyGamePruningStructure.GetAproximateDynamicClustersForSize(ref box, INTRASECTOR_OBJECT_CLUSTER_SIZE, m_clustersIntersection);
            foreach (var res in m_clustersIntersection)
            {
                var shapeBox = res;
                res.Inflate(MyVoxelConstants.GEOMETRY_CELL_SIZE_IN_METRES);
                GeneratePhysicalShapeForBox(ref increment, ref shapeBox);
            }
            m_clustersIntersection.Clear();
            ProfilerShort.End();
        }