internal void UpdateAfterSimulation10() { this.UpdateRigidBodyShape(); if (this.m_voxelMap.Storage != null) { foreach (IMyEntity entity in this.m_nearbyEntities) { if (entity != null) { bool flag = false; MyPhysicsBody physics = entity.Physics as MyPhysicsBody; if (((physics != null) && (physics.RigidBody != null)) && ((physics.RigidBody.Layer == 0x17) || (physics.RigidBody.Layer == 10))) { flag = true; } if ((((entity is MyCubeGrid) || flag) && !entity.MarkedForClose) && (entity.Physics != null)) { BoundingBoxD xd; this.GetPrediction(entity, out xd); if (xd.Intersects(this.m_voxelMap.PositionComp.WorldAABB)) { Vector3I vectori; Vector3I vectori2; HkUniformGridShape shape; int num1; if (flag || !UseLod1VoxelPhysics) { num1 = 0; } else { num1 = 1; } int lod = num1; int num2 = 1 << (lod & 0x1f); BoundingBoxD xd2 = xd.TransformFast(this.m_voxelMap.PositionComp.WorldMatrixInvScaled); xd2.Translate(this.m_voxelMap.SizeInMetresHalf); Vector3 max = (Vector3)xd2.Max; Vector3 min = (Vector3)xd2.Min; this.ClampVoxelCoords(ref min, ref max, out vectori, out vectori2); vectori = vectori >> lod; vectori2 = vectori2 >> lod; int size = ((vectori2 - vectori) + 1).Size; if (size >= m_cellsToGenerateBuffer.Length) { m_cellsToGenerateBuffer = new Vector3I[MathHelper.GetNearestBiggerPowerOfTwo(size)]; } if (this.GetShape(lod, out shape)) { if (shape.Base.IsZero) { MyAnalyticsHelper.ReportBug("Null voxel shape", "SE-7366", true, @"E:\Repo1\Sources\Sandbox.Game\Engine\Voxels\MyVoxelPhysicsBody.cs", 680); } else { int requiredCellsCount = shape.GetMissingCellsInRange(ref vectori, ref vectori2, m_cellsToGenerateBuffer); if (requiredCellsCount != 0) { BoundingBoxI box = new BoundingBoxI((vectori * 8) * num2, (Vector3I)(((vectori2 + 1) * 8) * num2)); box.Translate(this.m_voxelMap.StorageMin); if ((requiredCellsCount > 0) && (this.m_voxelMap.Storage.Intersect(ref box, lod, true) != ContainmentType.Intersects)) { this.SetEmptyShapes(lod, ref shape, requiredCellsCount); } else { for (int i = 0; i < requiredCellsCount; i++) { this.StartPrecalcJobPhysicsIfNeeded(lod, i); } } } } } } } } } this.ScheduleBatchJobs(); if (this.m_bodiesInitialized) { this.CheckAndDiscardShapes(); } } }