예제 #1
0
        public static void RayCastGrid(this IMyCubeGrid grid, Vector3 rayStart, Vector3 direction, Action <Vector3I> visitor)
        {
            Matrix worldToLocal = Matrix.Invert(grid.WorldMatrix);

            direction.Normalize();
            Vector3 transformedDirection = Vector3.TransformNormal(direction, worldToLocal);

            Vector3  currentPointF = Vector3.Transform(rayStart, worldToLocal) / grid.GridSize;
            Vector3I currentPoint  = Vector3I.Round(currentPointF);

            if (!Inside(grid.Min, grid.Max, currentPoint))
            {
                //find intersection
                BoundingBoxI bbI = new BoundingBoxI(grid.Min, grid.Max);
                var          hit = bbI.Intersects(new Ray(currentPointF, transformedDirection));
                if (!hit.HasValue)
                {
                    //Program.instance.Log($"No misses bounding box");
                    return; //no intersection
                }
                currentPointF += (float)hit.Value * transformedDirection;
                currentPoint   = Vector3I.Round(currentPointF);
            }

            //Program.instance.Log($"Starting at: {currentPoint}");
            //Program.instance.Log($"Direction at: {transformedDirection}");

            while (Inside(grid.Min, grid.Max, currentPoint))
            {
                if (grid.CubeExists(currentPoint))
                {
                    visitor(currentPoint);
                }

                float toXShift = ClosestGridBlockChange(currentPointF.X, transformedDirection.X);
                float toYShift = ClosestGridBlockChange(currentPointF.Y, transformedDirection.Y);
                float toZShift = ClosestGridBlockChange(currentPointF.Z, transformedDirection.Z);

                currentPointF += transformedDirection * Min(toXShift, toYShift, toZShift);
                currentPoint   = Vector3I.Round(currentPointF);

                //Program.instance.Log($"Shift by: {toXShift}, {toYShift}, {toZShift}");
                //Program.instance.Log($"Walk:{currentPoint}");
            }
        }
예제 #2
0
            internal void DoClipping(float camDistanceFromCenter, Vector3D localPosition, float farPlaneDistance, RequestCollector collector, bool frustumCulling, float rangeScale)
            {
                int lodIndex = m_lodIndex;

                if (!ShouldBeThisLodVisible(camDistanceFromCenter))
                {
                    MyUtils.Swap(ref m_storedCellData, ref m_clippedCells);
                    m_storedCellData.Clear();
                    return;
                }


                m_localPosition = localPosition;
                MyClipmap.ComputeLodViewBounds(m_clipmap.m_scaleGroup, lodIndex, out m_nearDistance, out m_farDistance);


                farPlaneDistance *= rangeScale;
                m_farDistance    *= rangeScale;
                m_nearDistance   *= rangeScale;

                m_fitsInFrustum = (farPlaneDistance * 1.25f) > m_nearDistance;

                if (!m_fitsInFrustum && m_lodIndex == lodIndex)
                {
                    return;
                }


                //var localFrustum = new BoundingFrustumD(CameraFrustumGetter().Matrix * m_parent.m_invWorldMatrix);
                var frustum = CameraFrustumGetter();

                Vector3I min, max;
                // Vector3I ignoreMin, ignoreMax;

                var minD = m_localPosition - m_farDistance;
                var maxD = m_localPosition + m_farDistance;

                MyVoxelCoordSystems.LocalPositionToRenderCellCoord(lodIndex, ref minD, out min);
                MyVoxelCoordSystems.LocalPositionToRenderCellCoord(lodIndex, ref maxD, out max);

                BoundingBoxI lodBox     = new BoundingBoxI(Vector3I.Zero, Vector3I.Max(m_lodSizeMinusOne, Vector3I.Zero));
                bool         intersects = false;

                //bool intersectsNear = false;

                m_localFarCameraBox  = new BoundingBoxI(min, max);
                m_localNearCameraBox = new BoundingBoxI(min, max);
                if (lodBox.Intersects(m_localFarCameraBox))
                {
                    intersects = true;
                    var intersection = lodBox;
                    intersection.IntersectWith(ref m_localFarCameraBox);
                    min = intersection.Min;
                    max = intersection.Max;

                    //Optimize only LOD2 and higher by two lods, because neighbour cells shares border cells
                    //if (m_lodIndex > 1)
                    //{
                    //    float lowerFar, lowerNear;
                    //    MyClipmap.ComputeLodViewBounds(m_clipmap.m_scaleGroup, m_lodIndex - 2, out lowerFar, out lowerNear);

                    //    var minNear = m_localPosition - (lowerNear - MyVoxelCoordSystems.RenderCellSizeInMeters(m_lodIndex) / 2);
                    //    var maxNear = m_localPosition + (lowerNear - MyVoxelCoordSystems.RenderCellSizeInMeters(m_lodIndex) / 2);
                    //    MyVoxelCoordSystems.LocalPositionToRenderCellCoord(m_lodIndex, ref minNear, out ignoreMin);
                    //    MyVoxelCoordSystems.LocalPositionToRenderCellCoord(m_lodIndex, ref maxNear, out ignoreMax);

                    //    m_localNearCameraBox = new BoundingBoxI(ignoreMin, ignoreMax);
                    //    if (lodBox.Intersects(m_localNearCameraBox))
                    //        intersectsNear = false;
                    //}
                }

                //if (m_lastMin == min && m_lastMax == max && !m_clipmap.m_updateClipping)
                //    return;

                //m_lastMin = min;
                //m_lastMax = max;

                //LodLevel parentLod, childLod;
                //GetNearbyLodLevels(out parentLod, out childLod);

                // Moves cells which are still needed from one collection to another.
                // All that is left behind is unloaded as no longer needed.

                // Move everything in range to collection of next stored cells.

                if (frustumCulling)
                {
                    MyUtils.Swap(ref m_storedCellData, ref m_clippedCells);
                    m_storedCellData.Clear();
                }

                if (intersects)
                {
                    float sizeInMetres = MyVoxelCoordSystems.RenderCellSizeInMeters(lodIndex);


                    MyCellCoord cell = new MyCellCoord(lodIndex, ref min);

                    for (var it = new Vector3I.RangeIterator(ref min, ref max);
                         it.IsValid(); it.GetNext(out cell.CoordInLod))
                    {
                        //if (intersectsNear &&
                        //    m_localNearCameraBox.Contains(cell.CoordInLod) == ContainmentType.Contains)
                        //    continue;

                        //if (frustumCulling)
                        //{
                        //    Vector3D minAABB = Vector3D.Transform((Vector3D)(sizeInMetres * (cell.CoordInLod - 2)), m_clipmap.m_worldMatrix);
                        //    Vector3D maxAABB = Vector3D.Transform((Vector3D)(sizeInMetres * (cell.CoordInLod + 2) + new Vector3(sizeInMetres)), m_clipmap.m_worldMatrix);

                        //    if (frustum.Contains(new BoundingBoxD(minAABB, maxAABB)) == ContainmentType.Disjoint)
                        //    {
                        //        m_outsideCells.Add(cell.CoordInLod);
                        //        continue;
                        //    }
                        //}

                        UnclipCell(collector, cell, true);
                    }

                    //cache cells around frustum
                    if (collector.SentRequestsEmpty)
                    {
                        foreach (var outsideCell in m_outsideCells)
                        {
                            cell.CoordInLod = outsideCell;
                            UnclipCell(collector, cell, frustumCulling);
                        }
                    }

                    m_outsideCells.Clear();
                }
            }
예제 #3
0
            internal void DoClipping(float camDistanceFromCenter, Vector3D localPosition, float farPlaneDistance, RequestCollector collector, bool frustumCulling, float rangeScale)
            {
                int lodIndex = m_lodIndex;

                if (!ShouldBeThisLodVisible(camDistanceFromCenter))
                {
                    MyUtils.Swap(ref m_storedCellData, ref m_clippedCells);
                    m_storedCellData.Clear();
                    return;
                }


                m_localPosition = localPosition;
                MyClipmap.ComputeLodViewBounds(m_clipmap.m_scaleGroup, lodIndex, out m_nearDistance, out m_farDistance);


                farPlaneDistance *= rangeScale;
                m_farDistance *= rangeScale;
                m_nearDistance *= rangeScale;

                m_fitsInFrustum = (farPlaneDistance * 1.25f) > m_nearDistance;

                if (!m_fitsInFrustum && m_lodIndex == lodIndex)
                    return;


                //var localFrustum = new BoundingFrustumD(CameraFrustumGetter().Matrix * m_parent.m_invWorldMatrix);
                var frustum = CameraFrustumGetter();

                Vector3I min, max;
                // Vector3I ignoreMin, ignoreMax;

                var minD = m_localPosition - (double)m_farDistance;
                var maxD = m_localPosition + (double)m_farDistance;
                MyVoxelCoordSystems.LocalPositionToRenderCellCoord(lodIndex, ref minD, out min);
                MyVoxelCoordSystems.LocalPositionToRenderCellCoord(lodIndex, ref maxD, out max);

                BoundingBoxI lodBox = new BoundingBoxI(Vector3I.Zero, Vector3I.Max(m_lodSizeMinusOne, Vector3I.Zero));
                bool intersects = false;
                //bool intersectsNear = false;

                m_localFarCameraBox = new BoundingBoxI(min, max);
                m_localNearCameraBox = new BoundingBoxI(min, max);
                if (lodBox.Intersects(m_localFarCameraBox))
                {
                    intersects = true;
                    var intersection = lodBox;
                    intersection.IntersectWith(ref m_localFarCameraBox);
                    min = intersection.Min;
                    max = intersection.Max;

                    //Optimize only LOD2 and higher by two lods, because neighbour cells shares border cells
                    //if (m_lodIndex > 1)
                    //{
                    //    float lowerFar, lowerNear;
                    //    MyClipmap.ComputeLodViewBounds(m_clipmap.m_scaleGroup, m_lodIndex - 2, out lowerFar, out lowerNear);

                    //    var minNear = m_localPosition - (lowerNear - MyVoxelCoordSystems.RenderCellSizeInMeters(m_lodIndex) / 2);
                    //    var maxNear = m_localPosition + (lowerNear - MyVoxelCoordSystems.RenderCellSizeInMeters(m_lodIndex) / 2);
                    //    MyVoxelCoordSystems.LocalPositionToRenderCellCoord(m_lodIndex, ref minNear, out ignoreMin);
                    //    MyVoxelCoordSystems.LocalPositionToRenderCellCoord(m_lodIndex, ref maxNear, out ignoreMax);

                    //    m_localNearCameraBox = new BoundingBoxI(ignoreMin, ignoreMax);
                    //    if (lodBox.Intersects(m_localNearCameraBox))
                    //        intersectsNear = false;
                    //}
                }
            
                //if (m_lastMin == min && m_lastMax == max && !m_clipmap.m_updateClipping)
                //    return;

                //m_lastMin = min;
                //m_lastMax = max;

                //LodLevel parentLod, childLod;
                //GetNearbyLodLevels(out parentLod, out childLod);

                // Moves cells which are still needed from one collection to another.
                // All that is left behind is unloaded as no longer needed.

                // Move everything in range to collection of next stored cells.

                if (frustumCulling)
                {
                    MyUtils.Swap(ref m_storedCellData, ref m_clippedCells);
                    m_storedCellData.Clear();
                }

                if (intersects)
                {
                    float sizeInMetres = MyVoxelCoordSystems.RenderCellSizeInMeters(lodIndex);


                    MyCellCoord cell = new MyCellCoord(lodIndex, ref min);

                    for (var it = new Vector3I_RangeIterator(ref min, ref max);
                        it.IsValid(); it.GetNext(out cell.CoordInLod))
                    {
                        //if (intersectsNear &&
                        //    m_localNearCameraBox.Contains(cell.CoordInLod) == ContainmentType.Contains)
                        //    continue;

                        //if (frustumCulling)
                        //{
                        //    Vector3D minAABB = Vector3D.Transform((Vector3D)(sizeInMetres * (cell.CoordInLod - 2)), m_clipmap.m_worldMatrix);
                        //    Vector3D maxAABB = Vector3D.Transform((Vector3D)(sizeInMetres * (cell.CoordInLod + 2) + new Vector3(sizeInMetres)), m_clipmap.m_worldMatrix);

                        //    if (frustum.Contains(new BoundingBoxD(minAABB, maxAABB)) == ContainmentType.Disjoint)
                        //    {
                        //        m_outsideCells.Add(cell.CoordInLod);
                        //        continue;
                        //    }
                        //}

                        UnclipCell(collector, cell, true);
                    }

                    //cache cells around frustum
                    if (collector.SentRequestsEmpty)
                    {
                          foreach (var outsideCell in m_outsideCells)
                          {
                              cell.CoordInLod = outsideCell;
                              UnclipCell(collector, cell, frustumCulling);
                          }
                    }

                    m_outsideCells.Clear();
                }
            }
예제 #4
0
            internal void DoClipping_Old(Vector3D localPosition, float farPlaneDistance, RequestCollector collector)
            {
                m_localPosition = localPosition;
                MyClipmap.ComputeLodViewBounds(m_clipmap.m_scaleGroup, m_lodIndex, out m_nearDistance, out m_farDistance);

                m_fitsInFrustum = (farPlaneDistance * 1.25f) > m_nearDistance;

                if (!m_fitsInFrustum)
                    return;


                //var localFrustum = new BoundingFrustumD(CameraFrustumGetter().Matrix * m_parent.m_invWorldMatrix);
                var frustum = CameraFrustumGetter();

                Vector3I min, max;
                Vector3I ignoreMin, ignoreMax;

                var minD = m_localPosition - m_farDistance;
                var maxD = m_localPosition + m_farDistance;
                MyVoxelCoordSystems.LocalPositionToRenderCellCoord(m_lodIndex, ref minD, out min);
                MyVoxelCoordSystems.LocalPositionToRenderCellCoord(m_lodIndex, ref maxD, out max);

                BoundingBoxI lodBox = new BoundingBoxI(Vector3I.Zero, m_lodSizeMinusOne);
                bool intersects = false;
                bool intersectsNear = false;

                m_localFarCameraBox = new BoundingBoxI(min, max);
                m_localNearCameraBox = new BoundingBoxI(min, max);
                if (lodBox.Intersects(m_localFarCameraBox))
                {
                    intersects = true;
                    var intersection = lodBox.Intersect(m_localFarCameraBox);
                    min = intersection.Min;
                    max = intersection.Max;

                    //Optimize only LOD2 and higher by two lods, because neighbour cells shares border cells
                    if (m_lodIndex > 1)
                    {
                        float lowerFar, lowerNear;
                        MyClipmap.ComputeLodViewBounds(m_clipmap.m_scaleGroup, m_lodIndex - 2, out lowerFar, out lowerNear);

                        var minNear = m_localPosition - (lowerNear - MyVoxelCoordSystems.RenderCellSizeInMeters(m_lodIndex) / 2);
                        var maxNear = m_localPosition + (lowerNear - MyVoxelCoordSystems.RenderCellSizeInMeters(m_lodIndex) / 2);
                        MyVoxelCoordSystems.LocalPositionToRenderCellCoord(m_lodIndex, ref minNear, out ignoreMin);
                        MyVoxelCoordSystems.LocalPositionToRenderCellCoord(m_lodIndex, ref maxNear, out ignoreMax);

                        m_localNearCameraBox = new BoundingBoxI(ignoreMin, ignoreMax);
                        if (lodBox.Intersects(m_localNearCameraBox))
                            intersectsNear = false;
                    }
                }
            
                if (m_lastMin == min && m_lastMax == max && !m_clipmap.m_updateClipping)
                    return;

                m_lastMin = min;
                m_lastMax = max;

                LodLevel parentLod, childLod;
                GetNearbyLodLevels(out parentLod, out childLod);

                // Moves cells which are still needed from one collection to another.
                // All that is left behind is unloaded as no longer needed.

                // Move everything in range to collection of next stored cells.
                MyUtils.Swap(ref m_storedCellData, ref m_clippedCells);
                m_storedCellData.Clear();

                if (intersects)
                {
                    float sizeInMetres = MyVoxelCoordSystems.RenderCellSizeInMeters(m_lodIndex);

                    MyCellCoord cell = new MyCellCoord(m_lodIndex, ref min);
                    for (var it = new Vector3I.RangeIterator(ref min, ref max);
                        it.IsValid(); it.GetNext(out cell.CoordInLod))
                    {
                        if (intersectsNear &&
                            m_localNearCameraBox.Contains(cell.CoordInLod) == ContainmentType.Contains)
                            continue;

                        //if (!WasAncestorCellLoaded(parentLod, ref cell))
                        //    continue;

                        
                        Vector3D minAABB = Vector3D.Transform((Vector3D)(sizeInMetres * (cell.CoordInLod - 2)), m_clipmap.m_worldMatrix);
                        Vector3D maxAABB = Vector3D.Transform((Vector3D)(sizeInMetres * (cell.CoordInLod + 2) + new Vector3(sizeInMetres)), m_clipmap.m_worldMatrix);

                         if (frustum.Contains(new BoundingBoxD(minAABB, maxAABB)) == ContainmentType.Disjoint)
                            continue;

                        var cellId = cell.PackId64();
                        CellData data;
                        if (m_clippedCells.TryGetValue(cellId, out data))
                        {
                            m_clippedCells.Remove(cellId);
                        }
                        else
                        {
                            var clipmapCellId = MyCellCoord.GetClipmapCellHash(m_clipmap.Id, cellId);
                            data = CellsCache.Read(clipmapCellId);

                            if (data == null) //cache miss
                            {
                                data = new CellData();
                                ClippingCacheMisses++;
                            }
                            else
                            {
                                //cache hit
                                ClippingCacheHits++;

                                //System.Diagnostics.Debug.Assert((!data.InScene && data.Cell != null) || data.Cell == null, "Not allowed cell state");
                                data.InScene = false;
                                if (data.Cell != null)
                                {
                                    m_nonEmptyCells[cellId] = data;
                                }
                            }
                        }

                        if (data.State == CellState.Invalid)
                        {
                            if (!TryAddCellRequest(collector, parentLod, cell, cellId, data))
                                continue;
                        }
                        m_storedCellData.Add(cellId, data);
                    }
                }
            }
예제 #5
0
            internal void DoClipping_Old(Vector3D localPosition, float farPlaneDistance, RequestCollector collector)
            {
                m_localPosition = localPosition;
                MyClipmap.ComputeLodViewBounds(m_clipmap.m_scaleGroup, m_lodIndex, out m_nearDistance, out m_farDistance);

                m_fitsInFrustum = (farPlaneDistance * 1.25f) > m_nearDistance;

                if (!m_fitsInFrustum)
                {
                    return;
                }


                //var localFrustum = new BoundingFrustumD(CameraFrustumGetter().Matrix * m_parent.m_invWorldMatrix);
                var frustum = CameraFrustumGetter();

                Vector3I min, max;
                Vector3I ignoreMin, ignoreMax;

                var minD = m_localPosition - m_farDistance;
                var maxD = m_localPosition + m_farDistance;

                MyVoxelCoordSystems.LocalPositionToRenderCellCoord(m_lodIndex, ref minD, out min);
                MyVoxelCoordSystems.LocalPositionToRenderCellCoord(m_lodIndex, ref maxD, out max);

                BoundingBoxI lodBox         = new BoundingBoxI(Vector3I.Zero, m_lodSizeMinusOne);
                bool         intersects     = false;
                bool         intersectsNear = false;

                m_localFarCameraBox  = new BoundingBoxI(min, max);
                m_localNearCameraBox = new BoundingBoxI(min, max);
                if (lodBox.Intersects(m_localFarCameraBox))
                {
                    intersects = true;
                    var intersection = lodBox.Intersect(m_localFarCameraBox);
                    min = intersection.Min;
                    max = intersection.Max;

                    //Optimize only LOD2 and higher by two lods, because neighbour cells shares border cells
                    if (m_lodIndex > 1)
                    {
                        float lowerFar, lowerNear;
                        MyClipmap.ComputeLodViewBounds(m_clipmap.m_scaleGroup, m_lodIndex - 2, out lowerFar, out lowerNear);

                        var minNear = m_localPosition - (lowerNear - MyVoxelCoordSystems.RenderCellSizeInMeters(m_lodIndex) / 2);
                        var maxNear = m_localPosition + (lowerNear - MyVoxelCoordSystems.RenderCellSizeInMeters(m_lodIndex) / 2);
                        MyVoxelCoordSystems.LocalPositionToRenderCellCoord(m_lodIndex, ref minNear, out ignoreMin);
                        MyVoxelCoordSystems.LocalPositionToRenderCellCoord(m_lodIndex, ref maxNear, out ignoreMax);

                        m_localNearCameraBox = new BoundingBoxI(ignoreMin, ignoreMax);
                        if (lodBox.Intersects(m_localNearCameraBox))
                        {
                            intersectsNear = false;
                        }
                    }
                }

                if (m_lastMin == min && m_lastMax == max && !m_clipmap.m_updateClipping)
                {
                    return;
                }

                m_lastMin = min;
                m_lastMax = max;

                LodLevel parentLod, childLod;

                GetNearbyLodLevels(out parentLod, out childLod);

                // Moves cells which are still needed from one collection to another.
                // All that is left behind is unloaded as no longer needed.

                // Move everything in range to collection of next stored cells.
                MyUtils.Swap(ref m_storedCellData, ref m_clippedCells);
                m_storedCellData.Clear();

                if (intersects)
                {
                    float sizeInMetres = MyVoxelCoordSystems.RenderCellSizeInMeters(m_lodIndex);

                    MyCellCoord cell = new MyCellCoord(m_lodIndex, ref min);
                    for (var it = new Vector3I.RangeIterator(ref min, ref max);
                         it.IsValid(); it.GetNext(out cell.CoordInLod))
                    {
                        if (intersectsNear &&
                            m_localNearCameraBox.Contains(cell.CoordInLod) == ContainmentType.Contains)
                        {
                            continue;
                        }

                        //if (!WasAncestorCellLoaded(parentLod, ref cell))
                        //    continue;


                        Vector3D minAABB = Vector3D.Transform((Vector3D)(sizeInMetres * (cell.CoordInLod - 2)), m_clipmap.m_worldMatrix);
                        Vector3D maxAABB = Vector3D.Transform((Vector3D)(sizeInMetres * (cell.CoordInLod + 2) + new Vector3(sizeInMetres)), m_clipmap.m_worldMatrix);

                        if (frustum.Contains(new BoundingBoxD(minAABB, maxAABB)) == ContainmentType.Disjoint)
                        {
                            continue;
                        }

                        var      cellId = cell.PackId64();
                        CellData data;
                        if (m_clippedCells.TryGetValue(cellId, out data))
                        {
                            m_clippedCells.Remove(cellId);
                        }
                        else
                        {
                            var clipmapCellId = MyCellCoord.GetClipmapCellHash(m_clipmap.Id, cellId);
                            data = CellsCache.Read(clipmapCellId);

                            if (data == null) //cache miss
                            {
                                data = new CellData();
                                ClippingCacheMisses++;
                            }
                            else
                            {
                                //cache hit
                                ClippingCacheHits++;

                                //System.Diagnostics.Debug.Assert((!data.InScene && data.Cell != null) || data.Cell == null, "Not allowed cell state");
                                data.InScene = false;
                                if (data.Cell != null)
                                {
                                    m_nonEmptyCells[cellId] = data;
                                }
                            }
                        }

                        if (data.State == CellState.Invalid)
                        {
                            if (!TryAddCellRequest(collector, parentLod, cell, cellId, data))
                            {
                                continue;
                            }
                        }
                        m_storedCellData.Add(cellId, data);
                    }
                }
            }
예제 #6
0
        private void FillOutOfBounds(MyStorageData target, MyStorageDataTypeEnum type, ref Vector3I woffset, int lodIndex, Vector3I minInLod, Vector3I maxInLod)
        {
            var value = MyVoxelConstants.DefaultValue(type);
            var size = new Vector3I((1 << (m_treeHeight + LeafLodCount - lodIndex)) - 1);

            var offset = woffset - minInLod;

            var req = new BoundingBoxI(minInLod, maxInLod);
            var tree = new BoundingBoxI(Vector3I.Zero, size);

            if (req.Intersects(ref tree) != true)
            {
                target.BlockFill(type, offset + minInLod, offset + maxInLod, value);
                return;
            }

            // Left
            if (minInLod.X < 0)
            {
                var min = minInLod;
                var max = maxInLod;

                max.X = -1;
                minInLod.X = 0;

                target.BlockFill(type, min + offset, max + offset, value);
            }

            // Right
            if (maxInLod.X > size.X)
            {
                var min = minInLod;
                var max = maxInLod;

                min.X = size.X+1;
                minInLod.X = size.X;

                target.BlockFill(type, min + offset, max + offset, value);
            }

            // Top
            if (minInLod.Y < 0)
            {
                var min = minInLod;
                var max = maxInLod;

                max.Y = -1;
                minInLod.Y = 0;

                target.BlockFill(type, min + offset, max + offset, value);
            }

            // Bottom
            if (maxInLod.Y > size.Y)
            {
                var min = minInLod;
                var max = maxInLod;

                min.Y = size.Y + 1;
                minInLod.Y = size.Y;

                target.BlockFill(type, min + offset, max + offset, value);
            }

            // Back
            if (minInLod.Y < 0)
            {
                var min = minInLod;
                var max = maxInLod;

                max.Y = -1;
                minInLod.Y = 0;

                target.BlockFill(type, min + offset, max + offset, value);
            }

            // Front
            if (maxInLod.Y > size.Y)
            {
                var min = minInLod;
                var max = maxInLod;

                min.Y = size.Y + 1;
                minInLod.Y = size.Y;

                target.BlockFill(type, min + offset, max + offset, value);
            }
        }