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(); }