A attemp to fix the boundingBox code that I committed the other day.
parent
75bfbc14fc
commit
08d4fffdfd
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@ -596,7 +596,6 @@ namespace OpenSim.Region.Framework.Scenes
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/// <returns></returns>
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public Vector3 GetAxisAlignedBoundingBox()
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{
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//int count = 0;
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float maxX = 0f, maxY = 0f, maxZ = 0f, minX = 256f, minY = 256f, minZ = 256f;
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lock (m_parts)
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{
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@ -605,31 +604,181 @@ namespace OpenSim.Region.Framework.Scenes
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Vector3 worldPos = part.GetWorldPosition();
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Quaternion worldRot = part.GetWorldRotation();
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Vector3 size = part.Scale * worldRot;
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Vector3 frontTopLeft;
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Vector3 frontTopRight;
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Vector3 frontBottomLeft;
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Vector3 frontBottomRight;
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// m_log.InfoFormat("prim {0} , world pos is {1} , {2} , {3} , and size is {4} , {5} , {6}", count, worldPos.X, worldPos.Y, worldPos.Z, size.X, size.Y, size.Z);
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// count++;
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Vector3 backTopLeft;
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Vector3 backTopRight;
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Vector3 backBottomLeft;
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Vector3 backBottomRight;
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float tx= worldPos.X +( size.X/2);
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float bx = worldPos.X - (size.X/2);
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if (tx > maxX)
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maxX = tx;
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if (bx < minX)
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minX = bx;
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Vector3 orig = Vector3.Zero;
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float ty = worldPos.Y + (size.Y / 2);
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float by = worldPos.Y - (size.Y / 2);
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if (ty > maxY)
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maxY = ty;
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if (by < minY)
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minY = by;
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frontTopLeft.X = orig.X - (part.Scale.X / 2);
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frontTopLeft.Y = orig.Y - (part.Scale.Y / 2);
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frontTopLeft.Z = orig.Z + (part.Scale.Z / 2);
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float tz = worldPos.Z + (size.Z / 2);
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float bz = worldPos.Z - (size.Z / 2);
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if (tz > maxZ)
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maxZ = tz;
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if (bz < minZ)
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minZ = bz;
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frontTopRight.X = orig.X + (part.Scale.X / 2);
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frontTopRight.Y = orig.Y - (part.Scale.Y / 2);
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frontTopRight.Z = orig.Z + (part.Scale.Z / 2);
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frontBottomLeft.X = orig.X - (part.Scale.X / 2);
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frontBottomLeft.Y = orig.Y - (part.Scale.Y / 2);
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frontBottomLeft.Z = orig.Z - (part.Scale.Z / 2);
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frontBottomRight.X = orig.X + (part.Scale.X / 2);
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frontBottomRight.Y = orig.Y - (part.Scale.Y / 2);
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frontBottomRight.Z = orig.Z - (part.Scale.Z / 2);
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backTopLeft.X = orig.X - (part.Scale.X / 2);
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backTopLeft.Y = orig.Y + (part.Scale.Y / 2);
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backTopLeft.Z = orig.Z + (part.Scale.Z / 2);
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backTopRight.X = orig.X + (part.Scale.X / 2);
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backTopRight.Y = orig.Y + (part.Scale.Y / 2);
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backTopRight.Z = orig.Z + (part.Scale.Z / 2);
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backBottomLeft.X = orig.X - (part.Scale.X / 2);
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backBottomLeft.Y = orig.Y + (part.Scale.Y / 2);
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backBottomLeft.Z = orig.Z - (part.Scale.Z / 2);
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backBottomRight.X = orig.X + (part.Scale.X / 2);
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backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
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backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
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frontTopLeft = frontTopLeft * worldRot;
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frontTopRight = frontTopRight * worldRot;
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frontBottomLeft = frontBottomLeft * worldRot;
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frontBottomRight = frontBottomRight * worldRot;
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backBottomLeft = backBottomLeft * worldRot;
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backBottomRight = backBottomRight * worldRot;
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backTopLeft = backTopLeft * worldRot;
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backTopRight = backTopRight * worldRot;
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//frontTopLeft += worldPos;
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//frontTopRight += worldPos;
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//frontBottomLeft += worldPos;
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//frontBottomRight += worldPos;
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//backBottomLeft += worldPos;
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//backBottomRight += worldPos;
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//backTopLeft += worldPos;
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//backTopRight += worldPos;
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if (frontTopRight.X > maxX)
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maxX = frontTopRight.X;
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if (frontTopLeft.X > maxX)
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maxX = frontTopLeft.X;
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if (frontBottomRight.X > maxX)
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maxX = frontBottomRight.X;
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if (frontBottomLeft.X > maxX)
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maxX = frontBottomLeft.X;
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if (backTopRight.X > maxX)
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maxX = backTopRight.X;
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if (backTopLeft.X > maxX)
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maxX = backTopLeft.X;
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if (backBottomRight.X > maxX)
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maxX = backBottomRight.X;
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if (backBottomLeft.X > maxX)
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maxX = backBottomLeft.X;
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if (frontTopRight.X < minX)
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minX = frontTopRight.X;
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if (frontTopLeft.X < minX)
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minX = frontTopLeft.X;
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if (frontBottomRight.X < minX)
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minX = frontBottomRight.X;
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if (frontBottomLeft.X < minX)
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minX = frontBottomLeft.X;
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if (backTopRight.X < minX)
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minX = backTopRight.X;
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if (backTopLeft.X < minX)
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minX = backTopLeft.X;
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if (backBottomRight.X < minX)
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minX = backBottomRight.X;
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if (backBottomLeft.X < minX)
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minX = backBottomLeft.X;
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//
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if (frontTopRight.Y > maxY)
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maxY = frontTopRight.Y;
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if (frontTopLeft.Y > maxY)
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maxY = frontTopLeft.Y;
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if (frontBottomRight.Y > maxY)
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maxY = frontBottomRight.Y;
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if (frontBottomLeft.Y > maxY)
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maxY = frontBottomLeft.Y;
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if (backTopRight.Y > maxY)
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maxY = backTopRight.Y;
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if (backTopLeft.Y > maxY)
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maxY = backTopLeft.Y;
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if (backBottomRight.Y > maxY)
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maxY = backBottomRight.Y;
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if (backBottomLeft.Y > maxY)
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maxY = backBottomLeft.Y;
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if (frontTopRight.Y < minY)
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minY = frontTopRight.Y;
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if (frontTopLeft.Y < minY)
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minY = frontTopLeft.Y;
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if (frontBottomRight.Y < minY)
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minY = frontBottomRight.Y;
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if (frontBottomLeft.Y < minY)
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minY = frontBottomLeft.Y;
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if (backTopRight.Y < minY)
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minY = backTopRight.Y;
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if (backTopLeft.Y < minY)
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minY = backTopLeft.Y;
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if (backBottomRight.Y < minY)
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minY = backBottomRight.Y;
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if (backBottomLeft.Y < minY)
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minY = backBottomLeft.Y;
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//
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if (frontTopRight.Z > maxZ)
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maxZ = frontTopRight.Z;
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if (frontTopLeft.Z > maxZ)
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maxZ = frontTopLeft.Z;
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if (frontBottomRight.Z > maxZ)
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maxZ = frontBottomRight.Z;
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if (frontBottomLeft.Z > maxZ)
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maxZ = frontBottomLeft.Z;
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if (backTopRight.Z > maxZ)
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maxZ = backTopRight.Z;
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if (backTopLeft.Z > maxZ)
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maxZ = backTopLeft.Z;
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if (backBottomRight.Z > maxZ)
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maxZ = backBottomRight.Z;
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if (backBottomLeft.Z > maxZ)
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maxZ = backBottomLeft.Z;
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if (frontTopRight.Z < minZ)
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minZ = frontTopRight.Z;
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if (frontTopLeft.Z < minZ)
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minZ = frontTopLeft.Z;
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if (frontBottomRight.Z < minZ)
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minZ = frontBottomRight.Z;
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if (frontBottomLeft.Z < minZ)
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minZ = frontBottomLeft.Z;
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if (backTopRight.Z < minZ)
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minZ = backTopRight.Z;
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if (backTopLeft.Z < minZ)
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minZ = backTopLeft.Z;
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if (backBottomRight.Z < minZ)
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minZ = backBottomRight.Z;
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if (backBottomLeft.Z < minZ)
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minZ = backBottomLeft.Z;
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}
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}
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