More refactoring of code.
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@@ -22,12 +22,12 @@ namespace Game.Collision
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{
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public class BIHWrap<T> where T : IModel
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{
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public void insert(T obj)
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public void Insert(T obj)
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{
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++unbalanced_times;
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m_objects_to_push.Add(obj);
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}
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public void remove(T obj)
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public void Remove(T obj)
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{
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++unbalanced_times;
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uint Idx = 0;
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@@ -37,7 +37,7 @@ namespace Game.Collision
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m_objects_to_push.Remove(obj);
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}
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public void balance()
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public void Balance()
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{
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if (unbalanced_times == 0)
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return;
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@@ -47,21 +47,21 @@ namespace Game.Collision
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m_objects.AddRange(m_obj2Idx.Keys);
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m_objects.AddRange(m_objects_to_push);
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m_tree.build(m_objects);
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m_tree.Build(m_objects);
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}
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public void intersectRay(Ray ray, WorkerCallback intersectCallback, ref float maxDist)
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public void IntersectRay(Ray ray, WorkerCallback intersectCallback, ref float maxDist)
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{
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balance();
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Balance();
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MDLCallback temp_cb = new MDLCallback(intersectCallback, m_objects.ToArray(), (uint)m_objects.Count);
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m_tree.intersectRay(ray, temp_cb, ref maxDist, true);
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m_tree.IntersectRay(ray, temp_cb, ref maxDist, true);
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}
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public void intersectPoint(Vector3 point, WorkerCallback intersectCallback)
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public void IntersectPoint(Vector3 point, WorkerCallback intersectCallback)
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{
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balance();
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Balance();
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MDLCallback callback = new MDLCallback(intersectCallback, m_objects.ToArray(), (uint)m_objects.Count);
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m_tree.intersectPoint(point, callback);
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m_tree.IntersectPoint(point, callback);
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}
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BIH m_tree = new BIH();
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