First calculates VerticesShrunk (formerly Vertices2), which is Vertices shrunken by margin along the normal. Octants are then calculated using these shrunken vertices.
The octants algorithm results in 1:1 octants with all game files when the original Vertices2 is used. However, the auto-calculated Vertices2 are not 1:1 with the original files, so Octants won't be 1:1 with the original files either. This algorithm for calculating shrunken vertices is very close to R*'s implementation though and seems to have no issue in-game.
Thanks to alexguirre, ranstar, and vadzz for doing most of the hard work 😄
First calculates
VerticesShrunk
(formerlyVertices2
), which isVertices
shrunken by margin along the normal. Octants are then calculated using these shrunken vertices.The octants algorithm results in 1:1 octants with all game files when the original Vertices2 is used. However, the auto-calculated Vertices2 are not 1:1 with the original files, so Octants won't be 1:1 with the original files either. This algorithm for calculating shrunken vertices is very close to R*'s implementation though and seems to have no issue in-game.
Thanks to alexguirre, ranstar, and vadzz for doing most of the hard work 😄