Pathfinding.RecastBBTree.QueryBoxInBounds C# (CSharp) Method

QueryBoxInBounds() public method

public QueryBoxInBounds ( RecastBBTreeBox box, Rect bounds, List boxes ) : void
box RecastBBTreeBox
bounds UnityEngine.Rect
boxes List
return void
		void QueryBoxInBounds (RecastBBTreeBox box, Rect bounds, List<RecastMeshObj> boxes) {
			if (box.mesh != null) {
				//Leaf node
				if (RectIntersectsRect(box.rect, bounds)) {
					// Found a RecastMeshObj, add it to the result
					boxes.Add(box.mesh);
				}
			} else {
	#if ASTARDEBUG
				Debug.DrawLine(new Vector3(box.rect.xMin, 0, box.rect.yMin), new Vector3(box.rect.xMax, 0, box.rect.yMin), Color.white);
				Debug.DrawLine(new Vector3(box.rect.xMin, 0, box.rect.yMax), new Vector3(box.rect.xMax, 0, box.rect.yMax), Color.white);
				Debug.DrawLine(new Vector3(box.rect.xMin, 0, box.rect.yMin), new Vector3(box.rect.xMin, 0, box.rect.yMax), Color.white);
				Debug.DrawLine(new Vector3(box.rect.xMax, 0, box.rect.yMin), new Vector3(box.rect.xMax, 0, box.rect.yMax), Color.white);
	#endif

				//Search children
				if (RectIntersectsRect(box.c1.rect, bounds)) {
					QueryBoxInBounds(box.c1, bounds, boxes);
				}

				if (RectIntersectsRect(box.c2.rect, bounds)) {
					QueryBoxInBounds(box.c2, bounds, boxes);
				}
			}
		}