const Vector &CECollisionProperty::WorldToCollisionSpace( const Vector &in, Vector *pResult ) const
{
	if ( !IsBoundsDefinedInEntitySpace() || ( GetCollisionAngles() == vec3_angle ) )
	{
		VectorSubtract( in, GetCollisionOrigin(), *pResult );
	}
	else
	{
		VectorITransform( in, CollisionToWorldTransform(), *pResult );
	}
	return *pResult;
}
Example #2
0
//-----------------------------------------------------------------------------
// Transforms an AABB measured in entity space to a box that surrounds it in world space
//-----------------------------------------------------------------------------
void CCollisionProperty::CollisionAABBToWorldAABB( const Vector &entityMins, 
	const Vector &entityMaxs, Vector *pWorldMins, Vector *pWorldMaxs ) const
{
	if ( !IsBoundsDefinedInEntitySpace() || (GetCollisionAngles() == vec3_angle) )
	{
		VectorAdd( entityMins, GetCollisionOrigin(), *pWorldMins );
		VectorAdd( entityMaxs, GetCollisionOrigin(), *pWorldMaxs );
	}
	else
	{
		TransformAABB( CollisionToWorldTransform(), entityMins, entityMaxs, *pWorldMins, *pWorldMaxs );
	}
}
//-----------------------------------------------------------------------------
// Transforms a point in OBB space to world space
//-----------------------------------------------------------------------------
const Vector &CECollisionProperty::CollisionToWorldSpace( const Vector &in, Vector *pResult ) const 
{
	// Makes sure we don't re-use the same temp twice
	if ( !IsBoundsDefinedInEntitySpace() || ( GetCollisionAngles() == vec3_angle ) )
	{
		VectorAdd( in, GetCollisionOrigin(), *pResult );
	}
	else
	{
		VectorTransform( in, CollisionToWorldTransform(), *pResult );
	}
	return *pResult;
}