//----------------------------------------------------------------------------- // Computes the surrounding collision bounds from the current sequence box //----------------------------------------------------------------------------- void CCollisionProperty::ComputeRotationExpandedSequenceBounds( Vector *pVecWorldMins, Vector *pVecWorldMaxs ) { CBaseAnimating *pAnim = GetOuter()->GetBaseAnimating(); if ( !pAnim ) { ComputeOBBBounds( pVecWorldMins, pVecWorldMaxs ); return; } Vector mins, maxs; pAnim->ExtractBbox( pAnim->GetSequence(), mins, maxs ); float flRadius = MAX( MAX( FloatMakePositive( mins.x ), FloatMakePositive( maxs.x ) ), MAX( FloatMakePositive( mins.y ), FloatMakePositive( maxs.y ) ) ); mins.x = mins.y = -flRadius; maxs.x = maxs.y = flRadius; // Add bloat to account for gesture sequences Vector vecBloat( 6, 6, 0 ); mins -= vecBloat; maxs += vecBloat; // NOTE: This is necessary because the server doesn't know how to blend // animations together. Therefore, we have to just pick a box that can // surround all of our potential sequences. This should be something we // should be able to compute @ tool time instead, however. VectorMin( mins, m_vecSurroundingMins, mins ); VectorMax( maxs, m_vecSurroundingMaxs, maxs ); VectorAdd( mins, GetCollisionOrigin(), *pVecWorldMins ); VectorAdd( maxs, GetCollisionOrigin(), *pVecWorldMaxs ); }