// This gets an AABB for the renderable, but it doesn't cause a parent's bones to be setup. // This is used for placement in the leaves, but the more expensive version is used for culling. void CalcRenderableWorldSpaceAABB_Fast( IClientRenderable *pRenderable, Vector &absMin, Vector &absMax ) { C_BaseEntity *pEnt = pRenderable->GetIClientUnknown()->GetBaseEntity(); if ( pEnt && pEnt->IsFollowingEntity() ) { C_BaseEntity *pParent = pEnt->GetMoveParent(); Assert( pParent ); // Get the parent's abs space world bounds. CalcRenderableWorldSpaceAABB_Fast( pParent, absMin, absMax ); // Add the maximum of our local render bounds. This is making the assumption that we can be at any // point and at any angle within the parent's world space bounds. Vector vAddMins, vAddMaxs; pEnt->GetRenderBounds( vAddMins, vAddMaxs ); // if our origin is actually farther away than that, expand again float radius = pEnt->GetLocalOrigin().Length(); float flBloatSize = max( vAddMins.Length(), vAddMaxs.Length() ); flBloatSize = max(flBloatSize, radius); absMin -= Vector( flBloatSize, flBloatSize, flBloatSize ); absMax += Vector( flBloatSize, flBloatSize, flBloatSize ); } else { // Start out with our own render bounds. Since we don't have a parent, this won't incur any nasty CalcRenderableWorldSpaceAABB( pRenderable, absMin, absMax ); } }
//----------------------------------------------------------------------------- // Helper functions. //----------------------------------------------------------------------------- void DefaultRenderBoundsWorldspace( IClientRenderable *pRenderable, Vector &absMins, Vector &absMaxs ) { // Tracker 37433: This fixes a bug where if the stunstick is being wielded by a combine soldier, the fact that the stick was // attached to the soldier's hand would move it such that it would get frustum culled near the edge of the screen. C_BaseEntity *pEnt = pRenderable->GetIClientUnknown()->GetBaseEntity(); if ( pEnt && pEnt->IsFollowingEntity() ) { C_BaseEntity *pParent = pEnt->GetFollowedEntity(); if ( pParent ) { // Get the parent's abs space world bounds. CalcRenderableWorldSpaceAABB_Fast( pParent, absMins, absMaxs ); // Add the maximum of our local render bounds. This is making the assumption that we can be at any // point and at any angle within the parent's world space bounds. Vector vAddMins, vAddMaxs; pEnt->GetRenderBounds( vAddMins, vAddMaxs ); // if our origin is actually farther away than that, expand again float radius = pEnt->GetLocalOrigin().Length(); float flBloatSize = max( vAddMins.Length(), vAddMaxs.Length() ); flBloatSize = max(flBloatSize, radius); absMins -= Vector( flBloatSize, flBloatSize, flBloatSize ); absMaxs += Vector( flBloatSize, flBloatSize, flBloatSize ); return; } } Vector mins, maxs; pRenderable->GetRenderBounds( mins, maxs ); // FIXME: Should I just use a sphere here? // Another option is to pass the OBB down the tree; makes for a better fit // Generate a world-aligned AABB const QAngle& angles = pRenderable->GetRenderAngles(); const Vector& origin = pRenderable->GetRenderOrigin(); if (angles == vec3_angle) { VectorAdd( mins, origin, absMins ); VectorAdd( maxs, origin, absMaxs ); } else { matrix3x4_t boxToWorld; AngleMatrix( angles, origin, boxToWorld ); TransformAABB( boxToWorld, mins, maxs, absMins, absMaxs ); } Assert( absMins.IsValid() && absMaxs.IsValid() ); }