* Use object-spaced bounding boxes for putting stuff in crates
* Use existing _lookup.GetAABB, different component
* PR edits updated
* Remove unused bits from around GetAABB
* Use GetAABBNoContainer
if (toAdd == container)
return false;
- if (TryComp<PhysicsComponent>(toAdd, out var phys))
- {
- var aabb = _physics.GetWorldAABB(toAdd, body: phys);
-
- if (component.MaxSize < aabb.Size.X || component.MaxSize < aabb.Size.Y)
- return false;
- }
+ var aabb = _lookup.GetAABBNoContainer(toAdd, Vector2.Zero, 0);
+ if (component.MaxSize < aabb.Size.X || component.MaxSize < aabb.Size.Y)
+ return false;
return Insert(toAdd, container, component);
}