I noticed that, when using Entity:WorldSpaceAABB() to get the bounding box of a prop, it returns a bounding box slightly larger than necessary to fit the prop’s model. I have also tried PhysObj:GetAABB(), which DOES return the correct size, but the box is in local coordinates and does not incorporate rotation into its calculation. It’s not a simple matter of rotating the box, because that would mean that it would not account for different extremes of the mesh apart from the original axis-aligned edges.
Is there a different method I could use, similar to WorldSpaceAABB, that would return a correctly sized box? Or, is there any possible way to calculate and subtract the extra padding in the existing box?