--------------------------CHARACTER CONTROL-------------------------------

local CurrentIgnoreList: {Model}
local CurrentIgnoreTag = nil

local TaggedInstanceAddedConnection: RBXScriptConnection? = nil
local TaggedInstanceRemovedConnection: RBXScriptConnection? = nil

local function GetCharacter(): Model
	return Player and Player.Character
end

local function UpdateIgnoreTag(newIgnoreTag)
	if newIgnoreTag == CurrentIgnoreTag then
		return
	end
	if TaggedInstanceAddedConnection then
		TaggedInstanceAddedConnection:Disconnect()
		TaggedInstanceAddedConnection = nil
	end
	if TaggedInstanceRemovedConnection then
		TaggedInstanceRemovedConnection:Disconnect()
		TaggedInstanceRemovedConnection = nil
	end
	CurrentIgnoreTag = newIgnoreTag
	CurrentIgnoreList = {GetCharacter()}
	if CurrentIgnoreTag ~= nil then
		local ignoreParts = CollectionService:GetTagged(CurrentIgnoreTag)
		for _, ignorePart in ipairs(ignoreParts) do
			table.insert(CurrentIgnoreList, ignorePart)
		end
		TaggedInstanceAddedConnection = CollectionService:GetInstanceAddedSignal(
			CurrentIgnoreTag):Connect(function(ignorePart)
			table.insert(CurrentIgnoreList, ignorePart)
		end)
		TaggedInstanceRemovedConnection = CollectionService:GetInstanceRemovedSignal(
			CurrentIgnoreTag):Connect(function(ignorePart)
			for i = 1, #CurrentIgnoreList do
				if CurrentIgnoreList[i] == ignorePart then
					CurrentIgnoreList[i] = CurrentIgnoreList[#CurrentIgnoreList]
					table.remove(CurrentIgnoreList)
					break
				end
			end
		end)
	end
end

local function getIgnoreList(): {Model}
	if CurrentIgnoreList then
		return CurrentIgnoreList
	end
	CurrentIgnoreList = {}
	table.insert(CurrentIgnoreList, GetCharacter())
	return CurrentIgnoreList
end

local function minV(a: Vector3, b: Vector3)
	return Vector3.new(math.min(a.X, b.X), math.min(a.Y, b.Y), math.min(a.Z, b.Z))
end
local function maxV(a, b)
	return Vector3.new(math.max(a.X, b.X), math.max(a.Y, b.Y), math.max(a.Z, b.Z))
end
local function getCollidableExtentsSize(character: Model?)
	if character == nil or character.PrimaryPart == nil then return end
	local toLocalCFrame = character.PrimaryPart.CFrame:inverse()
	local min = Vector3.new(math.huge, math.huge, math.huge)
	local max = Vector3.new(-math.huge, -math.huge, -math.huge)
	for _,descendant in pairs(character:GetDescendants()) do
		if descendant:IsA('BasePart') and descendant.CanCollide then
			local localCFrame = toLocalCFrame * descendant.CFrame
			local size = Vector3.new(descendant.Size.X / 2, descendant.Size.Y / 2, descendant.Size.Z / 2)
			local vertices = {
				Vector3.new( size.X,  size.Y,  size.Z),
				Vector3.new( size.X,  size.Y, -size.Z),
				Vector3.new( size.X, -size.Y,  size.Z),
				Vector3.new( size.X, -size.Y, -size.Z),
				Vector3.new(-size.X,  size.Y,  size.Z),
				Vector3.new(-size.X,  size.Y, -size.Z),
				Vector3.new(-size.X, -size.Y,  size.Z),
				Vector3.new(-size.X, -size.Y, -size.Z)
			}
			for _,vertex in ipairs(vertices) do
				local v = localCFrame * vertex
				min = minV(min, v)
				max = maxV(max, v)
			end
		end
	end
	local r = max - min
	if r.X < 0 or r.Y < 0 or r.Z < 0 then return nil end
	return r
end
