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DX11 SET OBJECT BOUNDING BOX

Sets the bounding box of the given object.
The bounding box is used by the engine to determine whether to cull objects from rendering, as well as for a first step in determining
whether a ray may intersect the object.
By default the bounding box of an object is internally updated using the extreme vertex position data set using the POSITION0 semantic
during mesh editing, however for vertex data that doesn't use this semantic (such as special purpose control point data) the engine cannot
figure out the bounds of the object and will default it to zero, meaning the object will always be culled and never hit by rays.
In these situations this function can be called to manually inform the engine about the object's bounds.
Note that the bounding coordinates are relative to the object's pivot point!

Syntax

    DX11 SET OBJECT BOUNDING BOX object, minX, minY, minZ, maxX, maxY, maxZ

Parameters

    object

> Dword
> The object to set the bounding box corner coordinates of.

    minX

> Float
> The minimum X corner coordinate of the new bounding box.

    minY

> Float
> The minimum Y corner coordinate of the new bounding box.

    minZ

> Float
> The minimum Z corner coordinate of the new bounding box.

    maxX

> Float
> The maximum X corner coordinate of the new bounding box.

    maxY

> Float
> The maximum Y corner coordinate of the new bounding box.

    maxZ

> Float
> The maximum Z corner coordinate of the new bounding box.

Returns

This function does not return a value.

See also

OBJECT Functions Menu
DX11 Function Categories