Accurate bounding box for collision detection

I am trying to create a simple bounding box around my 3D objects for collision detection. Models are .glb loaded files. Each model is composed of multiple Meshes.
When using boxHelper on my Object3D directly, the bounding box is not accurate:

Here is my code:

MyScene.traverse((child) => {
      if (child instanceof THREE.Object3D &&"UZI")) {
        var boxHelper = new THREE.BoxHelper( child );
        this.scene.add( boxHelper );

Is this the expected behaviour?
Note that objects I am trying to create a bounding box for are little uzi guns.

So I came up with a workaround:

MyScene.traverse((child) => {
      if (child instanceof THREE.Object3D &&"UZI")) {
        const boundingBox = new THREE.Box3();

        child.traverse((subChild) => {
          if (subChild instanceof THREE.Mesh) {
            const meshBoundingBox = new THREE.Box3().setFromObject(subChild);
        createBoundingBoxMesh(boundingBox, child);
  function createBoundingBoxMesh(boundingBox, object) {
    // Calculate the size of the bounding box
    const size = boundingBox.getSize(new THREE.Vector3());
    // Calculate the center of the bounding box
    const center = boundingBox.getCenter(new THREE.Vector3());
    // Create a box geometry using the size of the bounding box
    const boxGeometry = new THREE.BoxGeometry(size.x, size.y, size.z);

    const randomColor = new THREE.Color(Math.random() * 0xffffff);
    // Create a wireframe material to visualize the bounding box
    const boxMaterial = new THREE.MeshBasicMaterial({ color: randomColor, wireframe: true });
    // Create a box mesh using the geometry and material
    const boxMesh = new THREE.Mesh(boxGeometry, boxMaterial);
    // Set the position of the box mesh to the center of the bounding box


Here is the result:

It feels like a lot of work just to create a bounding box around an object…

Is this the right approach to create bounding boxes for collision detection (using Ammo.js) ?
Thanks :slight_smile:

BoxHelper is only intended as a visual helper, not for collision detection.

Normally it would be sufficient to just do this (assuming the asset is a glTF model):

const boundingBox = new THREE.Box3().setFromObject( gltf.scene );

You really want to perform collision detection with bounding volumes and not with the geometry itself (meshes are intended for rendering only). Consider to use the OBB class if your assets are not always axis-aligned although its setup is a bit different (see three.js examples).

Thanks for your reply!
I created a wireframe for the OBB and its size seems inaccurate.
I replicated the issue here: UZI demo - JSFiddle - Code Playground

I am creating the OBB (red box below) without issues but its size and rotation don’t match the AABB box (yellow box below).


I replicated the issue here: UZI demo - JSFiddle - Code Playground

const aabb = new THREE.Box3().setFromObject(uzi);
 const obb = new OBB().fromBox3(aabb);

Sorry if it’s a dumb question, I am new to three.js…
Thanks :pray: