In the latest version (r92) the stormtrooper collada model has an incorrect boundingBox.
I tried the BoxHelper:
const box = new THREE.BoxHelper(object, 0xff0000);
scene.add(box);
or a manual approach:
const boundingBox = new THREE.Box3().setFromObject(trooper);
const size = boundingBox.getSize();
const center = boundingBox.getCenter();
const geometry = new THREE.BoxGeometry(size.x, size.y, size.z);
const material = new THREE.MeshBasicMaterial({ wireframe: true, color: 0x0000ff });
const box2 = new THREE.Mesh(geometry, material);
box2.position.set(center.x, center.y, center.z);
scene.add(box2);
Both approaches result in the model not being in the boundingbox:

I already figured out that this started with r87,
r86 didn't have this issue:

example code:
r86: https://github.com/mrdoob/three.js/compare/r86...stijndeschuymer:bounding-box-test
r87: https://github.com/mrdoob/three.js/compare/r87...stijndeschuymer:bounding-box-test-r87
I'm currently trying to figure out what causes this, but I'm quite new to three.js,
so I'd highly appreciate it if someone pointed me in the right direction!
apperently the example in r87 is ColladaLoader2.js
This is because of the usage of skinning. The calculation of bounding volumes does not honor the vertex transformations applied via vertex blending or morphing.
Thanks @Mugen87, is this a bug?
Is there a way to get around this?
From my point of view, it's not a bug. It works as designed.
Is there a way to get around this?
Read https://github.com/mrdoob/three.js/issues/11991 for more information.
This issue is essentially a duplicate of #11991 since both are related to bounding volumes and animation.
Thanks! I checked #11991 but I still have issues trying to draw a boundingbox, I'll move this to stackoverflow https://jsfiddle.net/66sor15y/4/
Most helpful comment
Thanks! I checked #11991 but I still have issues trying to draw a boundingbox, I'll move this to stackoverflow https://jsfiddle.net/66sor15y/4/