A "bounding box
" refers to the collision shape
of a prim
as percieved by Second Life's physics
. While you
see a humanoid avatar, Havok sees your agent
as a box--the dimensions of which can be determined by the llGetAgentSize
and llGetBoundingBox functions
Q: Does Havok use bounding boxes for prims also?
A: No, Havok calculates physics collisions based on the actual surface of the object. Unfortunately, in practice, this is somewhat broken. When Havok 2.x+ is added to SL, the precision will be much greater than it currently is.
The limitations of the precision
of the physics engine will cause objects to 'float' over other objects, get 'stuck' between them or 'bounce' off them prematurely. It will also allow objects to pass through other objects, if they travel fast enough.