UpdateBoundingBox() public abstract method

Updates the bounding box to the current state of the entry.
public abstract UpdateBoundingBox ( ) : void
return void
        /// <summary>
        /// Adds an entry to the broad phase.
        /// </summary>
        /// <param name="entry">Entry to add.</param>
        public override void Add(BroadPhaseEntry entry)
        {
            base.Add(entry);
            //Entities do not set up their own bounding box before getting stuck in here.  If they're all zeroed out, the tree will be horrible.
            Vector3 offset;
            Vector3.Subtract(ref entry.boundingBox.Max, ref entry.boundingBox.Min, out offset);
            if (offset.X * offset.Y * offset.Z == 0)
                entry.UpdateBoundingBox();
            //binary search for the approximately correct location.  This helps prevent large first-frame sort times.
            int minIndex = 0; //inclusive
            int maxIndex = entries.Count; //exclusive
            int index = 0;
            while (maxIndex - minIndex > 0)
            {
                index = (maxIndex + minIndex) / 2;
                if (entries.Elements[index].boundingBox.Min.X > entry.boundingBox.Min.X)
                    maxIndex = index;
                else if (entries.Elements[index].boundingBox.Min.X < entry.boundingBox.Min.X)
                    minIndex = ++index;
                else
                    break; //Found an equal value!

            }
            entries.Insert(index, entry);
        }
 /// <summary>
 /// Adds an entry to the broad phase.
 /// </summary>
 /// <param name="entry">Entry to add.</param>
 public override void Add(BroadPhaseEntry entry)
 {
     base.Add(entry);
     //Entities do not set up their own bounding box before getting stuck in here.  If they're all zeroed out, the tree will be horrible.
     System.Numerics.Vector3 offset;
     Vector3Ex.Subtract(ref entry.boundingBox.Max, ref entry.boundingBox.Min, out offset);
     if (offset.X * offset.Y * offset.Z == 0)
         entry.UpdateBoundingBox();
     var newEntry = entryPool.Take();
     newEntry.Initialize(entry);
     entries.Add(newEntry);
     //Add the object to the grid.
     for (int i = newEntry.previousMin.Y; i <= newEntry.previousMax.Y; i++)
     {
         for (int j = newEntry.previousMin.Z; j <= newEntry.previousMax.Z; j++)
         {
             var index = new Int2 {Y = i, Z = j};
             cellSet.Add(ref index, newEntry);
         }
     }
 }