blender_mesh/
bounding_box.rs

1use nalgebra::Point3;
2
3/// The bounding box that encompasses a mesh. This will usually come from Blender as a z_up
4/// coordinate system bounding box that you'll later convert to be y_up.
5///
6/// If your mesh is parented to an armature then this is the bounding box of your mesh in its
7/// bind pose.
8#[derive(Debug, Serialize, Deserialize, PartialEq, Copy, Clone)]
9pub struct BoundingBox {
10    /// The corner with the lowest x, y and z values
11    pub min_corner: Point3<f32>,
12    /// The corner with the greatest x, y and z values
13    pub max_corner: Point3<f32>,
14}
15
16impl Default for BoundingBox {
17    fn default() -> Self {
18        BoundingBox {
19            min_corner: Point3::new(0.0, 0.0, 0.0),
20            max_corner: Point3::new(0.0, 0.0, 0.0),
21        }
22    }
23}