use b3d::{B3D, Error};
fn main() -> Result<(), Error> {
let mut args = std::env::args();
let _ = args.next();
let bytes = std::fs::read(args.next().expect("No b3d file provided")).unwrap();
let b3d = B3D::read(&bytes)?;
let mut min_z = f32::INFINITY;
let mut max_z = -f32::INFINITY;
for vertex in &b3d.node.mesh.vertices.vertices {
let z = vertex.position[2];
min_z = min_z.min(z);
max_z = max_z.max(z);
}
let depth = max_z - min_z;
println!("{:#?}", b3d);
println!("Mesh Depth: {depth}");
Ok(())
}