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use nalgebra::Point3; /// The bounding box that encompasses a mesh. This will usually come from Blender as a z_up /// coordinate system bounding box that you'll later convert to be y_up. /// /// If your mesh is parented to an armature then this is the bounding box of your mesh in its /// bind pose. #[derive(Debug, Serialize, Deserialize, PartialEq, Copy, Clone)] pub struct BoundingBox { /// The corner with the lowest x, y and z values pub min_corner: Point3<f32>, /// The corner with the greatest x, y and z values pub max_corner: Point3<f32>, } impl Default for BoundingBox { fn default() -> Self { BoundingBox { min_corner: Point3::new(0.0, 0.0, 0.0), max_corner: Point3::new(0.0, 0.0, 0.0), } } }