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    Interface BoundingVolume

    §53's BoundingVolume: a geometry's extent in its own local space, as both an axis-aligned box and the sphere that circumscribes it.

    const volume = geometry.bounds;
    volume.min; // lowest corner
    volume.max; // highest corner
    volume.center; // (min + max) / 2
    volume.radius; // |max − min| / 2 — circumradius of the box

    Everything here is live. The vectors belong to the geometry, are rewritten in place by the next recompute, and must not be mutated by callers; copy them if you need to keep them. (The same rule resolveWorldTransform states for a returned world matrix.)

    An empty geometry has no volume, and says so rather than pretending: the box is the identity element of bounds union (min = +Infinity, max = -Infinity, so folding an empty geometry into a scene bound contributes nothing), and center/radius are NaN — the volume of no points is not a point at the origin. Consumers gate on Number.isFinite(volume.radius), which is the same finiteness gate computeWorldBoundingSphere already applies for the same reason.

    interface BoundingVolume {
        center: Vector3;
        max: Vector3;
        min: Vector3;
        radius: number;
    }
    Index
    center: Vector3

    Box centre, (min + max) / 2. NaN when the geometry has no vertices.

    max: Vector3

    Highest corner. -Infinity on every axis when the geometry has no vertices.

    min: Vector3

    Lowest corner. +Infinity on every axis when the geometry has no vertices.

    radius: number

    Circumradius of the box, |max − min| / 2. NaN when the geometry has no vertices.