# Bounds.FromCorners

```
static Bounds FromCorners(Vec3 bottomLeftBack, Vec3 topRightFront)
```

Create a bounding box between two corner points.

Vec3 bottomLeftBack | The -X,-Y,-Z corner of the box. |

Vec3 topRightFront | The +X,+Y,+Z corner of the box. |

RETURNS: Bounds | A Bounds object that extends from bottomLeftBack to topRightFront. |

## Examples

### General Usage

```
// All these create bounds for a 1x1x1m cube around the origin!
Bounds bounds = new Bounds(Vec3.One);
bounds = Bounds.FromCorner(new Vec3(-0.5f, -0.5f, -0.5f), Vec3.One);
bounds = Bounds.FromCorners(
new Vec3(-0.5f, -0.5f, -0.5f),
new Vec3( 0.5f, 0.5f, 0.5f));
// Note that positions must be in a coordinate space relative to
// the bounds!
if (bounds.Contains(new Vec3(0,0.25f,0)))
Log.Info("Super easy to check if something's in it!");
// Casting a ray at a bounds is trivial too, again, ensure
// coordinates are in the same space!
Ray ray = new Ray(Vec3.Up, -Vec3.Up);
if (bounds.Intersect(ray, out Vec3 at))
Log.Info("Bounds intersection at " + at); // <0, 0.5f, 0>
// You can also scale a Bounds using the '*' operator overload,
// this is really useful if you're working with the Bounds of a
// Model that you've scaled. It will scale the center as well as
// the size!
bounds = bounds * 0.5f;
// Scale the current bounds reference using 'Scale'
bounds.Scale(0.5f);
// Scale the bounds by a Vec3
bounds = bounds * new Vec3(1, 10, 0.5f);
```

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