Returns mesh bounding box height (Y-axis extent). Takes entity (mesh entity handle). Returns height as double (maxY - minY), 0.0 if invalid/empty mesh. Validates entity exists and is mesh type, iterates all vertices to find min/max Y coordinates, calculates height as difference. Measures mesh geometry (not world space size, ignores entity transform).
This function calculates mesh height from vertex data.
Returns mesh bounding box height (Y-axis extent). Takes entity (mesh entity handle). Returns height as double (maxY - minY), 0.0 if invalid/empty mesh. Validates entity exists and is mesh type, iterates all vertices to find min/max Y coordinates, calculates height as difference. Measures mesh geometry (not world space size, ignores entity transform).
This function calculates mesh height from vertex data. Bounding box calculation: iterates all vertices in mesh (across all surfaces), finds minimum and maximum Y coordinates: minY = min(vertex.position.y for all vertices), maxY = max(vertex.position.y for all vertices), height = maxY - minY. Mesh local space: measures geometry in mesh local space (before entity transform applied), ignores entity position/rotation/scale, measures raw mesh dimensions. Y-axis orientation: measures internal Y-axis (where -Y=up), result is absolute height value (always positive), independent of coordinate system convention. Use case: determine mesh vertical size for scaling/fitting, calculate collision bounds, validate model proportions, procedural sizing. Empty mesh: returns 0.0 if no vertices. Invalid handle: returns 0.0 if entity doesn't exist or isn't mesh type (with error message to stderr). Height vs world size: b3dMeshHeight measures geometry dimensions, for world-space height multiply by entity scaleY: worldHeight = b3dMeshHeight(entity) * b3dGetEntityScaleY(entity). Zero height: returns 0.0 for flat meshes (all vertices have same Y coordinate, degenerate geometry like lines/points on XZ plane). Performance: O(N) where N=total vertex count (iterates all vertices once), cached vertex data (no GPU readback), fast operation. Typical usage: height = b3dMeshHeight(entity) to measure mesh, or check vertical extent after procedural generation, or calculate scale factors for normalization. Related: b3dMeshWidth measures X-axis extent (width), b3dMeshDepth measures Z-axis extent (depth), b3dGetMeshBoundsMin/Max return full bounding box corners, b3dFitMesh scales mesh to fit target dimensions.