func Rect(x0, y0, z0, x1, y1, z1 float32) Rectangle {
	if x0 > x1 {
		x0, x1 = x1, x0
	}
	if y0 > y1 {
		y0, y1 = y1, y0
	}
	if z0 > z1 {
		z0, z1 = z1, z0
	}
	return Rectangle{Vec3{x0, y0, z0}, Vec3{x1, y1, z1}}
}
func Rect(x0, y0, z0, x1, y1, z1 float32) Rectangle {
	if x0 > x1 {
		x0, x1 = x1, x0
	}
	if y0 > y1 {
		y0, y1 = y1, y0
	}
	if z0 > z1 {
		z0, z1 = z1, z0
	}
	return Rectangle{Vec3{x0, y0, z0}, Vec3{x1, y1, z1}}
}
func Rect ( x0 , y0 , z0 , x1 , y1 , z1 float32 ) Rectangle { if x0 > x1 { x0 , x1 = x1 , x0 } if y0 > y1 { y0 , y1 = y1 , y0 } if z0 > z1 { z0 , z1 = z1 , z0 } return Rectangle { Vec3 { x0 , y0 , z0 } , Vec3 { x1 , y1 , z1 } } }
// Rect is shorthand for Rectangle{Vec3(x0, y0), Vec3(x1, y1)}. The returned
// rectangle has minimum and maximum coordinates swapped if necessary so that
// it is well-formed.
Rect is shorthand for Rectangle { Vec3 ( x0 y0 ) Vec3 ( x1 y1 ) } . The returned rectangle has minimum and maximum coordinates swapped if necessary so that it is well - formed .