pub struct Cuboid {
pub half_size: Vec3,
}
Expand description
A cuboid primitive, which is like a cube, except that the x, y, and z dimensions are not required to be the same.
Fields§
§half_size: Vec3
Half of the width, height and depth of the cuboid
Implementations§
Source§impl Cuboid
impl Cuboid
Sourcepub fn new(x_length: f32, y_length: f32, z_length: f32) -> Cuboid
pub fn new(x_length: f32, y_length: f32, z_length: f32) -> Cuboid
Create a new Cuboid
from a full x, y, and z length
Examples found in repository?
More examples
examples/3d/ssr.rs (line 150)
142fn spawn_cube(
143 commands: &mut Commands,
144 asset_server: &AssetServer,
145 meshes: &mut Assets<Mesh>,
146 standard_materials: &mut Assets<StandardMaterial>,
147) {
148 commands
149 .spawn((
150 Mesh3d(meshes.add(Cuboid::new(1.0, 1.0, 1.0))),
151 MeshMaterial3d(standard_materials.add(StandardMaterial {
152 base_color: Color::from(WHITE),
153 base_color_texture: Some(asset_server.load("branding/icon.png")),
154 ..default()
155 })),
156 Transform::from_xyz(0.0, 0.5, 0.0),
157 ))
158 .insert(CubeModel);
159}
examples/picking/debug_picking.rs (line 95)
86fn on_click_spawn_cube(
87 _click: Trigger<Pointer<Click>>,
88 mut commands: Commands,
89 mut meshes: ResMut<Assets<Mesh>>,
90 mut materials: ResMut<Assets<StandardMaterial>>,
91 mut num: Local<usize>,
92) {
93 commands
94 .spawn((
95 Mesh3d(meshes.add(Cuboid::new(0.5, 0.5, 0.5))),
96 MeshMaterial3d(materials.add(Color::srgb_u8(124, 144, 255))),
97 Transform::from_xyz(0.0, 0.25 + 0.55 * *num as f32, 0.0),
98 ))
99 // With the MeshPickingPlugin added, you can add pointer event observers to meshes:
100 .observe(on_drag_rotate);
101 *num += 1;
102}
examples/picking/simple_picking.rs (line 73)
64fn on_click_spawn_cube(
65 _click: Trigger<Pointer<Click>>,
66 mut commands: Commands,
67 mut meshes: ResMut<Assets<Mesh>>,
68 mut materials: ResMut<Assets<StandardMaterial>>,
69 mut num: Local<usize>,
70) {
71 commands
72 .spawn((
73 Mesh3d(meshes.add(Cuboid::new(0.5, 0.5, 0.5))),
74 MeshMaterial3d(materials.add(Color::srgb_u8(124, 144, 255))),
75 Transform::from_xyz(0.0, 0.25 + 0.55 * *num as f32, 0.0),
76 ))
77 // With the MeshPickingPlugin added, you can add pointer event observers to meshes:
78 .observe(on_drag_rotate);
79 *num += 1;
80}
examples/3d/clustered_decals.rs (line 191)
181fn spawn_cube(
182 commands: &mut Commands,
183 meshes: &mut Assets<Mesh>,
184 materials: &mut Assets<ExtendedMaterial<StandardMaterial, CustomDecalExtension>>,
185) {
186 // Rotate the cube a bit just to make it more interesting.
187 let mut transform = Transform::IDENTITY;
188 transform.rotate_y(FRAC_PI_3);
189
190 commands.spawn((
191 Mesh3d(meshes.add(Cuboid::new(3.0, 3.0, 3.0))),
192 MeshMaterial3d(materials.add(ExtendedMaterial {
193 base: StandardMaterial {
194 base_color: SILVER.into(),
195 ..default()
196 },
197 extension: CustomDecalExtension {},
198 })),
199 transform,
200 ));
201}
examples/3d/3d_scene.rs (line 26)
13fn setup(
14 mut commands: Commands,
15 mut meshes: ResMut<Assets<Mesh>>,
16 mut materials: ResMut<Assets<StandardMaterial>>,
17) {
18 // circular base
19 commands.spawn((
20 Mesh3d(meshes.add(Circle::new(4.0))),
21 MeshMaterial3d(materials.add(Color::WHITE)),
22 Transform::from_rotation(Quat::from_rotation_x(-std::f32::consts::FRAC_PI_2)),
23 ));
24 // cube
25 commands.spawn((
26 Mesh3d(meshes.add(Cuboid::new(1.0, 1.0, 1.0))),
27 MeshMaterial3d(materials.add(Color::srgb_u8(124, 144, 255))),
28 Transform::from_xyz(0.0, 0.5, 0.0),
29 ));
30 // light
31 commands.spawn((
32 PointLight {
33 shadows_enabled: true,
34 ..default()
35 },
36 Transform::from_xyz(4.0, 8.0, 4.0),
37 ));
38 // camera
39 commands.spawn((
40 Camera3d::default(),
41 Transform::from_xyz(-2.5, 4.5, 9.0).looking_at(Vec3::ZERO, Vec3::Y),
42 ));
43}
Additional examples can be found in:
- examples/diagnostics/log_diagnostics.rs
- examples/remote/server.rs
- examples/3d/parenting.rs
- examples/3d/animated_material.rs
- examples/camera/custom_projection.rs
- examples/shader/custom_render_phase.rs
- examples/3d/atmospheric_fog.rs
- examples/window/low_power.rs
- examples/shader/custom_shader_instancing.rs
- examples/gizmos/axes.rs
- examples/3d/occlusion_culling.rs
- examples/camera/first_person_view_model.rs
- examples/app/headless_renderer.rs
- examples/audio/spatial_audio_3d.rs
- examples/3d/fog.rs
- examples/stress_tests/many_cameras_lights.rs
- examples/3d/motion_blur.rs
- examples/gizmos/3d_gizmos.rs
- examples/3d/anti_aliasing.rs
- examples/ui/render_ui_to_texture.rs
- examples/3d/scrolling_fog.rs
- examples/asset/repeated_texture.rs
- examples/gizmos/light_gizmos.rs
- examples/3d/render_to_texture.rs
- examples/3d/spotlight.rs
- examples/3d/parallax_mapping.rs
- examples/3d/deferred_rendering.rs
- examples/3d/lighting.rs
- examples/animation/animated_transform.rs
- examples/3d/transmission.rs
Sourcepub fn from_size(size: Vec3) -> Cuboid
pub fn from_size(size: Vec3) -> Cuboid
Create a new Cuboid
from a given full size
Examples found in repository?
examples/math/custom_primitives.rs (line 234)
221fn bounding_shapes_3d(
222 shapes: Query<&Transform, With<Shape3d>>,
223 mut gizmos: Gizmos,
224 bounding_shape: Res<State<BoundingShape>>,
225) {
226 for transform in shapes.iter() {
227 match bounding_shape.get() {
228 BoundingShape::None => (),
229 BoundingShape::BoundingBox => {
230 // Get the AABB of the extrusion with the rotation and translation of the mesh.
231 let aabb = EXTRUSION.aabb_3d(transform.to_isometry());
232
233 gizmos.primitive_3d(
234 &Cuboid::from_size(Vec3::from(aabb.half_size()) * 2.),
235 aabb.center(),
236 WHITE,
237 );
238 }
239 BoundingShape::BoundingSphere => {
240 // Get the bounding sphere of the extrusion with the rotation and translation of the mesh.
241 let bounding_sphere = EXTRUSION.bounding_sphere(transform.to_isometry());
242
243 gizmos.sphere(bounding_sphere.center(), bounding_sphere.radius(), WHITE);
244 }
245 }
246 }
247}
More examples
examples/movement/smooth_follow.rs (line 113)
92fn move_target(
93 mut target: Single<&mut Transform, With<TargetSphere>>,
94 target_speed: Res<TargetSphereSpeed>,
95 mut target_pos: ResMut<TargetPosition>,
96 time: Res<Time>,
97 mut rng: ResMut<RandomSource>,
98) {
99 match Dir3::new(target_pos.0 - target.translation) {
100 // The target and the present position of the target sphere are far enough to have a well-
101 // defined direction between them, so let's move closer:
102 Ok(dir) => {
103 let delta_time = time.delta_secs();
104 let abs_delta = (target_pos.0 - target.translation).norm();
105
106 // Avoid overshooting in case of high values of `delta_time`:
107 let magnitude = f32::min(abs_delta, delta_time * target_speed.0);
108 target.translation += dir * magnitude;
109 }
110
111 // The two are really close, so let's generate a new target position:
112 Err(_) => {
113 let legal_region = Cuboid::from_size(Vec3::splat(4.0));
114 *target_pos = TargetPosition(legal_region.sample_interior(&mut rng.0));
115 }
116 }
117}
examples/stress_tests/many_materials.rs (line 76)
46fn setup(
47 mut commands: Commands,
48 args: Res<Args>,
49 mesh_assets: ResMut<Assets<Mesh>>,
50 material_assets: ResMut<Assets<StandardMaterial>>,
51) {
52 let args = args.into_inner();
53 let material_assets = material_assets.into_inner();
54 let mesh_assets = mesh_assets.into_inner();
55 let n = args.grid_size;
56
57 // Camera
58 let w = n as f32;
59 commands.spawn((
60 Camera3d::default(),
61 Transform::from_xyz(w * 1.25, w + 1.0, w * 1.25)
62 .looking_at(Vec3::new(0.0, (w * -1.1) + 1.0, 0.0), Vec3::Y),
63 ));
64
65 // Light
66 commands.spawn((
67 Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
68 DirectionalLight {
69 illuminance: 3000.0,
70 shadows_enabled: true,
71 ..default()
72 },
73 ));
74
75 // Cubes
76 let mesh_handle = mesh_assets.add(Cuboid::from_size(Vec3::ONE));
77 for x in 0..n {
78 for z in 0..n {
79 commands.spawn((
80 Mesh3d(mesh_handle.clone()),
81 MeshMaterial3d(material_assets.add(Color::WHITE)),
82 Transform::from_translation(Vec3::new(x as f32, 0.0, z as f32)),
83 ));
84 }
85 }
86}
examples/shader/storage_buffer.rs (line 40)
23fn setup(
24 mut commands: Commands,
25 mut meshes: ResMut<Assets<Mesh>>,
26 mut buffers: ResMut<Assets<ShaderStorageBuffer>>,
27 mut materials: ResMut<Assets<CustomMaterial>>,
28) {
29 // Example data for the storage buffer
30 let color_data: Vec<[f32; 4]> = vec![
31 [1.0, 0.0, 0.0, 1.0],
32 [0.0, 1.0, 0.0, 1.0],
33 [0.0, 0.0, 1.0, 1.0],
34 [1.0, 1.0, 0.0, 1.0],
35 [0.0, 1.0, 1.0, 1.0],
36 ];
37
38 let colors = buffers.add(ShaderStorageBuffer::from(color_data));
39
40 let mesh_handle = meshes.add(Cuboid::from_size(Vec3::splat(0.3)));
41 // Create the custom material with the storage buffer
42 let material_handle = materials.add(CustomMaterial {
43 colors: colors.clone(),
44 });
45
46 commands.insert_resource(CustomMaterialHandle(material_handle.clone()));
47
48 // Spawn cubes with the custom material
49 let mut current_color_id: u32 = 0;
50 for i in -6..=6 {
51 for j in -3..=3 {
52 commands.spawn((
53 Mesh3d(mesh_handle.clone()),
54 MeshMaterial3d(material_handle.clone()),
55 MeshTag(current_color_id % 5),
56 Transform::from_xyz(i as f32, j as f32, 0.0),
57 ));
58 current_color_id += 1;
59 }
60 }
61
62 // Camera
63 commands.spawn((
64 Camera3d::default(),
65 Transform::from_xyz(0.0, 0.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
66 ));
67}
examples/shader/automatic_instancing.rs (line 40)
30fn setup(
31 mut commands: Commands,
32 assets: Res<AssetServer>,
33 mut meshes: ResMut<Assets<Mesh>>,
34 mut materials: ResMut<Assets<CustomMaterial>>,
35) {
36 // We will use this image as our external data for our material to sample from in the vertex shader
37 let image = assets.load("branding/icon.png");
38
39 // Our single mesh handle that will be instanced
40 let mesh_handle = meshes.add(Cuboid::from_size(Vec3::splat(0.01)));
41
42 // Create the custom material with a reference to our texture
43 // Automatic instancing works with any Material, including the `StandardMaterial`.
44 // This custom material is used to demonstrate the optional `MeshTag` feature.
45 let material_handle = materials.add(CustomMaterial {
46 image: image.clone(),
47 });
48
49 // We're hardcoding the image dimensions for simplicity
50 let image_dims = UVec2::new(256, 256);
51 let total_pixels = image_dims.x * image_dims.y;
52
53 for index in 0..total_pixels {
54 // Get x,y from index - x goes left to right, y goes top to bottom
55 let x = index % image_dims.x;
56 let y = index / image_dims.x;
57
58 // Convert to centered world coordinates
59 let world_x = (x as f32 - image_dims.x as f32 / 2.0) / 50.0;
60 let world_y = -((y as f32 - image_dims.y as f32 / 2.0) / 50.0); // Still need negative for world space
61
62 commands.spawn((
63 // For automatic instancing to take effect you need to
64 // use the same mesh handle and material handle for each instance
65 Mesh3d(mesh_handle.clone()),
66 MeshMaterial3d(material_handle.clone()),
67 // This is an optional component that can be used to help tie external data to a mesh instance
68 MeshTag(index),
69 Transform::from_xyz(world_x, world_y, 0.0),
70 ));
71 }
72
73 // Camera
74 commands.spawn((
75 Camera3d::default(),
76 Transform::from_xyz(0.0, 0.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
77 ));
78}
examples/3d/order_independent_transparency.rs (line 181)
175fn spawn_occlusion_test(
176 commands: &mut Commands,
177 meshes: &mut Assets<Mesh>,
178 materials: &mut Assets<StandardMaterial>,
179) {
180 let sphere_handle = meshes.add(Sphere::new(1.0).mesh());
181 let cube_handle = meshes.add(Cuboid::from_size(Vec3::ONE).mesh());
182 let cube_material = materials.add(Color::srgb(0.8, 0.7, 0.6));
183
184 let render_layers = RenderLayers::layer(1);
185
186 // front
187 let x = -2.5;
188 commands.spawn((
189 Mesh3d(cube_handle.clone()),
190 MeshMaterial3d(cube_material.clone()),
191 Transform::from_xyz(x, 0.0, 2.0),
192 render_layers.clone(),
193 ));
194 commands.spawn((
195 Mesh3d(sphere_handle.clone()),
196 MeshMaterial3d(materials.add(StandardMaterial {
197 base_color: RED.with_alpha(0.5).into(),
198 alpha_mode: AlphaMode::Blend,
199 ..default()
200 })),
201 Transform::from_xyz(x, 0., 0.),
202 render_layers.clone(),
203 ));
204
205 // intersection
206 commands.spawn((
207 Mesh3d(cube_handle.clone()),
208 MeshMaterial3d(cube_material.clone()),
209 Transform::from_xyz(x, 0.0, 1.0),
210 render_layers.clone(),
211 ));
212 commands.spawn((
213 Mesh3d(sphere_handle.clone()),
214 MeshMaterial3d(materials.add(StandardMaterial {
215 base_color: RED.with_alpha(0.5).into(),
216 alpha_mode: AlphaMode::Blend,
217 ..default()
218 })),
219 Transform::from_xyz(0., 0., 0.),
220 render_layers.clone(),
221 ));
222
223 // back
224 let x = 2.5;
225 commands.spawn((
226 Mesh3d(cube_handle.clone()),
227 MeshMaterial3d(cube_material.clone()),
228 Transform::from_xyz(x, 0.0, -2.0),
229 render_layers.clone(),
230 ));
231 commands.spawn((
232 Mesh3d(sphere_handle.clone()),
233 MeshMaterial3d(materials.add(StandardMaterial {
234 base_color: RED.with_alpha(0.5).into(),
235 alpha_mode: AlphaMode::Blend,
236 ..default()
237 })),
238 Transform::from_xyz(x, 0., 0.),
239 render_layers.clone(),
240 ));
241}
Additional examples can be found in:
Sourcepub fn from_corners(point1: Vec3, point2: Vec3) -> Cuboid
pub fn from_corners(point1: Vec3, point2: Vec3) -> Cuboid
Create a new Cuboid
from two corner points
Sourcepub fn from_length(length: f32) -> Cuboid
pub fn from_length(length: f32) -> Cuboid
Create a Cuboid
from a single length.
The resulting Cuboid
will be the same size in every direction.
Examples found in repository?
examples/animation/eased_motion.rs (line 41)
19fn setup(
20 mut commands: Commands,
21 mut meshes: ResMut<Assets<Mesh>>,
22 mut materials: ResMut<Assets<StandardMaterial>>,
23 mut animation_graphs: ResMut<Assets<AnimationGraph>>,
24 mut animation_clips: ResMut<Assets<AnimationClip>>,
25) {
26 // Create the animation:
27 let AnimationInfo {
28 target_name: animation_target_name,
29 target_id: animation_target_id,
30 graph: animation_graph,
31 node_index: animation_node_index,
32 } = AnimationInfo::create(&mut animation_graphs, &mut animation_clips);
33
34 // Build an animation player that automatically plays the animation.
35 let mut animation_player = AnimationPlayer::default();
36 animation_player.play(animation_node_index).repeat();
37
38 // A cube together with the components needed to animate it
39 let cube_entity = commands
40 .spawn((
41 Mesh3d(meshes.add(Cuboid::from_length(2.0))),
42 MeshMaterial3d(materials.add(Color::from(ORANGE))),
43 Transform::from_translation(vec3(-6., 2., 0.)),
44 animation_target_name,
45 animation_player,
46 AnimationGraphHandle(animation_graph),
47 ))
48 .id();
49
50 commands.entity(cube_entity).insert(AnimationTarget {
51 id: animation_target_id,
52 player: cube_entity,
53 });
54
55 // Some light to see something
56 commands.spawn((
57 PointLight {
58 shadows_enabled: true,
59 intensity: 10_000_000.,
60 range: 100.0,
61 ..default()
62 },
63 Transform::from_xyz(8., 16., 8.),
64 ));
65
66 // Ground plane
67 commands.spawn((
68 Mesh3d(meshes.add(Plane3d::default().mesh().size(50., 50.))),
69 MeshMaterial3d(materials.add(Color::from(SILVER))),
70 ));
71
72 // The camera
73 commands.spawn((
74 Camera3d::default(),
75 Transform::from_xyz(0., 6., 12.).looking_at(Vec3::new(0., 1.5, 0.), Vec3::Y),
76 ));
77}
More examples
examples/3d/decal.rs (line 81)
22fn setup(
23 mut commands: Commands,
24 mut meshes: ResMut<Assets<Mesh>>,
25 mut standard_materials: ResMut<Assets<StandardMaterial>>,
26 mut decal_standard_materials: ResMut<Assets<ForwardDecalMaterial<StandardMaterial>>>,
27 asset_server: Res<AssetServer>,
28) {
29 // Spawn the forward decal
30 commands.spawn((
31 Name::new("Decal"),
32 ForwardDecal,
33 MeshMaterial3d(decal_standard_materials.add(ForwardDecalMaterial {
34 base: StandardMaterial {
35 base_color_texture: Some(asset_server.load("textures/uv_checker_bw.png")),
36 ..default()
37 },
38 extension: ForwardDecalMaterialExt {
39 depth_fade_factor: 1.0,
40 },
41 })),
42 Transform::from_scale(Vec3::splat(4.0)),
43 ));
44
45 commands.spawn((
46 Name::new("Camera"),
47 Camera3d::default(),
48 CameraController::default(),
49 DepthPrepass, // Must enable the depth prepass to render forward decals
50 Transform::from_xyz(2.0, 9.5, 2.5).looking_at(Vec3::ZERO, Vec3::Y),
51 ));
52
53 let white_material = standard_materials.add(Color::WHITE);
54
55 commands.spawn((
56 Name::new("Floor"),
57 Mesh3d(meshes.add(Rectangle::from_length(10.0))),
58 MeshMaterial3d(white_material.clone()),
59 Transform::from_rotation(Quat::from_rotation_x(-std::f32::consts::FRAC_PI_2)),
60 ));
61
62 // Spawn a few cube with random rotations to showcase how the decals behave with non-flat geometry
63 let num_obs = 10;
64 let mut rng = ChaCha8Rng::seed_from_u64(19878367467713);
65 for i in 0..num_obs {
66 for j in 0..num_obs {
67 let rotation_axis: [f32; 3] = rng.r#gen();
68 let rotation_vec: Vec3 = rotation_axis.into();
69 let rotation: u32 = rng.gen_range(0..360);
70 let transform = Transform::from_xyz(
71 (-num_obs + 1) as f32 / 2.0 + i as f32,
72 -0.2,
73 (-num_obs + 1) as f32 / 2.0 + j as f32,
74 )
75 .with_rotation(Quat::from_axis_angle(
76 rotation_vec.normalize_or_zero(),
77 (rotation as f32).to_radians(),
78 ));
79
80 commands.spawn((
81 Mesh3d(meshes.add(Cuboid::from_length(0.6))),
82 MeshMaterial3d(white_material.clone()),
83 transform,
84 ));
85 }
86 }
87
88 commands.spawn((
89 Name::new("Light"),
90 PointLight {
91 shadows_enabled: true,
92 ..default()
93 },
94 Transform::from_xyz(4.0, 8.0, 4.0),
95 ));
96}
examples/math/random_sampling.rs (line 68)
51fn setup(
52 mut commands: Commands,
53 mut meshes: ResMut<Assets<Mesh>>,
54 mut materials: ResMut<Assets<StandardMaterial>>,
55) {
56 // Use seeded rng and store it in a resource; this makes the random output reproducible.
57 let seeded_rng = ChaCha8Rng::seed_from_u64(19878367467712);
58 commands.insert_resource(RandomSource(seeded_rng));
59
60 // Make a plane for establishing space.
61 commands.spawn((
62 Mesh3d(meshes.add(Plane3d::default().mesh().size(12.0, 12.0))),
63 MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
64 Transform::from_xyz(0.0, -2.5, 0.0),
65 ));
66
67 // Store the shape we sample from in a resource:
68 let shape = Cuboid::from_length(2.9);
69 commands.insert_resource(SampledShape(shape));
70
71 // The sampled shape shown transparently:
72 commands.spawn((
73 Mesh3d(meshes.add(shape)),
74 MeshMaterial3d(materials.add(StandardMaterial {
75 base_color: Color::srgba(0.2, 0.1, 0.6, 0.3),
76 alpha_mode: AlphaMode::Blend,
77 cull_mode: None,
78 ..default()
79 })),
80 ));
81
82 // A light:
83 commands.spawn((
84 PointLight {
85 shadows_enabled: true,
86 ..default()
87 },
88 Transform::from_xyz(4.0, 8.0, 4.0),
89 ));
90
91 // A camera:
92 commands.spawn((
93 Camera3d::default(),
94 Transform::from_xyz(-2.0, 3.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
95 ));
96
97 // Store the mesh and material for sample points in resources:
98 commands.insert_resource(PointMesh(
99 meshes.add(
100 Sphere::new(0.03)
101 .mesh()
102 .kind(SphereKind::Ico { subdivisions: 3 }),
103 ),
104 ));
105 commands.insert_resource(PointMaterial(materials.add(StandardMaterial {
106 base_color: Color::srgb(1.0, 0.8, 0.8),
107 metallic: 0.8,
108 ..default()
109 })));
110
111 // Instructions for the example:
112 commands.spawn((
113 Text::new(
114 "Controls:\n\
115 M: Toggle between sampling boundary and interior.\n\
116 R: Restart (erase all samples).\n\
117 S: Add one random sample.\n\
118 D: Add 100 random samples.\n\
119 Rotate camera by holding left mouse and panning left/right.",
120 ),
121 Node {
122 position_type: PositionType::Absolute,
123 top: Val::Px(12.0),
124 left: Val::Px(12.0),
125 ..default()
126 },
127 ));
128
129 // The mode starts with interior points.
130 commands.insert_resource(Mode::Interior);
131
132 // Starting mouse-pressed state is false.
133 commands.insert_resource(MousePressed(false));
134}
Sourcepub fn closest_point(&self, point: Vec3) -> Vec3
pub fn closest_point(&self, point: Vec3) -> Vec3
Finds the point on the cuboid that is closest to the given point
.
If the point is outside the cuboid, the returned point will be on the surface of the cuboid. Otherwise, it will be inside the cuboid and returned as is.
Trait Implementations§
Source§impl Bounded3d for Cuboid
impl Bounded3d for Cuboid
Source§fn aabb_3d(&self, isometry: impl Into<Isometry3d>) -> Aabb3d
fn aabb_3d(&self, isometry: impl Into<Isometry3d>) -> Aabb3d
Get an axis-aligned bounding box for the shape translated and rotated by the given isometry.
Source§fn bounding_sphere(&self, isometry: impl Into<Isometry3d>) -> BoundingSphere
fn bounding_sphere(&self, isometry: impl Into<Isometry3d>) -> BoundingSphere
Get a bounding sphere for the shape translated and rotated by the given isometry.
Source§impl<'de> Deserialize<'de> for Cuboid
impl<'de> Deserialize<'de> for Cuboid
Source§fn deserialize<__D>(
__deserializer: __D,
) -> Result<Cuboid, <__D as Deserializer<'de>>::Error>where
__D: Deserializer<'de>,
fn deserialize<__D>(
__deserializer: __D,
) -> Result<Cuboid, <__D as Deserializer<'de>>::Error>where
__D: Deserializer<'de>,
Deserialize this value from the given Serde deserializer. Read more
Source§impl FromReflect for Cuboid
impl FromReflect for Cuboid
Source§fn from_reflect(reflect: &(dyn PartialReflect + 'static)) -> Option<Cuboid>
fn from_reflect(reflect: &(dyn PartialReflect + 'static)) -> Option<Cuboid>
Constructs a concrete instance of
Self
from a reflected value.Source§fn take_from_reflect(
reflect: Box<dyn PartialReflect>,
) -> Result<Self, Box<dyn PartialReflect>>
fn take_from_reflect( reflect: Box<dyn PartialReflect>, ) -> Result<Self, Box<dyn PartialReflect>>
Attempts to downcast the given value to
Self
using,
constructing the value using from_reflect
if that fails. Read moreSource§impl GetOwnership for &Cuboid
impl GetOwnership for &Cuboid
Source§impl GetOwnership for &mut Cuboid
impl GetOwnership for &mut Cuboid
Source§impl GetOwnership for Cuboid
impl GetOwnership for Cuboid
Source§impl GetTypeRegistration for Cuboid
impl GetTypeRegistration for Cuboid
Source§fn get_type_registration() -> TypeRegistration
fn get_type_registration() -> TypeRegistration
Returns the default
TypeRegistration
for this type.Source§fn register_type_dependencies(registry: &mut TypeRegistry)
fn register_type_dependencies(registry: &mut TypeRegistry)
Registers other types needed by this type. Read more
Source§impl<Config, Clear> GizmoPrimitive3d<Cuboid> for GizmoBuffer<Config, Clear>
impl<Config, Clear> GizmoPrimitive3d<Cuboid> for GizmoBuffer<Config, Clear>
Source§type Output<'a> = ()
where
GizmoBuffer<Config, Clear>: 'a
type Output<'a> = () where GizmoBuffer<Config, Clear>: 'a
The output of
primitive_3d
. This is a builder to set non-default values.Source§fn primitive_3d(
&mut self,
primitive: &Cuboid,
isometry: impl Into<Isometry3d>,
color: impl Into<Color>,
) -> <GizmoBuffer<Config, Clear> as GizmoPrimitive3d<Cuboid>>::Output<'_>
fn primitive_3d( &mut self, primitive: &Cuboid, isometry: impl Into<Isometry3d>, color: impl Into<Color>, ) -> <GizmoBuffer<Config, Clear> as GizmoPrimitive3d<Cuboid>>::Output<'_>
Renders a 3D primitive with its associated details.
Source§impl IntoReturn for &Cuboid
impl IntoReturn for &Cuboid
Source§impl IntoReturn for &mut Cuboid
impl IntoReturn for &mut Cuboid
Source§impl IntoReturn for Cuboid
impl IntoReturn for Cuboid
Source§impl Measured3d for Cuboid
impl Measured3d for Cuboid
Source§impl PartialReflect for Cuboid
impl PartialReflect for Cuboid
Source§fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
Source§fn try_apply(
&mut self,
value: &(dyn PartialReflect + 'static),
) -> Result<(), ApplyError>
fn try_apply( &mut self, value: &(dyn PartialReflect + 'static), ) -> Result<(), ApplyError>
Source§fn reflect_kind(&self) -> ReflectKind
fn reflect_kind(&self) -> ReflectKind
Returns a zero-sized enumeration of “kinds” of type. Read more
Source§fn reflect_ref(&self) -> ReflectRef<'_>
fn reflect_ref(&self) -> ReflectRef<'_>
Returns an immutable enumeration of “kinds” of type. Read more
Source§fn reflect_mut(&mut self) -> ReflectMut<'_>
fn reflect_mut(&mut self) -> ReflectMut<'_>
Returns a mutable enumeration of “kinds” of type. Read more
Source§fn reflect_owned(self: Box<Cuboid>) -> ReflectOwned
fn reflect_owned(self: Box<Cuboid>) -> ReflectOwned
Returns an owned enumeration of “kinds” of type. Read more
Source§fn try_into_reflect(
self: Box<Cuboid>,
) -> Result<Box<dyn Reflect>, Box<dyn PartialReflect>>
fn try_into_reflect( self: Box<Cuboid>, ) -> Result<Box<dyn Reflect>, Box<dyn PartialReflect>>
Attempts to cast this type to a boxed, fully-reflected value.
Source§fn try_as_reflect(&self) -> Option<&(dyn Reflect + 'static)>
fn try_as_reflect(&self) -> Option<&(dyn Reflect + 'static)>
Attempts to cast this type to a fully-reflected value.
Source§fn try_as_reflect_mut(&mut self) -> Option<&mut (dyn Reflect + 'static)>
fn try_as_reflect_mut(&mut self) -> Option<&mut (dyn Reflect + 'static)>
Attempts to cast this type to a mutable, fully-reflected value.
Source§fn into_partial_reflect(self: Box<Cuboid>) -> Box<dyn PartialReflect>
fn into_partial_reflect(self: Box<Cuboid>) -> Box<dyn PartialReflect>
Casts this type to a boxed, reflected value. Read more
Source§fn as_partial_reflect(&self) -> &(dyn PartialReflect + 'static)
fn as_partial_reflect(&self) -> &(dyn PartialReflect + 'static)
Casts this type to a reflected value. Read more
Source§fn as_partial_reflect_mut(&mut self) -> &mut (dyn PartialReflect + 'static)
fn as_partial_reflect_mut(&mut self) -> &mut (dyn PartialReflect + 'static)
Casts this type to a mutable, reflected value. Read more
Source§fn reflect_partial_eq(
&self,
value: &(dyn PartialReflect + 'static),
) -> Option<bool>
fn reflect_partial_eq( &self, value: &(dyn PartialReflect + 'static), ) -> Option<bool>
Returns a “partial equality” comparison result. Read more
Source§fn debug(&self, f: &mut Formatter<'_>) -> Result<(), Error>
fn debug(&self, f: &mut Formatter<'_>) -> Result<(), Error>
Debug formatter for the value. Read more
Source§fn reflect_clone(&self) -> Result<Box<dyn Reflect>, ReflectCloneError>
fn reflect_clone(&self) -> Result<Box<dyn Reflect>, ReflectCloneError>
Attempts to clone
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using reflection. Read moreSource§fn apply(&mut self, value: &(dyn PartialReflect + 'static))
fn apply(&mut self, value: &(dyn PartialReflect + 'static))
Applies a reflected value to this value. Read more
Source§fn clone_value(&self) -> Box<dyn PartialReflect>
fn clone_value(&self) -> Box<dyn PartialReflect>
👎Deprecated since 0.16.0: to clone reflected values, prefer using
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fn to_dynamic(&self) -> Box<dyn PartialReflect>
Source§fn reflect_hash(&self) -> Option<u64>
fn reflect_hash(&self) -> Option<u64>
Returns a hash of the value (which includes the type). Read more
Source§fn is_dynamic(&self) -> bool
fn is_dynamic(&self) -> bool
Indicates whether or not this type is a dynamic type. Read more
Source§impl Reflect for Cuboid
impl Reflect for Cuboid
Source§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
Returns the value as a
&mut dyn Any
. Read moreSource§fn into_reflect(self: Box<Cuboid>) -> Box<dyn Reflect>
fn into_reflect(self: Box<Cuboid>) -> Box<dyn Reflect>
Casts this type to a boxed, fully-reflected value.
Source§fn as_reflect(&self) -> &(dyn Reflect + 'static)
fn as_reflect(&self) -> &(dyn Reflect + 'static)
Casts this type to a fully-reflected value.
Source§fn as_reflect_mut(&mut self) -> &mut (dyn Reflect + 'static)
fn as_reflect_mut(&mut self) -> &mut (dyn Reflect + 'static)
Casts this type to a mutable, fully-reflected value.
Source§impl Serialize for Cuboid
impl Serialize for Cuboid
Source§fn serialize<__S>(
&self,
__serializer: __S,
) -> Result<<__S as Serializer>::Ok, <__S as Serializer>::Error>where
__S: Serializer,
fn serialize<__S>(
&self,
__serializer: __S,
) -> Result<<__S as Serializer>::Ok, <__S as Serializer>::Error>where
__S: Serializer,
Serialize this value into the given Serde serializer. Read more
Source§impl ShapeSample for Cuboid
impl ShapeSample for Cuboid
Source§fn sample_interior<R>(&self, rng: &mut R) -> Vec3
fn sample_interior<R>(&self, rng: &mut R) -> Vec3
Uniformly sample a point from inside the area/volume of this shape, centered on 0. Read more
Source§fn sample_boundary<R>(&self, rng: &mut R) -> Vec3
fn sample_boundary<R>(&self, rng: &mut R) -> Vec3
Uniformly sample a point from the surface of this shape, centered on 0. Read more
Source§fn interior_dist(self) -> impl Distribution<Self::Output>where
Self: Sized,
fn interior_dist(self) -> impl Distribution<Self::Output>where
Self: Sized,
Extract a
Distribution
whose samples are points of this shape’s interior, taken uniformly. Read moreSource§fn boundary_dist(self) -> impl Distribution<Self::Output>where
Self: Sized,
fn boundary_dist(self) -> impl Distribution<Self::Output>where
Self: Sized,
Extract a
Distribution
whose samples are points of this shape’s boundary, taken uniformly. Read moreSource§impl Struct for Cuboid
impl Struct for Cuboid
Source§fn field(&self, name: &str) -> Option<&(dyn PartialReflect + 'static)>
fn field(&self, name: &str) -> Option<&(dyn PartialReflect + 'static)>
Returns a reference to the value of the field named
name
as a &dyn PartialReflect
.Source§fn field_mut(
&mut self,
name: &str,
) -> Option<&mut (dyn PartialReflect + 'static)>
fn field_mut( &mut self, name: &str, ) -> Option<&mut (dyn PartialReflect + 'static)>
Returns a mutable reference to the value of the field named
name
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&mut dyn PartialReflect
.Source§fn field_at(&self, index: usize) -> Option<&(dyn PartialReflect + 'static)>
fn field_at(&self, index: usize) -> Option<&(dyn PartialReflect + 'static)>
Returns a reference to the value of the field with index
index
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&dyn PartialReflect
.Source§fn field_at_mut(
&mut self,
index: usize,
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Returns a mutable reference to the value of the field with index
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.Source§fn name_at(&self, index: usize) -> Option<&str>
fn name_at(&self, index: usize) -> Option<&str>
Returns the name of the field with index
index
.Source§fn iter_fields(&self) -> FieldIter<'_> ⓘ
fn iter_fields(&self) -> FieldIter<'_> ⓘ
Returns an iterator over the values of the reflectable fields for this struct.
fn to_dynamic_struct(&self) -> DynamicStruct
Source§fn clone_dynamic(&self) -> DynamicStruct
fn clone_dynamic(&self) -> DynamicStruct
👎Deprecated since 0.16.0: use
to_dynamic_struct
insteadClones the struct into a
DynamicStruct
.Source§fn get_represented_struct_info(&self) -> Option<&'static StructInfo>
fn get_represented_struct_info(&self) -> Option<&'static StructInfo>
Will return
None
if TypeInfo
is not available.Source§impl TypePath for Cuboid
impl TypePath for Cuboid
Source§fn type_path() -> &'static str
fn type_path() -> &'static str
Returns the fully qualified path of the underlying type. Read more
Source§fn short_type_path() -> &'static str
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fn type_ident() -> Option<&'static str>
Source§fn crate_name() -> Option<&'static str>
fn crate_name() -> Option<&'static str>
impl Copy for Cuboid
impl Primitive3d for Cuboid
impl StructuralPartialEq for Cuboid
Auto Trait Implementations§
impl Freeze for Cuboid
impl RefUnwindSafe for Cuboid
impl Send for Cuboid
impl Sync for Cuboid
impl Unpin for Cuboid
impl UnwindSafe for Cuboid
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impl<T, U> AsBindGroupShaderType<U> for T
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