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: Vec3Half of the width, height and depth of the cuboid
Implementations§
Source§impl Cuboid
impl Cuboid
Sourcepub const fn new(x_length: f32, y_length: f32, z_length: f32) -> Cuboid
pub const 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/shader_advanced/render_depth_to_texture.rs (line 181)
176fn spawn_rotating_cube(
177 commands: &mut Commands,
178 meshes: &mut Assets<Mesh>,
179 standard_materials: &mut Assets<StandardMaterial>,
180) {
181 let cube_handle = meshes.add(Cuboid::new(3.0, 3.0, 3.0));
182 let rotating_cube_material_handle = standard_materials.add(StandardMaterial {
183 base_color: Color::WHITE,
184 unlit: false,
185 ..default()
186 });
187 commands.spawn((
188 Mesh3d(cube_handle.clone()),
189 MeshMaterial3d(rotating_cube_material_handle),
190 Transform::IDENTITY,
191 RotatingCube,
192 ));
193}examples/3d/ssr.rs (line 155)
147fn spawn_cube(
148 commands: &mut Commands,
149 asset_server: &AssetServer,
150 meshes: &mut Assets<Mesh>,
151 standard_materials: &mut Assets<StandardMaterial>,
152) {
153 commands
154 .spawn((
155 Mesh3d(meshes.add(Cuboid::new(1.0, 1.0, 1.0))),
156 MeshMaterial3d(standard_materials.add(StandardMaterial {
157 base_color: Color::from(WHITE),
158 base_color_texture: Some(asset_server.load("branding/icon.png")),
159 ..default()
160 })),
161 Transform::from_xyz(0.0, 0.5, 0.0),
162 ))
163 .insert(CubeModel);
164}examples/picking/debug_picking.rs (line 95)
86fn on_click_spawn_cube(
87 _click: On<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 71)
62fn on_click_spawn_cube(
63 _click: On<Pointer<Click>>,
64 mut commands: Commands,
65 mut meshes: ResMut<Assets<Mesh>>,
66 mut materials: ResMut<Assets<StandardMaterial>>,
67 mut num: Local<usize>,
68) {
69 commands
70 .spawn((
71 Mesh3d(meshes.add(Cuboid::new(0.5, 0.5, 0.5))),
72 MeshMaterial3d(materials.add(Color::srgb_u8(124, 144, 255))),
73 Transform::from_xyz(0.0, 0.25 + 0.55 * *num as f32, 0.0),
74 ))
75 // With the MeshPickingPlugin added, you can add pointer event observers to meshes:
76 .observe(on_drag_rotate);
77 *num += 1;
78}examples/3d/clustered_decals.rs (line 188)
178fn spawn_cube(
179 commands: &mut Commands,
180 meshes: &mut Assets<Mesh>,
181 materials: &mut Assets<ExtendedMaterial<StandardMaterial, CustomDecalExtension>>,
182) {
183 // Rotate the cube a bit just to make it more interesting.
184 let mut transform = Transform::IDENTITY;
185 transform.rotate_y(FRAC_PI_3);
186
187 commands.spawn((
188 Mesh3d(meshes.add(Cuboid::new(3.0, 3.0, 3.0))),
189 MeshMaterial3d(materials.add(ExtendedMaterial {
190 base: StandardMaterial {
191 base_color: SILVER.into(),
192 ..default()
193 },
194 extension: CustomDecalExtension {},
195 })),
196 transform,
197 ));
198}Additional examples can be found in:
- examples/3d/manual_material.rs
- examples/3d/light_textures.rs
- examples/3d/3d_scene.rs
- examples/3d/parenting.rs
- examples/remote/server.rs
- examples/3d/animated_material.rs
- examples/camera/custom_projection.rs
- examples/diagnostics/log_diagnostics.rs
- examples/shader_advanced/custom_render_phase.rs
- examples/3d/atmospheric_fog.rs
- examples/window/low_power.rs
- examples/shader_advanced/custom_shader_instancing.rs
- examples/camera/first_person_view_model.rs
- examples/gizmos/axes.rs
- examples/3d/occlusion_culling.rs
- examples/app/headless_renderer.rs
- examples/audio/spatial_audio_3d.rs
- examples/3d/fog.rs
- examples/ui/viewport_node.rs
- examples/stress_tests/many_cameras_lights.rs
- examples/3d/motion_blur.rs
- examples/3d/anti_aliasing.rs
- examples/gizmos/3d_gizmos.rs
- examples/3d/scrolling_fog.rs
- examples/3d/render_to_texture.rs
- examples/asset/repeated_texture.rs
- examples/gizmos/light_gizmos.rs
- examples/3d/spotlight.rs
- examples/3d/parallax_mapping.rs
- examples/3d/deferred_rendering.rs
- examples/animation/animated_transform.rs
- examples/3d/lighting.rs
- examples/3d/transmission.rs
Sourcepub const fn from_size(size: Vec3) -> Cuboid
pub const 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 232)
219fn bounding_shapes_3d(
220 shapes: Query<&Transform, With<Shape3d>>,
221 mut gizmos: Gizmos,
222 bounding_shape: Res<State<BoundingShape>>,
223) {
224 for transform in shapes.iter() {
225 match bounding_shape.get() {
226 BoundingShape::None => (),
227 BoundingShape::BoundingBox => {
228 // Get the AABB of the extrusion with the rotation and translation of the mesh.
229 let aabb = EXTRUSION.aabb_3d(transform.to_isometry());
230
231 gizmos.primitive_3d(
232 &Cuboid::from_size(Vec3::from(aabb.half_size()) * 2.),
233 aabb.center(),
234 WHITE,
235 );
236 }
237 BoundingShape::BoundingSphere => {
238 // Get the bounding sphere of the extrusion with the rotation and translation of the mesh.
239 let bounding_sphere = EXTRUSION.bounding_sphere(transform.to_isometry());
240
241 gizmos.sphere(bounding_sphere.center(), bounding_sphere.radius(), WHITE);
242 }
243 }
244 }
245}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 80)
50fn setup(
51 mut commands: Commands,
52 args: Res<Args>,
53 mesh_assets: ResMut<Assets<Mesh>>,
54 material_assets: ResMut<Assets<StandardMaterial>>,
55) {
56 let args = args.into_inner();
57 let material_assets = material_assets.into_inner();
58 let mesh_assets = mesh_assets.into_inner();
59 let n = args.grid_size;
60
61 // Camera
62 let w = n as f32;
63 commands.spawn((
64 Camera3d::default(),
65 Transform::from_xyz(w * 1.25, w + 1.0, w * 1.25)
66 .looking_at(Vec3::new(0.0, (w * -1.1) + 1.0, 0.0), Vec3::Y),
67 ));
68
69 // Light
70 commands.spawn((
71 Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
72 DirectionalLight {
73 illuminance: 3000.0,
74 shadows_enabled: true,
75 ..default()
76 },
77 ));
78
79 // Cubes
80 let mesh_handle = mesh_assets.add(Cuboid::from_size(Vec3::ONE));
81 for x in 0..n {
82 for z in 0..n {
83 commands.spawn((
84 Mesh3d(mesh_handle.clone()),
85 MeshMaterial3d(material_assets.add(Color::WHITE)),
86 Transform::from_translation(Vec3::new(x as f32, 0.0, z as f32)),
87 ));
88 }
89 }
90}examples/shader/storage_buffer.rs (line 38)
21fn setup(
22 mut commands: Commands,
23 mut meshes: ResMut<Assets<Mesh>>,
24 mut buffers: ResMut<Assets<ShaderStorageBuffer>>,
25 mut materials: ResMut<Assets<CustomMaterial>>,
26) {
27 // Example data for the storage buffer
28 let color_data: Vec<[f32; 4]> = vec![
29 [1.0, 0.0, 0.0, 1.0],
30 [0.0, 1.0, 0.0, 1.0],
31 [0.0, 0.0, 1.0, 1.0],
32 [1.0, 1.0, 0.0, 1.0],
33 [0.0, 1.0, 1.0, 1.0],
34 ];
35
36 let colors = buffers.add(ShaderStorageBuffer::from(color_data));
37
38 let mesh_handle = meshes.add(Cuboid::from_size(Vec3::splat(0.3)));
39 // Create the custom material with the storage buffer
40 let material_handle = materials.add(CustomMaterial {
41 colors: colors.clone(),
42 });
43
44 commands.insert_resource(CustomMaterialHandle(material_handle.clone()));
45
46 // Spawn cubes with the custom material
47 let mut current_color_id: u32 = 0;
48 for i in -6..=6 {
49 for j in -3..=3 {
50 commands.spawn((
51 Mesh3d(mesh_handle.clone()),
52 MeshMaterial3d(material_handle.clone()),
53 MeshTag(current_color_id % 5),
54 Transform::from_xyz(i as f32, j as f32, 0.0),
55 ));
56 current_color_id += 1;
57 }
58 }
59
60 // Camera
61 commands.spawn((
62 Camera3d::default(),
63 Transform::from_xyz(0.0, 0.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
64 ));
65}examples/shader/automatic_instancing.rs (line 36)
26fn setup(
27 mut commands: Commands,
28 assets: Res<AssetServer>,
29 mut meshes: ResMut<Assets<Mesh>>,
30 mut materials: ResMut<Assets<CustomMaterial>>,
31) {
32 // We will use this image as our external data for our material to sample from in the vertex shader
33 let image = assets.load("branding/icon.png");
34
35 // Our single mesh handle that will be instanced
36 let mesh_handle = meshes.add(Cuboid::from_size(Vec3::splat(0.01)));
37
38 // Create the custom material with a reference to our texture
39 // Automatic instancing works with any Material, including the `StandardMaterial`.
40 // This custom material is used to demonstrate the optional `MeshTag` feature.
41 let material_handle = materials.add(CustomMaterial {
42 image: image.clone(),
43 });
44
45 // We're hardcoding the image dimensions for simplicity
46 let image_dims = UVec2::new(256, 256);
47 let total_pixels = image_dims.x * image_dims.y;
48
49 for index in 0..total_pixels {
50 // Get x,y from index - x goes left to right, y goes top to bottom
51 let x = index % image_dims.x;
52 let y = index / image_dims.x;
53
54 // Convert to centered world coordinates
55 let world_x = (x as f32 - image_dims.x as f32 / 2.0) / 50.0;
56 let world_y = -((y as f32 - image_dims.y as f32 / 2.0) / 50.0); // Still need negative for world space
57
58 commands.spawn((
59 // For automatic instancing to take effect you need to
60 // use the same mesh handle and material handle for each instance
61 Mesh3d(mesh_handle.clone()),
62 MeshMaterial3d(material_handle.clone()),
63 // This is an optional component that can be used to help tie external data to a mesh instance
64 MeshTag(index),
65 Transform::from_xyz(world_x, world_y, 0.0),
66 ));
67 }
68
69 // Camera
70 commands.spawn((
71 Camera3d::default(),
72 Transform::from_xyz(0.0, 0.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
73 ));
74}examples/3d/order_independent_transparency.rs (line 180)
174fn spawn_occlusion_test(
175 commands: &mut Commands,
176 meshes: &mut Assets<Mesh>,
177 materials: &mut Assets<StandardMaterial>,
178) {
179 let sphere_handle = meshes.add(Sphere::new(1.0).mesh());
180 let cube_handle = meshes.add(Cuboid::from_size(Vec3::ONE).mesh());
181 let cube_material = materials.add(Color::srgb(0.8, 0.7, 0.6));
182
183 let render_layers = RenderLayers::layer(1);
184
185 // front
186 let x = -2.5;
187 commands.spawn((
188 Mesh3d(cube_handle.clone()),
189 MeshMaterial3d(cube_material.clone()),
190 Transform::from_xyz(x, 0.0, 2.0),
191 render_layers.clone(),
192 ));
193 commands.spawn((
194 Mesh3d(sphere_handle.clone()),
195 MeshMaterial3d(materials.add(StandardMaterial {
196 base_color: RED.with_alpha(0.5).into(),
197 alpha_mode: AlphaMode::Blend,
198 ..default()
199 })),
200 Transform::from_xyz(x, 0., 0.),
201 render_layers.clone(),
202 ));
203
204 // intersection
205 commands.spawn((
206 Mesh3d(cube_handle.clone()),
207 MeshMaterial3d(cube_material.clone()),
208 Transform::from_xyz(x, 0.0, 1.0),
209 render_layers.clone(),
210 ));
211 commands.spawn((
212 Mesh3d(sphere_handle.clone()),
213 MeshMaterial3d(materials.add(StandardMaterial {
214 base_color: RED.with_alpha(0.5).into(),
215 alpha_mode: AlphaMode::Blend,
216 ..default()
217 })),
218 Transform::from_xyz(0., 0., 0.),
219 render_layers.clone(),
220 ));
221
222 // back
223 let x = 2.5;
224 commands.spawn((
225 Mesh3d(cube_handle.clone()),
226 MeshMaterial3d(cube_material.clone()),
227 Transform::from_xyz(x, 0.0, -2.0),
228 render_layers.clone(),
229 ));
230 commands.spawn((
231 Mesh3d(sphere_handle.clone()),
232 MeshMaterial3d(materials.add(StandardMaterial {
233 base_color: RED.with_alpha(0.5).into(),
234 alpha_mode: AlphaMode::Blend,
235 ..default()
236 })),
237 Transform::from_xyz(x, 0., 0.),
238 render_layers.clone(),
239 ));
240}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 const fn from_length(length: f32) -> Cuboid
pub const 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?
tests/window/desktop_request_redraw.rs (line 80)
39fn setup(
40 mut commands: Commands,
41 mut meshes: ResMut<Assets<Mesh>>,
42 mut materials: ResMut<Assets<StandardMaterial>>,
43) {
44 commands.spawn((
45 Camera3d::default(),
46 Transform::from_xyz(0.0, 5.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y),
47 ));
48
49 commands.spawn((
50 PointLight {
51 intensity: 1e6,
52 ..Default::default()
53 },
54 Transform::from_xyz(-1.0, 5.0, 1.0),
55 ));
56
57 let node = Node {
58 display: Display::Block,
59 padding: UiRect::all(Val::Px(10.0)),
60 row_gap: Val::Px(10.0),
61 ..Default::default()
62 };
63
64 commands.spawn((
65 node.clone(),
66 children![
67 (
68 node.clone(),
69 children![Text::new("Right click cube to pause animation")]
70 ),
71 (
72 node.clone(),
73 children![Text::new("Left click cube to start animation")]
74 )
75 ],
76 ));
77
78 commands
79 .spawn((
80 Mesh3d(meshes.add(Cuboid::from_length(1.0))),
81 MeshMaterial3d(materials.add(Color::WHITE)),
82 AnimationActive,
83 ))
84 .observe(
85 |click: On<Pointer<Click>>, mut commands: Commands| match click.button {
86 PointerButton::Primary => {
87 commands.entity(click.entity).insert(AnimationActive);
88 }
89 PointerButton::Secondary => {
90 commands.entity(click.entity).remove::<AnimationActive>();
91 }
92 _ => {}
93 },
94 );
95}More examples
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}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: px(12),
124 left: px(12),
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}examples/3d/decal.rs (line 88)
24fn setup(
25 mut commands: Commands,
26 mut meshes: ResMut<Assets<Mesh>>,
27 mut standard_materials: ResMut<Assets<StandardMaterial>>,
28 mut decal_standard_materials: ResMut<Assets<ForwardDecalMaterial<StandardMaterial>>>,
29 asset_server: Res<AssetServer>,
30) {
31 // Spawn the forward decal
32 commands.spawn((
33 Name::new("Decal"),
34 ForwardDecal,
35 MeshMaterial3d(decal_standard_materials.add(ForwardDecalMaterial {
36 base: StandardMaterial {
37 base_color_texture: Some(asset_server.load("textures/uv_checker_bw.png")),
38 ..default()
39 },
40 extension: ForwardDecalMaterialExt {
41 depth_fade_factor: 1.0,
42 },
43 })),
44 Transform::from_scale(Vec3::splat(4.0)),
45 ));
46
47 commands.spawn((
48 Name::new("Camera"),
49 Camera3d::default(),
50 CameraController::default(),
51 // Must enable the depth prepass to render forward decals
52 DepthPrepass,
53 // Must disable MSAA to use decals on WebGPU
54 Msaa::Off,
55 // FXAA is a fine alternative to MSAA for anti-aliasing
56 Fxaa::default(),
57 Transform::from_xyz(2.0, 9.5, 2.5).looking_at(Vec3::ZERO, Vec3::Y),
58 ));
59
60 let white_material = standard_materials.add(Color::WHITE);
61
62 commands.spawn((
63 Name::new("Floor"),
64 Mesh3d(meshes.add(Rectangle::from_length(10.0))),
65 MeshMaterial3d(white_material.clone()),
66 Transform::from_rotation(Quat::from_rotation_x(-std::f32::consts::FRAC_PI_2)),
67 ));
68
69 // Spawn a few cube with random rotations to showcase how the decals behave with non-flat geometry
70 let num_obs = 10;
71 let mut rng = ChaCha8Rng::seed_from_u64(19878367467713);
72 for i in 0..num_obs {
73 for j in 0..num_obs {
74 let rotation_axis: [f32; 3] = rng.random();
75 let rotation_vec: Vec3 = rotation_axis.into();
76 let rotation: u32 = rng.random_range(0..360);
77 let transform = Transform::from_xyz(
78 (-num_obs + 1) as f32 / 2.0 + i as f32,
79 -0.2,
80 (-num_obs + 1) as f32 / 2.0 + j as f32,
81 )
82 .with_rotation(Quat::from_axis_angle(
83 rotation_vec.normalize_or_zero(),
84 (rotation as f32).to_radians(),
85 ));
86
87 commands.spawn((
88 Mesh3d(meshes.add(Cuboid::from_length(0.6))),
89 MeshMaterial3d(white_material.clone()),
90 transform,
91 ));
92 }
93 }
94
95 commands.spawn((
96 Name::new("Light"),
97 PointLight {
98 shadows_enabled: true,
99 ..default()
100 },
101 Transform::from_xyz(4.0, 8.0, 4.0),
102 ));
103}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 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 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
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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
Self 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 to_dynamic(&self) -> Box<dyn PartialReflect>
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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
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&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
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Returns a reference to the value of the field with index
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&mut self,
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Returns a mutable reference to the value of the field with index
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Creates a new
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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
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Source§fn short_type_path() -> &'static str
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fn type_ident() -> Option<&'static str>
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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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