Struct collision::primitive::Cylinder
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pub struct Cylinder<S> { /* fields omitted */ }
Cylinder primitive Cylinder body is aligned with the Y axis, with local origin in the center of the cylinders.
Methods
impl<S> Cylinder<S> where
S: BaseFloat,
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S: BaseFloat,
fn new(half_height: S, radius: S) -> Self
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Create a new cylinder
fn radius(&self) -> S
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Get radius
fn height(&self) -> S
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Get height
Trait Implementations
impl<S: Debug> Debug for Cylinder<S>
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impl<S: Clone> Clone for Cylinder<S>
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fn clone(&self) -> Cylinder<S>
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Returns a copy of the value. Read more
fn clone_from(&mut self, source: &Self)
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Performs copy-assignment from source
. Read more
impl<S: PartialEq> PartialEq for Cylinder<S>
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fn eq(&self, __arg_0: &Cylinder<S>) -> bool
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This method tests for self
and other
values to be equal, and is used by ==
. Read more
fn ne(&self, __arg_0: &Cylinder<S>) -> bool
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This method tests for !=
.
impl<S> Primitive for Cylinder<S> where
S: BaseFloat,
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S: BaseFloat,
type Point = Point3<S>
Point type
fn support_point<T>(&self, direction: &Vector3<S>, transform: &T) -> Point3<S> where
T: Transform<Point3<S>>,
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T: Transform<Point3<S>>,
Get the support point on the shape in a given direction. Read more
impl<S> ComputeBound<Aabb3<S>> for Cylinder<S> where
S: BaseFloat,
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S: BaseFloat,
fn compute_bound(&self) -> Aabb3<S>
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Compute the bounding volume
impl<S> ComputeBound<Sphere<S>> for Cylinder<S> where
S: BaseFloat,
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S: BaseFloat,
fn compute_bound(&self) -> Sphere<S>
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Compute the bounding volume
impl<S> Discrete<Ray3<S>> for Cylinder<S> where
S: BaseFloat,
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S: BaseFloat,
fn intersects(&self, r: &Ray3<S>) -> bool
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Intersection test
impl<S> Continuous<Ray3<S>> for Cylinder<S> where
S: BaseFloat,
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S: BaseFloat,