Struct collision::primitive::Quad
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pub struct Quad<S> { /* fields omitted */ }
Rectangular plane primitive. Will lie on the xy plane when not transformed.
Have a cached set of corner points to speed up computation.
Methods
impl<S> Quad<S> where
S: BaseFloat,
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S: BaseFloat,
pub fn new(dim_x: S, dim_y: S) -> Self
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Create a new rectangle primitive from component dimensions
pub fn new_impl(dim: Vector2<S>) -> Self
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Create a new rectangle primitive from a vector of component dimensions
pub fn dim(&self) -> &Vector2<S>
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Get the dimensions of the Rectangle
pub fn half_dim(&self) -> &Vector2<S>
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Get the half dimensions of the Rectangle
Trait Implementations
impl<S> From<Quad<S>> for Primitive3<S> where
S: BaseFloat,
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S: BaseFloat,
impl<S: Debug> Debug for Quad<S>
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fn fmt(&self, __arg_0: &mut Formatter) -> Result
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Formats the value using the given formatter. Read more
impl<S: Clone> Clone for Quad<S>
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fn clone(&self) -> Quad<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 Quad<S>
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fn eq(&self, __arg_0: &Quad<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: &Quad<S>) -> bool
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This method tests for !=
.
impl<S> Primitive for Quad<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 Quad<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 Quad<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 Quad<S> where
S: BaseFloat,
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S: BaseFloat,
fn intersects(&self, ray: &Ray3<S>) -> bool
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Ray must be in object space of the rectangle
impl<S> Continuous<Ray3<S>> for Quad<S> where
S: BaseFloat,
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S: BaseFloat,