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CollisionWorld

Struct CollisionWorld 

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pub struct CollisionWorld { /* private fields */ }
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A set of triangle meshes behind a bounding volume hierarchy.

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impl CollisionWorld

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pub fn new(meshes: Vec<TriangleMesh>) -> Self

Creates a world from a set of meshes.

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pub fn collide_capsule( &self, capsule: &Capsule<Vector<f32>>, velocity_y: f32, ) -> CollisionResult

Resolves a vertical capsule against all meshes.

velocity_y distinguishes landing on ground (falling or resting) from passing it while moving upward.

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pub fn raycast(&self, ray: &Ray<Vector<f32>>, max_distance: f32) -> Option<f32>

Returns the distance to the closest mesh hit by the ray, if any.

The ray direction is expected to be normalized; the result is limited to max_distance.

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