Struct mgf::Moving [] [src]

pub struct Moving<T: Copy + Clone + Shape>(pub T, pub Vector3<f32>);

A geometry swept accross a given path of motion.

Methods

impl<T: Copy + Clone + Shape> Moving<T>
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Create a moving object with velocity of vel

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Return the velocity of the object.

Trait Implementations

impl<B: Bound, T: Copy + Clone + Shape + BoundedBy<B>> BoundedBy<B> for Moving<T>
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The bounds for a swept object is the bounds extended in the direction and magnitude of the velocity.

impl<T> Collider<Contact, T> for Moving<Component> where
    T: Collider<Contact, Moving<Sphere>> + Collider<Contact, Moving<Capsule>>, 
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Collide with an object and call the callback for as many contacts there are. True is returned if any contact is found. Read more

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Returns the first collision found if any exists.

impl Collider<Contact, Component> for Moving<Sphere>
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Collide with an object and call the callback for as many contacts there are. True is returned if any contact is found. Read more

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Returns the first collision found if any exists.

impl Collider<Contact, Component> for Moving<Capsule>
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Collide with an object and call the callback for as many contacts there are. True is returned if any contact is found. Read more

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Returns the first collision found if any exists.

impl<T: Copy + Copy + Clone + Shape> Copy for Moving<T>
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impl<T: Clone + Copy + Clone + Shape> Clone for Moving<T>
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Returns a copy of the value. Read more

1.0.0
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Performs copy-assignment from source. Read more

impl<T: Debug + Copy + Clone + Shape> Debug for Moving<T>
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Formats the value using the given formatter.

impl<T: Copy + Clone + Shape> AsRef<T> for Moving<T>
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Performs the conversion.

impl<T: Copy + Clone + Shape> Delta for Moving<T>
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impl Collider<Intersection, Ray> for Moving<Sphere>
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Collide with an object and call the callback for as many contacts there are. True is returned if any contact is found. Read more

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Returns the first collision found if any exists.

impl Collider<Contact, Plane> for Moving<Sphere>
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Collide with an object and call the callback for as many contacts there are. True is returned if any contact is found. Read more

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Returns the first collision found if any exists.

impl Collider<Contact, Plane> for Moving<Capsule>
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Collide with an object and call the callback for as many contacts there are. True is returned if any contact is found. Read more

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Returns the first collision found if any exists.

impl Collider<Contact, Triangle> for Moving<Sphere>
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Collide with an object and call the callback for as many contacts there are. True is returned if any contact is found. Read more

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Returns the first collision found if any exists.

impl Collider<Contact, Triangle> for Moving<Capsule>
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Collide with an object and call the callback for as many contacts there are. True is returned if any contact is found. Read more

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Returns the first collision found if any exists.

impl Collider<Contact, Rectangle> for Moving<Sphere>
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Collide with an object and call the callback for as many contacts there are. True is returned if any contact is found. Read more

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Returns the first collision found if any exists.

impl Collider<Contact, Rectangle> for Moving<Capsule>
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Collide with an object and call the callback for as many contacts there are. True is returned if any contact is found. Read more

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Returns the first collision found if any exists.

impl<Recv, Arg> Collider<Contact, Arg> for Moving<Recv> where
    Arg: Shape + Copy,
    Recv: Collider<Contact, Moving<Arg>> + Shape + Copy
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Collide with an object and call the callback for as many contacts there are. True is returned if any contact is found. Read more

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Returns the first collision found if any exists.

impl<K, T> Collider<Contact, Moving<T>> for Moving<K> where
    K: Collider<Contact, Moving<T>> + Copy + Clone + Shape,
    T: Copy + Clone + Shape
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Any two moving object collision can be reduced to a one moving one static. object collision. This is done by finding the relative velocity between the two objects.

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Collide with an object and call the callback for as many contacts there are. True is returned if any contact is found. Read more

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Returns the first collision found if any exists.

impl<Recv, Arg> Collider<LocalContact, Arg> for Moving<Recv> where
    Recv: Shape + Copy,
    Arg: Shape + Collider<Contact, Moving<Recv>> + Copy
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Collide with an object and call the callback for as many contacts there are. True is returned if any contact is found. Read more

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Returns the first collision found if any exists.

impl<Recv, Arg> Collider<LocalContact, Moving<Arg>> for Moving<Recv> where
    Recv: Shape + Collider<Contact, Moving<Arg>> + Copy,
    Arg: Shape + Copy
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Collide with an object and call the callback for as many contacts there are. True is returned if any contact is found. Read more

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Returns the first collision found if any exists.