pub struct Hit<'a> {
pub point: Vec3,
pub geometric_normal: Vec3,
pub normal: Vec3,
pub uv: (f32, f32),
pub t: f32,
pub front_face: bool,
pub material: &'a Material,
}Expand description
A fully oriented scene intersection borrowing its object’s material.
Fields§
§point: Vec3World-space intersection point.
geometric_normal: Vec3Geometric normal oriented against the incoming ray.
normal: Vec3Shading normal oriented against the incoming ray and geometric normal.
uv: (f32, f32)Surface coordinates supplied by the primitive.
t: f32Positive ray parameter at the intersection.
front_face: boolWhether the ray arrived on the outward-facing side of the surface.
material: &'a MaterialMaterial owned by the intersected object.
Trait Implementations§
Auto Trait Implementations§
impl<'a> Freeze for Hit<'a>
impl<'a> RefUnwindSafe for Hit<'a>
impl<'a> Send for Hit<'a>
impl<'a> Sync for Hit<'a>
impl<'a> Unpin for Hit<'a>
impl<'a> UnsafeUnpin for Hit<'a>
impl<'a> UnwindSafe for Hit<'a>
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impl<T> CloneToUninit for Twhere
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Source§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
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self into a Left variant of Either<Self, Self>
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fn into_either_with<F>(self, into_left: F) -> Either<Self, Self> ⓘ
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