[][src]Trait ncollide3d::query::RayCast

pub trait RayCast<N: Real> {
    fn toi_and_normal_with_ray(
        &self,
        m: &Isometry<N>,
        ray: &Ray<N>,
        solid: bool
    ) -> Option<RayIntersection<N>>; fn toi_with_ray(
        &self,
        m: &Isometry<N>,
        ray: &Ray<N>,
        solid: bool
    ) -> Option<N> { ... }
fn toi_and_normal_and_uv_with_ray(
        &self,
        m: &Isometry<N>,
        ray: &Ray<N>,
        solid: bool
    ) -> Option<RayIntersection<N>> { ... }
fn intersects_ray(&self, m: &Isometry<N>, ray: &Ray<N>) -> bool { ... } }

Traits of objects which can be transformed and tested for intersection with a ray.

Required Methods

Computes the time of impact, and normal between this transformed shape and a ray.

Provided Methods

Computes the time of impact between this transform shape and a ray.

Computes time of impact, normal, and texture coordinates (uv) between this transformed shape and a ray.

Tests whether a ray intersects this transformed shape.

Implementors

impl<N: Real> RayCast<N> for AABB<N>
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impl<N: Real> RayCast<N> for BoundingSphere<N>
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impl<N: Real> RayCast<N> for Ball<N>
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impl<N: Real> RayCast<N> for Capsule<N>
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impl<N: Real> RayCast<N> for Compound<N>
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impl<N: Real> RayCast<N> for Cone<N>
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impl<N: Real> RayCast<N> for ConvexHull<N>
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impl<N: Real> RayCast<N> for Cuboid<N>
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impl<N: Real> RayCast<N> for Cylinder<N>
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impl<N: Real> RayCast<N> for Plane<N>
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impl<N: Real> RayCast<N> for Polyline<N>
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impl<N: Real> RayCast<N> for Segment<N>
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impl<N: Real> RayCast<N> for TriMesh<N>
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impl<N: Real> RayCast<N> for Triangle<N>
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impl<N: Real> RayCast<N> for dyn Shape<N>
[src]