Struct ncollide3d::query::Contact [−][src]
pub struct Contact<N: RealField> { pub world1: Point<N>, pub world2: Point<N>, pub normal: Unit<Vector<N>>, pub depth: N, }
Geometric description of a contact.
Fields
world1: Point<N>
Position of the contact on the first object. The position is expressed in world space.
world2: Point<N>
Position of the contact on the second object. The position is expressed in world space.
normal: Unit<Vector<N>>
Contact normal
depth: N
Penetration depth
Implementations
impl<N: RealField> Contact<N>
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impl<N: RealField> Contact<N>
[src]impl<N: RealField> Contact<N>
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impl<N: RealField> Contact<N>
[src]Trait Implementations
impl<N: Copy + RealField> Copy for Contact<N>
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impl<N: RealField> StructuralPartialEq for Contact<N>
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Auto Trait Implementations
impl<N> RefUnwindSafe for Contact<N> where
N: RefUnwindSafe,
N: RefUnwindSafe,
impl<N> Send for Contact<N>
impl<N> Sync for Contact<N>
impl<N> Unpin for Contact<N> where
N: Unpin,
N: Unpin,
impl<N> UnwindSafe for Contact<N> where
N: UnwindSafe,
N: UnwindSafe,
Blanket Implementations
impl<T> DowncastSync for T where
T: Any + Send + Sync,
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impl<T> DowncastSync for T where
T: Any + Send + Sync,
[src]impl<SS, SP> SupersetOf<SS> for SP where
SS: SubsetOf<SP>,
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impl<SS, SP> SupersetOf<SS> for SP where
SS: SubsetOf<SP>,
[src]pub fn to_subset(&self) -> Option<SS>
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pub fn is_in_subset(&self) -> bool
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pub fn to_subset_unchecked(&self) -> SS
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pub fn from_subset(element: &SS) -> SP
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impl<T> Slottable for T where
T: Copy,
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T: Copy,