Struct ncollide3d::query::TOI [−][src]
pub struct TOI<N: RealField> { pub toi: N, pub witness1: Point<N>, pub witness2: Point<N>, pub normal1: Unit<Vector<N>>, pub normal2: Unit<Vector<N>>, pub status: TOIStatus, }
The result of a time-of-impact (TOI) computation.
Fields
toi: N
The time at which the objects touch.
witness1: Point<N>
The local-space closest point on the first shape at the time of impact.
witness2: Point<N>
The local-space closest point on the second shape at the time of impact.
normal1: Unit<Vector<N>>
The local-space outward normal on the first shape at the time of impact.
normal2: Unit<Vector<N>>
The local-space outward normal on the second shape at the time of impact.
status: TOIStatus
The way the time-of-impact computation algorithm terminated.
Implementations
impl<N: RealField> TOI<N>
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impl<N: RealField> TOI<N>
[src]Trait Implementations
Auto Trait Implementations
impl<N> RefUnwindSafe for TOI<N> where
N: RefUnwindSafe,
N: RefUnwindSafe,
impl<N> Send for TOI<N>
impl<N> Sync for TOI<N>
impl<N> Unpin for TOI<N> where
N: Unpin,
N: Unpin,
impl<N> UnwindSafe for TOI<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>,
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