pub enum Primitive {
Show 22 variants
Empty,
Aabb(Aabb<i32>),
Pyramid {
aabb: Aabb<i32>,
inset: i32,
},
Ramp {
aabb: Aabb<i32>,
inset: i32,
dir: Dir,
},
Gable {
aabb: Aabb<i32>,
inset: i32,
dir: Dir,
},
Cylinder(Aabb<i32>),
Cone(Aabb<i32>),
Sphere(Aabb<i32>),
Superquadric {
aabb: Aabb<i32>,
degree: f32,
},
Plane(Aabr<i32>, Vec3<i32>, Vec2<f32>),
Segment {
segment: LineSegment3<f32>,
r0: f32,
r1: f32,
},
SegmentPrism {
segment: LineSegment3<f32>,
radius: f32,
height: f32,
},
Sampling(Id<Primitive>, Box<dyn Fn(Vec3<i32>) -> bool>),
ColSampling(Id<Primitive>, Box<dyn Fn(Vec3<i32>, &ColInfo) -> bool>),
Prefab(Box<Structure>),
Intersect(Id<Primitive>, Id<Primitive>),
Union(Id<Primitive>, Id<Primitive>),
Without(Id<Primitive>, Id<Primitive>),
Translate(Id<Primitive>, Vec3<i32>),
Scale(Id<Primitive>, Vec3<f32>),
RotateAbout(Id<Primitive>, Mat3<i32>, Vec3<f32>),
Repeat(Id<Primitive>, Vec3<i32>, u32),
}Variants§
Empty
Aabb(Aabb<i32>)
Pyramid
Ramp
Gable
Cylinder(Aabb<i32>)
Cone(Aabb<i32>)
Sphere(Aabb<i32>)
Superquadric
An Aabb with rounded corners. The degree relates to how rounded the corners are. A value less than 1.0 results in concave faces. A value of 2.0 results in an ellipsoid. Values greater than 2.0 result in a rounded aabb. Values less than 0.0 are clamped to 0.0 as negative values would theoretically yield shapes extending to infinity.
Plane(Aabr<i32>, Vec3<i32>, Vec2<f32>)
Segment
A line segment from start to finish point with a given radius for both points
SegmentPrism
A prism created by projecting a line segment with a given radius along the z axis up to a provided height
Sampling(Id<Primitive>, Box<dyn Fn(Vec3<i32>) -> bool>)
A sampling function is always a subset of another primitive to avoid needing infinite bounds
ColSampling(Id<Primitive>, Box<dyn Fn(Vec3<i32>, &ColInfo) -> bool>)
Prefab(Box<Structure>)
Intersect(Id<Primitive>, Id<Primitive>)
Union(Id<Primitive>, Id<Primitive>)
Without(Id<Primitive>, Id<Primitive>)
Translate(Id<Primitive>, Vec3<i32>)
Scale(Id<Primitive>, Vec3<f32>)
RotateAbout(Id<Primitive>, Mat3<i32>, Vec3<f32>)
Repeat(Id<Primitive>, Vec3<i32>, u32)
Repeat a primitive a number of times in a given direction, overlapping between repeats are unspecified.
Implementations§
Source§impl Primitive
impl Primitive
pub fn intersect( a: impl Into<Id<Primitive>>, b: impl Into<Id<Primitive>>, ) -> Self
pub fn union(a: impl Into<Id<Primitive>>, b: impl Into<Id<Primitive>>) -> Self
pub fn without(a: impl Into<Id<Primitive>>, b: impl Into<Id<Primitive>>) -> Self
pub fn sampling( a: impl Into<Id<Primitive>>, f: Box<dyn Fn(Vec3<i32>) -> bool>, ) -> Self
pub fn column_sampling( a: impl Into<Id<Primitive>>, f: Box<dyn Fn(Vec3<i32>, &ColInfo) -> bool>, ) -> Self
pub fn translate(a: impl Into<Id<Primitive>>, trans: Vec3<i32>) -> Self
pub fn scale(a: impl Into<Id<Primitive>>, scale: Vec3<f32>) -> Self
pub fn rotate_about( a: impl Into<Id<Primitive>>, rot: Mat3<i32>, point: Vec3<impl AsPrimitive<f32>>, ) -> Self
Sourcepub fn rotate_z_90_about(
a: impl Into<Id<Primitive>>,
n: i32,
point: Vec3<impl AsPrimitive<f32>>,
) -> Self
pub fn rotate_z_90_about( a: impl Into<Id<Primitive>>, n: i32, point: Vec3<impl AsPrimitive<f32>>, ) -> Self
Rotates a primitive 90 degrees CCW about the Z axis n times
pub fn repeat( a: impl Into<Id<Primitive>>, offset: Vec3<i32>, count: u32, ) -> Self
Trait Implementations§
Auto Trait Implementations§
impl Freeze for Primitive
impl !RefUnwindSafe for Primitive
impl !Send for Primitive
impl !Sync for Primitive
impl Unpin for Primitive
impl !UnwindSafe for Primitive
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