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§

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Empty

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Aabb(Aabb<i32>)

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Pyramid

Fields

§aabb: Aabb<i32>
§inset: i32
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Ramp

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§aabb: Aabb<i32>
§inset: i32
§dir: Dir
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Gable

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§aabb: Aabb<i32>
§inset: i32
§dir: Dir
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Cylinder(Aabb<i32>)

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Cone(Aabb<i32>)

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Sphere(Aabb<i32>)

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Superquadric

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§aabb: Aabb<i32>
§degree: f32

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.

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Plane(Aabr<i32>, Vec3<i32>, Vec2<f32>)

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Segment

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§r0: f32
§r1: f32

A line segment from start to finish point with a given radius for both points

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SegmentPrism

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§radius: f32
§height: f32

A prism created by projecting a line segment with a given radius along the z axis up to a provided height

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Sampling(Id<Primitive>, Box<dyn Fn(Vec3<i32>) -> bool>)

A sampling function is always a subset of another primitive to avoid needing infinite bounds

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ColSampling(Id<Primitive>, Box<dyn Fn(Vec3<i32>, &ColInfo) -> bool>)

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Prefab(Box<Structure>)

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Intersect(Id<Primitive>, Id<Primitive>)

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Union(Id<Primitive>, Id<Primitive>)

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Without(Id<Primitive>, Id<Primitive>)

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Translate(Id<Primitive>, Vec3<i32>)

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Scale(Id<Primitive>, Vec3<f32>)

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RotateAbout(Id<Primitive>, Mat3<i32>, Vec3<f32>)

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Repeat(Id<Primitive>, Vec3<i32>, u32)

Repeat a primitive a number of times in a given direction, overlapping between repeats are unspecified.

Implementations§

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impl Primitive

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pub fn intersect( a: impl Into<Id<Primitive>>, b: impl Into<Id<Primitive>> ) -> Self

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pub fn union(a: impl Into<Id<Primitive>>, b: impl Into<Id<Primitive>>) -> Self

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pub fn without(a: impl Into<Id<Primitive>>, b: impl Into<Id<Primitive>>) -> Self

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pub fn sampling( a: impl Into<Id<Primitive>>, f: Box<dyn Fn(Vec3<i32>) -> bool> ) -> Self

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pub fn column_sampling( a: impl Into<Id<Primitive>>, f: Box<dyn Fn(Vec3<i32>, &ColInfo) -> bool> ) -> Self

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pub fn translate(a: impl Into<Id<Primitive>>, trans: Vec3<i32>) -> Self

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pub fn scale(a: impl Into<Id<Primitive>>, scale: Vec3<f32>) -> Self

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pub fn rotate_about( a: impl Into<Id<Primitive>>, rot: Mat3<i32>, point: Vec3<impl AsPrimitive<f32>> ) -> Self

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pub fn repeat( a: impl Into<Id<Primitive>>, offset: Vec3<i32>, count: u32 ) -> Self

Trait Implementations§

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impl Debug for Primitive

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more

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Causes self to use its UpperExp implementation when Debug-formatted.
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Causes self to use its UpperHex implementation when Debug-formatted.
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