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CollisionTriangle

Struct CollisionTriangle 

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pub struct CollisionTriangle { /* private fields */ }
Expand description

A collision triangle with vertex indices and edge adjacency information.

Represents a single triangle in the collision mesh along with its three edges and information about adjacent triangles. This adjacency data enables efficient collision detection and mesh traversal.

§Triangle Structure

Each triangle has:

  • 3 vertex indices defining the triangle face
  • 3 edges, each with adjacency to neighboring triangles
  • Face index for identification

§Edge Adjacency

For each edge (1, 2, 3):

  • Two vertex indices defining the edge
  • Face index (redundant, same as main face_index)
  • Across face index (index of triangle sharing this edge, or -1 if boundary)

§Fields

§Triangle Face

  • face_index - Index identifier for this triangle
  • padding - Alignment padding (always 0)
  • vertex_1, vertex_2, vertex_3 - Indices into the vertex array

§Edge 1

  • edge_1_vertex_1, edge_1_vertex_2 - Vertex indices for edge 1
  • face_index_1 - Face index (same as face_index)
  • zero_1 - Reserved (always 0)
  • across_face_index_1 - Index of adjacent triangle across edge 1 (-1 if none)

§Edge 2

  • edge_2_vertex_1, edge_2_vertex_2 - Vertex indices for edge 2
  • face_index_2 - Face index (same as face_index)
  • zero_2 - Reserved (always 0)
  • across_face_index_2 - Index of adjacent triangle across edge 2 (-1 if none)

§Edge 3

  • edge_3_vertex_1, edge_3_vertex_2 - Vertex indices for edge 3
  • face_index_3 - Face index (same as face_index)
  • zero_3 - Reserved (always 0)
  • across_face_index_3 - Index of adjacent triangle across edge 3 (-1 if none)

§Terminator

  • zero_4 - Reserved field (always 0)

§Examples

for triangle in mesh.triangles() {
    // Check if triangle has neighbors on all edges
    let has_neighbor_1 = triangle.across_face_index_1() >= 0;
    let has_neighbor_2 = triangle.across_face_index_2() >= 0;
    let has_neighbor_3 = triangle.across_face_index_3() >= 0;
}

Implementations§

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impl CollisionTriangle

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pub fn face_index(&self) -> &i32

Index identifier for this triangle.

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pub fn padding(&self) -> &i8

Alignment padding (always 0).

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pub fn vertex_1(&self) -> &i32

First vertex index.

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pub fn vertex_2(&self) -> &i32

Second vertex index.

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pub fn vertex_3(&self) -> &i32

Third vertex index.

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pub fn edge_1_vertex_1(&self) -> &i32

First vertex of edge 1.

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pub fn edge_1_vertex_2(&self) -> &i32

Second vertex of edge 1.

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pub fn face_index_1(&self) -> &i32

Face index for edge 1 (same as face_index).

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pub fn zero_1(&self) -> &i32

Reserved (always 0).

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pub fn across_face_index_1(&self) -> &i32

Index of triangle adjacent across edge 1 (-1 if none).

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pub fn edge_2_vertex_1(&self) -> &i32

First vertex of edge 2.

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pub fn edge_2_vertex_2(&self) -> &i32

Second vertex of edge 2.

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pub fn face_index_2(&self) -> &i32

Face index for edge 2 (same as face_index).

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pub fn zero_2(&self) -> &i32

Reserved (always 0).

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pub fn across_face_index_2(&self) -> &i32

Index of triangle adjacent across edge 2 (-1 if none).

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pub fn edge_3_vertex_1(&self) -> &i32

First vertex of edge 3.

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pub fn edge_3_vertex_2(&self) -> &i32

Second vertex of edge 3.

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pub fn face_index_3(&self) -> &i32

Face index for edge 3 (same as face_index).

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pub fn zero_3(&self) -> &i32

Reserved (always 0).

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pub fn across_face_index_3(&self) -> &i32

Index of triangle adjacent across edge 3 (-1 if none).

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pub fn zero_4(&self) -> &i32

Reserved terminator field (always 0).

Trait Implementations§

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impl Clone for CollisionTriangle

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fn clone(&self) -> CollisionTriangle

Returns a duplicate of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for CollisionTriangle

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

Formats the value using the given formatter. Read more
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impl Default for CollisionTriangle

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fn default() -> CollisionTriangle

Returns the “default value” for a type. Read more
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impl<'de> Deserialize<'de> for CollisionTriangle

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fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>
where __D: Deserializer<'de>,

Deserialize this value from the given Serde deserializer. Read more
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impl PartialEq for CollisionTriangle

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fn eq(&self, other: &CollisionTriangle) -> bool

Tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

Tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl Serialize for CollisionTriangle

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fn serialize<__S>(&self, __serializer: __S) -> Result<__S::Ok, __S::Error>
where __S: Serializer,

Serialize this value into the given Serde serializer. Read more
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impl StructuralPartialEq for CollisionTriangle

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