azalea_physics::collision

Struct Shapes

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pub struct Shapes;

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impl Shapes

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pub fn or(a: VoxelShape, b: VoxelShape) -> VoxelShape

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pub fn collide( axis: &Axis, entity_box: &AABB, collision_boxes: &Vec<VoxelShape>, movement: f64, ) -> f64

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pub fn join( a: VoxelShape, b: VoxelShape, op: fn(_: bool, _: bool) -> bool, ) -> VoxelShape

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pub fn join_unoptimized( a: VoxelShape, b: VoxelShape, op: fn(_: bool, _: bool) -> bool, ) -> VoxelShape

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pub fn matches_anywhere( a: &VoxelShape, b: &VoxelShape, op: impl Fn(bool, bool) -> bool, ) -> bool

Check if the op is true anywhere when joining the two shapes vanilla calls this joinIsNotEmpty

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pub fn matches_anywhere_with_mergers( merged_x: IndexMerger, merged_y: IndexMerger, merged_z: IndexMerger, shape1: DiscreteVoxelShape, shape2: DiscreteVoxelShape, op: impl Fn(bool, bool) -> bool, ) -> bool

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pub fn create_index_merger( _var0: i32, coords1: &[f64], coords2: &[f64], var3: bool, var4: bool, ) -> IndexMerger

Auto Trait Implementations§

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impl Freeze for Shapes

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impl RefUnwindSafe for Shapes

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impl Send for Shapes

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impl Sync for Shapes

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impl Unpin for Shapes

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impl UnwindSafe for Shapes

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impl<T> Any for T
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