Struct veloren_voxygen::scene::figure::FigureMgr
source · pub struct FigureMgr {Show 21 fields
atlas: FigureAtlas,
model_cache: FigureModelCache,
theropod_model_cache: FigureModelCache<TheropodSkeleton>,
quadruped_small_model_cache: FigureModelCache<QuadrupedSmallSkeleton>,
quadruped_medium_model_cache: FigureModelCache<QuadrupedMediumSkeleton>,
quadruped_low_model_cache: FigureModelCache<QuadrupedLowSkeleton>,
bird_medium_model_cache: FigureModelCache<BirdMediumSkeleton>,
bird_large_model_cache: FigureModelCache<BirdLargeSkeleton>,
dragon_model_cache: FigureModelCache<DragonSkeleton>,
fish_medium_model_cache: FigureModelCache<FishMediumSkeleton>,
fish_small_model_cache: FigureModelCache<FishSmallSkeleton>,
biped_large_model_cache: FigureModelCache<BipedLargeSkeleton>,
biped_small_model_cache: FigureModelCache<BipedSmallSkeleton>,
object_model_cache: FigureModelCache<ObjectSkeleton>,
item_drop_model_cache: FigureModelCache<ItemDropSkeleton>,
ship_model_cache: FigureModelCache<ShipSkeleton>,
golem_model_cache: FigureModelCache<GolemSkeleton>,
volume_model_cache: FigureModelCache<VolumeKey>,
arthropod_model_cache: FigureModelCache<ArthropodSkeleton>,
crustacean_model_cache: FigureModelCache<CrustaceanSkeleton>,
states: FigureMgrStates,
}
Fields§
§atlas: FigureAtlas
§model_cache: FigureModelCache
§theropod_model_cache: FigureModelCache<TheropodSkeleton>
§quadruped_small_model_cache: FigureModelCache<QuadrupedSmallSkeleton>
§quadruped_medium_model_cache: FigureModelCache<QuadrupedMediumSkeleton>
§quadruped_low_model_cache: FigureModelCache<QuadrupedLowSkeleton>
§bird_medium_model_cache: FigureModelCache<BirdMediumSkeleton>
§bird_large_model_cache: FigureModelCache<BirdLargeSkeleton>
§dragon_model_cache: FigureModelCache<DragonSkeleton>
§fish_medium_model_cache: FigureModelCache<FishMediumSkeleton>
§fish_small_model_cache: FigureModelCache<FishSmallSkeleton>
§biped_large_model_cache: FigureModelCache<BipedLargeSkeleton>
§biped_small_model_cache: FigureModelCache<BipedSmallSkeleton>
§object_model_cache: FigureModelCache<ObjectSkeleton>
§item_drop_model_cache: FigureModelCache<ItemDropSkeleton>
§ship_model_cache: FigureModelCache<ShipSkeleton>
§golem_model_cache: FigureModelCache<GolemSkeleton>
§volume_model_cache: FigureModelCache<VolumeKey>
§arthropod_model_cache: FigureModelCache<ArthropodSkeleton>
§crustacean_model_cache: FigureModelCache<CrustaceanSkeleton>
§states: FigureMgrStates
Implementations§
source§impl FigureMgr
impl FigureMgr
pub fn new(renderer: &mut Renderer) -> Self
pub fn atlas(&self) -> &FigureAtlas
fn any_watcher_reloaded(&mut self) -> bool
pub fn clean(&mut self, tick: u64)
pub fn update_lighting(&mut self, scene_data: &SceneData<'_>)
pub fn maintain( &mut self, renderer: &mut Renderer, trail_mgr: &mut TrailMgr, scene_data: &SceneData<'_>, visible_psr_bounds: Aabr<f32>, visible_por_bounds: Aabr<f32>, camera: &Camera, terrain: Option<&Terrain> ) -> Aabb<f32>
fn render_shadow_mapping<'a>( &'a self, drawer: &mut FigureShadowDrawer<'_, 'a>, state: &State, tick: u64, (camera, figure_lod_render_distance): CameraData<'_>, filter_state: impl Fn(&FigureStateMeta) -> bool )
pub fn render_shadows<'a>( &'a self, drawer: &mut FigureShadowDrawer<'_, 'a>, state: &State, tick: u64, camera_data: CameraData<'_> )
pub fn render_rain_occlusion<'a>( &'a self, drawer: &mut FigureShadowDrawer<'_, 'a>, state: &State, tick: u64, camera_data: CameraData<'_> )
pub fn render_sprites<'a>( &'a self, drawer: &mut SpriteDrawer<'_, 'a>, state: &State, cam_pos: Vec3<f32>, sprite_render_distance: f32 )
fn should_flicker(&self, time: Time, obj: Option<&Object>) -> bool
pub fn render<'a>( &'a self, drawer: &mut FigureDrawer<'_, 'a>, state: &State, viewpoint_entity: EcsEntity, tick: u64, (camera, figure_lod_render_distance): CameraData<'_> )
pub fn render_viewpoint<'a>( &'a self, drawer: &mut FigureDrawer<'_, 'a>, state: &State, viewpoint_entity: EcsEntity, tick: u64, (camera, figure_lod_render_distance): CameraData<'_> )
fn get_model_for_render( &self, tick: u64, camera: &Camera, character_state: Option<&CharacterState>, entity: EcsEntity, body: &Body, scale: Option<Scale>, inventory: Option<&Inventory>, is_viewpoint: bool, pos: Vec3<f32>, figure_lod_render_distance: f32, mut_count: usize, filter_state: impl Fn(&FigureStateMeta) -> bool, item_key: Option<ItemKey> ) -> Option<FigureModelRef<'_>>
fn get_sprite_instances<'a>( &'a self, entity: EcsEntity, body: &Body, collider: Option<&Collider> ) -> Option<&'a [Instances<SpriteInstance>; 5]>
pub fn get_blocks_of_interest<'a>( &'a self, entity: EcsEntity, body: &Body, collider: Option<&Collider> ) -> Option<(&'a BlocksOfInterest, Vec3<f32>)>
pub fn viewpoint_offset( &self, scene_data: &SceneData<'_>, entity: EcsEntity ) -> Vec3<f32>
pub fn figure_count(&self) -> usize
pub fn figure_count_visible(&self) -> usize
Auto Trait Implementations§
impl !RefUnwindSafe for FigureMgr
impl Send for FigureMgr
impl Sync for FigureMgr
impl Unpin for FigureMgr
impl !UnwindSafe for FigureMgr
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