pub struct Scene {Show 26 fields
data: GlobalModel,
globals_bind_group: GlobalsBindGroup,
camera: Camera,
camera_input_state: Vec2<f32>,
event_lights: Vec<EventLight>,
skybox: Skybox,
terrain: Terrain<TerrainChunk>,
pub debug: Debug,
pub lod: Lod,
loaded_distance: f32,
map_bounds: Vec2<f32>,
select_pos: Option<Vec3<i32>>,
light_data: Vec<Light>,
particle_mgr: ParticleMgr,
trail_mgr: TrailMgr,
figure_mgr: FigureMgr,
tether_mgr: TetherMgr,
pub sfx_mgr: SfxMgr,
pub music_mgr: MusicMgr,
ambience_mgr: AmbienceMgr,
integrated_rain_vel: f32,
pub wind_vel: Vec2<f32>,
pub interpolated_time_of_day: Option<f64>,
last_lightning: Option<(Vec3<f32>, f64)>,
local_time: f64,
pub debug_vectors_enabled: bool,
}Fields§
§data: GlobalModel§globals_bind_group: GlobalsBindGroup§camera: Camera§camera_input_state: Vec2<f32>§event_lights: Vec<EventLight>§skybox: Skybox§terrain: Terrain<TerrainChunk>§debug: Debug§lod: Lod§loaded_distance: f32§map_bounds: Vec2<f32>x coordinate is sea level (minimum height for any land chunk), and y coordinate is the maximum height above the mnimimum for any land chunk.
select_pos: Option<Vec3<i32>>§light_data: Vec<Light>§particle_mgr: ParticleMgr§trail_mgr: TrailMgr§figure_mgr: FigureMgr§tether_mgr: TetherMgr§sfx_mgr: SfxMgr§music_mgr: MusicMgr§ambience_mgr: AmbienceMgr§integrated_rain_vel: f32§wind_vel: Vec2<f32>§interpolated_time_of_day: Option<f64>§last_lightning: Option<(Vec3<f32>, f64)>§local_time: f64§debug_vectors_enabled: boolImplementations§
Source§impl Scene
impl Scene
Sourcepub fn new(
renderer: &mut Renderer,
lazy_init: &mut SpriteRenderContextLazy,
client: &Client,
settings: &Settings,
) -> Self
pub fn new( renderer: &mut Renderer, lazy_init: &mut SpriteRenderContextLazy, client: &Client, settings: &Settings, ) -> Self
Create a new Scene with default parameters.
Sourcepub fn terrain(&self) -> &Terrain<TerrainChunk>
pub fn terrain(&self) -> &Terrain<TerrainChunk>
Get a reference to the scene’s terrain.
Sourcepub fn particle_mgr(&self) -> &ParticleMgr
pub fn particle_mgr(&self) -> &ParticleMgr
Get a reference to the scene’s particle manager.
Sourcepub fn figure_mgr(&self) -> &FigureMgr
pub fn figure_mgr(&self) -> &FigureMgr
Get a reference to the scene’s figure manager.
pub fn music_mgr(&self) -> &MusicMgr
Sourcepub fn camera_mut(&mut self) -> &mut Camera
pub fn camera_mut(&mut self) -> &mut Camera
Get a mutable reference to the scene’s camera.
Sourcepub fn set_select_pos(&mut self, pos: Option<Vec3<i32>>)
pub fn set_select_pos(&mut self, pos: Option<Vec3<i32>>)
Set the block position that the player is interacting with
pub fn select_pos(&self) -> Option<Vec3<i32>>
Sourcepub fn handle_input_event(&mut self, event: Event, client: &Client) -> bool
pub fn handle_input_event(&mut self, event: Event, client: &Client) -> bool
Handle an incoming user input event (e.g.: cursor moved, key pressed, window closed).
If the event is handled, return true.
pub fn handle_outcome( &mut self, outcome: &Outcome, scene_data: &SceneData<'_>, audio: &mut AudioFrontend, )
Sourcepub fn maintain(
&mut self,
renderer: &mut Renderer,
audio: &mut AudioFrontend,
scene_data: &SceneData<'_>,
client: &Client,
settings: &Settings,
mmap_face_north: bool,
)
pub fn maintain( &mut self, renderer: &mut Renderer, audio: &mut AudioFrontend, scene_data: &SceneData<'_>, client: &Client, settings: &Settings, mmap_face_north: bool, )
Maintain data such as GPU constant buffers, models, etc. To be called once per tick.
pub fn global_bind_group(&self) -> &GlobalsBindGroup
Sourcepub fn render(
&self,
drawer: &mut Drawer<'_>,
state: &State,
viewpoint_entity: EcsEntity,
tick: u64,
scene_data: &SceneData<'_>,
)
pub fn render( &self, drawer: &mut Drawer<'_>, state: &State, viewpoint_entity: EcsEntity, tick: u64, scene_data: &SceneData<'_>, )
Render the scene using the provided Drawer.
pub fn maintain_debug_hitboxes( &mut self, client: &Client, settings: &Settings, hitboxes: &mut HashMap<Entity, DebugShapeId>, tracks: &mut HashMap<Vec2<i32>, Vec<DebugShapeId>>, gizmos: &mut Vec<(DebugShapeId, Time, bool)>, )
pub fn maintain_debug_vectors( &mut self, client: &Client, lines: &mut PlayerDebugLines, )
Auto Trait Implementations§
impl !RefUnwindSafe for Scene
impl !Send for Scene
impl !Sync for Scene
impl !UnwindSafe for Scene
impl Freeze for Scene
impl Unpin for Scene
impl UnsafeUnpin for Scene
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