Struct veloren_voxygen::scene::Scene

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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, 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,
}

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§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: bool

Implementations§

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impl Scene

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pub fn new( renderer: &mut Renderer, lazy_init: &mut SpriteRenderContextLazy, client: &Client, settings: &Settings, ) -> Self

Create a new Scene with default parameters.

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pub fn globals(&self) -> &Consts<Globals>

Get a reference to the scene’s globals.

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pub fn camera(&self) -> &Camera

Get a reference to the scene’s camera.

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pub fn terrain(&self) -> &Terrain<TerrainChunk>

Get a reference to the scene’s terrain.

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pub fn lights(&self) -> &Vec<Light>

Get a reference to the scene’s lights.

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pub fn particle_mgr(&self) -> &ParticleMgr

Get a reference to the scene’s particle manager.

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pub fn trail_mgr(&self) -> &TrailMgr

Get a reference to the scene’s trail manager.

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pub fn figure_mgr(&self) -> &FigureMgr

Get a reference to the scene’s figure manager.

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pub fn music_mgr(&self) -> &MusicMgr

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pub fn camera_mut(&mut self) -> &mut Camera

Get a mutable reference to the scene’s camera.

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pub fn set_select_pos(&mut self, pos: Option<Vec3<i32>>)

Set the block position that the player is interacting with

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pub fn select_pos(&self) -> Option<Vec3<i32>>

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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.

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pub fn handle_outcome( &mut self, outcome: &Outcome, scene_data: &SceneData<'_>, audio: &mut AudioFrontend, )

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pub fn maintain( &mut self, renderer: &mut Renderer, audio: &mut AudioFrontend, scene_data: &SceneData<'_>, client: &Client, settings: &Settings, )

Maintain data such as GPU constant buffers, models, etc. To be called once per tick.

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pub fn global_bind_group(&self) -> &GlobalsBindGroup

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pub fn render( &self, drawer: &mut Drawer<'_>, state: &State, viewpoint_entity: EcsEntity, tick: u64, scene_data: &SceneData<'_>, )

Render the scene using the provided Drawer.

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pub fn maintain_debug_hitboxes( &mut self, client: &Client, settings: &Settings, hitboxes: &mut HashMap<Entity, DebugShapeId>, tracks: &mut HashMap<Vec2<i32>, Vec<DebugShapeId>>, )

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pub fn maintain_debug_vectors( &mut self, client: &Client, lines: &mut PlayerDebugLines, )

Auto Trait Implementations§

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impl !Freeze for Scene

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impl !RefUnwindSafe for Scene

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impl !Send for Scene

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impl !Sync for Scene

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impl Unpin for Scene

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impl !UnwindSafe for Scene

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