Struct veloren_world::canvas::Canvas
source · pub struct Canvas<'a> {
pub(crate) info: CanvasInfo<'a>,
pub(crate) chunk: &'a mut TerrainChunk,
pub(crate) entities: Vec<EntityInfo>,
pub(crate) rtsim_resource_blocks: Vec<Vec3<i32>>,
}
Fields§
§info: CanvasInfo<'a>
§chunk: &'a mut TerrainChunk
§entities: Vec<EntityInfo>
§rtsim_resource_blocks: Vec<Vec3<i32>>
Implementations§
source§impl<'a> Canvas<'a>
impl<'a> Canvas<'a>
sourcepub fn info(&mut self) -> CanvasInfo<'a>
pub fn info(&mut self) -> CanvasInfo<'a>
The borrow checker complains at immutable features of canvas (column
sampling, etc.) being used at the same time as mutable features
(writing blocks). To avoid this, this method extracts the
inner CanvasInfo
such that it may be used independently.
pub fn get(&self, pos: Vec3<i32>) -> Block
sourcepub fn set(&mut self, pos: Vec3<i32>, block: Block)
pub fn set(&mut self, pos: Vec3<i32>, block: Block)
Set a block in the canvas chunk. Note that if the block is a resource
(see [Block::get_rtsim_resource
]) then Canvas::map_resource
should
be used instead.
sourcepub fn map(&mut self, pos: Vec3<i32>, f: impl FnOnce(Block) -> Block)
pub fn map(&mut self, pos: Vec3<i32>, f: impl FnOnce(Block) -> Block)
Map a block in the canvas chunk. Note that if the block is a resource
(see [Block::get_rtsim_resource
]) then Canvas::map_resource
should
be used instead.
sourcepub fn map_resource(&mut self, pos: Vec3<i32>, f: impl FnOnce(Block) -> Block)
pub fn map_resource(&mut self, pos: Vec3<i32>, f: impl FnOnce(Block) -> Block)
Like Canvas::map
, except allows marking resource-containing blocks
appropriately.
pub fn set_sprite_cfg(&mut self, pos: Vec3<i32>, sprite_cfg: SpriteCfg)
pub fn foreach_col_area( &mut self, aabr: Aabr<i32>, f: impl FnMut(&mut Self, Vec2<i32>, &ColumnSample<'_>), )
sourcepub fn foreach_col(
&mut self,
f: impl FnMut(&mut Self, Vec2<i32>, &ColumnSample<'_>),
)
pub fn foreach_col( &mut self, f: impl FnMut(&mut Self, Vec2<i32>, &ColumnSample<'_>), )
Execute an operation upon each column in this canvas.
sourcepub fn blit_structure(
&mut self,
origin: Vec3<i32>,
structure: &Structure,
seed: u32,
units: Vec2<Vec2<i32>>,
with_snow: bool,
)
pub fn blit_structure( &mut self, origin: Vec3<i32>, structure: &Structure, seed: u32, units: Vec2<Vec2<i32>>, with_snow: bool, )
Blit a structure on to the canvas at the given position.
Note that this function should be called with identical parameters by all chunks within the bounds of the structure to avoid cut-offs occurring at chunk borders. Deterministic RNG is advised!
pub fn find_spawn_pos(&self, wpos: Vec3<i32>) -> Option<Vec3<i32>>
pub fn spawn(&mut self, entity: EntityInfo)
Methods from Deref<Target = CanvasInfo<'a>>§
pub fn calendar(&self) -> Option<&'a Calendar>
pub fn wpos(&self) -> Vec2<i32>
pub fn area(&self) -> Aabr<i32>
pub fn col(&self, wpos: Vec2<i32>) -> Option<&'a ColumnSample<'_>>
sourcepub fn col_or_gen(&self, wpos: Vec2<i32>) -> Option<Cow<'a, ColumnSample<'_>>>
pub fn col_or_gen(&self, wpos: Vec2<i32>) -> Option<Cow<'a, ColumnSample<'_>>>
Attempt to get the data for the given column, generating it if we don’t have it.
This function does not (currently) cache generated columns.
sourcepub fn nearby_spots(&self) -> impl Iterator<Item = (Vec2<i32>, Spot, u32)> + '_
pub fn nearby_spots(&self) -> impl Iterator<Item = (Vec2<i32>, Spot, u32)> + '_
Find all spots within range of this canvas’s chunk. Returns (wpos, spot, seed)
.
pub fn index(&self) -> IndexRef<'a>
pub fn chunk(&self) -> &'a SimChunk
pub fn chunks(&self) -> &'a WorldSim
pub fn land(&self) -> Land<'_>
Trait Implementations§
Auto Trait Implementations§
impl<'a> Freeze for Canvas<'a>
impl<'a> !RefUnwindSafe for Canvas<'a>
impl<'a> Send for Canvas<'a>
impl<'a> Sync for Canvas<'a>
impl<'a> Unpin for Canvas<'a>
impl<'a> !UnwindSafe for Canvas<'a>
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