Struct veloren_world::site2::gen::Painter

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pub struct Painter {
    prims: RefCell<Store<Primitive>>,
    fills: RefCell<Vec<(Id<Primitive>, Fill)>>,
    entities: RefCell<Vec<EntityInfo>>,
    render_area: Aabr<i32>,
}

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§prims: RefCell<Store<Primitive>>§fills: RefCell<Vec<(Id<Primitive>, Fill)>>§entities: RefCell<Vec<EntityInfo>>§render_area: Aabr<i32>

Implementations§

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impl Painter

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pub fn depth(&self, prim: Id<Primitive>) -> usize

Computes the depth of the tree rooted at prim

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pub fn order_by_depth( &self, a: impl Into<Id<Primitive>>, b: impl Into<Id<Primitive>>, ) -> (Id<Primitive>, Id<Primitive>)

Orders two primitives by depth, since (A && (B && C)) is cheaper to evaluate than ((A && B) && C) due to short-circuiting.

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pub fn aabb(&self, aabb: Aabb<i32>) -> PrimitiveRef<'_>

Returns a PrimitiveRef of an axis aligned bounding box. The geometric name of this shape is a “right rectangular prism.”

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pub fn sphere(&self, aabb: Aabb<i32>) -> PrimitiveRef<'_>

Returns a PrimitiveRef of a sphere using a radius check.

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pub fn sphere_with_radius( &self, origin: Vec3<i32>, radius: f32, ) -> PrimitiveRef<'_>

Returns a PrimitiveRef of a sphere using a radius check where a radius and origin are parameters instead of a bounding box.

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pub fn sphere2(&self, aabb: Aabb<i32>) -> PrimitiveRef<'_>

Returns a PrimitiveRef of a sphere by returning an ellipsoid with congruent legs. The voxel artifacts are slightly different from the radius check sphere() method.

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pub fn ellipsoid(&self, aabb: Aabb<i32>) -> PrimitiveRef<'_>

Returns a PrimitiveRef of an ellipsoid by constructing a superquadric with a degree value of 2.0.

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pub fn superquadric(&self, aabb: Aabb<i32>, degree: f32) -> PrimitiveRef<'_>

Returns a PrimitiveRef of a superquadric. A superquadric can be thought of as a rounded Aabb where the degree determines how rounded the corners are. Values from 0.0 to 1.0 produce concave faces or “inverse rounded corners.” A value of 1.0 produces a stretched octahedron (or a non-stretched octahedron if the provided Aabb is a cube). Values from 1.0 to 2.0 produce an octahedron with convex faces. A degree of 2.0 produces an ellipsoid. Values larger than 2.0 produce a rounded Aabb. The degree cannot be less than 0.0 without the shape extending to infinity.

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pub fn rounded_aabb(&self, aabb: Aabb<i32>) -> PrimitiveRef<'_>

Returns a PrimitiveRef of a rounded Aabb by producing a superquadric with a degree value of 3.0.

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pub fn cylinder(&self, aabb: Aabb<i32>) -> PrimitiveRef<'_>

Returns a PrimitiveRef of the largest cylinder that fits in the provided Aabb.

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pub fn horizontal_cylinder(&self, aabb: Aabb<i32>, dir: Dir) -> PrimitiveRef<'_>

Returns a PrimitiveRef of the largest horizontal cylinder that fits in the provided Aabb.

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pub fn cylinder_with_radius( &self, origin: Vec3<i32>, radius: f32, height: f32, ) -> PrimitiveRef<'_>

Returns a PrimitiveRef of a cylinder using a radius check where a radius and origin are parameters instead of a bounding box.

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pub fn cone(&self, aabb: Aabb<i32>) -> PrimitiveRef<'_>

Returns a PrimitiveRef of the largest cone that fits in the provided Aabb.

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pub fn cone_with_radius( &self, origin: Vec3<i32>, radius: f32, height: f32, ) -> PrimitiveRef<'_>

Returns a PrimitiveRef of a cone using a radius check where a radius and origin are parameters instead of a bounding box.

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pub fn line( &self, a: Vec3<impl AsPrimitive<f32>>, b: Vec3<impl AsPrimitive<f32>>, radius: f32, ) -> PrimitiveRef<'_>

Returns a PrimitiveRef of a 3-dimensional line segment with a provided radius.

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pub fn line_two_radius( &self, a: Vec3<impl AsPrimitive<f32>>, b: Vec3<impl AsPrimitive<f32>>, r0: f32, r1: f32, ) -> PrimitiveRef<'_>

Returns a PrimitiveRef of a 3-dimensional line segment with two radius.

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pub fn segment_prism( &self, a: Vec3<impl AsPrimitive<f32>>, b: Vec3<impl AsPrimitive<f32>>, radius: f32, height: f32, ) -> PrimitiveRef<'_>

Returns a PrimitiveRef of a 3-dimensional line segment where the provided radius only affects the width of the shape. The height of the shape is determined by the height parameter. The height of the shape is extended upwards along the z axis from the line. The top and bottom of the shape are planar and parallel to each other and the line.

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pub fn cubic_bezier( &self, start: Vec3<impl AsPrimitive<f32>>, ctrl0: Vec3<impl AsPrimitive<f32>>, ctrl1: Vec3<impl AsPrimitive<f32>>, end: Vec3<impl AsPrimitive<f32>>, radius: f32, ) -> PrimitiveRef<'_>

Returns a PrimitiveRef of a 3-dimensional cubic bezier curve by dividing the curve into line segments with one segment approximately every length of 5 blocks.

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pub fn cubic_bezier_with_num_segments( &self, bezier: CubicBezier3<f32>, radius: f32, num_segments: u16, ) -> PrimitiveRef<'_>

Returns a PrimitiveRef of a 3-dimensional cubic bezier curve by dividing the curve into num_segments line segments.

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pub fn cubic_bezier_prism( &self, start: Vec3<impl AsPrimitive<f32>>, ctrl0: Vec3<impl AsPrimitive<f32>>, ctrl1: Vec3<impl AsPrimitive<f32>>, end: Vec3<impl AsPrimitive<f32>>, radius: f32, height: f32, ) -> PrimitiveRef<'_>

Returns a PrimitiveRef of a 3-dimensional cubic bezier curve where the radius only governs the width of the curve. The height is governed by the height parameter where the shape extends upwards from the bezier curve by the value of height. The shape is constructed by dividing the curve into line segment prisms with one segment prism approximately every length of 5 blocks.

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pub fn cubic_bezier_prism_with_num_segments( &self, bezier: CubicBezier3<f32>, radius: f32, height: f32, num_segments: u16, ) -> PrimitiveRef<'_>

Returns a PrimitiveRef of a 3-dimensional cubic bezier curve where the radius only governs the width of the curve. The height is governed by the height parameter where the shape extends upwards from the bezier curve by the value of height. The shape is constructed by dividing the curve into num_segments line segment prisms.

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pub fn plane( &self, aabr: Aabr<i32>, origin: Vec3<i32>, gradient: Vec2<f32>, ) -> PrimitiveRef<'_>

Returns a PrimitiveRef of a plane. The Aabr provides the bounds for the plane in the xy plane and the gradient determines its slope through the dot product. A gradient of <1.0, 0.0> creates a plane with a slope of 1.0 in the xz plane.

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pub fn ramp_inset( &self, aabb: Aabb<i32>, inset: i32, dir: Dir, ) -> PrimitiveRef<'_>

Returns a PrimitiveRef of an Aabb with a slope cut into it. The inset governs the slope. The dir determines which direction the ramp points.

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pub fn ramp(&self, aabb: Aabb<i32>, dir: Dir) -> PrimitiveRef<'_>

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pub fn gable(&self, aabb: Aabb<i32>, inset: i32, dir: Dir) -> PrimitiveRef<'_>

Returns a PrimitiveRef of a triangular prism with the base being vertical. A gable is a tent shape. The inset governs the slope of the gable. The dir determines which way the gable points.

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pub fn sprite(&self, pos: Vec3<i32>, sprite: SpriteKind)

Places a sprite at the provided location with the default rotation.

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pub fn rotated_sprite(&self, pos: Vec3<i32>, sprite: SpriteKind, ori: u8)

Places a sprite at the provided location with the provided orientation.

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pub fn rotated_sprite_with_cfg( &self, pos: Vec3<i32>, sprite: SpriteKind, ori: u8, cfg: SpriteCfg, )

Places a sprite at the provided location with the provided orientation and the provided [SpriteCfg].

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pub fn resource_sprite(&self, pos: Vec3<i32>, sprite: SpriteKind, ori: u8)

Places a sprite at the provided location with the provided orientation which will be tracked by rtsim nature if the sprite has an associated [ChunkResource].

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pub fn owned_resource_sprite(&self, pos: Vec3<i32>, sprite: SpriteKind, ori: u8)

Places a sprite at the provided location with the provided orientation which will be tracked by rtsim nature if the sprite has an associated [ChunkResource].

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pub fn pyramid(&self, aabb: Aabb<i32>) -> PrimitiveRef<'_>

Returns a PrimitiveRef of the largest pyramid with a slope of 1 that fits in the provided Aabb.

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pub fn prim(&self, prim: Primitive) -> PrimitiveRef<'_>

Used to create a new PrimitiveRef. Requires the desired Primitive to be supplied.

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pub fn empty(&self) -> PrimitiveRef<'_>

Returns a PrimitiveRef of an empty primitive. Useful when additional primitives are unioned within a loop.

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pub fn fill(&self, prim: impl Into<Id<Primitive>>, fill: Fill)

Fills the supplied primitive with the provided Fill.

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pub fn vault(&self, aabb: Aabb<i32>, dir: Dir) -> PrimitiveRef<'_>

    ___
   /  /\
  /__/  |
 /   \  |
|     | /
|_____|/

A horizontal half cylinder on top of an Aabb.

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pub fn aabbs_around_aabb( &self, aabb: Aabb<i32>, size: i32, offset: i32, ) -> PrimitiveRef<'_>

Place aabbs around another aabb in a symmetric and distributed manner.

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pub fn staircase_in_aabb( &self, aabb: Aabb<i32>, thickness: i32, start_dir: Dir, ) -> PrimitiveRef<'_>

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pub fn numeral(&self, origin: Vec3<i32>, numeral: usize) -> PrimitiveRef<'_>

A simple numeral 0-9

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pub fn column( &self, point: Vec2<i32>, range: impl RangeBounds<i32>, ) -> PrimitiveRef<'_>

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pub fn render_aabr(&self) -> Aabr<i32>

The area that the canvas is currently rendering.

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pub fn spawn(&self, entity: EntityInfo)

Spawns an entity if it is in the render_aabr, otherwise does nothing.

Auto Trait Implementations§

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impl !Freeze for Painter

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impl !RefUnwindSafe for Painter

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impl !Send for Painter

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impl !Sync for Painter

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impl Unpin for Painter

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impl !UnwindSafe for Painter

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