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SceneVisibility

Struct SceneVisibility 

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pub struct SceneVisibility { /* private fields */ }
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Per-prop scene visibility pairs, flattened so a per-frame refresh during a fade reuses its buffers instead of allocating a slot list per prop: prop i’s draw slots are the spans[i] range of draws, its scene is scenes[i] (None = always visible).

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impl SceneVisibility

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pub fn clear(&mut self)

Forget every prop, retaining the buffers for the next refresh.

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pub fn begin_prop(&mut self, scene: Option<AssetId>)

Start the next prop’s entry; its draw slots follow via SceneVisibility::push_draw.

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pub fn push_draw(&mut self, draw_idx: usize)

Add one draw slot to the prop most recently begun.

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pub fn props(&self) -> impl Iterator<Item = (&[usize], Option<AssetId>)> + '_

Every prop’s (draw slots, scene), in insertion order.

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impl Default for SceneVisibility

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fn default() -> SceneVisibility

Returns the “default value” for a type. Read more

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

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impl<T> BorrowMut<T> for T
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fn borrow_mut(&mut self) -> &mut T

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impl<T> From<T> for T

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impl<T, U> Into<U> for T
where U: From<T>,

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That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T, U> TryFrom<U> for T
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type Error = !

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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

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