pub struct GlassDynamics {
pub activity: Option<f32>,
pub resting_tint: Option<Color>,
pub highlight_boost: f32,
pub saturation_boost: f32,
pub tint_alpha_multiplier: Option<f32>,
pub morph: Option<GlassMorph>,
pub touch: Option<(f32, f32, f32)>,
}Expand description
Per-frame motion inputs for an interactive glass element, read lazily at scene-build time (no recomposition per frame).
Fields§
§activity: Option<f32>Continuous optical presence. None preserves the resolved material;
Some(0) is an exact backdrop identity while retaining the same node,
SDF, and pointer ride path.
resting_tint: Option<Color>Base tint of the same persistent SDF surface at zero optical activity. Its alpha cross-fades out as the refractive material rises.
highlight_boost: f32Extra specular intensity (0 = spec default; e.g. press boost).
saturation_boost: f32Per-frame saturation added to the resolved material. Interactive surfaces use this to raise chroma without changing their base tint.
tint_alpha_multiplier: Option<f32>Optional per-frame multiplier for the material tint alpha. Values below one clear a resting wash; values above one densify a raised tint.
morph: Option<GlassMorph>Shape morph: when set, the glass geometry is these node-local rects instead of the node cover — the shapeshift channel.
touch: Option<(f32, f32, f32)>Touch glow: (x_dp, y_dp, intensity) in node-local dp. A pressed
surface concentrates saturation and a soft light in a radial
gradient under the finger (never a flat recolor).
Trait Implementations§
Source§impl Clone for GlassDynamics
impl Clone for GlassDynamics
Source§fn clone(&self) -> GlassDynamics
fn clone(&self) -> GlassDynamics
1.0.0 (const: unstable) · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source. Read more