pub struct SceneRenderer { /* private fields */ }Expand description
Unified renderer over the CPU and GPU paths. See the crate docs.
Implementations§
Source§impl SceneRenderer
impl SceneRenderer
Sourcepub fn new<W>(window: Arc<W>, size: (u32, u32), opts: &RenderOptions) -> Self
pub fn new<W>(window: Arc<W>, size: (u32, u32), opts: &RenderOptions) -> Self
Build a renderer for window — any raw-window-handle
provider (winit, SDL, GLFW, …) in an Arc. size is the
window’s initial physical framebuffer size in pixels; thereafter
the host reports changes via Self::resize. Passing the size
explicitly keeps the facade decoupled from any one windowing
library’s size API.
Selects the GPU backend when opts.want_gpu and WGPU
initialises; otherwise the CPU backend. Never fails — a
missing/incompatible GPU silently yields the CPU path (the
message is logged to stderr).
Sourcepub fn adapter_info(&self) -> Option<&str>
pub fn adapter_info(&self) -> Option<&str>
The GPU adapter description when on the GPU backend, else
None.
Sourcepub fn set_sky_panorama(&mut self, rgba: &[u8], w: u32, h: u32)
pub fn set_sky_panorama(&mut self, rgba: &[u8], w: u32, h: u32)
Upload an equirectangular sky panorama (RGBA8, w×h) for the
GPU marcher’s sky sampling. No-op on the CPU backend, which
samples the Sky passed in each FrameParams instead.
Sourcepub fn resize(&mut self, width: u32, height: u32)
pub fn resize(&mut self, width: u32, height: u32)
Follow a window resize. CPU resizes its framebuffer lazily, so this only matters to the GPU swapchain — but it’s safe to call for both.
Sourcepub fn render(
&mut self,
scene: &mut Scene,
camera: &Camera,
frame: &FrameParams<'_>,
)
pub fn render( &mut self, scene: &mut Scene, camera: &Camera, frame: &FrameParams<'_>, )
Composite scene from camera with frame params into the
backend’s frame buffer — without presenting. The CPU backend
fills sky + runs the opticast compositor into an owned buffer;
the GPU backend uploads/refreshes the scene, runs the compute
marcher + sprite pass, and acquires (but does not present) the
swapchain frame.
Finish the frame with exactly one of present
(no overlay) or paint_egui (UI overlay).
Calling render again without finishing drops the pending frame.
Sourcepub fn draw_lines(&mut self, camera: &Camera, lines: &[Line3])
pub fn draw_lines(&mut self, camera: &Camera, lines: &[Line3])
Draw world-space Line3 segments over the frame
render composited, using that frame’s camera +
projection + depth buffer. Call after render
and before present /
paint_egui — the lines land in the
framebuffer, so a subsequent paint_egui still draws its panels
on top.
camera must be the one the last frame rendered with (the
projection is taken from that frame). Depth-tested segments
(Line3::depth_test) are occluded by nearer rendered geometry;
always-on-top segments ignore depth. See Line3 for colour /
width / blend semantics.
Sourcepub fn upload_image(
&mut self,
rgba: &[u8],
width: u32,
height: u32,
) -> Option<ImageId>
pub fn upload_image( &mut self, rgba: &[u8], width: u32, height: u32, ) -> Option<ImageId>
Upload (or replace) an RGBA8 image and return a stable ImageId
to reference it in draw_images. rgba is
row-major, width * height * 4 bytes, straight (un-premultiplied)
alpha. The texture is retained until drop_image,
so the per-frame draw call stays cheap. Sampling is
nearest-neighbour (pixel-art friendly — no blurring).
Returns None for malformed input — a wrong byte count
(!= width·height·4) or a zero dimension — so a bad upload can’t be
confused with the first valid id (ImageId(0)).
Sourcepub fn drop_image(&mut self, id: ImageId)
pub fn drop_image(&mut self, id: ImageId)
Release a texture uploaded with upload_image.
The id must not be reused afterwards (a later upload_image may
hand the slot back out under a fresh id).
Sourcepub fn draw_images(&mut self, camera: &Camera, images: &[ImageSprite])
pub fn draw_images(&mut self, camera: &Camera, images: &[ImageSprite])
Draw 2D ImageSprites over the frame render
composited — flat textured quads placed in world space, using that
frame’s camera + projection + depth buffer. Same contract as
draw_lines: call after render
and before present / paint_egui.
UVs are perspective-correct (no affine warp on an obliquely-viewed
quad). Depth-tested sprites are occluded by nearer rendered
geometry (with a bias to avoid z-fighting on a coincident face);
the texture’s straight alpha + the ImageSprite::tint composite
over the scene. camera must be the one the last frame rendered.
Sourcepub fn project_point(
&self,
camera: &Camera,
world: [f32; 3],
) -> Option<(f32, f32)>
pub fn project_point( &self, camera: &Camera, world: [f32; 3], ) -> Option<(f32, f32)>
Project a world point to window pixel coordinates (x, y) under
the projection the last frame rendered with — the backend-correct
world → screen inverse of view_ray. None
before the first frame or for a point at/behind the camera near
plane.
Both backends honour their own projection (CPU setcamera
hx/hy/hz, GPU vertical-FOV pinhole), so hosts never reconstruct
it themselves. The returned (x, y) may fall outside [0, w) × [0, h) for points off-screen but in front of the camera.
Sourcepub fn pick_image(
&self,
camera: &Camera,
x: f64,
y: f64,
sprites: &[ImageSprite],
) -> Option<ImagePickHit>
pub fn pick_image( &self, camera: &Camera, x: f64, y: f64, sprites: &[ImageSprite], ) -> Option<ImagePickHit>
Screen→sprite pick: the nearest ImageSprite hit under window
pixel (x, y), resolving which texel was clicked. sprites is the
same list passed to draw_images (image
sprites are immediate-mode, so the caller owns the set). None for
a miss.
The ray is intersected with each quad’s plane and mapped to its
uv / source texel. A texel whose alpha is below the sprite’s
ImageSprite::alpha_cutoff (and any fully-transparent texel) is
see-through — the pick passes through it to a sprite behind.
For depth_test sprites the hit is
rejected when nearer scene geometry occludes that pixel (shares the
depth convention + bias of pick; on the GPU backend
the occlusion test costs a click-time depth readback).
Sourcepub fn set_flip_x(&mut self, flip: bool)
pub fn set_flip_x(&mut self, flip: bool)
Mirror the rendered 3D scene horizontally before display. The flip is
applied before any egui overlay, so the UI stays upright while the
viewport un-mirrors — a fix for the engine’s left-handed render.
Supported on both backends (CPU reverses the framebuffer rows; GPU
mirrors the scene blit + line/image overlays). Picking/projection are
unchanged, so a host that flips must mirror its cursor X (width - x)
for ray casts.
Sourcepub fn present(&mut self)
pub fn present(&mut self)
Present the frame render composited, with no UI
overlay. Pairs with render; use paint_egui
instead to overlay an egui UI before presenting.
Sourcepub fn set_sprites(&mut self, set: &SpriteSet) -> Vec<SpriteModelId>
pub fn set_sprites(&mut self, set: &SpriteSet) -> Vec<SpriteModelId>
Register sprite models + instances. The CPU backend builds a per-instance draw list; the GPU backend builds an instanced model registry. Call once at setup (or again to replace).
Sourcepub fn refresh_sprite_model(&mut self, model: SpriteModelId, kv6: &Kv6)
pub fn refresh_sprite_model(&mut self, model: SpriteModelId, kv6: &Kv6)
Re-register one sprite model’s geometry after you’ve edited its
content (a carve or recolour of its kv6). model is the
SpriteModelId handed back by set_sprites;
kv6 is the model’s new geometry — the caller owns the source
of truth (e.g. a dense carve grid the surface-only kv6 can’t
represent) and supplies the refreshed mesh here.
This is a backend-agnostic content refresh, not a GPU upload:
the renderer brings its stored model up to date however its active
backend needs to. The instance set is left untouched (an edit never
moves or adds an instance), so on the GPU backend only that one
model’s voxel data is re-uploaded — through a slack-backed
suballocator, one model’s bytes rather than the whole registry —
while the CPU backend swaps the cached kv6 into each instance of
the model. Use set_sprites to add/remove
models or change the instance set.
Sourcepub fn add_sprite_instance(
&mut self,
model: SpriteModelId,
pos: [f32; 3],
) -> SpriteInstanceId
pub fn add_sprite_instance( &mut self, model: SpriteModelId, pos: [f32; 3], ) -> SpriteInstanceId
Add one sprite instance of an already-registered model at world
pos, incrementally — the cheap streaming-spawn path that both
backends now share (GPU: append to the instance buffer, growing by
powers of two; CPU: push one pre-posed Sprite). Returns a
stable SpriteInstanceId for later removal.
model must be a SpriteModelId from the current
set_sprites (a model registered there, even
with zero initial instances). Dynamic instances live after the
static set + any KFA limbs, so register those first.
Sourcepub fn add_sprite_instance_posed(
&mut self,
model: SpriteModelId,
xf: DynSpriteTransform,
) -> SpriteInstanceId
pub fn add_sprite_instance_posed( &mut self, model: SpriteModelId, xf: DynSpriteTransform, ) -> SpriteInstanceId
Add one sprite instance of an already-registered model,
pre-posed with the orientation in xf — the streaming-spawn path
for objects that appear mid-flight already rotated (so there’s no
one-frame axis-aligned flash before the first
set_sprite_instance_transform).
Otherwise identical to
add_sprite_instance (which is just
this with the identity basis). Returns a stable
SpriteInstanceId.
A stale/removed model handle spawns nothing and returns a handle
that is itself already stale (it resolves to no instance). xf’s
basis must be non-singular; a degenerate one makes the instance
silently skip drawing (see DynSpriteTransform).
Sourcepub fn remove_sprite_instance(&mut self, id: SpriteInstanceId) -> bool
pub fn remove_sprite_instance(&mut self, id: SpriteInstanceId) -> bool
Remove a dynamic sprite instance added by
add_sprite_instance. O(1) on both
backends (swap-remove); other dynamic handles stay valid. Returns
false if the handle is stale / already removed.
Sourcepub fn dynamic_sprite_count(&self) -> usize
pub fn dynamic_sprite_count(&self) -> usize
Number of live dynamic sprite instances (those added via
add_sprite_instance).
Sourcepub fn add_sprite_model(&mut self, kv6: &Kv6) -> SpriteModelId
pub fn add_sprite_model(&mut self, kv6: &Kv6) -> SpriteModelId
Register one new sprite model incrementally from kv6,
without rebuilding the existing model set — the streaming-in
counterpart to add_sprite_instance
for unique generated geometry (procedural asteroids, debris).
Returns a stable SpriteModelId usable immediately with
add_sprite_instance /
add_sprite_instance_posed.
Works before any set_sprites (it establishes
residency on the GPU backend’s first model). The GPU backend
appends one LOD chain to the resident registry (amortised O(model
voxels)); the CPU backend pushes an axis-aligned template.
Sourcepub fn remove_sprite_model(&mut self, id: SpriteModelId) -> bool
pub fn remove_sprite_model(&mut self, id: SpriteModelId) -> bool
Remove a registered sprite model, freeing its voxel data. Returns
false if id is stale / already removed.
The model’s slot is tombstoned in place: its id is never
reused, so every other SpriteModelId stays valid (no remap).
Existing instances of the removed model are not dropped here —
they linger but draw as nothing on the GPU backend (the CPU
backend keeps each instance’s own kv6 clone, so they keep drawing
until removed via
remove_sprite_instance); remove
them when convenient. Call
compact_sprite_models afterwards
to reclaim the GPU buffer holes.
Sourcepub fn compact_sprite_models(&mut self)
pub fn compact_sprite_models(&mut self)
Reclaim the GPU buffer space left by
remove_sprite_model by repacking the
resident registry to its live models only. Model ids are preserved
(no remap). O(live voxel volume) — call it when many models have
been removed, not every frame. No-op on the CPU backend (which
keeps cheap empty placeholders) and when nothing was removed.
Sourcepub fn set_sprite_instance_transform(
&mut self,
id: SpriteInstanceId,
xf: DynSpriteTransform,
)
pub fn set_sprite_instance_transform( &mut self, id: SpriteInstanceId, xf: DynSpriteTransform, )
Update one dynamic instance’s full pose (position + orientation)
for this frame. id is from
add_sprite_instance /
add_sprite_instance_posed. A
stale / removed handle is a no-op.
For many instances per frame prefer
set_sprite_instance_transforms:
the GPU backend flushes all pending pose changes to the device
once per render, so a per-instance call here is
still O(1) device work, but the batch variant avoids re-walking
the slotmap.
Sourcepub fn set_sprite_instance_transforms(
&mut self,
updates: &[(SpriteInstanceId, DynSpriteTransform)],
)
pub fn set_sprite_instance_transforms( &mut self, updates: &[(SpriteInstanceId, DynSpriteTransform)], )
Batch form of
set_sprite_instance_transform
— apply many (instance, pose) updates in one call. Stale handles
in updates are skipped. On the GPU backend this marks the
instance buffer dirty once and uploads the new poses a single time
at the next render, so spinning a whole cluster
of instances per frame is one device upload, not one per instance.
Sourcepub fn add_voxel_clip(&mut self, clip: &DecodedClip) -> VoxelClipId
pub fn add_voxel_clip(&mut self, clip: &DecodedClip) -> VoxelClipId
Register an animated voxel clip (“GIF/MP4 for voxels”): decode all
its frames and upload the flipbook to the active backend (GPU: one
LOD chain per frame; CPU: a cached dense grid per frame). Returns a
VoxelClipId to spawn instances of it via
add_clip_instance_posed.
Build the DecodedClip from a .rvc via
VoxelClip::decode.
Like add_sprite_model, this works before
any set_sprites; a later set_sprites
drops all registered clips (re-register afterwards).
Sourcepub fn remove_voxel_clip(&mut self, id: VoxelClipId) -> bool
pub fn remove_voxel_clip(&mut self, id: VoxelClipId) -> bool
Remove a registered clip, freeing its per-frame volumes. Instances
of it linger but draw nothing until removed via
remove_sprite_instance. Returns
false if id is stale / already removed.
Sourcepub fn add_clip_instance_posed(
&mut self,
clip: VoxelClipId,
xf: DynSpriteTransform,
) -> SpriteInstanceId
pub fn add_clip_instance_posed( &mut self, clip: VoxelClipId, xf: DynSpriteTransform, ) -> SpriteInstanceId
Spawn an instance of clip clip, posed by xf, starting on frame
0. Returns a SpriteInstanceId — a clip instance is a dynamic
sprite instance, so move it with
set_sprite_instance_transform,
advance its frame with
set_clip_instance_frame, and drop
it with remove_sprite_instance.
A stale clip handle yields an instance id that resolves to nothing
(a safe no-op everywhere).
This instance has no playback clock: drive its frame yourself via
set_clip_instance_frame (frame-based
scrubbing). For clock-based control — auto-advance, play/pause, or
set_clip_instance_clock_ms
scrubbing — spawn with
add_clip_instance_playing instead
(the player-control methods no-op on an instance with no player).
Sourcepub fn set_clip_instance_frame(&mut self, id: SpriteInstanceId, frame: u32)
pub fn set_clip_instance_frame(&mut self, id: SpriteInstanceId, frame: u32)
Select which frame a clip instance shows — the per-frame playback
step. Cheap on both backends (GPU: swap the instance’s model id;
CPU: select the cached frame grid), with no volume re-upload. Drive
it from a playback clock via
DecodedClip::frame_at.
No-op on a stale id or a non-clip instance.
Sourcepub fn clip_frame_count(&self, id: VoxelClipId) -> Option<usize>
pub fn clip_frame_count(&self, id: VoxelClipId) -> Option<usize>
Frame count of a registered flipbook clip, or None if id is
stale. (Same as clip_metadata(id)?.frame_count, without the clone.)
Sourcepub fn clip_metadata(&self, id: VoxelClipId) -> Option<ClipMetadata>
pub fn clip_metadata(&self, id: VoxelClipId) -> Option<ClipMetadata>
Inspector metadata (dims / pivot / scale / loop mode / per-frame
durations) of a registered flipbook clip, or None if id is stale
— so an editor needn’t shadow the source DecodedClip.
Sourcepub fn get_clip_instance_frame(&self, id: SpriteInstanceId) -> Option<u32>
pub fn get_clip_instance_frame(&self, id: SpriteInstanceId) -> Option<u32>
Which frame a clip instance is currently showing (the timeline
scrubber’s read-back), or None if id isn’t a live clip instance.
Sourcepub fn update_clip_frame(
&mut self,
id: VoxelClipId,
frame: u32,
vf: &VoxelFrame,
) -> bool
pub fn update_clip_frame( &mut self, id: VoxelClipId, frame: u32, vf: &VoxelFrame, ) -> bool
Re-upload a single frame of registered clip id in place — the
editor’s one-voxel paint, O(1 frame) instead of remove_voxel_clip +
add_voxel_clip (which rebuilds all N volumes). vf must fit the
clip’s fixed dims. Returns false on a stale id, an out-of-range
frame, or a frame that fails the clip’s layout (so it can’t corrupt
the flipbook).
Sourcepub fn add_streaming_clip(
&mut self,
clip: &VoxelClip,
) -> Result<StreamingClipId, DecodeError>
pub fn add_streaming_clip( &mut self, clip: &VoxelClip, ) -> Result<StreamingClipId, DecodeError>
Register a streaming voxel clip — O(1-frame) memory (one sprite
model + the compact encoded stream) rather than the N-volume flipbook
add_voxel_clip builds, for huge clips where
N frames are too costly to hold resident. Builds the model from frame
0; advance it with
set_streaming_clip_frame. Spawn
instances with
add_streaming_clip_instance —
note that, unlike a flipbook, all instances of a streaming clip
share its one model and so always show the same (current) frame.
Takes the encoded VoxelClip (not a DecodedClip) — the whole
point is to avoid materialising every frame.
§Errors
DecodeError if the clip’s frame stream is empty or doesn’t begin
with a keyframe.
Sourcepub fn add_streaming_clip_instance(
&mut self,
id: StreamingClipId,
xf: DynSpriteTransform,
) -> StreamingInstanceId
pub fn add_streaming_clip_instance( &mut self, id: StreamingClipId, xf: DynSpriteTransform, ) -> StreamingInstanceId
Spawn an instance of streaming clip id, posed by xf. Returns a
SpriteInstanceId — move it with
set_sprite_instance_transform
and drop it with
remove_sprite_instance, like any
dynamic instance. All instances of one streaming clip share its single
model. A stale id yields a no-op instance handle.
Sourcepub fn set_streaming_instance_transform(
&mut self,
id: StreamingInstanceId,
xf: DynSpriteTransform,
)
pub fn set_streaming_instance_transform( &mut self, id: StreamingInstanceId, xf: DynSpriteTransform, )
Re-pose a streaming-clip instance (world transform). No-op on a stale handle.
Sourcepub fn remove_streaming_instance(&mut self, id: StreamingInstanceId) -> bool
pub fn remove_streaming_instance(&mut self, id: StreamingInstanceId) -> bool
Remove a streaming-clip instance. Returns false if id is stale.
Sourcepub fn set_streaming_clip_frame(&mut self, id: StreamingClipId, frame: u32)
pub fn set_streaming_clip_frame(&mut self, id: StreamingClipId, frame: u32)
Advance a streaming clip to frame: seek the cursor and re-upload its
single model — the per-frame streaming step (one volume re-upload,
vs the flipbook’s cheap model-select). Updates every instance of
the clip at once. Drive it from a clock via
frame_at. No-op on a stale
id; frame is clamped to the last.
Sourcepub fn remove_streaming_clip(&mut self, id: StreamingClipId) -> bool
pub fn remove_streaming_clip(&mut self, id: StreamingClipId) -> bool
Remove a streaming clip: free its model and drop the cursor (the
memory win for huge clips). Instances linger but draw nothing until
removed. Returns false if id is stale / already removed.
Sourcepub fn add_clip_instance_playing(
&mut self,
clip: VoxelClipId,
xf: DynSpriteTransform,
speed_q8: i32,
start_phase_ms: u32,
) -> SpriteInstanceId
pub fn add_clip_instance_playing( &mut self, clip: VoxelClipId, xf: DynSpriteTransform, speed_q8: i32, start_phase_ms: u32, ) -> SpriteInstanceId
Spawn a flipbook-clip instance that plays itself: like
add_clip_instance_posed, but the
facade tracks a playback clock so a single
advance_voxel_clips call advances every
such instance — no per-frame frame_at + set_clip_instance_frame
bookkeeping in the host. speed_q8 is the Q8 playback rate (256 =
1×); start_phase_ms offsets the clock (stagger copies of one clip).
A stale clip yields a no-op instance handle and no player.
Sourcepub fn play_streaming_clip(
&mut self,
clip: StreamingClipId,
speed_q8: i32,
start_phase_ms: u32,
)
pub fn play_streaming_clip( &mut self, clip: StreamingClipId, speed_q8: i32, start_phase_ms: u32, )
Give a streaming clip (add_streaming_clip)
its own playback clock, advanced by
advance_voxel_clips. A streaming clip’s
frame is per-clip (all its instances share one model), so this is
keyed on the clip, not an instance — register instances separately
with
add_streaming_clip_instance.
No-op on a stale clip.
Control the player (play/pause/scrub) via
set_streaming_clip_paused /
set_streaming_clip_speed /
set_streaming_clip_clock_ms, the
per-clip analogues of the flipbook set_clip_instance_* methods.
Sourcepub fn advance_voxel_clips(&mut self, dt: f64)
pub fn advance_voxel_clips(&mut self, dt: f64)
Advance every auto-playing clip (add_clip_instance_playing /
play_streaming_clip) by dt seconds: tick each clock, resolve its
frame via frame_at, and
apply it. Players whose instance / clip was removed are pruned. Call
once per frame.
Sourcepub fn set_clip_instance_paused(&mut self, id: SpriteInstanceId, paused: bool)
pub fn set_clip_instance_paused(&mut self, id: SpriteInstanceId, paused: bool)
Pause / resume the auto-player driving clip instance id (the
editor’s play/pause). No-op if id has no player.
Sourcepub fn is_clip_instance_paused(&self, id: SpriteInstanceId) -> Option<bool>
pub fn is_clip_instance_paused(&self, id: SpriteInstanceId) -> Option<bool>
Whether clip instance id’s auto-player is paused, or None if it
has no player.
Sourcepub fn set_clip_instance_speed(&mut self, id: SpriteInstanceId, speed_q8: i32)
pub fn set_clip_instance_speed(&mut self, id: SpriteInstanceId, speed_q8: i32)
Set the playback speed (Q8: 256 = 1×, negative = reverse) of clip
instance id’s auto-player. No-op if id has no player.
Sourcepub fn set_clip_instance_clock_ms(
&mut self,
id: SpriteInstanceId,
clock_ms: f64,
)
pub fn set_clip_instance_clock_ms( &mut self, id: SpriteInstanceId, clock_ms: f64, )
Scrub: set clip instance id’s playback clock to clock_ms and
immediately show the matching frame (works while paused). No-op if
id has no player.
Sourcepub fn clip_instance_clock_ms(&self, id: SpriteInstanceId) -> Option<f64>
pub fn clip_instance_clock_ms(&self, id: SpriteInstanceId) -> Option<f64>
Clip instance id’s current playback-clock position (ms), or None
if it has no player — the scrubber’s read-back.
Sourcepub fn set_streaming_clip_paused(&mut self, clip: StreamingClipId, paused: bool)
pub fn set_streaming_clip_paused(&mut self, clip: StreamingClipId, paused: bool)
Pause / resume a streaming clip’s auto-player
(play_streaming_clip). No-op if clip
has no player.
Sourcepub fn is_streaming_clip_paused(&self, clip: StreamingClipId) -> Option<bool>
pub fn is_streaming_clip_paused(&self, clip: StreamingClipId) -> Option<bool>
Whether streaming clip clip’s auto-player is paused, or None if it
has no player.
Sourcepub fn set_streaming_clip_speed(&mut self, clip: StreamingClipId, speed_q8: i32)
pub fn set_streaming_clip_speed(&mut self, clip: StreamingClipId, speed_q8: i32)
Set the playback speed (Q8: 256 = 1×, negative = reverse) of
streaming clip clip’s auto-player. No-op if clip has no player.
Sourcepub fn set_streaming_clip_clock_ms(
&mut self,
clip: StreamingClipId,
clock_ms: f64,
)
pub fn set_streaming_clip_clock_ms( &mut self, clip: StreamingClipId, clock_ms: f64, )
Scrub a streaming clip: set its auto-player’s clock to clock_ms
and immediately show the matching frame (works while paused). No-op if
clip has no player.
Sourcepub fn streaming_clip_clock_ms(&self, clip: StreamingClipId) -> Option<f64>
pub fn streaming_clip_clock_ms(&self, clip: StreamingClipId) -> Option<f64>
Streaming clip clip’s current playback-clock position (ms), or
None if it has no player — the scrubber’s read-back.
Sourcepub fn add_character(
&mut self,
ch: &Character,
clip: Option<usize>,
) -> CharacterId
pub fn add_character( &mut self, ch: &Character, clip: Option<usize>, ) -> CharacterId
Register an animated character (RKC v3): upload its meshes as sprite
models + its embedded voxel clips as flipbooks, then spawn one
renderer instance per bone attachment — a static mesh sits at
its bone, a clip attachment plays back on its own clock. clip
selects a skeletal animation clip to drive the bones (None =
rest pose). Returns a CharacterId; advance it each frame with
advance_character.
Like clips, this works before any set_sprites;
a later set_sprites drops all registered characters.
Sourcepub fn advance_character(&mut self, id: CharacterId, dt: f64)
pub fn advance_character(&mut self, id: CharacterId, dt: f64)
Advance a character by dt seconds: tick its skeletal animation +
each clip attachment’s clock, then re-pose every attachment
(bone × local_offset) and select each clip’s current frame. No-op on
a stale id.
Sourcepub fn set_character_world_transform(
&mut self,
id: CharacterId,
xf: DynSpriteTransform,
)
pub fn set_character_world_transform( &mut self, id: CharacterId, xf: DynSpriteTransform, )
Move/re-orient a character to a new world transform xf (the root
limb’s world pose) without ticking its animation or clip clocks —
a teleport that holds the current animation frame (e.g. dragging a
paused character in an editor). Re-solves the skeleton from the new
root + re-poses every attachment; clip frames are left as-is. No-op on
a stale id.
Sourcepub fn remove_character(&mut self, id: CharacterId) -> bool
pub fn remove_character(&mut self, id: CharacterId) -> bool
Remove a character, dropping all its attachment instances and
freeing the sprite models + voxel clips it registered. Returns
false if id is stale.
Sourcepub fn set_kfa_sprites(&mut self, kfas: &mut [KfaSprite])
pub fn set_kfa_sprites(&mut self, kfas: &mut [KfaSprite])
Register animated KFA sprites (one or more bone hierarchies).
The GPU backend uploads each limb’s kv6 as an instanced model
once (appended to the sprite registry) and seeds the limb
instances at their current pose; the CPU backend caches the
posed limbs for drawing. Call once at setup, after
set_sprites, then drive motion per frame
with update_kfa_poses.
Limbs are posed from the sprites’ current
kfaval (advance
animsprite first
if using a baked curve), so kfas is taken &mut.
Sourcepub fn update_kfa_poses(&mut self, kfas: &mut [KfaSprite])
pub fn update_kfa_poses(&mut self, kfas: &mut [KfaSprite])
Re-pose the registered KFA sprites from their current
kfaval[]. Call each frame after advancing the animation
(kfa.animsprite(dt_ms) or poking kfaval[]). The GPU backend
takes the cheap transform-only update (no model-volume
re-upload); the CPU backend re-solves limb transforms for the
next render. Must follow a
set_kfa_sprites with the same sprites.
Sourcepub fn carve_active_sprite(&mut self) -> u32
pub fn carve_active_sprite(&mut self) -> u32
Carve the next z-layer off the SpriteSet::carve_model and
re-upload (the demo’s G hotkey + GPU.12 copy-on-modify). GPU
only; a no-op on the CPU backend. Returns the voxels removed.
Sourcepub fn request_capture(&mut self)
pub fn request_capture(&mut self)
Request that the next render capture its
framebuffer for take_capture. CPU only
(the GPU swapchain isn’t read back) — a no-op on GPU.
Sourcepub fn take_capture(&mut self) -> Option<(Vec<u32>, u32, u32)>
pub fn take_capture(&mut self) -> Option<(Vec<u32>, u32, u32)>
Take the most recently captured frame as packed 0x00RRGGBB
pixels + dimensions, or None if no capture is ready / GPU.
Sourcepub fn pick_depth(&self, x: u32, y: u32) -> Option<f32>
pub fn pick_depth(&self, x: u32, y: u32) -> Option<f32>
Screen→world picking input: the world-space hit distance t at
window pixel (x, y) from the last rendered frame, or None
for out-of-bounds pixels and sky / no-hit. The host reconstructs
the world hit point as cam.pos + t * normalize(ray_dir), where
ray_dir is the same per-pixel ray the frame was rendered with
(see the backend’s projection).
t is the distance to the nearest scene-grid surface
(terrain + grids); sprites do not occlude it (the sprite pass
reads depth read-only), so a cursor sprite under the pointer is
transparent to the pick.
Cost: the CPU backend reads its in-memory z-buffer (free); the
GPU backend stages the depth buffer and blocks on a device poll
(cheap at click time — do not call every frame). The GPU path
only has depth when the last frame drew sprites (write_depth).
Sourcepub fn pixel_ray(&self, camera: &Camera, x: f64, y: f64) -> Option<[f64; 3]>
pub fn pixel_ray(&self, camera: &Camera, x: f64, y: f64) -> Option<[f64; 3]>
World-space view-ray direction (un-normalised) for window pixel
(x, y), under the projection the last frame rendered with.
The backends differ (CPU setcamera vs GPU vertical-FOV
pinhole), so this hides which one is active. None before the
first frame. Intersect it with a plane for tile picking, or feed
it to Self::pick for a voxel.
Sourcepub fn view_ray(&self, camera: &Camera, x: f64, y: f64) -> Option<Ray>
pub fn view_ray(&self, camera: &Camera, x: f64, y: f64) -> Option<Ray>
Canonical screen→world unproject: the full view Ray
(camera.pos origin + unit direction) for window pixel
(x, y), under whichever projection the last frame used. The
one entry point both backends honour — hosts never reconstruct
the projection. None before the first frame or for a
degenerate ray.
Compose with roxlap_scene::Scene::raycast for depth-free
picking that’s identical on CPU and GPU:
renderer.view_ray(cam, x, y).and_then(|r| scene.raycast(r.origin, r.dir, max)).
Sourcepub fn pick(
&self,
scene: &Scene,
camera: &Camera,
x: u32,
y: u32,
) -> Option<PickHit>
pub fn pick( &self, scene: &Scene, camera: &Camera, x: u32, y: u32, ) -> Option<PickHit>
One-call screen→world voxel pick: unproject pixel (x, y) with
the active backend’s projection, read the last frame’s depth
there, reconstruct the world hit, and resolve it to the owning
grid + grid-local voxel via Scene::resolve_voxel. None on
sky / no-hit, or when no grid claims the surface.
scene and camera must be the ones the last frame rendered;
the projection (size + FOV / hx,hy,hz) is taken from that
frame. Cheap on CPU (in-memory z-buffer); on GPU it stages the
depth buffer (a click-time device poll — not per frame).
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