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VisualState

Struct VisualState 

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pub struct VisualState {
    pub id: VisualStateId,
    pub source: NodeId,
    pub timestamp: StateTime,
    pub face: Option<FaceState>,
    pub pose: Option<PoseState>,
    pub scene: Option<SceneState>,
    pub degradation: DegradationLevel,
    pub is_keyframe: bool,
    pub keyframe_ref: Option<VisualStateId>,
    pub sequence: u64,
}
Expand description

The complete visual state of a node

This captures WHAT is visually happening, not HOW it looks pixel-by-pixel. The renderer reconstructs visuals from this state.

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§id: VisualStateId

Unique identifier for this visual state

§source: NodeId

The node this visual state belongs to

§timestamp: StateTime

Timestamp of this state

§face: Option<FaceState>

Face state (expression, gaze, landmarks)

§pose: Option<PoseState>

Body pose state (skeleton, gestures)

§scene: Option<SceneState>

Scene/environment state

§degradation: DegradationLevel

Current degradation level

§is_keyframe: bool

Is this a keyframe (full state) or delta (changes only)?

§keyframe_ref: Option<VisualStateId>

Reference to previous keyframe if this is a delta

§sequence: u64

Sequence number for ordering

Implementations§

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impl VisualState

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pub fn keyframe(source: NodeId, timestamp: StateTime, sequence: u64) -> Self

Create a new keyframe visual state

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pub fn delta( source: NodeId, timestamp: StateTime, sequence: u64, keyframe: VisualStateId, ) -> Self

Create a delta state referencing a keyframe

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pub fn with_face(self, face: FaceState) -> Self

Set face state

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pub fn with_pose(self, pose: PoseState) -> Self

Set pose state

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pub fn with_scene(self, scene: SceneState) -> Self

Set scene state

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pub fn with_degradation(self, level: DegradationLevel) -> Self

Set degradation level

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pub fn complexity(&self) -> f32

Get the visual complexity score (0.0 - 1.0) Higher = more data to transmit

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pub fn degrade(&self, target: DegradationLevel) -> VisualState

Degrade this visual state to a lower level Returns a simplified version appropriate for the degradation level

Trait Implementations§

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impl Clone for VisualState

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fn clone(&self) -> VisualState

Returns a duplicate of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for VisualState

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more

Auto Trait Implementations§

Blanket Implementations§

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

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> CloneToUninit for T
where T: Clone,

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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
Performs copy-assignment from self to dest. Read more
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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

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fn into(self) -> U

Calls U::from(self).

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

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impl<T> ToOwned for T
where T: Clone,

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type Owned = T

The resulting type after obtaining ownership.
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fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
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fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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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

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.