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Surface

Struct Surface 

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pub struct Surface {
    pub id: Uuid,
    pub sector_id: u32,
    pub plane: Plane,
    pub frame: Basis3,
    pub edit_uv: EditPlane,
    pub extrusion: ExtrusionSpec,
    pub profile: Option<Uuid>,
    pub organic_layers: IndexMap<Uuid, OrganicVolumeLayer>,
    pub organic_vine_strokes: Vec<OrganicVineStroke>,
    pub organic_bush_clusters: Vec<OrganicBushCluster>,
    pub world_vertices: Vec<Vec3<f32>>,
}
Expand description

Represents a surface with the sector owner, geometry, and profile.

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§id: Uuid§sector_id: u32§plane: Plane

Geometric frame of the editable plane for this surface

§frame: Basis3§edit_uv: EditPlane§extrusion: ExtrusionSpec

Extrusion parameters for this surface (depth, caps, UVs).

§profile: Option<Uuid>

Uuid of the Profile

§organic_layers: IndexMap<Uuid, OrganicVolumeLayer>

Surface-local organic paint volumes authored on top of this surface.

§organic_vine_strokes: Vec<OrganicVineStroke>

Surface-local vine strokes authored on top of this surface.

§organic_bush_clusters: Vec<OrganicBushCluster>

Surface-local bush foliage clusters authored on top of this surface.

§world_vertices: Vec<Vec3<f32>>

Optional, the vertices of the surface in world coordinates, used in cases where we need to pass standalone surfaces.

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impl Surface

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pub fn new(sector_id: u32) -> Surface

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pub fn extrusion_offsets(&self) -> (f32, f32)

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pub fn main_organic_layer_mut(&mut self) -> &mut OrganicVolumeLayer

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pub fn organic_layer_for_cell_size_mut( &mut self, cell_size: f32, ) -> &mut OrganicVolumeLayer

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pub fn is_valid(&self) -> bool

Returns true if the surface has valid (finite) transform values

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pub fn calculate_geometry(&mut self, map: &Map)

Calculate the geometry

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pub fn uv_to_world(&self, uv: Vec2<f32>) -> Vec3<f32>

Map a UV point on the surface plane to world space (w = 0 plane).

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pub fn uvw_to_world(&self, uv: Vec2<f32>, w: f32) -> Vec3<f32>

Map a UVW point (UV on the surface, W along the surface normal) to world space.

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pub fn world_to_uv(&self, p: Vec3<f32>) -> Vec2<f32>

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pub fn sector_uv_min(&self, map: &Map) -> Option<Vec2<f32>>

Compute the minimum UV of the owning sector projected onto this surface. Used to rebase tile coordinates to a sector-local 0..N space.

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pub fn tile_local_anchor_uv(&self, map: &Map) -> Vec2<f32>

Anchor UV for tile-local mapping. For wall-like surfaces, use a world-anchored UV origin to keep painting stable across inside/outside and adjacent coplanar surfaces. For floor/ceiling-like surfaces, keep sector-local behavior.

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pub fn tile_local_flip_x(&self) -> bool

Returns true if tile-local X should be mirrored for this surface to keep wall painting orientation stable independent of wall normal direction.

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pub fn uv_to_tile_local(&self, uv: Vec2<f32>, map: &Map) -> Vec2<f32>

Convert UV to continuous tile-local coordinates.

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pub fn tile_local_to_uv(&self, local: Vec2<f32>, map: &Map) -> Vec2<f32>

Convert continuous tile-local coordinates back to UV.

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pub fn world_to_tile(&self, p: Vec3<f32>) -> (i32, i32)

Map a world point to discrete tile coordinates (1x1 grid cells in UV space). Returns (tile_x, tile_y) representing which tile cell the point falls into. This is useful for tile override systems that assign different tiles to different regions.

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pub fn world_to_tile_local(&self, p: Vec3<f32>, map: &Map) -> (i32, i32)

Map a world point to sector-local tile coordinates. Tile (0,0) starts at the minimum projected UV of this sector.

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pub fn tile_outline_world(&self, tile: (i32, i32)) -> [Vec3<f32>; 4]

Get the four world-space corners of a 1x1 tile cell at the given tile coordinates. Corners are ordered around the cell starting at (tile_x, tile_y) and proceeding CCW.

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pub fn tile_outline_world_local( &self, tile: (i32, i32), map: &Map, ) -> [Vec3<f32>; 4]

Get the world-space corners of a sector-local tile cell. Tile (0,0) starts at the minimum projected UV of this sector.

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pub fn sector_loop_uv(&self, map: &Map) -> Option<Vec<Vec2<f32>>>

Project the owning sector polygon into this surface’s UV space (CCW ensured).

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pub fn triangulate_cap_with_holes( &self, outer_uv: &[Vec2<f32>], holes_uv: &[Vec<Vec2<f32>>], ) -> Option<(Vec<[f32; 4]>, Vec<(usize, usize, usize)>, Vec<[f32; 2]>)>

Triangulate a cap defined by an outer loop and optional hole loops in UV space. Returns (world_positions, triangle_indices, uv_positions).

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pub fn normal(&self) -> Vec3<f32>

Normalized surface normal.

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pub fn triangulate( &self, sector: &Sector, map: &Map, ) -> Option<(Vec<[f32; 4]>, Vec<(usize, usize, usize)>, Vec<[f32; 2]>)>

Triangulate the owning sector in this surface’s local UV space and return world vertices, indices, and UVs. This treats the sector’s 3D polygon as the base face of the surface; any vertical/tilted walls are handled correctly.

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impl Clone for Surface

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fn clone(&self) -> Surface

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 Surface

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

Formats the value using the given formatter. Read more
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impl<'de> Deserialize<'de> for Surface

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fn deserialize<__D>( __deserializer: __D, ) -> Result<Surface, <__D as Deserializer<'de>>::Error>
where __D: Deserializer<'de>,

Deserialize this value from the given Serde deserializer. Read more
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impl Serialize for Surface

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fn serialize<__S>( &self, __serializer: __S, ) -> Result<<__S as Serializer>::Ok, <__S as Serializer>::Error>
where __S: Serializer,

Serialize this value into the given Serde serializer. Read more

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