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RayTraceScene

Struct RayTraceScene 

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pub struct RayTraceScene { /* private fields */ }
Expand description

An owned ray-tracing scene with precomputed shadow data.

RayTraceScene bundles the occluder list together with the (center, radius) shadow bounding spheres consumed by soft_shadow_factor, computing them exactly once at construction. Tracing through RayTraceScene::trace performs no heap allocation per ray or per bounce, making the scene the single canonical entry point for tracing many rays against a static scene.

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impl RayTraceScene

Implements the constructor and zero-allocation tracing entry points for RayTraceScene.

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pub fn new(occluders: Vec<Occluder>) -> RayTraceScene

Creates a new scene taking ownership of occluders and precomputing the (center, radius) shadow bounding spheres used by soft_shadow_factor.

§Arguments
  • Vec<Occluder> - All occluding surfaces in the scene.
§Returns
  • RayTraceScene - The new scene with precomputed shadow data.
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pub fn trace(&self, ray: Ray, lights: &LightingUniforms) -> Vector3D

Iteratively traces a ray through the scene and returns the final shaded color, using the [RAYTRACE_DEFAULT_MAX_BOUNCES] constant as the bounce limit.

Performs no heap allocation per ray or per bounce: the shadow bounding spheres precomputed at construction are reused, and no Material is cloned. Use RayTraceScene::trace_with_bounces to override the bounce limit.

§Arguments
  • Ray - The ray to trace.
  • &LightingUniforms - Lighting parameters used during shading.
§Returns
  • Vector3D - The final traced color.
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pub fn trace_with_bounces( &self, ray: Ray, lights: &LightingUniforms, max_bounces: u32, ) -> Vector3D

Iteratively traces a ray through the scene with an explicit bounce limit and returns the final shaded color.

On a miss the ambient color scaled by the accumulated specular throughput is added. On a hit the surface material is evaluated with LightingUniforms::shade and, when the hit material has a non-zero specular component, the trace continues with a reflected ray up to max_bounces times (incrementing the ray’s depth field per bounce).

§Arguments
  • Ray - The ray to trace.
  • &LightingUniforms - Lighting parameters used during shading.
  • u32 - The maximum number of bounces allowed for this ray.
§Returns
  • Vector3D - The final traced color.
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pub fn closest_hit(&self, ray: &Ray) -> Option<Hit>

Finds the closest intersection between a ray and the scene occluders.

The winning occluder’s Material is cloned exactly once, when the returned Hit is constructed; losing candidates are never cloned.

§Arguments
  • &Ray - The ray to test.
§Returns
  • Option<Hit> - The closest hit, or None if the ray misses.
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impl RayTraceScene

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pub fn get_occluders(&self) -> &Vec<Occluder>

Trait Implementations§

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impl Clone for RayTraceScene

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fn clone(&self) -> RayTraceScene

Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§

fn clone_from(&mut self, source: &Self)

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

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

Formats the value using the given formatter. Read more
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impl PartialEq for RayTraceScene

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fn eq(&self, other: &RayTraceScene) -> bool

Equality operator ==. Read more
1.0.0 (const: unstable) · Source§

fn ne(&self, other: &Rhs) -> bool

Inequality operator !=. Read more
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impl StructuralPartialEq for RayTraceScene

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

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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

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impl<T, U> Into<U> for 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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type Owned = T

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

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

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

Performs the conversion.
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type Error = <U as TryFrom<T>>::Error

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where Self: Sized + ErasableGeneric, T: Sized + ErasableGeneric<Repr = Self::Repr>,

Perform a zero-cost type-safe upcast to a wider type within the Wasm bindgen generics type system. Read more