pub struct ObserverVisibilityCache { /* private fields */ }
Expand description
Volumetric visibility cache based on occlusion query.
Implementations§
Source§impl ObserverVisibilityCache
impl ObserverVisibilityCache
Sourcepub fn new(granularity: Vector3<u32>, distance_discard_threshold: f32) -> Self
pub fn new(granularity: Vector3<u32>, distance_discard_threshold: f32) -> Self
Creates new visibility cache with the given granularity and distance discard threshold. Granularity in means how much the cache should subdivide the world. For example 2 means that 1 meter cell will be split into 8 blocks by 0.5 meters. Distance discard threshold means how far an observer can without discarding visibility info about distant objects.
Sourcepub fn world_to_grid(&self, world_position: Vector3<f32>) -> Vector3<i32>
pub fn world_to_grid(&self, world_position: Vector3<f32>) -> Vector3<i32>
Transforms the given world-space position into internal grid-space position.
Sourcepub fn grid_to_world(&self, grid_position: Vector3<i32>) -> Vector3<f32>
pub fn grid_to_world(&self, grid_position: Vector3<i32>) -> Vector3<f32>
Transforms the given grid-space position into the world-space position.
Sourcepub fn needs_occlusion_query(
&self,
observer_position: Vector3<f32>,
node: Handle<Node>,
) -> bool
pub fn needs_occlusion_query( &self, observer_position: Vector3<f32>, node: Handle<Node>, ) -> bool
Checks whether the given object needs an occlusion query for the given observer position.
Sourcepub fn is_visible(
&self,
observer_position: Vector3<f32>,
node: Handle<Node>,
) -> bool
pub fn is_visible( &self, observer_position: Vector3<f32>, node: Handle<Node>, ) -> bool
Checks whether the object at the given handle is visible from the given observer position.
This method returns true
for non-completed occlusion queries, because occlusion query is
async operation.
Sourcepub fn begin_query(
&mut self,
server: &dyn GraphicsServer,
observer_position: Vector3<f32>,
node: Handle<Node>,
) -> Result<(), FrameworkError>
pub fn begin_query( &mut self, server: &dyn GraphicsServer, observer_position: Vector3<f32>, node: Handle<Node>, ) -> Result<(), FrameworkError>
Begins a new visibility query (using occlusion query) for the object at the given handle from the given observer position.
Trait Implementations§
Auto Trait Implementations§
impl Freeze for ObserverVisibilityCache
impl !RefUnwindSafe for ObserverVisibilityCache
impl !Send for ObserverVisibilityCache
impl !Sync for ObserverVisibilityCache
impl Unpin for ObserverVisibilityCache
impl !UnwindSafe for ObserverVisibilityCache
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