Struct ObserverVisibilityCache

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

Volumetric visibility cache based on occlusion query.

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impl ObserverVisibilityCache

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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.

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pub fn world_to_grid(&self, world_position: Vector3<f32>) -> Vector3<i32>

Transforms the given world-space position into internal grid-space position.

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pub fn grid_to_world(&self, grid_position: Vector3<i32>) -> Vector3<f32>

Transforms the given grid-space position into the world-space position.

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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.

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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.

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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.

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pub fn end_query(&mut self)

Ends the last visibility query.

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pub fn update(&mut self, observer_position: Vector3<f32>)

This method removes info about too distant objects and processes the pending visibility queries.

Trait Implementations§

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impl Debug for ObserverVisibilityCache

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

Formats the value using the given formatter. Read more

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