Struct gfx_scene::Context
[−]
[src]
pub struct Context<'u, S, B, T, U> where
S: BaseFloat,
B: Bound<S>,
U: Culler<S, B> + 'u, { /* fields omitted */ }
Culler context.
Methods
impl<'u, S: BaseFloat, B: Bound<S>, T: Transform3<S> + Clone, U: Culler<S, B>> Context<'u, S, B, T, U>
[src]
fn new<C>(culler: &'u mut U, camera: &C) -> Context<'u, S, B, T, U> where
C: Camera<S, Transform = T>,
C: Camera<S, Transform = T>,
Create a new context.
fn is_visible<N, V>(&mut self, node: &N, bound: &B) -> Option<V> where
N: Node<Transform = T>,
V: ViewInfo<S, T>,
N: Node<Transform = T>,
V: ViewInfo<S, T>,
Check entity visibility.
fn draw<'b, R, M, E, I, V, H, X>(
&mut self,
entities: I,
phase: &mut H,
stream: &mut X
) -> Result<Report, Error> where
R: Resources + 'b,
M: 'b,
E: Entity<R, M, Bound = B, Transform = T> + 'b,
I: Iterator<Item = &'b E>,
V: ViewInfo<S, T>,
H: AbstractPhase<R, M, V>,
X: Stream<R>,
&mut self,
entities: I,
phase: &mut H,
stream: &mut X
) -> Result<Report, Error> where
R: Resources + 'b,
M: 'b,
E: Entity<R, M, Bound = B, Transform = T> + 'b,
I: Iterator<Item = &'b E>,
V: ViewInfo<S, T>,
H: AbstractPhase<R, M, V>,
X: Stream<R>,
Cull and draw the entities into a stream.