pub struct PreFracturedCache {
pub cache: HashMap<Entity, Vec<ProceduralChunk>>,
}Expand description
Stores pre-fractured chunks to avoid expensive runtime calculations (Pre-fracture Caching). Ideal for AAA games where destruction must not drop frames.
Fields§
§cache: HashMap<Entity, Vec<ProceduralChunk>>Maps an Entity ID to its pre-calculated fracture data
Implementations§
Source§impl PreFracturedCache
impl PreFracturedCache
pub fn new() -> PreFracturedCache
Sourcepub fn pre_fracture(
&mut self,
entity: Entity,
extents: Vec3,
num_pieces: u32,
seed: u64,
)
pub fn pre_fracture( &mut self, entity: Entity, extents: Vec3, num_pieces: u32, seed: u64, )
Pre-calculates fracture chunks for an entity and stores them in the cache. This should be called during a loading screen.
Sourcepub fn get_fracture_chunks(
&self,
entity: Entity,
original_transform: &Transform,
original_body: &RigidBody,
original_velocity: &Velocity,
impact_point: Vec3,
impact_force: f32,
) -> Option<Vec<(RigidBody, Transform, Collider, Velocity, ProceduralChunk)>>
pub fn get_fracture_chunks( &self, entity: Entity, original_transform: &Transform, original_body: &RigidBody, original_velocity: &Velocity, impact_point: Vec3, impact_force: f32, ) -> Option<Vec<(RigidBody, Transform, Collider, Velocity, ProceduralChunk)>>
Spawns the chunks from the cache if available, taking only O(N) time to clone instead of O(N^3). If not in cache, optionally falls back to runtime calculation.
Trait Implementations§
Source§impl Default for PreFracturedCache
impl Default for PreFracturedCache
Source§fn default() -> PreFracturedCache
fn default() -> PreFracturedCache
Returns the “default value” for a type. Read more
Auto Trait Implementations§
impl Freeze for PreFracturedCache
impl RefUnwindSafe for PreFracturedCache
impl Send for PreFracturedCache
impl Sync for PreFracturedCache
impl Unpin for PreFracturedCache
impl UnsafeUnpin for PreFracturedCache
impl UnwindSafe for PreFracturedCache
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