Struct Scene

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pub struct Scene {
    pub meshes: Vec<Mesh>,
    pub gaussians: Vec<Gaussian>,
    pub entities: Vec<Entity>,
    pub camera: Camera,
    pub lighting: Lighting,
    pub input_settings: InputSettings,
    pub background_color: (f32, f32, f32),
    pub window_title: String,
    pub window_size: (f32, f32),
}

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§meshes: Vec<Mesh>§gaussians: Vec<Gaussian>§entities: Vec<Entity>§camera: Camera§lighting: Lighting§input_settings: InputSettings§background_color: (f32, f32, f32)§window_title: String§window_size: (f32, f32)

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impl Scene

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pub fn screen_to_render(&self, screen_pos: (f32, f32)) -> (Vec3, Vec3)

Convert a screen position (x, y) to a 3D ray in world space.

The canonical use case for this is finding the object in 3D space a user is intending to select with the cursor.A follow-up operation, for example, may be to find all objects that this vector passes near, and possibly select the one closest to the camera.

Trait Implementations§

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impl Clone for Scene

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fn clone(&self) -> Scene

Returns a duplicate of the value. Read more
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fn clone_from(&mut self, source: &Self)

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

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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 Default for Scene

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fn default() -> Self

Returns the “default value” for a type. Read more

Auto Trait Implementations§

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impl Freeze for Scene

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impl RefUnwindSafe for Scene

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impl Send for Scene

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impl Sync for Scene

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impl Unpin for Scene

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impl UnwindSafe for Scene

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🔬This is a nightly-only experimental API. (clone_to_uninit)
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