pub struct World { /* private fields */ }Expand description
Geometry, analytic lights, and the linear radiance seen by rays that miss.
Four lights stay inline; larger scenes spill only while the world is built.
Implementations§
Source§impl World
impl World
Sourcepub fn new(objects: Vec<Object>) -> Self
pub fn new(objects: Vec<Object>) -> Self
Builds a world from owned objects with no lights and a black environment.
Sourcepub const fn from_bvh(bvh: Bvh) -> Self
pub const fn from_bvh(bvh: Bvh) -> Self
Creates a world from an already-built acceleration structure.
Sourcepub fn with_light(self, light: Light) -> Self
pub fn with_light(self, light: Light) -> Self
Adds an analytic light and returns this world.
The first four lights remain inline; overflow storage is allocated only while constructing the world, never during tracing.
Sourcepub const fn with_environment(self, environment: Vec3) -> Self
pub const fn with_environment(self, environment: Vec3) -> Self
Sets the constant linear environment radiance and returns this world.
Auto Trait Implementations§
impl !RefUnwindSafe for World
impl !UnwindSafe for World
impl Freeze for World
impl Send for World
impl Sync for World
impl Unpin for World
impl UnsafeUnpin for World
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