pub struct ZoneStreamer {
pub zones: HashMap<ZoneId, Zone>,
pub portals: HashMap<PortalId, Portal>,
pub active_zones: HashSet<ZoneId>,
pub load_distance: f32,
pub unload_distance: f32,
pub load_queue: VecDeque<ZoneId>,
pub unload_queue: VecDeque<ZoneId>,
/* private fields */
}Expand description
Manages which zones are loaded/active based on player position.
Fields§
§zones: HashMap<ZoneId, Zone>§portals: HashMap<PortalId, Portal>§active_zones: HashSet<ZoneId>§load_distance: f32§unload_distance: f32§load_queue: VecDeque<ZoneId>§unload_queue: VecDeque<ZoneId>Implementations§
Source§impl ZoneStreamer
impl ZoneStreamer
pub fn new(load_distance: f32) -> Self
pub fn register_zone( &mut self, name: impl Into<String>, bounds: WorldRect, ) -> ZoneId
pub fn add_portal( &mut self, from: ZoneId, to: ZoneId, from_pos: Vec3, to_pos: Vec3, ) -> PortalId
Sourcepub fn update(&mut self, player_pos: Vec3, dt: f32)
pub fn update(&mut self, player_pos: Vec3, dt: f32)
Update streaming based on player world position.
pub fn zone_at(&self, world_pos: Vec3) -> Option<ZoneId>
pub fn get_zone(&self, id: ZoneId) -> Option<&Zone>
pub fn get_zone_mut(&mut self, id: ZoneId) -> Option<&mut Zone>
pub fn portals_near(&self, pos: Vec3, radius: f32) -> Vec<&Portal>
pub fn check_portal_transitions(&self, player_pos: Vec3) -> Option<&Portal>
Auto Trait Implementations§
impl Freeze for ZoneStreamer
impl RefUnwindSafe for ZoneStreamer
impl Send for ZoneStreamer
impl Sync for ZoneStreamer
impl Unpin for ZoneStreamer
impl UnsafeUnpin for ZoneStreamer
impl UnwindSafe for ZoneStreamer
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