pub struct VisibilityResource { /* private fields */ }
Implementations§
Source§impl VisibilityResource
impl VisibilityResource
pub fn new() -> Self
pub fn world(&self) -> &VisibilityWorld
pub fn update(&mut self)
pub fn register_view_frustum(&mut self) -> ViewFrustumArc
pub fn register_static_view_frustum(&mut self) -> ViewFrustumArc
pub fn register_dynamic_view_frustum(&mut self) -> ViewFrustumArc
Sourcepub fn register_static_object(
&mut self,
object_id: ObjectId,
cull_model: CullModel,
render_objects: Vec<RenderObjectHandle>,
) -> VisibilityObjectArc
pub fn register_static_object( &mut self, object_id: ObjectId, cull_model: CullModel, render_objects: Vec<RenderObjectHandle>, ) -> VisibilityObjectArc
Returns a smart pointer to a handle representing a static object. A static object is a hint to the visibility world that the object’s transform changes rarely. Most geometry in the world is static – buildings, trees, rocks, grass, and so on.
Sourcepub fn register_dynamic_object(
&mut self,
object_id: ObjectId,
cull_model: CullModel,
render_objects: Vec<RenderObjectHandle>,
) -> VisibilityObjectArc
pub fn register_dynamic_object( &mut self, object_id: ObjectId, cull_model: CullModel, render_objects: Vec<RenderObjectHandle>, ) -> VisibilityObjectArc
Returns a smart pointer to a handle representing a dynamic object. A dynamic object is a hint to the visibility world that the object’s transform changes often. Characters, projectiles, vehicles, and moving platforms are examples of dynamic geometry.
pub fn visibility_object_arc( &self, id: VisibilityObjectId, ) -> Option<VisibilityObjectArc>
pub fn visibility_object_info( &self, id: VisibilityObjectId, ) -> Option<VisibilityObjectInfo<'_>>
Trait Implementations§
Auto Trait Implementations§
impl Freeze for VisibilityResource
impl RefUnwindSafe for VisibilityResource
impl Send for VisibilityResource
impl Sync for VisibilityResource
impl Unpin for VisibilityResource
impl UnwindSafe for VisibilityResource
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