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ViewCutout

Struct ViewCutout 

Source
pub struct ViewCutout {
    pub focus_world: [f32; 3],
    pub radius_px: f32,
    pub feather_px: f32,
    pub margin: f32,
    pub z_bias: f32,
}
Expand description

OC.0 — a camera-relative “keyhole” through front geometry (stage OC). A cell is hidden iff ALL of: its centre lies inside the view cone that radius_px subtends around the eye→focus_world axis (the reveal distance tapers to zero across the feather band, closing the hole into a smooth funnel), it is closer to the eye than the nearest point of the character column at its own height minus margin, and its grid-local z is above the focus plane (walls cut; the floor in front of the character stays).

The facade derives everything per frame inside the render call — the pixel radius converts to a cone angle under the frame’s own projection, so the circle stays put under fixed-res / SSAA (radius_px / feather_px are given in logical pixels; the angles are resolution-invariant).

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§focus_world: [f32; 3]

World-space focus point the keyhole opens around (typically the controlled character’s chest/head). Projected each frame; a focus at/behind the near plane disables the cutout that frame.

§radius_px: f32

Keyhole radius in logical (post-resolve) pixels — the OUTER edge; nothing is cut past it.

§feather_px: f32

Width of the radial taper band INSIDE the radius, logical pixels: the reveal distance scales linearly from full at radius − feather to zero at radius, so the keyhole’s rim is a deterministic geometric funnel (no dither — a stochastic edge read as a noise mosaic on every surface it crossed). Wider = softer, more conical rim. <= 0 gives a hard edge.

§margin: f32

Reveal margin, world units: how far short of the character COLUMN the cut stops. The reveal surface hugs the column — the vertical segment at the focus xy between the focus plane (the feet) and its mirror above the focus (the head) — so an obstacle the character stands right behind melts down to the boots; margin keeps a thin shell around the body un-cut.

§z_bias: f32

Focus-plane bias, world units along grid-local z (z-down: positive lowers the cutting plane, hiding more; negative raises it). Tune so doorway lintels cut while the character’s floor stays.

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impl ViewCutout

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pub fn new(focus_world: [f32; 3]) -> Self

A keyhole with the Boarding demo’s tune around focus_world (radius 110 px, feather 24 px, margin 1.5), with the cutting plane placed just BELOW the focus (z_bias +0.5) — so pass a focus near the character’s FEET and the plane lands at floor level, cutting front walls down to the boots while the floor stays. Focusing the chest instead needs a positive z_bias of the chest-to-feet distance (the demo: chest focus, bias +6.5); the original head-level plane left waist-high wall stumps in front of the character.

Trait Implementations§

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impl Clone for ViewCutout

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fn clone(&self) -> ViewCutout

Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Copy for ViewCutout

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impl Debug for ViewCutout

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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 PartialEq for ViewCutout

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fn eq(&self, other: &ViewCutout) -> bool

Equality operator ==. Read more
1.0.0 (const: unstable) · Source§

fn ne(&self, other: &Rhs) -> bool

Inequality operator !=. Read more
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impl StructuralPartialEq for ViewCutout

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