#[repr(transparent)]pub struct VoxColor(pub u32);Expand description
A voxel colour in voxlap’s packing: RGB in the low 24 bits, the
baked brightness/AO byte on top — 0x80 is neutral (“unlit”),
and lighting bakes rewrite it per voxel. NOT alpha: translucency
is a material property (see the material palette), never a colour
channel.
Tuple Fields§
§0: u32Implementations§
Source§impl VoxColor
impl VoxColor
Sourcepub const fn rgb(r: u8, g: u8, b: u8) -> VoxColor
pub const fn rgb(r: u8, g: u8, b: u8) -> VoxColor
A voxel colour at the neutral 0x80 brightness.
Examples found in repository?
examples/book_controller.rs (line 23)
23const WATER: VoxColor = VoxColor::rgb(0x30, 0x60, 0xc8);
24fn water_passes(c: VoxColor) -> bool {
25 c.rgb_part() == WATER.rgb_part()
26}
27// ANCHOR_END: veto
28
29fn build_world() -> Scene {
30 let mut scene = Scene::new();
31 let id = scene.add_grid(GridTransform::identity());
32 let g = scene.grid_mut(id).expect("grid");
33 // Ground slab: surface plane at z = 100 (+z is down, so the
34 // slab fills downward).
35 g.set_rect(
36 IVec3::new(20, 20, 100),
37 IVec3::new(140, 140, 120),
38 Some(VoxColor::rgb(0x4d, 0x8a, 0x3a)),
39 );
40 // A 1-voxel ledge to step onto, and a wall to slide along.
41 g.set_rect(
42 IVec3::new(90, 20, 99),
43 IVec3::new(140, 140, 99),
44 Some(VoxColor::rgb(0x77, 0x66, 0x55)),
45 );
46 g.set_rect(
47 IVec3::new(60, 70, 60),
48 IVec3::new(62, 140, 99),
49 Some(VoxColor::rgb(0x88, 0x44, 0x44)),
50 );
51 // A water curtain the veto lets the body wade through. Two
52 // format facts (both pinned as engine tests): pass-through
53 // geometry works up to 2 voxels thick — thicker walls grow a
54 // colourless UnexposedSolid core no veto can classify — and
55 // must sit ≥ 1 voxel inside the chunk (edge voxels lose their
56 // side colours).
57 g.set_rect(IVec3::new(40, 40, 80), IVec3::new(41, 60, 99), Some(WATER));
58 scene
59}More examples
examples/book_scene_graph.rs (line 23)
23const GRASS: VoxColor = VoxColor::rgb(0x4d, 0x8a, 0x3a);
24const STONE: VoxColor = VoxColor::rgb(0x8a, 0x8a, 0x8a);
25const RED: VoxColor = VoxColor::rgb(0xc0, 0x30, 0x30);
26
27// ANCHOR: generator
28/// A deterministic floor generator: chunk layer `z = 0` gets a solid
29/// slab, checkerboarded per chunk so streamed tiles are visible;
30/// every other layer is left as air. `generate` must be a pure
31/// function of `chunk_idx` (plus the generator's own config) — that
32/// determinism is what makes evict + re-stream sound.
33#[derive(Debug)]
34struct FloorGenerator;
35
36impl ChunkGenerator for FloorGenerator {
37 fn generate(&self, chunk_idx: IVec3) -> Vxl {
38 // `Vxl::empty(CHUNK_SIZE_XY)` is the canonical all-air chunk
39 // shape — the same one `Grid::ensure_chunk` materialises.
40 let mut vxl = Vxl::empty(CHUNK_SIZE_XY);
41 if chunk_idx.z == 0 {
42 let light = (chunk_idx.x + chunk_idx.y).rem_euclid(2) == 0;
43 let color = if light {
44 VoxColor::rgb(0x74, 0x9e, 0x58)
45 } else {
46 VoxColor::rgb(0x5d, 0x84, 0x46)
47 };
48 roxlap_formats::edit::set_rect(&mut vxl, [0, 0, 240], [127, 127, 255], Some(color));
49 }
50 vxl
51 }
52}
53// ANCHOR_END: generator
54
55// ANCHOR: chunk_store
56/// Minimal in-memory [`ChunkStore`]: edited chunks handed over at
57/// eviction, returned on stream-in (so player edits survive walking
58/// away). A real game would write a save-file region instead.
59#[derive(Debug, Default)]
60struct MemoryStore {
61 chunks: Mutex<HashMap<IVec3, (Vxl, u64)>>,
62}
63
64impl ChunkStore for MemoryStore {
65 fn store(&self, chunk_idx: IVec3, vxl: &Vxl, version: u64) {
66 let entry = (vxl.clone(), version);
67 self.chunks
68 .lock()
69 .expect("store poisoned")
70 .insert(chunk_idx, entry);
71 }
72
73 fn load(&self, chunk_idx: IVec3) -> Option<(Vxl, u64)> {
74 self.chunks
75 .lock()
76 .expect("store poisoned")
77 .get(&chunk_idx)
78 .cloned()
79 }
80}
81// ANCHOR_END: chunk_store
82
83fn main() {
84 // ANCHOR: scene_grids
85 let mut scene = Scene::new();
86 // A static "world" grid at the origin…
87 let ground_id = scene.add_grid(GridTransform::at(DVec3::ZERO));
88 // …and a second grid placed and rotated independently — its own
89 // f64 world position + quaternion, same chunked voxel payload.
90 let ship_id = scene.add_grid(GridTransform {
91 origin: DVec3::new(300.0, -80.0, -40.0),
92 rotation: DQuat::from_rotation_z(0.5),
93 });
94 // Object grids should not paint their own (grid-local, rotating)
95 // sky — leave the sky to the world grid.
96 scene.grid_mut(ship_id).expect("just added").render_sky = false;
97 // ANCHOR_END: scene_grids
98
99 // ANCHOR: edits
100 let ground = scene.grid_mut(ground_id).expect("just added");
101 // Solid slab: grid-local voxel coords, inclusive on both ends,
102 // decomposed across as many chunks as it spans (here 4×4).
103 ground.set_rect(
104 IVec3::new(-200, -200, 200),
105 IVec3::new(199, 199, 254),
106 Some(GRASS),
107 );
108 // `Some(colour)` inserts, `None` carves back to air.
109 ground.set_sphere(IVec3::new(0, 0, 195), 12, Some(STONE));
110 ground.set_rect(IVec3::new(-3, -200, 190), IVec3::new(3, 199, 196), None);
111 // ANCHOR_END: edits
112
113 // ANCHOR: queries
114 // Solid tests: inside the slab, then inside the carved tunnel.
115 assert!(ground.voxel_solid(IVec3::new(0, 0, 210)));
116 assert!(!ground.voxel_solid(IVec3::new(0, 100, 193)));
117 // Colour queries answer on surface voxels; deep interior cells
118 // are untextured in the slab format and read as `None`.
119 assert_eq!(ground.voxel_color(IVec3::new(50, 50, 200)), Some(GRASS));
120 // ANCHOR_END: queries
121
122 // ANCHOR: recolour
123 // GOTCHA: inserting over already-solid voxels does NOT repaint
124 // them — span insertion only fills air. Recolour = carve, then
125 // insert.
126 let (lo, hi) = (IVec3::new(20, 20, 200), IVec3::new(24, 24, 204));
127 ground.set_rect(lo, hi, Some(RED));
128 assert_eq!(ground.voxel_color(IVec3::new(22, 22, 200)), Some(GRASS)); // unchanged!
129 ground.set_rect(lo, hi, None); // carve…
130 ground.set_rect(lo, hi, Some(RED)); // …then insert
131 assert_eq!(ground.voxel_color(IVec3::new(22, 22, 200)), Some(RED));
132 // ANCHOR_END: recolour
133
134 // ANCHOR: colfunc
135 // A carve exposes fresh interior walls; the plain edits paint
136 // them colour 0 (black). The `_with_colfunc` variants ask a
137 // closure instead — it sees grid-local coordinates, so gradients
138 // stay continuous across chunk seams. Here: a crater whose walls
139 // darken with depth.
140 ground.set_sphere_with_colfunc(IVec3::new(60, 60, 200), 8, SpanOp::Carve, |_x, _y, z| {
141 let depth = (z - 192).clamp(0, 15) as u8;
142 VoxColor::rgb(0x6b, 0x40 + depth * 3, 0x2f)
143 });
144 // ANCHOR_END: colfunc
145
146 // ANCHOR: snapshot
147 // Name grids before saving: ids survive the round-trip, but the
148 // generator / store hooks are host code and cannot be serialised
149 // — the name is your key for rebinding them after a load.
150 scene.grid_mut(ground_id).expect("ground exists").name = Some("ground".into());
151 let bytes = scene.save_snapshot(); // versioned envelope
152 let restored = Scene::load_snapshot(&bytes).expect("self-authored snapshot");
153 assert_eq!(restored.grid_count(), 2);
154 let (_, ground2) = restored
155 .grids()
156 .find(|(_, g)| g.name.as_deref() == Some("ground"))
157 .expect("rebind by name");
158 assert_eq!(ground2.voxel_color(IVec3::new(22, 22, 200)), Some(RED));
159 // ANCHOR_END: snapshot
160
161 // ANCHOR: streaming
162 // Streaming: attach a generator + radii to a grid, then pump once
163 // per frame with the camera's world position. Chunks within
164 // `r_active` stream in; chunks beyond `r_evict` drop out; the band
165 // between is hysteresis so a camera hovering on a boundary
166 // doesn't thrash.
167 let stream_id = scene.add_grid(GridTransform::at(DVec3::new(0.0, 4096.0, 0.0)));
168 let store = Arc::new(MemoryStore::default());
169 let grid = scene.grid_mut(stream_id).expect("just added");
170 grid.set_generator(Some(Arc::new(FloorGenerator)));
171 grid.set_chunk_store(Some(store));
172 grid.stream_radius = StreamRadius::new(256.0, 384.0);
173
174 let camera_near = DVec3::new(0.0, 4096.0, 100.0);
175 scene.pump_streaming_sync(camera_near); // real games: `pump_streaming`
176 let grid = scene.grid(stream_id).expect("still there");
177 assert!(grid.chunk_count() > 0); // floor streamed in around the camera
178 assert!(grid.voxel_solid(IVec3::new(5, 5, 240)));
179 // ANCHOR_END: streaming
180
181 // ANCHOR: streaming_edit
182 // Edit the streamed floor, walk far away, come back. The active
183 // set follows the camera: the old region evicts (edited chunks
184 // are handed to the ChunkStore first) while a fresh set streams
185 // in around the new position. On return the store wins over the
186 // generator, so the edit survives; without a store, eviction
187 // would silently revert the chunk to generator output.
188 scene
189 .grid_mut(stream_id)
190 .expect("still there")
191 .set_voxel(IVec3::new(5, 5, 240), None); // dig a hole
192 scene.pump_streaming_sync(camera_near + DVec3::new(0.0, 100_000.0, 0.0));
193 let grid = scene.grid(stream_id).expect("still there");
194 assert!(grid.chunk(IVec3::ZERO).is_none()); // home chunk evicted…
195 assert!(grid.chunk_count() > 0); // …but the far region streamed in
196 scene.pump_streaming_sync(camera_near);
197 let grid = scene.grid(stream_id).expect("re-streamed");
198 // The hole survived evict + re-stream.
199 assert!(!grid.voxel_solid(IVec3::new(5, 5, 240)));
200 // ANCHOR_END: streaming_edit
201
202 println!("book_scene_graph: all scene-graph assertions hold");
203}Sourcepub const fn with_brightness(self, brightness: u8) -> VoxColor
pub const fn with_brightness(self, brightness: u8) -> VoxColor
Replace the brightness byte (bakes do this per voxel; hand-set it only for pre-shaded art).
Trait Implementations§
impl Copy for VoxColor
impl Eq for VoxColor
impl StructuralPartialEq for VoxColor
Auto Trait Implementations§
impl Freeze for VoxColor
impl RefUnwindSafe for VoxColor
impl Send for VoxColor
impl Sync for VoxColor
impl Unpin for VoxColor
impl UnsafeUnpin for VoxColor
impl UnwindSafe for VoxColor
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Converts
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fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
Converts
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