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StreamRadius

Struct StreamRadius 

Source
pub struct StreamRadius {
    pub r_active: f64,
    pub r_evict: f64,
}
Expand description

Per-grid streaming activity / eviction radii (S7.1).

Both values are in grid-local voxel units — the same scale as a GridLocalPos::voxel coordinate. The math falls out cleanly from there: chunks span fixed integer voxel extents and the camera’s grid-local position is also expressed in voxels.

Semantics inside crate::Scene::pump_streaming_sync:

  • A chunk whose AABB-to-camera distance is ≤ r_active MUST be loaded; if absent + a generator is attached, it gets streamed in via crate::Grid::ensure_chunk_generated.
  • A chunk whose AABB-to-camera distance is > r_evict is dropped from the chunk map.
  • Chunks in the hysteresis band (r_active, r_evict] are neither streamed in nor evicted — they’re left as-is. The gap prevents a camera oscillating near a boundary from thrashing generation + eviction.

The Default / Self::DISABLED value is r_active = 0, r_evict = ∞: crate::Scene::pump_streaming_sync is a no-op. Existing grids keep the pre-S7 “absent stays absent, present stays present” behaviour until a caller opts in.

Fields§

§r_active: f64

Chunks closer than this (grid-local voxels, AABB distance) are streamed in.

§r_evict: f64

Chunks farther than this (grid-local voxels, AABB distance) are evicted. Must be ≥ r_active.

Implementations§

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impl StreamRadius

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pub const DISABLED: Self

r_active = 0, r_evict = ∞pump_streaming_sync never streams a chunk in or evicts one. The default for pre-S7.1 grids.

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pub fn new(r_active: f64, r_evict: f64) -> Self

New radius pair. Requires r_evict >= r_active so the hysteresis band is well-formed (or empty when ==).

§Panics

Panics if r_evict < r_active, if r_active is NaN or negative, or if r_evict is negative. NaN and negative radii are policy bugs — failing loud at construction beats silently degenerating chunk-AABB tests later.

Examples found in repository?
examples/book_scene_graph.rs (line 172)
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}
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pub fn is_disabled(self) -> bool

true for the Self::DISABLED sentinel pair. Lets pump_streaming_sync skip the per-grid pass cheaply when streaming is off.

Trait Implementations§

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impl Clone for StreamRadius

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fn clone(&self) -> StreamRadius

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 StreamRadius

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impl Debug for StreamRadius

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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 Default for StreamRadius

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fn default() -> Self

Returns the “default value” for a type. Read more
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impl<'de> Deserialize<'de> for StreamRadius

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fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>
where __D: Deserializer<'de>,

Deserialize this value from the given Serde deserializer. Read more
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impl PartialEq for StreamRadius

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

Tests for self and other values to be equal, and is used by ==.
1.0.0 (const: unstable) · Source§

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

Tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl Serialize for StreamRadius

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fn serialize<__S>(&self, __serializer: __S) -> Result<__S::Ok, __S::Error>
where __S: Serializer,

Serialize this value into the given Serde serializer. Read more
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impl StructuralPartialEq for StreamRadius

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