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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 173)
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        voxel_world_size: 1.0,
94    });
95    // Object grids should not paint their own (grid-local, rotating)
96    // sky — leave the sky to the world grid.
97    scene.grid_mut(ship_id).expect("just added").render_sky = false;
98    // ANCHOR_END: scene_grids
99
100    // ANCHOR: edits
101    let ground = scene.grid_mut(ground_id).expect("just added");
102    // Solid slab: grid-local voxel coords, inclusive on both ends,
103    // decomposed across as many chunks as it spans (here 4×4).
104    ground.set_rect(
105        IVec3::new(-200, -200, 200),
106        IVec3::new(199, 199, 254),
107        Some(GRASS),
108    );
109    // `Some(colour)` inserts, `None` carves back to air.
110    ground.set_sphere(IVec3::new(0, 0, 195), 12, Some(STONE));
111    ground.set_rect(IVec3::new(-3, -200, 190), IVec3::new(3, 199, 196), None);
112    // ANCHOR_END: edits
113
114    // ANCHOR: queries
115    // Solid tests: inside the slab, then inside the carved tunnel.
116    assert!(ground.voxel_solid(IVec3::new(0, 0, 210)));
117    assert!(!ground.voxel_solid(IVec3::new(0, 100, 193)));
118    // Colour queries answer on surface voxels; deep interior cells
119    // are untextured in the slab format and read as `None`.
120    assert_eq!(ground.voxel_color(IVec3::new(50, 50, 200)), Some(GRASS));
121    // ANCHOR_END: queries
122
123    // ANCHOR: recolour
124    // GOTCHA: inserting over already-solid voxels does NOT repaint
125    // them — span insertion only fills air. Recolour = carve, then
126    // insert.
127    let (lo, hi) = (IVec3::new(20, 20, 200), IVec3::new(24, 24, 204));
128    ground.set_rect(lo, hi, Some(RED));
129    assert_eq!(ground.voxel_color(IVec3::new(22, 22, 200)), Some(GRASS)); // unchanged!
130    ground.set_rect(lo, hi, None); // carve…
131    ground.set_rect(lo, hi, Some(RED)); // …then insert
132    assert_eq!(ground.voxel_color(IVec3::new(22, 22, 200)), Some(RED));
133    // ANCHOR_END: recolour
134
135    // ANCHOR: colfunc
136    // A carve exposes fresh interior walls; the plain edits paint
137    // them colour 0 (black). The `_with_colfunc` variants ask a
138    // closure instead — it sees grid-local coordinates, so gradients
139    // stay continuous across chunk seams. Here: a crater whose walls
140    // darken with depth.
141    ground.set_sphere_with_colfunc(IVec3::new(60, 60, 200), 8, SpanOp::Carve, |_x, _y, z| {
142        let depth = (z - 192).clamp(0, 15) as u8;
143        VoxColor::rgb(0x6b, 0x40 + depth * 3, 0x2f)
144    });
145    // ANCHOR_END: colfunc
146
147    // ANCHOR: snapshot
148    // Name grids before saving: ids survive the round-trip, but the
149    // generator / store hooks are host code and cannot be serialised
150    // — the name is your key for rebinding them after a load.
151    scene.grid_mut(ground_id).expect("ground exists").name = Some("ground".into());
152    let bytes = scene.save_snapshot(); // versioned envelope
153    let restored = Scene::load_snapshot(&bytes).expect("self-authored snapshot");
154    assert_eq!(restored.grid_count(), 2);
155    let (_, ground2) = restored
156        .grids()
157        .find(|(_, g)| g.name.as_deref() == Some("ground"))
158        .expect("rebind by name");
159    assert_eq!(ground2.voxel_color(IVec3::new(22, 22, 200)), Some(RED));
160    // ANCHOR_END: snapshot
161
162    // ANCHOR: streaming
163    // Streaming: attach a generator + radii to a grid, then pump once
164    // per frame with the camera's world position. Chunks within
165    // `r_active` stream in; chunks beyond `r_evict` drop out; the band
166    // between is hysteresis so a camera hovering on a boundary
167    // doesn't thrash.
168    let stream_id = scene.add_grid(GridTransform::at(DVec3::new(0.0, 4096.0, 0.0)));
169    let store = Arc::new(MemoryStore::default());
170    let grid = scene.grid_mut(stream_id).expect("just added");
171    grid.set_generator(Some(Arc::new(FloorGenerator)));
172    grid.set_chunk_store(Some(store));
173    grid.stream_radius = StreamRadius::new(256.0, 384.0);
174
175    let camera_near = DVec3::new(0.0, 4096.0, 100.0);
176    scene.pump_streaming_sync(camera_near); // real games: `pump_streaming`
177    let grid = scene.grid(stream_id).expect("still there");
178    assert!(grid.chunk_count() > 0); // floor streamed in around the camera
179    assert!(grid.voxel_solid(IVec3::new(5, 5, 240)));
180    // ANCHOR_END: streaming
181
182    // ANCHOR: streaming_edit
183    // Edit the streamed floor, walk far away, come back. The active
184    // set follows the camera: the old region evicts (edited chunks
185    // are handed to the ChunkStore first) while a fresh set streams
186    // in around the new position. On return the store wins over the
187    // generator, so the edit survives; without a store, eviction
188    // would silently revert the chunk to generator output.
189    scene
190        .grid_mut(stream_id)
191        .expect("still there")
192        .set_voxel(IVec3::new(5, 5, 240), None); // dig a hole
193    scene.pump_streaming_sync(camera_near + DVec3::new(0.0, 100_000.0, 0.0));
194    let grid = scene.grid(stream_id).expect("still there");
195    assert!(grid.chunk(IVec3::ZERO).is_none()); // home chunk evicted…
196    assert!(grid.chunk_count() > 0); // …but the far region streamed in
197    scene.pump_streaming_sync(camera_near);
198    let grid = scene.grid(stream_id).expect("re-streamed");
199    // The hole survived evict + re-stream.
200    assert!(!grid.voxel_solid(IVec3::new(5, 5, 240)));
201    // ANCHOR_END: streaming_edit
202
203    // ANCHOR: grid_scale
204    // Per-grid scale: `voxel_world_size` is world units per voxel. A grid
205    // built with `at_scale(origin, 2.0)` has voxels twice world size — a
206    // coarse "planet" — while `0.25` gives a fine detail grid; both coexist
207    // at their true relative sizes. Only the world↔grid boundary scales:
208    // edits + queries stay in voxels, unchanged.
209    let mut scaled = Scene::new();
210    let planet = scaled.add_grid(GridTransform::at_scale(DVec3::ZERO, 2.0));
211    scaled
212        .grid_mut(planet)
213        .expect("just added")
214        // Same voxel edit API — grid-local coordinates.
215        .set_voxel(IVec3::new(5, 5, 10), Some(STONE));
216    // Grid-local voxel z=10 sits at WORLD z = 20 (10 voxels × 2.0). A world
217    // raycast down that column reports the grid-local voxel it hit AND a
218    // WORLD-space `t` — so hits across grids of different scale compare
219    // correctly (the raycaster marches voxels but returns world distance).
220    let hit = scaled
221        .raycast(DVec3::new(11.0, 11.0, 0.0), DVec3::new(0.0, 0.0, 1.0), 64.0)
222        .expect("ray hits the scaled voxel");
223    assert_eq!(hit.voxel, IVec3::new(5, 5, 10)); // grid-local, unscaled
224    assert!((hit.t - 20.0).abs() < 1e-4); // WORLD distance: 10 voxels × 2.0
225                                          // ANCHOR_END: grid_scale
226
227    println!("book_scene_graph: all scene-graph assertions hold");
228}
Source

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

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 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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