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Engine

Struct Engine 

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pub struct Engine {
    pub camera: Arc<Mutex<PerspectiveCamera>>,
    /* private fields */
}
Expand description

High-level engine structure for building and rendering scenes.

Handles Vulkan context, swapchain, render pass, rendering pipeline, inputs, and the physics simulation loop.

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§camera: Arc<Mutex<PerspectiveCamera>>

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impl Engine

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pub fn new(title: &str) -> Self

Creates a new Engine and initializes Vulkan, Winit, and rendering pipelines.

§Arguments
  • title - The window title.
§Examples
let engine = rusting_engine::Engine::new("My Game");
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pub fn set_light(&mut self, pos: [f32; 3], color: [f32; 3], intensity: f32)

Set the sun in scene

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pub fn add_cube(&mut self, transform: Transform, mat: &Material, phys: &Physics)

Adding a cube to the scene.

§Example
engine.add_cube(
   Transform {
       ..Default::default()
   },
   &Material::standard()
       .build(),
   &Physics::default()
       .collision(0.2), // type, if collision < 0.5 => Box, collision > 0.5 => Sphere
   );
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pub fn add_sphere( &mut self, transform: Transform, mat: &Material, phys: &Physics, )

Adding a sphere to the scene.

§Example
engine.add_sphere(
   Transform {
       ..Default::default()
   },
   &Material::standard()
       .build(),
   &Physics::default()
       .collision(0.8), // type, if collision < 0.5 => Box, collision > 0.5 => Sphere
   );
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pub fn set_scene_shader(&mut self, shader: ShaderType)

Set a scene-wide shader override. All objects will use this shader.

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pub fn clear_scene_shader(&mut self)

Clear the scene-wide shader override. Objects will use their per-object shader.

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pub fn set_scene_physic(&mut self, shader: ComputeShaderType)

Set a scene-wide shader override. All objects will use this shader.

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pub fn clear_scene_physic(&mut self)

Clear the scene-wide shader override. Objects will use their per-object shader.

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pub fn run(self)

Starts the engine’s main loop.

This method will block the current thread until the window is closed. It handles event dispatch, physics update intervals, and issues continuous draw calls.

Auto Trait Implementations§

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impl !Freeze for Engine

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impl !RefUnwindSafe for Engine

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impl !Send for Engine

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impl !Sync for Engine

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impl Unpin for Engine

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impl UnsafeUnpin for Engine

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impl !UnwindSafe for Engine

Blanket Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T> IntoEither for T

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fn into_either(self, into_left: bool) -> Either<Self, Self>

Converts self into a Left variant of Either<Self, Self> if into_left is true. Converts self into a Right variant of Either<Self, Self> otherwise. Read more
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fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
where F: FnOnce(&Self) -> bool,

Converts self into a Left variant of Either<Self, Self> if into_left(&self) returns true. Converts self into a Right variant of Either<Self, Self> otherwise. Read more
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impl<T> Pointable for T

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const ALIGN: usize

The alignment of pointer.
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type Init = T

The type for initializers.
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unsafe fn init(init: <T as Pointable>::Init) -> usize

Initializes a with the given initializer. Read more
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unsafe fn deref<'a>(ptr: usize) -> &'a T

Dereferences the given pointer. Read more
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unsafe fn deref_mut<'a>(ptr: usize) -> &'a mut T

Mutably dereferences the given pointer. Read more
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unsafe fn drop(ptr: usize)

Drops the object pointed to by the given pointer. Read more
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impl<T> Same for T

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type Output = T

Should always be Self
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impl<SS, SP> SupersetOf<SS> for SP
where SS: SubsetOf<SP>,

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fn to_subset(&self) -> Option<SS>

The inverse inclusion map: attempts to construct self from the equivalent element of its superset. Read more
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fn is_in_subset(&self) -> bool

Checks if self is actually part of its subset T (and can be converted to it).
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fn to_subset_unchecked(&self) -> SS

Use with care! Same as self.to_subset but without any property checks. Always succeeds.
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fn from_subset(element: &SS) -> SP

The inclusion map: converts self to the equivalent element of its superset.
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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.