PerceptionManager

Struct PerceptionManager 

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pub struct PerceptionManager {
    pub state: PerceptionState,
    pub entities: HashMap<String, PerceivableEntity>,
    pub perception_history: HashMap<String, PerceptionHistory>,
    pub pending_triggers: Vec<Trigger>,
}
Expand description

Manages perception updates and entity visibility

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§state: PerceptionState

Current perception state

§entities: HashMap<String, PerceivableEntity>

All perceivable entities in the current scene

§perception_history: HashMap<String, PerceptionHistory>

Entity perception history (for trigger timing)

§pending_triggers: Vec<Trigger>

Queued triggers to fire

Implementations§

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impl PerceptionManager

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pub fn new() -> Self

Create a new perception manager

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pub fn update(&mut self, system: &PluralSystem)

Update perception state from the plural system

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pub fn add_entity(&mut self, entity: PerceivableEntity)

Add an entity to the scene

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pub fn remove_entity(&mut self, id: &str)

Remove an entity from the scene

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pub fn visible_entities(&self) -> Vec<&PerceivableEntity>

Get all currently visible entities

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pub fn drain_triggers(&mut self) -> Vec<Trigger>

Get pending triggers and clear the queue

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pub fn force_layer_shift(&mut self, layer: RealityLayer)

Force a layer shift

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pub fn begin_layer_transition(&mut self, target: RealityLayer, rate: f32)

Begin a gradual layer transition

Trait Implementations§

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impl Clone for PerceptionManager

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fn clone(&self) -> PerceptionManager

Returns a duplicate of the value. Read more
1.0.0 · Source§

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

Performs copy-assignment from source. Read more
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impl Debug for PerceptionManager

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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 PerceptionManager

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fn default() -> Self

Returns the “default value” for a type. Read more

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