#[non_exhaustive]pub struct SceneFrame {Show 22 fields
pub generation: u64,
pub surfaces: SurfaceSubmission,
pub point_clouds: Vec<PointCloudItem>,
pub glyphs: Vec<GlyphItem>,
pub polylines: Vec<PolylineItem>,
pub volumes: Vec<VolumeItem>,
pub isolines: Vec<IsolineItem>,
pub streamtube_items: Vec<StreamtubeItem>,
pub camera_frustums: Vec<CameraFrustumItem>,
pub screen_images: Vec<ScreenImageItem>,
pub gpu_implicit: Vec<GpuImplicitItem>,
pub gpu_mc_jobs: Vec<GpuMarchingCubesJob>,
pub lic_items: Vec<SurfaceLICItem>,
pub transparent_volume_meshes: Vec<TransparentVolumeMeshItem>,
pub volume_mesh_items: Vec<VolumeMeshItem>,
pub tube_items: Vec<TubeItem>,
pub image_slices: Vec<ImageSliceItem>,
pub tensor_glyphs: Vec<TensorGlyphItem>,
pub ribbon_items: Vec<RibbonItem>,
pub volume_surface_slices: Vec<VolumeSurfaceSliceItem>,
pub sprite_items: Vec<SpriteItem>,
pub gaussian_splats: Vec<GaussianSplatItem>,
}Expand description
World-space scene content for one frame.
Groups all renderable world-space content submitted to the renderer.
Surfaces are submitted through SurfaceSubmission; scientific
visualization primitives sit alongside them.
Fields (Non-exhaustive)§
This struct is marked as non-exhaustive
Struct { .. } syntax; cannot be matched against without a wildcard ..; and struct update syntax will not work.generation: u64Scene version counter from Scene::version(). Default: 0 (triggers rebuild on first frame).
The renderer uses this to skip batch rebuild and GPU upload when scene content has not changed since the previous frame.
surfaces: SurfaceSubmissionSurface geometry submission (opaque and transparent meshes).
point_clouds: Vec<PointCloudItem>Point cloud items to render this frame.
glyphs: Vec<GlyphItem>Instanced glyph items to render this frame.
polylines: Vec<PolylineItem>Polyline (streamline) items to render this frame.
volumes: Vec<VolumeItem>Volume items to render this frame via GPU ray-marching.
isolines: Vec<IsolineItem>Isoline (contour line) items to render on mesh surfaces.
streamtube_items: Vec<StreamtubeItem>Streamtube items to render this frame.
camera_frustums: Vec<CameraFrustumItem>Camera frustum wireframe items to render this frame (Phase 10).
screen_images: Vec<ScreenImageItem>Screen-space image overlay items to render this frame (Phase 10).
gpu_implicit: Vec<GpuImplicitItem>GPU implicit surface items to render this frame (Phase 16).
gpu_mc_jobs: Vec<GpuMarchingCubesJob>GPU marching cubes jobs to dispatch this frame (Phase 17).
lic_items: Vec<SurfaceLICItem>Surface LIC items to render this frame (Phase 4).
transparent_volume_meshes: Vec<TransparentVolumeMeshItem>Transparent unstructured volume meshes rendered via projected tetrahedra (Phase 6).
volume_mesh_items: Vec<VolumeMeshItem>Opaque volume mesh items submitted for cell-level picking.
Each entry enables SubObjectRef::Cell hits from renderer.pick() and
renderer.pick_rect() for the mesh identified by pick_id. The item’s
face_to_cell map (from upload_volume_mesh_data) converts surface
triangle hits to originating cell indices.
Rendering still goes through surfaces; submit the SceneRenderItem
from VolumeMeshItem::to_render_item() there as normal.
tube_items: Vec<TubeItem>General tube items to render this frame (Phase 3).
image_slices: Vec<ImageSliceItem>2D image slice items to render this frame (Phase 3).
tensor_glyphs: Vec<TensorGlyphItem>Tensor glyph items to render this frame (Phase 5).
ribbon_items: Vec<RibbonItem>Ribbon items to render this frame (Phase 8.1).
volume_surface_slices: Vec<VolumeSurfaceSliceItem>Volume surface slice items to render this frame (Phase 10).
sprite_items: Vec<SpriteItem>Billboard sprite items to render this frame.
gaussian_splats: Vec<GaussianSplatItem>Gaussian splat items to render this frame.
Implementations§
Source§impl SceneFrame
impl SceneFrame
Sourcepub fn new(surfaces: SurfaceSubmission) -> Self
pub fn new(surfaces: SurfaceSubmission) -> Self
Build a scene frame from a surface submission.
Sourcepub fn from_surface_items(items: Vec<SceneRenderItem>) -> Self
pub fn from_surface_items(items: Vec<SceneRenderItem>) -> Self
Build a scene frame from a flat list of surface render items.
The Vec is converted to an Arc<[SceneRenderItem]> so callers that
submit the same list repeatedly can cheaply clone the Arc instead of
cloning the underlying data.
Build a scene frame from an already-allocated shared slice.
Use this variant when you cache render items across frames:
// First frame / on change: rebuild the Arc once.
self.items_arc = Arc::from(scene.collect_render_items(&sel));
// Every frame: zero-cost clone.
SceneFrame::from_shared_items(Arc::clone(&self.items_arc), scene.version())Sourcepub fn from_scene(scene: &mut Scene, selection: &Selection) -> Self
pub fn from_scene(scene: &mut Scene, selection: &Selection) -> Self
Build a scene frame by collecting render items from a Scene.
Calls Scene::collect_render_items
and stamps generation with the current scene version so the renderer can
skip batch rebuilds on unchanged frames.
This is the preferred constructor for the common single-viewport path.
Use SceneFrame::from_surface_items when you need to assemble render items manually.
Trait Implementations§
Auto Trait Implementations§
impl Freeze for SceneFrame
impl RefUnwindSafe for SceneFrame
impl Send for SceneFrame
impl Sync for SceneFrame
impl Unpin for SceneFrame
impl UnsafeUnpin for SceneFrame
impl UnwindSafe for SceneFrame
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Source§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
Source§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
Box<dyn Trait> (where Trait: Downcast) to Box<dyn Any>, which can then be
downcast into Box<dyn ConcreteType> where ConcreteType implements Trait.Source§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
Rc<Trait> (where Trait: Downcast) to Rc<Any>, which can then be further
downcast into Rc<ConcreteType> where ConcreteType implements Trait.Source§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
&Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot
generate &Any’s vtable from &Trait’s.Source§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
&mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot
generate &mut Any’s vtable from &mut Trait’s.Source§impl<T> DowncastSend for T
impl<T> DowncastSend for T
Source§impl<T> DowncastSync for T
impl<T> DowncastSync for T
Source§impl<T> Instrument for T
impl<T> Instrument for T
Source§fn instrument(self, span: Span) -> Instrumented<Self>
fn instrument(self, span: Span) -> Instrumented<Self>
Source§fn in_current_span(self) -> Instrumented<Self>
fn in_current_span(self) -> Instrumented<Self>
Source§impl<T> IntoEither for T
impl<T> IntoEither for T
Source§fn into_either(self, into_left: bool) -> Either<Self, Self>
fn into_either(self, into_left: bool) -> Either<Self, Self>
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 moreSource§fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
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 moreSource§impl<T> Pointable for T
impl<T> Pointable for T
Source§impl<SS, SP> SupersetOf<SS> for SPwhere
SS: SubsetOf<SP>,
impl<SS, SP> SupersetOf<SS> for SPwhere
SS: SubsetOf<SP>,
Source§fn to_subset(&self) -> Option<SS>
fn to_subset(&self) -> Option<SS>
self from the equivalent element of its
superset. Read moreSource§fn is_in_subset(&self) -> bool
fn is_in_subset(&self) -> bool
self is actually part of its subset T (and can be converted to it).Source§fn to_subset_unchecked(&self) -> SS
fn to_subset_unchecked(&self) -> SS
self.to_subset but without any property checks. Always succeeds.Source§fn from_subset(element: &SS) -> SP
fn from_subset(element: &SS) -> SP
self to the equivalent element of its superset.