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ItemSettings

Struct ItemSettings 

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#[non_exhaustive]
pub struct ItemSettings { pub hidden: bool, pub unlit: bool, pub opacity: f32, pub wireframe: bool, pub pick_id: PickId, pub selected: bool, pub cast_shadows: bool, pub receive_shadows: bool, }
Expand description

Per-item render settings: visibility, appearance overrides, pick identity, and selection state.

Replaces the former AppearanceSettings struct and absorbs the pick_id and selected fields that previously appeared at the top level of each item type.

Always use Default::default() as the base, then set individual fields:

let mut s = ItemSettings::default();
s.hidden = true;

Fields (Non-exhaustive)§

This struct is marked as non-exhaustive
Non-exhaustive structs could have additional fields added in future. Therefore, non-exhaustive structs cannot be constructed in external crates using the traditional Struct { .. } syntax; cannot be matched against without a wildcard ..; and struct update syntax will not work.
§hidden: bool

Hide the object entirely. Default false.

§unlit: bool

Skip all lighting calculations and output raw colour. Default false.

§opacity: f32

Global opacity multiplier. 1.0 = fully opaque, 0.0 = fully transparent. Default 1.0.

§wireframe: bool

Render as wireframe regardless of the global wireframe flag. Default false. Extended conceptually to non-mesh objects to render their sub-objects as meshes, e.g., a VolumeItem has its voxels as wireframe boxes.

§pick_id: PickId

GPU pick identifier. PickId::NONE = not pickable. Default PickId::NONE.

§selected: bool

Whether the item is currently selected. Default false.

§cast_shadows: bool

Whether this item casts shadows in the shadow map pass. Default true.

Set to false for items that should be visible but should not contribute to the shadow map (HUD-style overlays, debug helpers, light source indicators). Honoured by mesh-family items; non-mesh items currently do not participate in the shadow pass and treat this flag as a no-op.

§receive_shadows: bool

Whether this item samples the shadow map when shaded. Default true.

Set to false to render the item as if no shadow caster occludes it. Useful for items that should remain fully lit regardless of the scene’s shadow casters (debug visualisations, glowing markers). Honoured by mesh-family items; non-mesh items currently do not sample shadow maps and treat this flag as a no-op.

Trait Implementations§

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impl Clone for ItemSettings

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fn clone(&self) -> ItemSettings

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 ItemSettings

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impl Debug for ItemSettings

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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 ItemSettings

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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 ItemSettings

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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 ItemSettings

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fn eq(&self, other: &ItemSettings) -> 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 ItemSettings

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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 ItemSettings

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