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SceneState

Struct SceneState 

Source
pub struct SceneState {
    build: Pending<(), SceneAssets>,
    settled: Vec<((), Settled<SceneAssets>)>,
    pub loaded: Option<SceneAssets>,
    pub ready: bool,
    given_up: bool,
}
Expand description

The scene’s assets, on their own entity in the gameplay world.

It owns the render entities every shape is built from, and whether the build has landed. It does not own instances: a drop asks the render world for one, and the render world despawns it once the camera loses sight of it.

Fields§

§build: Pending<(), SceneAssets>

The build the render world owes, and its answer once it comes.

The whole build is one request, so it is asked under no key at all: what it names is nothing but itself.

§settled: Vec<((), Settled<SceneAssets>)>

Where the answer lands, reused across ticks.

§loaded: Option<SceneAssets>

The assets once the build landed, for the jobs that name them.

§ready: bool

Whether the build landed and the scene is live.

§given_up: bool

Whether the wait is over: the build landed, or the render world ended before it answered.

Implementations§

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impl SceneState

Source

pub fn new(scene: &Scene) -> Self

Ask the render world for the scene’s assets.

The whole build is one question there: it allocates the meshes and the materials, and the answer is their entities. Until it lands the scene is empty, and every object that needs a shape stays unspawned.

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