pub struct Scene {
pub render: JobSender,
pub physics: JobSender,
pub audio: JobSender,
pub poses: SnapshotReader<GamePhysics>,
pub render_state: SnapshotReader<WorldState>,
pub physics_state: SnapshotReader<WorldState>,
pub audio_state: SnapshotReader<WorldState>,
}Expand description
The other worlds, as the scene’s objects reach them.
A tick hands one to every object, so an object names the world it wants
instead of keeping a channel of its own. The ports are plain senders:
what an object says to another world is a job, and what it learns back is
a subscription — poses is the physics world’s, collected
between its steps. Each subscription belongs to the world it reads, so a
run that never asks for a snapshot pays nothing for it.
A port also carries what its world is doing: render_state,
physics_state and audio_state
are how an object that asked a question learns that the world it asked is
gone, instead of waiting for an answer that will never come.
Both run modes build one from the worlds they have — threaded worlds for the windowed show, stepped worlds for the headless capture — and both then spawn the same objects with it, so the wiring is written once.
Fields§
§render: JobSenderCommands into the render world: the objects build their scene and move their instances through them.
physics: JobSenderCommands into the physics world.
audio: JobSenderCommands into the audio world.
poses: SnapshotReader<GamePhysics>The physics world’s latest pose snapshot.
render_state: SnapshotReader<WorldState>Whether the render world is still running.
physics_state: SnapshotReader<WorldState>Whether the physics world is still running.
audio_state: SnapshotReader<WorldState>Whether the audio world is still running.
Trait Implementations§
Auto Trait Implementations§
impl Forget for Scene
impl Freeze for Scene
impl RefUnwindSafe for Scene
impl Send for Scene
impl Sync for Scene
impl Unpin for Scene
impl UnsafeUnpin for Scene
impl UnwindSafe for Scene
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