pub struct SceneHandles {
pub physics: WorldHandle,
pub audio: WorldHandle,
pub gameplay: WorldHandle,
pub refresh_millihertz: Arc<AtomicU32>,
}Expand description
The scene’s worlds, however they are driven.
Every world is a host entity carrying the runner’s proxy, so the host’s
data is the same whether the worlds run on threads or the host steps
them; only who calls their ticks differs. What the objects reach them
through is a Scene, built beside them and handed to every tick.
Fields§
§physics: WorldHandleThe rapier world.
audio: WorldHandleThe synthesizer’s world.
gameplay: WorldHandleThe world the scene’s objects live in; its sender is the control panel’s handle on them.
refresh_millihertz: Arc<AtomicU32>The refresh rate of the display the window is on, in millihertz, as the frame loop last read it; zero until a window reports one.
It paces the gameplay thread, nothing else: a tick’s duration is the one it measured, so a stale rate only makes the thread wake more or less often than the display redraws.
Trait Implementations§
Auto Trait Implementations§
impl Forget for SceneHandles
impl Freeze for SceneHandles
impl RefUnwindSafe for SceneHandles
impl Send for SceneHandles
impl Sync for SceneHandles
impl Unpin for SceneHandles
impl UnsafeUnpin for SceneHandles
impl UnwindSafe for SceneHandles
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