Struct webrender::spatial_node::SceneSpatialNode

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pub struct SceneSpatialNode {
    pub snapping_transform: Option<ScaleOffset>,
    pub parent: Option<SpatialNodeIndex>,
    pub descriptor: SpatialNodeDescriptor,
    pub is_root_coord_system: bool,
}
Expand description

Scene building specific representation of a spatial node, which is a much lighter subset of a full spatial node constructed and used for frame building

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§snapping_transform: Option<ScaleOffset>

Snapping scale/offset relative to the coordinate system. If None, then we should not snap entities bound to this spatial node.

§parent: Option<SpatialNodeIndex>

Parent spatial node. If this is None, we are the root node.

§descriptor: SpatialNodeDescriptor

Descriptor describing how this spatial node behaves

§is_root_coord_system: bool

If true, this spatial node is known to exist in the root coordinate system in all cases (it has no animated or complex transforms)

Implementations§

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impl SceneSpatialNode

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pub fn new_reference_frame( parent_index: Option<SpatialNodeIndex>, transform_style: TransformStyle, source_transform: PropertyBinding<LayoutTransform>, kind: ReferenceFrameKind, origin_in_parent_reference_frame: LayoutVector2D, pipeline_id: PipelineId, is_root_coord_system: bool, is_pipeline_root: bool, ) -> Self

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pub fn new_scroll_frame( pipeline_id: PipelineId, parent_index: SpatialNodeIndex, external_id: ExternalScrollId, frame_rect: &LayoutRect, content_size: &LayoutSize, frame_kind: ScrollFrameKind, external_scroll_offset: LayoutVector2D, offset_generation: APZScrollGeneration, has_scroll_linked_effect: HasScrollLinkedEffect, is_root_coord_system: bool, ) -> Self

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pub fn new_sticky_frame( parent_index: SpatialNodeIndex, sticky_frame_info: StickyFrameInfo, pipeline_id: PipelineId, is_root_coord_system: bool, ) -> Self

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fn new( pipeline_id: PipelineId, parent_index: Option<SpatialNodeIndex>, node_type: SpatialNodeType, is_root_coord_system: bool, ) -> Self

Trait Implementations§

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impl PartialEq for SceneSpatialNode

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fn eq(&self, other: &SceneSpatialNode) -> bool

Tests for self and other values to be equal, and is used by ==.
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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 SceneSpatialNode

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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 SceneSpatialNode

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