pub struct SpatialTree {
    spatial_nodes: Vec<SpatialNode>,
    coord_systems: Vec<CoordinateSystem>,
    root_reference_frame_index: SpatialNodeIndex,
    update_state_stack: Vec<TransformUpdateState>,
}
Expand description

Represents the spatial tree during frame building, which is mostly read-only, apart from the tree update at the start of the frame

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§spatial_nodes: Vec<SpatialNode>

Nodes which determine the positions (offsets and transforms) for primitives and clips.

§coord_systems: Vec<CoordinateSystem>

A list of transforms that establish new coordinate systems. Spatial nodes only establish a new coordinate system when they have a transform that is not a simple 2d translation.

§root_reference_frame_index: SpatialNodeIndex§update_state_stack: Vec<TransformUpdateState>

Stack of current state for each parent node while traversing and updating tree

Implementations§

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impl SpatialTree

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pub fn new() -> Self

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fn visit_node_impl_mut<F>(&mut self, index: SpatialNodeIndex, f: &mut F)where F: FnMut(SpatialNodeIndex, &mut SpatialNode),

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fn visit_node_impl<F>(&self, index: SpatialNodeIndex, f: &mut F)where F: FnMut(SpatialNodeIndex, &SpatialNode),

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pub fn visit_nodes<F>(&self, f: F)where F: FnMut(SpatialNodeIndex, &SpatialNode),

Visit all nodes from the root of the tree, invoking a closure on each one

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pub fn visit_nodes_mut<F>(&mut self, f: F)where F: FnMut(SpatialNodeIndex, &mut SpatialNode),

Visit all nodes from the root of the tree, invoking a closure on each one

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pub fn apply_updates(&mut self, updates: SpatialTreeUpdates)

Apply updates from a new scene to the frame spatial tree

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pub fn get_last_sampled_scroll_offsets( &self ) -> FastHashMap<ExternalScrollId, Vec<SampledScrollOffset>>

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pub fn apply_last_sampled_scroll_offsets( &mut self, last_sampled_offsets: FastHashMap<ExternalScrollId, Vec<SampledScrollOffset>> )

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pub fn get_spatial_node(&self, index: SpatialNodeIndex) -> &SpatialNode

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pub fn get_spatial_node_mut( &mut self, index: SpatialNodeIndex ) -> &mut SpatialNode

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pub fn spatial_node_count(&self) -> usize

Get total number of spatial nodes

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pub fn find_spatial_node_by_anim_id( &self, id: PropertyBindingId ) -> Option<SpatialNodeIndex>

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pub fn get_relative_transform( &self, child_index: SpatialNodeIndex, parent_index: SpatialNodeIndex ) -> CoordinateSpaceMapping<LayoutPixel, LayoutPixel>

Calculate the relative transform from child_index to parent_index. This method will panic if the nodes are not connected!

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pub fn get_relative_transform_with_face( &self, child_index: SpatialNodeIndex, parent_index: SpatialNodeIndex, visible_face: Option<&mut VisibleFace> ) -> CoordinateSpaceMapping<LayoutPixel, LayoutPixel>

Calculate the relative transform from child_index to parent_index. This method will panic if the nodes are not connected! Also, switch the visible face to Back if at any stage where the combined transform is flattened, we see the back face.

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pub fn is_matching_coord_system( &self, index0: SpatialNodeIndex, index1: SpatialNodeIndex ) -> bool

Returns true if both supplied spatial nodes are in the same coordinate system (implies the relative transform produce axis-aligned rects).

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fn get_world_transform_impl( &self, index: SpatialNodeIndex, scroll: TransformScroll ) -> CoordinateSpaceMapping<LayoutPixel, WorldPixel>

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pub fn get_world_transform( &self, index: SpatialNodeIndex ) -> CoordinateSpaceMapping<LayoutPixel, WorldPixel>

Calculate the relative transform from index to the root.

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pub fn get_world_viewport_transform( &self, index: SpatialNodeIndex ) -> CoordinateSpaceMapping<LayoutPixel, WorldPixel>

Calculate the relative transform from index to the root. Unlike get_world_transform, this variant doesn’t account for the local scroll offset.

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pub fn root_reference_frame_index(&self) -> SpatialNodeIndex

The root reference frame, which is the true root of the SpatialTree.

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pub fn set_scroll_offsets( &mut self, id: ExternalScrollId, offsets: Vec<SampledScrollOffset> ) -> bool

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pub fn update_tree(&mut self, scene_properties: &SceneProperties)

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fn update_node( &mut self, node_index: SpatialNodeIndex, scene_properties: &SceneProperties )

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pub fn build_transform_palette(&self) -> TransformPalette

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fn print_node<T: PrintTreePrinter>(&self, index: SpatialNodeIndex, pt: &mut T)

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pub fn get_local_visible_face( &self, node_index: SpatialNodeIndex ) -> VisibleFace

Get the visible face of the transfrom from the specified node to its parent.

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pub fn print(&self)

Trait Implementations§

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impl PrintableTree for SpatialTree

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impl Serialize for SpatialTree

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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 SpatialNodeContainer for SpatialTree

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fn get_node_info(&self, index: SpatialNodeIndex) -> SpatialNodeInfo<'_>

Get the common information for a given spatial node

Auto Trait Implementations§

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impl<T> Any for Twhere T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T, U> Into<U> for Twhere U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T> Pointable for T

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const ALIGN: usize = _

The alignment of pointer.
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type Init = T

The type for initializers.
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unsafe fn init(init: <T as Pointable>::Init) -> usize

Initializes a with the given initializer. Read more
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unsafe fn deref<'a>(ptr: usize) -> &'a T

Dereferences the given pointer. Read more
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unsafe fn drop(ptr: usize)

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type Error = Infallible

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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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type Error = <U as TryFrom<T>>::Error

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Performs the conversion.