Struct ltn::draw_cells::RenderCells
source · [−]pub struct RenderCells {
pub polygons_per_cell: Vec<Vec<Polygon>>,
pub colors: Vec<Color>,
boundary_polygon: Polygon,
}
Fields
polygons_per_cell: Vec<Vec<Polygon>>
Rarely, this might be empty if the area is very small
colors: Vec<Color>
Colors per cell, such that adjacent cells are colored differently
boundary_polygon: Polygon
Implementations
sourceimpl RenderCells
impl RenderCells
sourcepub fn new(map: &Map, neighbourhood: &Neighbourhood) -> RenderCells
pub fn new(map: &Map, neighbourhood: &Neighbourhood) -> RenderCells
Partition a neighbourhood’s boundary polygon based on the cells. This discretizes space into a grid, and then extracts a polygon from the raster. The results don’t look perfect, but it’s fast.
sourcepub fn draw_colored_areas(&self) -> GeomBatch
pub fn draw_colored_areas(&self) -> GeomBatch
Draw cells as areas with different colors. The colors are meaningless, but the same color won’t be shared between adjacent cells.
sourcepub fn draw_island_outlines(&self) -> GeomBatch
pub fn draw_island_outlines(&self) -> GeomBatch
Draw the boundary between cells as a thick outline. It’s meant to look like the neighbourhood is split into disconnected islands.
Auto Trait Implementations
impl RefUnwindSafe for RenderCells
impl Send for RenderCells
impl Sync for RenderCells
impl Unpin for RenderCells
impl UnwindSafe for RenderCells
Blanket Implementations
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T: ?Sized,
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T: ?Sized,
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