Struct game::ltn::draw_cells::RenderCells[][src]

pub struct RenderCells {
    grid: Grid<Option<usize>>,
    pub colors: Vec<Color>,
    bounds: Bounds,
    boundary_marker: usize,
}

Fields

grid: Grid<Option<usize>>

The grid only covers the boundary polygon of the neighborhood. The values are cell indices, and Some(num_cells) marks the boundary of the neighborhood.

colors: Vec<Color>

Colors per cell, such that adjacent cells are colored differently

bounds: Bounds

Bounds of the neighborhood boundary polygon

boundary_marker: usize

The number of cells, used as a sentinel value in the grid

Implementations

Partition a neighborhood’s boundary polygon based on the cells. This discretizes space into a grid, so the results don’t look perfect, but it’s fast.

Just draw rectangles based on the grid

Per cell, glue together all of the rectangles into a single multipolygon

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