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.
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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