pub struct CellularScene { /* private fields */ }Expand description
A discrete cellular automaton on a ping-pong grid, driven by named preset
parameters and one [cellular] table.
Implementations§
Source§impl CellularScene
impl CellularScene
Sourcepub fn new(
device: &Device,
surface_format: TextureFormat,
radius_cap: u32,
grid_cap: u32,
) -> Self
pub fn new( device: &Device, surface_format: TextureFormat, radius_cap: u32, grid_cap: u32, ) -> Self
The CPU-side state, holding a bound larger_than_life radius to
radius_cap and a preset’s grid to grid_cap — the tier’s
cellular_radius and
cellular_grid. GPU
resources are deferred to the first render (module docs).
Auto Trait Implementations§
impl Freeze for CellularScene
impl !RefUnwindSafe for CellularScene
impl Send for CellularScene
impl Sync for CellularScene
impl Unpin for CellularScene
impl UnsafeUnpin for CellularScene
impl !UnwindSafe for CellularScene
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more