pub struct VoxelsChunkRef<'a> {
pub my_id: usize,
pub parent: &'a Voxels,
pub states: &'a [VoxelState; 256],
pub key: &'a Point<i32>,
}Expand description
A reference to a chunk of voxels within a Voxels shape.
§What is a Chunk?
To efficiently manage large voxel worlds, Parry internally divides the voxel grid into fixed-size chunks. Each chunk contains a small region of voxels (e.g., 8×8×8 in 3D or 16×16 in 2D). This chunking provides:
- Spatial acceleration: Quick queries using a BVH of chunks
- Memory efficiency: Empty chunks are not stored
- Cache locality: Nearby voxels are stored together
A VoxelsChunkRef provides read-only access to a single chunk’s data, allowing you to
query voxels within that chunk without iterating through the entire voxel shape.
§When to Use
You typically don’t create VoxelsChunkRef directly. Instead, you get them from:
Voxels::chunk_ref: Get a specific chunk by ID- BVH traversal for spatial queries on large voxel worlds
§Examples
use parry3d::shape::Voxels;
use nalgebra::{Point3, Vector3};
let voxels = Voxels::new(
Vector3::new(1.0, 1.0, 1.0),
&[Point3::new(0, 0, 0), Point3::new(1, 0, 0)],
);
// Get a chunk reference (chunk IDs come from BVH traversal)
let chunk_ref = voxels.chunk_ref(0);
// Query voxels within this chunk
for voxel in chunk_ref.voxels() {
if !voxel.state.is_empty() {
println!("Voxel at {:?}", voxel.grid_coords);
}
}
// Get chunk's AABB
let aabb = chunk_ref.local_aabb();
println!("Chunk bounds: {:?}", aabb);Fields§
§my_id: usizeThe linear index of this chunk within the Voxels shape.
parent: &'a VoxelsThe voxel shape this chunk is part of.
states: &'a [VoxelState; 256]The fill status of each voxel from this chunk.
key: &'a Point<i32>The spatial index of this chunk.
Implementations§
Source§impl<'a> VoxelsChunkRef<'a>
impl<'a> VoxelsChunkRef<'a>
Sourcepub fn local_aabb(&self) -> Aabb
pub fn local_aabb(&self) -> Aabb
The AABB of this chunk of voxels.
Note that this return the AABB of the whole chunk, without taking into account the fact that some voxels are empty.
Sourcepub fn voxel_at_point_unchecked(&self, pt: Point<f32>) -> Point<i32>
pub fn voxel_at_point_unchecked(&self, pt: Point<f32>) -> Point<i32>
Returns the spatial index of the voxel containing the given point.
Sourcepub fn voxel_state(&self, voxel_key: Point<i32>) -> Option<VoxelState>
pub fn voxel_state(&self, voxel_key: Point<i32>) -> Option<VoxelState>
The state of the voxel with key voxel_key.
Sourcepub fn clamp_voxel(&self, voxel_key: Point<i32>) -> Point<i32>
pub fn clamp_voxel(&self, voxel_key: Point<i32>) -> Point<i32>
Clamps the voxel_key so it is within the bounds of self.
Sourcepub fn voxel_aabb_unchecked(&self, voxel_key: Point<i32>) -> Aabb
pub fn voxel_aabb_unchecked(&self, voxel_key: Point<i32>) -> Aabb
The AABB of the voxel with this key.
Returns a result even if the voxel doesn’t belong to this chunk.
Sourcepub fn flat_id(&self, voxel_key: Point<i32>) -> Option<u32>
pub fn flat_id(&self, voxel_key: Point<i32>) -> Option<u32>
Convert a voxel index (expressed relative to the main Voxels shape, not relative to the
chunk alone) into a flat index within a voxel chunk.
Returns None if the voxel isn’t part of this chunk.
Sourcepub fn voxels(&self) -> impl Iterator<Item = VoxelData> + '_
pub fn voxels(&self) -> impl Iterator<Item = VoxelData> + '_
Iterates through all the voxels in this chunk.
Note that this only yields non-empty voxels within the range. This does not
include any voxel that falls outside Self::domain.
Sourcepub fn voxels_in_range(
self,
mins: Point<i32>,
maxs: Point<i32>,
) -> impl Iterator<Item = VoxelData> + use<'a>
pub fn voxels_in_range( self, mins: Point<i32>, maxs: Point<i32>, ) -> impl Iterator<Item = VoxelData> + use<'a>
Iterate through the data of all the voxels within the given (semi-open) voxel grid indices.
Note that this only yields non-empty voxels within the range. This does not
include any voxel that falls outside Self::domain.
Trait Implementations§
Source§impl<'a> Clone for VoxelsChunkRef<'a>
impl<'a> Clone for VoxelsChunkRef<'a>
Source§fn clone(&self) -> VoxelsChunkRef<'a>
fn clone(&self) -> VoxelsChunkRef<'a>
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source. Read moreSource§impl<'a> RayCast for VoxelsChunkRef<'a>
impl<'a> RayCast for VoxelsChunkRef<'a>
Source§fn cast_local_ray_and_get_normal(
&self,
ray: &Ray,
max_time_of_impact: f32,
solid: bool,
) -> Option<RayIntersection>
fn cast_local_ray_and_get_normal( &self, ray: &Ray, max_time_of_impact: f32, solid: bool, ) -> Option<RayIntersection>
Source§fn cast_local_ray(
&self,
ray: &Ray,
max_time_of_impact: f32,
solid: bool,
) -> Option<f32>
fn cast_local_ray( &self, ray: &Ray, max_time_of_impact: f32, solid: bool, ) -> Option<f32>
Source§fn intersects_local_ray(&self, ray: &Ray, max_time_of_impact: f32) -> bool
fn intersects_local_ray(&self, ray: &Ray, max_time_of_impact: f32) -> bool
Source§fn cast_ray(
&self,
m: &Isometry<f32>,
ray: &Ray,
max_time_of_impact: f32,
solid: bool,
) -> Option<f32>
fn cast_ray( &self, m: &Isometry<f32>, ray: &Ray, max_time_of_impact: f32, solid: bool, ) -> Option<f32>
Source§fn cast_ray_and_get_normal(
&self,
m: &Isometry<f32>,
ray: &Ray,
max_time_of_impact: f32,
solid: bool,
) -> Option<RayIntersection>
fn cast_ray_and_get_normal( &self, m: &Isometry<f32>, ray: &Ray, max_time_of_impact: f32, solid: bool, ) -> Option<RayIntersection>
impl<'a> Copy for VoxelsChunkRef<'a>
Auto Trait Implementations§
impl<'a> Freeze for VoxelsChunkRef<'a>
impl<'a> RefUnwindSafe for VoxelsChunkRef<'a>
impl<'a> Send for VoxelsChunkRef<'a>
impl<'a> Sync for VoxelsChunkRef<'a>
impl<'a> Unpin for VoxelsChunkRef<'a>
impl<'a> UnwindSafe for VoxelsChunkRef<'a>
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T: ?Sized,
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