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Functions474 in github.com/Davidster/ikari

↓ 1 callersFunctioninit_game_state
( engine_state: &mut EngineState, renderer: &mut Renderer, surface_data: &mut SurfaceData, win
example_game/src/game.rs:268
↓ 1 callersMethodinsert_internal
( &mut self, node_index: usize, node_id: GameNodeId, node_bounding_sphere: Sph
ikari/src/scene_tree.rs:100
↓ 1 callersMethodinto_wgpu
(self)
ikari/src/sampler_cache.rs:39
↓ 1 callersMethodis_audio_enabled
(&self)
ikari/src/audio.rs:562
↓ 1 callersMethodis_controlling_game
(&self)
ikari/src/player_controller.rs:136
↓ 1 callersMethodlast_frame_busy_time_secs
(&self)
ikari/src/time_tracker.rs:119
↓ 1 callersFunctionload_buffers
( document: &gltf::Document, mut blob: Option<Vec<u8>>, gltf_path: &GameFilePath, )
ikari/src/gltf_loader.rs:467
↓ 1 callersFunctionload_geometry
( primitive_group: &gltf::mesh::Primitive, buffers: &[gltf::buffer::Data], )
ikari/src/gltf_loader.rs:847
↓ 1 callersMethodload_gltf_scene
(&self, params: SceneAssetLoadParams)
ikari/src/asset_loader.rs:162
↓ 1 callersFunctionload_raw_image
( buffers: &[gltf::buffer::Data], gltf_path: &GameFilePath, texture: &gltf::Texture<'_>, is_sr
ikari/src/gltf_loader.rs:681
↓ 1 callersFunctionload_raw_image_uncompressed
( buffers: &[gltf::buffer::Data], gltf_path: &GameFilePath, texture: &gltf::Texture<'_>, is_sr
ikari/src/gltf_loader.rs:736
↓ 1 callersFunctionload_raw_textures
( document: &gltf::Document, buffers: &[gltf::buffer::Data], materials: Vec<gltf::Material<'_>>,
ikari/src/gltf_loader.rs:499
↓ 1 callersFunctionload_scene
(params: SceneAssetLoadParams)
ikari/src/gltf_loader.rs:40
↓ 1 callersMethodload_skybox
(&self, paths: SkyboxPaths)
ikari/src/asset_loader.rs:392
↓ 1 callersFunctionload_skybox_image_raw_compressed
( face_image_paths: &[GameFilePath; 6], )
ikari/src/asset_loader.rs:510
↓ 1 callersMethodloaded_scenes
(&self)
ikari/src/asset_loader.rs:494
↓ 1 callersMethodloaded_skyboxes
(&self)
ikari/src/asset_loader.rs:498
↓ 1 callersFunctionmake_orthographic_proj_matrix
( width: f32, height: f32, near_plane: f32, far_plane: f32, reverse_z: bool, )
ikari/src/transform.rs:282
↓ 1 callersFunctionmake_perspective_proj_matrix
from https://vincent-p.github.io/posts/vulkan_perspective_matrix/ and https://thxforthefish.com/posts/reverse_z/
ikari/src/transform.rs:249
↓ 1 callersFunctionmake_point_light_uniform_buffer
(engine_state: &EngineState)
ikari/src/renderer.rs:106
↓ 1 callersMethodmake_rotation_independent_bounding_sphere
here we're less worried about the bounding sphere being optimally tight and more worried about it having the same radius regardless of how the frustum
ikari/src/collisions.rs:402
↓ 1 callersMethodmonitor_refresh_rate_hertz
(&self)
ikari/src/framerate_limiter.rs:19
↓ 1 callersMethodnodes_mut
(&mut self)
ikari/src/scene.rs:552
↓ 1 callersMethodnum_faces
(&self)
ikari/src/mesh.rs:299
↓ 1 callersFunctionoct_wrap
(v: Vec2)
ikari/src/mesh.rs:77
↓ 1 callersMethodon_frame_completed
( &mut self, instants: FrameInstants, durations: FrameDurations, gpu_timer_que
example_game/src/ui_overlay.rs:567
↓ 1 callersMethodon_get_surface_completed
(&mut self)
ikari/src/time_tracker.rs:73
↓ 1 callersMethodon_render_completed
(&mut self)
ikari/src/time_tracker.rs:81
↓ 1 callersMethodon_sleep_and_inputs_completed
(&mut self)
ikari/src/time_tracker.rs:57
↓ 1 callersMethodon_update
(&self, _event: &winit::event::Event<()>)
ikari/src/web_canvas_manager.rs:13
↓ 1 callersMethodon_update_completed
(&mut self)
ikari/src/time_tracker.rs:65
↓ 1 callersMethodpadded_bytes_per_row
(&self, mip_level: Option<u32>)
ikari/src/texture.rs:35
↓ 1 callersMethodparent_id
(mut self, parent_id: Option<GameNodeId>)
ikari/src/scene.rs:650
↓ 1 callersMethodparse
(uri: &str)
ikari/src/gltf_loader.rs:417
↓ 1 callersMethodpause
(&mut self)
ikari/src/audio.rs:772
↓ 1 callersMethodpoll_perf_dump_state
(&mut self)
example_game/src/ui_overlay.rs:719
↓ 1 callersMethodposition
(&self, face_index: usize, face_vertex_index: usize)
ikari/src/gltf_loader.rs:1018
↓ 1 callersMethodprocess_profiler_frame
(&self)
ikari/src/renderer.rs:5757
↓ 1 callersMethodprocess_window_event
(&mut self, event: &WindowEvent, _window: &Window)
ikari/src/player_controller.rs:171
↓ 1 callersFunctionprofiling_is_enabled
()
ikari/src/profile_dump.rs:13
↓ 1 callersMethodread
(path: &GameFilePath)
ikari/src/file_manager.rs:54
↓ 1 callersMethodrecompute_avg_frametimes
( &mut self, new_durations: &FrameDurations, new_total_gpu_duration: Option<Duration>,
example_game/src/ui_overlay.rs:601
↓ 1 callersMethodrecompute_avg_frametimes_per_gpu_span
( &mut self, gpu_timer_query_results: &[wgpu_profiler::GpuTimerQueryResult], )
example_game/src/ui_overlay.rs:636
↓ 1 callersMethodrecompute_global_node_transforms
(&mut self, renderer_data: &mut RendererData)
ikari/src/scene.rs:230
↓ 1 callersMethodreconfigure_surface_if_needed
( &self, surface_data: &mut SurfaceData, force_reconfigure: bool, )
ikari/src/renderer.rs:3216
↓ 1 callersMethodreload_sound
(&mut self, sound_index: usize, params: SoundParams)
ikari/src/audio.rs:499
↓ 1 callersMethodremove_rigid_body
(&mut self, rigid_body_handle: RigidBodyHandle)
ikari/src/physics.rs:69
↓ 1 callersMethodrender
( &mut self, device: &wgpu::Device, queue: &wgpu::Queue, encoder: &mut wgpu::C
ikari/src/ui.rs:187
↓ 1 callersMethodrender
( &mut self, engine_state: &mut EngineState, surface_data: &SurfaceData, surfa
ikari/src/renderer.rs:3818
↓ 1 callersMethodrender_internal
( &mut self, engine_state: &mut EngineState, surface_texture: wgpu::SurfaceTexture,
ikari/src/renderer.rs:4962
↓ 1 callersFunctionresample_linear
( samples: &[[f32; CHANNEL_COUNT]], from_hz: u32, to_hz: u32, )
ikari/src/audio.rs:606
↓ 1 callersFunctionresize_ui_overlay
( ui_overlay: &mut IkariUiContainer<UiOverlay>, window: &winit::window::Window, new_size: winit::d
example_game/src/game.rs:1314
↓ 1 callersMethodresume
(&mut self)
ikari/src/audio.rs:791
↓ 1 callersMethodrigid_body_handle
(&self)
example_game/src/physics_ball.rs:105
↓ 1 callersMethodroot_mut
(&mut self)
ikari/src/scene_tree.rs:88
↓ 1 callersFunctionrun
()
example_game/src/main.rs:210
↓ 1 callersFunctionrun_internal
(args: SkyboxProcessorArgs)
clikari/src/skybox_processor.rs:29
↓ 1 callersFunctionrun_internal
(args: TextureCompressorArgs)
clikari/src/texture_compressor.rs:31
↓ 1 callersMethodsample_count
(&self)
ikari/src/audio.rs:57
↓ 1 callersMethodset_culling_frustum_lock
( &self, engine_state: &EngineState, surface_config: &wgpu::SurfaceConfiguration,
ikari/src/renderer.rs:3766
↓ 1 callersMethodset_framerate_limit
(&mut self, limit: FramerateLimit)
ikari/src/framerate_limiter.rs:15
↓ 1 callersMethodset_gravity_is_enabled
(&mut self, is_enabled: bool)
ikari/src/physics.rs:80
↓ 1 callersMethodset_is_controlling_game
(&mut self, value: bool)
ikari/src/player_controller.rs:113
↓ 1 callersMethodset_is_gravity_enabled
(&self, physics_state: &mut PhysicsState, is_enabled: bool)
ikari/src/player_controller.rs:128
↓ 1 callersMethodset_present_mode
(&self, surface_data: &SurfaceData, present_mode: wgpu::PresentMode)
ikari/src/renderer.rs:3189
↓ 1 callersMethodset_skybox
(&self, slot: SkyboxSlot, skybox: BindedSkybox)
ikari/src/renderer.rs:4063
↓ 1 callersMethodset_skybox_weights
(&self, weights: [f32; 2])
ikari/src/renderer.rs:4080
↓ 1 callersMethodshader_orthographic_projection
(&self)
ikari/src/renderer.rs:209
↓ 1 callersMethodsound_indices
(&self)
ikari/src/audio.rs:554
↓ 1 callersMethodsound_is_playing
(&self, sound_index: usize)
ikari/src/audio.rs:513
↓ 1 callersMethodsphere_intersection_test
See https://www.flipcode.com/archives/Frustum_Culling.shtml Frustrum::ContainsSphere
ikari/src/collisions.rs:273
↓ 1 callersFunctionstep_animations
(scene: &mut Scene, delta_time_seconds: f64)
ikari/src/animation.rs:58
↓ 1 callersMethodsubdivide
(&self)
ikari/src/collisions.rs:163
↓ 1 callersMethodsubdivide_iter
(&self)
ikari/src/collisions.rs:171
↓ 1 callersMethodto_aabb_list_impl
includes all branch nodes and nodes that contain game nodes
ikari/src/scene_tree.rs:254
↓ 1 callersMethodto_flattened_file_paths
(&self)
ikari/src/renderer.rs:902
↓ 1 callersMethodto_quat
(self)
ikari/src/player_controller.rs:50
↓ 1 callersMethodto_transform
(self)
ikari/src/camera.rs:22
↓ 1 callersMethodtoggle_collision_box_display
(&mut self, scene: &mut Scene)
example_game/src/character.rs:150
↓ 1 callersMethodtrack_length_seconds
(&self)
ikari/src/audio.rs:408
↓ 1 callersFunctiontry_load_raw_image_compressed
( gltf_path: &GameFilePath, texture: &gltf::Texture<'_>, is_srgb: bool, is_normal_map: bool, )
ikari/src/gltf_loader.rs:703
↓ 1 callersMethodupdate
(&mut self, new_descriptor: &CameraFrustumDescriptor)
ikari/src/renderer.rs:393
↓ 1 callersMethodupdate
(&mut self, scene: &mut Scene, physics_state: &mut PhysicsState)
example_game/src/character.rs:41
↓ 1 callersMethodupdate_and_sleep
updates the internal state of the limiter and if a sleep is needed it will sleep. yield_near_end_of_sleep: near the end of the sleep period (if appli
ikari/src/framerate_limiter.rs:32
↓ 1 callersMethodupdate_cursor_grab
(&mut self, grab: bool, window: &Window)
ikari/src/player_controller.rs:244
↓ 1 callersMethodupdate_internal
( &mut self, engine_state: &mut EngineState, surface_config: &wgpu::SurfaceConfigurati
ikari/src/renderer.rs:4094
↓ 1 callersFunctionvalidate_channel_data_type
(channel: &gltf::animation::Channel)
ikari/src/gltf_loader.rs:631
↓ 1 callersMethodvertices
(&self)
ikari/src/collisions.rs:106
↓ 1 callersMethodview
(&self)
ikari/src/ui.rs:229
↓ 1 callersMethodwrite_stream_data
(&mut self, sound_index: usize, sound_data: SoundData)
ikari/src/audio.rs:487
Method_capacity
(&self)
ikari/src/buffer.rs:89
Method_flat_normal_map
(base_renderer: &BaseRenderer)
ikari/src/texture.rs:204
Method_from_color_srgb
(base_renderer: &BaseRenderer, color: [u8; 4])
ikari/src/texture.rs:147
Method_from_gray
(base_renderer: &BaseRenderer, gray_value: u8)
ikari/src/texture.rs:185
Function_from_srgb
(val: f32)
ikari/src/math.rs:5
Method_get_all_nodes
(&self)
ikari/src/scene_tree.rs:266
Method_get_game_node_count
(&self, node: &SceneTreeNode)
ikari/src/scene_tree.rs:234
Method_get_node_by_index
(&mut self, node_index: usize)
ikari/src/scene.rs:524
Method_get_node_count
(&self, node: &SceneTreeNode)
ikari/src/scene_tree.rs:223
Method_get_node_mut_by_index
(&mut self, node_index: usize)
ikari/src/scene.rs:528
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