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SceneEvaluator

Struct SceneEvaluator 

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pub struct SceneEvaluator {
    cells: Vec<AnimationCell>,
    total_secs: f64,
    time_marks: Vec<(f64, TimeMark)>,
    logic_fps: f64,
    clock: f64,
}
Expand description

Lightweight scene evaluation session.

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§cells: Vec<AnimationCell>§total_secs: f64§time_marks: Vec<(f64, TimeMark)>§logic_fps: f64§clock: f64

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impl SceneEvaluator

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pub fn new(scene: SealedRanimScene, logic_fps: f64) -> Self

Consume a sealed scene and create a driving session.

logic_fps is the fixed logic grid resolution (1 / logic_fps is the integration step). The time model defaults to 120 Hz; render fps only decides which logic states are sampled.

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pub fn total_secs(&self) -> f64

Total scene duration.

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pub fn time_marks(&self) -> &[(f64, TimeMark)]

Scene time marks.

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pub fn animation_infos(&self) -> Vec<AnimationInfo>

Hierarchical runtime animation information for preview tooling.

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pub fn clock(&self) -> f64

Current internal clock (the last advanced floor logic tick).

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pub fn advance_to(&mut self, render_secs: f64)

Advance the logic grid to the floor tick of render_secs.

This is the only entry point that performs tick advancement. Calling it with a time earlier than the current clock is a no-op; use seek to move backwards.

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pub fn seek(&mut self, render_secs: f64)

Reset all cells and replay to render_secs (deterministic contract).

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pub fn sample_into(&self, out: &mut EvaluatedFrame)

Pure sampling of the current clock: no tick advancement.

Extracts every active cell at the floor logic tick into out with (animation_id, part) identities matching SealedRanimScene::eval_at_sec. Call advance_to or seek first.

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