Struct Geom

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pub struct Geom {}
Expand description

Geom contains functionality related to mesh-like entities, like reading from files, or fixing and processing mesh data. Contains mostly static functions so that in the future this class can be broken into it’s own crate for geometry processing.

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impl Geom

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pub fn build_cube(center: Point3<f32>) -> EntityBuilder

Creates a cube

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pub fn build_plane( center: Point3<f32>, normal: Vector3<f32>, size_x: f32, size_y: f32, transform_cpu_data: bool, ) -> EntityBuilder

Creates a plane based on a center and normal. If transform_cpu_data is true, then the vertices of the plane are actually translated and rotated on the CPU. Otherwise the transformation is done on the GPU using the model matrix. This is useful when creating light planes for example when we want the model matrix to be consistent with the orientation of the light and therefore we set transform_cpu_data=false

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pub fn build_floor() -> EntityBuilder

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pub fn build_grid( center: Point3<f32>, normal: Vector3<f32>, nr_lines_x: u32, nr_lines_y: u32, size_x: f32, size_y: f32, transform_cpu_data: bool, ) -> EntityBuilder

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pub fn build_from_file(path: &str) -> EntityBuilder

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pub fn build_from_obj_buf(buf: &[u8]) -> EntityBuilder

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Will panic if the path cannot be opened

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pub fn save_obj( verts: &DMatrix<f32>, faces: Option<&DMatrix<u32>>, uv: Option<&DMatrix<f32>>, normals: Option<&DMatrix<f32>>, path: &str, )

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pub fn save_ply( verts: &DMatrix<f32>, faces: Option<&DMatrix<u32>>, uvs: Option<&DMatrix<f32>>, normals: Option<&DMatrix<f32>>, colors: Option<&DMatrix<f32>>, path: &str, )

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pub fn compute_per_vertex_normals( verts: &DMatrix<f32>, faces: &DMatrix<u32>, weighting_type: &PerVertexNormalsWeightingType, ) -> DMatrix<f32>

Computes per vertex normals

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pub fn compute_per_vertex_normals_burn<B: Backend>( verts: &Tensor<B, 2, Float>, faces: &Tensor<B, 2, Int>, weighting_type: &PerVertexNormalsWeightingType, ) -> Tensor<B, 2, Float>

Computes per vertex normals for Burn Tensors

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pub fn compute_per_face_normals( verts: &DMatrix<f32>, faces: &DMatrix<u32>, ) -> DMatrix<f32>

Computes per face normals

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pub fn compute_double_face_areas( verts: &DMatrix<f32>, faces: &DMatrix<u32>, ) -> DMatrix<f32>

computes twice the area for each input triangle[quad]

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pub fn compute_tangents( verts: &DMatrix<f32>, faces: &DMatrix<u32>, normals: &DMatrix<f32>, uvs: &DMatrix<f32>, ) -> DMatrix<f32>

Compute tangents given verts, faces, normals and uvs

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pub fn compute_tangents_burn<B: Backend>( verts: &Tensor<B, 2, Float>, faces: &Tensor<B, 2, Int>, normals: &Tensor<B, 2, Float>, uvs: &Tensor<B, 2, Float>, ) -> Tensor<B, 2, Float>

Compute tangents given verts, faces, normals and uvs for Burn Tensors

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pub fn transform_verts( verts: &DMatrix<f32>, model_matrix: &SimilarityMatrix3<f32>, ) -> DMatrix<f32>

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pub fn transform_vectors( verts: &DMatrix<f32>, model_matrix: &SimilarityMatrix3<f32>, ) -> DMatrix<f32>

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pub fn get_bounding_points( verts: &DMatrix<f32>, model_matrix: Option<SimilarityMatrix3<f32>>, ) -> (Point3<f32>, Point3<f32>)

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pub fn get_centroid( verts: &DMatrix<f32>, model_matrix: Option<SimilarityMatrix3<f32>>, ) -> Point3<f32>

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pub fn sample_img_with_uvs( img: &DynImage, uvs: &DMatrix<f32>, is_srgb: bool, ) -> DMatrix<f32>

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pub fn filter_rows<T: Scalar>( mat: &DMatrix<T>, mask: &[bool], keep: bool, ) -> (DMatrix<T>, Vec<i32>, Vec<i32>)

returns the rows of mat where mask==keep returns the filtered rows and also a matrix of orig2filtered and filtered2orig which maps from original row indices to filtered ones and viceversa (-1 denotes a invalid index)

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pub fn filter_cols<T: Scalar>( mat: &DMatrix<T>, mask: &[bool], keep: bool, ) -> (DMatrix<T>, Vec<i32>, Vec<i32>)

returns the cols of mat where mask==keep returns the filtered cols and also a matrix of orig2filtered and filtered2orig which maps from original row indices to filtered ones and viceversa (-1 denotes a invalid index)

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pub fn splat_rows( mat: &DMatrix<f32>, indices_orig2splatted: &[u32], splat_type: &SplatType, ) -> DMatrix<f32>

Gets rows of mat and splats them according to indices_orig2splatted such that:

vec = mat[i];
idx_destination = indices_orig2splatted[i];
splatted.row(idx_destination) += vec
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pub fn apply_indirection( mat: &DMatrix<u32>, indices_orig2destin: &[i32], removal_policy: &IndirRemovalPolicy, ) -> (DMatrix<u32>, Vec<bool>)

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pub fn compute_dummy_uvs<B: Backend>( nr_verts: usize, device: &B::Device, ) -> Tensor<B, 2, Float>

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pub fn compute_dummy_colors<B: Backend>( nr_verts: usize, device: &B::Device, ) -> Tensor<B, 2, Float>

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pub fn compute_dummy_tangents<B: Backend>( nr_verts: usize, device: &B::Device, ) -> Tensor<B, 2, Float>

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pub fn create_frustum_verts_and_edges( extrinsics: &Matrix4<f32>, fovy: f32, aspect_ratio: f32, near: f32, far: f32, ) -> (DMatrix<f32>, DMatrix<u32>)

Auto Trait Implementations§

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impl Freeze for Geom

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impl RefUnwindSafe for Geom

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impl Send for Geom

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impl Sync for Geom

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impl Unpin for Geom

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impl UnwindSafe for Geom

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