Struct Mesh3D

Source
pub struct Mesh3D<X, Y, Z>
where X: Serialize + Clone, Y: Serialize + Clone, Z: Serialize + Clone,
{ /* private fields */ }

Implementations§

Source§

impl<X, Y, Z> Mesh3D<X, Y, Z>
where X: Serialize + Clone, Y: Serialize + Clone, Z: Serialize + Clone,

Source

pub fn name(self, value: impl AsRef<str>) -> Box<Self>

Sets the trace name. The trace name appear as the legend item and on hover.

Source

pub fn modify_all_name(value: impl AsRef<str>) -> RestyleMesh3D<X, Y, Z>

Apply the same restyling to all the traces

Source

pub fn modify_name(values: Vec<impl AsRef<str>>) -> RestyleMesh3D<X, Y, Z>

Apply the restyling individually to each trace. Caller is responsible to set the length of the vector to be equal to the number of traces

Source

pub fn visible(self, value: Visible) -> Box<Self>

Determines whether or not this trace is visible. If Visible::LegendOnly, the trace is not drawn, but can appear as a legend item (provided that the legend itself is visible).

Source

pub fn modify_all_visible(value: Visible) -> RestyleMesh3D<X, Y, Z>

Apply the same restyling to all the traces

Source

pub fn modify_visible(values: Vec<Visible>) -> RestyleMesh3D<X, Y, Z>

Apply the restyling individually to each trace. Caller is responsible to set the length of the vector to be equal to the number of traces

Source

pub fn show_legend(self, value: bool) -> Box<Self>

Determines whether or not an item corresponding to this trace is shown in the legend.

Source

pub fn modify_all_show_legend(value: bool) -> RestyleMesh3D<X, Y, Z>

Apply the same restyling to all the traces

Source

pub fn modify_show_legend(values: Vec<bool>) -> RestyleMesh3D<X, Y, Z>

Apply the restyling individually to each trace. Caller is responsible to set the length of the vector to be equal to the number of traces

Source

pub fn legend_rank(self, value: usize) -> Box<Self>

Sets the legend rank for this trace. Items and groups with smaller ranks are presented on top/left side while with "reversed" legend.trace_order` they are on bottom/right side. The default legendrank is 1000, so that you can use ranks less than 1000 to place certain items before all unranked items, and ranks greater than 1000 to go after all unranked items.

Source

pub fn modify_all_legend_rank(value: usize) -> RestyleMesh3D<X, Y, Z>

Apply the same restyling to all the traces

Source

pub fn modify_legend_rank(values: Vec<usize>) -> RestyleMesh3D<X, Y, Z>

Apply the restyling individually to each trace. Caller is responsible to set the length of the vector to be equal to the number of traces

Source

pub fn legend_group(self, value: impl AsRef<str>) -> Box<Self>

Sets the legend group for this trace. Traces part of the same legend group hide/show at the same time when toggling legend items.

Source

pub fn modify_all_legend_group(value: impl AsRef<str>) -> RestyleMesh3D<X, Y, Z>

Apply the same restyling to all the traces

Source

pub fn modify_legend_group( values: Vec<impl AsRef<str>>, ) -> RestyleMesh3D<X, Y, Z>

Apply the restyling individually to each trace. Caller is responsible to set the length of the vector to be equal to the number of traces

Source

pub fn legend_group_title(self, value: LegendGroupTitle) -> Box<Self>

Set and style the title to appear for the legend group

Source

pub fn modify_all_legend_group_title( value: LegendGroupTitle, ) -> RestyleMesh3D<X, Y, Z>

Apply the same restyling to all the traces

Source

pub fn modify_legend_group_title( values: Vec<LegendGroupTitle>, ) -> RestyleMesh3D<X, Y, Z>

Apply the restyling individually to each trace. Caller is responsible to set the length of the vector to be equal to the number of traces

Source

pub fn opacity(self, value: f64) -> Box<Self>

Sets the opacity of the trace.

Source

pub fn modify_all_opacity(value: f64) -> RestyleMesh3D<X, Y, Z>

Apply the same restyling to all the traces

Source

pub fn modify_opacity(values: Vec<f64>) -> RestyleMesh3D<X, Y, Z>

Apply the restyling individually to each trace. Caller is responsible to set the length of the vector to be equal to the number of traces

Source

pub fn ids(self, value: Vec<impl AsRef<str>>) -> Box<Self>

Assigns id labels to each datum. These ids for object constancy of data points during animation. Should be an array of strings, not numbers or any other type.

Source

pub fn modify_all_ids(value: Vec<impl AsRef<str>>) -> RestyleMesh3D<X, Y, Z>

Apply the same restyling to all the traces

Source

pub fn modify_ids(values: Vec<Vec<impl AsRef<str>>>) -> RestyleMesh3D<X, Y, Z>

Apply the restyling individually to each trace. Caller is responsible to set the length of the vector to be equal to the number of traces

Source

pub fn x(self, value: Vec<X>) -> Box<Self>

Source

pub fn modify_all_x(value: Vec<X>) -> RestyleMesh3D<X, Y, Z>

Apply the same restyling to all the traces

Source

pub fn modify_x(values: Vec<Vec<X>>) -> RestyleMesh3D<X, Y, Z>

Apply the restyling individually to each trace. Caller is responsible to set the length of the vector to be equal to the number of traces

Source

pub fn y(self, value: Vec<Y>) -> Box<Self>

Source

pub fn modify_all_y(value: Vec<Y>) -> RestyleMesh3D<X, Y, Z>

Apply the same restyling to all the traces

Source

pub fn modify_y(values: Vec<Vec<Y>>) -> RestyleMesh3D<X, Y, Z>

Apply the restyling individually to each trace. Caller is responsible to set the length of the vector to be equal to the number of traces

Source

pub fn z(self, value: Vec<Z>) -> Box<Self>

Source

pub fn modify_all_z(value: Vec<Z>) -> RestyleMesh3D<X, Y, Z>

Apply the same restyling to all the traces

Source

pub fn modify_z(values: Vec<Vec<Z>>) -> RestyleMesh3D<X, Y, Z>

Apply the restyling individually to each trace. Caller is responsible to set the length of the vector to be equal to the number of traces

Source

pub fn i(self, value: Vec<usize>) -> Box<Self>

Source

pub fn modify_all_i(value: Vec<usize>) -> RestyleMesh3D<X, Y, Z>

Apply the same restyling to all the traces

Source

pub fn modify_i(values: Vec<Vec<usize>>) -> RestyleMesh3D<X, Y, Z>

Apply the restyling individually to each trace. Caller is responsible to set the length of the vector to be equal to the number of traces

Source

pub fn j(self, value: Vec<usize>) -> Box<Self>

Source

pub fn modify_all_j(value: Vec<usize>) -> RestyleMesh3D<X, Y, Z>

Apply the same restyling to all the traces

Source

pub fn modify_j(values: Vec<Vec<usize>>) -> RestyleMesh3D<X, Y, Z>

Apply the restyling individually to each trace. Caller is responsible to set the length of the vector to be equal to the number of traces

Source

pub fn k(self, value: Vec<usize>) -> Box<Self>

Source

pub fn modify_all_k(value: Vec<usize>) -> RestyleMesh3D<X, Y, Z>

Apply the same restyling to all the traces

Source

pub fn modify_k(values: Vec<Vec<usize>>) -> RestyleMesh3D<X, Y, Z>

Apply the restyling individually to each trace. Caller is responsible to set the length of the vector to be equal to the number of traces

Source

pub fn face_color(self, value: Vec<impl Color>) -> Box<Self>

Sets the color of each face. Overrides “color” and “vertexcolor”.

Source

pub fn modify_all_face_color(value: Vec<impl Color>) -> RestyleMesh3D<X, Y, Z>

Apply the same restyling to all the traces

Source

pub fn modify_face_color(values: Vec<Vec<impl Color>>) -> RestyleMesh3D<X, Y, Z>

Apply the restyling individually to each trace. Caller is responsible to set the length of the vector to be equal to the number of traces

Source

pub fn intensity(self, value: Vec<f64>) -> Box<Self>

Sets the intensity values for vertices or cells as defined by IntensityMode. It can be used for plotting fields on meshes.

Source

pub fn modify_all_intensity(value: Vec<f64>) -> RestyleMesh3D<X, Y, Z>

Apply the same restyling to all the traces

Source

pub fn modify_intensity(values: Vec<Vec<f64>>) -> RestyleMesh3D<X, Y, Z>

Apply the restyling individually to each trace. Caller is responsible to set the length of the vector to be equal to the number of traces

Source

pub fn intensity_mode(self, value: IntensityMode) -> Box<Self>

Determines the source of intensity values.

Source

pub fn modify_all_intensity_mode(value: IntensityMode) -> RestyleMesh3D<X, Y, Z>

Apply the same restyling to all the traces

Source

pub fn modify_intensity_mode( values: Vec<IntensityMode>, ) -> RestyleMesh3D<X, Y, Z>

Apply the restyling individually to each trace. Caller is responsible to set the length of the vector to be equal to the number of traces

Source

pub fn vertex_color(self, value: Vec<impl Color>) -> Box<Self>

Sets the color of each vertex Overrides “color”. While Red, green and blue colors are in the range of 0 and 255; in the case of having vertex color data in RGBA format, the alpha color should be normalized to be between 0 and 1.

Source

pub fn modify_all_vertex_color(value: Vec<impl Color>) -> RestyleMesh3D<X, Y, Z>

Apply the same restyling to all the traces

Source

pub fn modify_vertex_color( values: Vec<Vec<impl Color>>, ) -> RestyleMesh3D<X, Y, Z>

Apply the restyling individually to each trace. Caller is responsible to set the length of the vector to be equal to the number of traces

Source

pub fn text(self, value: impl AsRef<str>) -> Box<Self>

Sets text elements associated with each (x,y) pair. If a single string, the same string appears over all the data points. If an array of strings, the items are mapped in order to the this trace’s (x,y) coordinates. If the trace HoverInfo contains a “text” flag and hover_text is not set, these elements will be seen in the hover labels.

Source

pub fn modify_all_text(value: impl AsRef<str>) -> RestyleMesh3D<X, Y, Z>

Apply the same restyling to all the traces

Source

pub fn modify_text(values: Vec<impl AsRef<str>>) -> RestyleMesh3D<X, Y, Z>

Apply the restyling individually to each trace. Caller is responsible to set the length of the vector to be equal to the number of traces

Source

pub fn text_array(self, value: Vec<impl AsRef<str>>) -> Box<Self>

Sets text elements associated with each (x,y) pair. If a single string, the same string appears over all the data points. If an array of strings, the items are mapped in order to the this trace’s (x,y) coordinates. If the trace HoverInfo contains a “text” flag and hover_text is not set, these elements will be seen in the hover labels.

Source

pub fn hover_text(self, value: impl AsRef<str>) -> Box<Self>

Sets hover text elements associated with each (x,y) pair. If a single string, the same string appears over all the data points. If an array of strings, the items are mapped in order to the this trace’s (x,y) coordinates. To be seen, trace HoverInfo must contain a “Text” flag.

Source

pub fn modify_all_hover_text(value: impl AsRef<str>) -> RestyleMesh3D<X, Y, Z>

Apply the same restyling to all the traces

Source

pub fn modify_hover_text(values: Vec<impl AsRef<str>>) -> RestyleMesh3D<X, Y, Z>

Apply the restyling individually to each trace. Caller is responsible to set the length of the vector to be equal to the number of traces

Source

pub fn hover_text_array(self, value: Vec<impl AsRef<str>>) -> Box<Self>

Sets hover text elements associated with each (x,y) pair. If a single string, the same string appears over all the data points. If an array of strings, the items are mapped in order to the this trace’s (x,y) coordinates. To be seen, trace HoverInfo must contain a “Text” flag.

Source

pub fn hover_info(self, value: HoverInfo) -> Box<Self>

Determines which trace information appear on hover. If HoverInfo::None or HoverInfo::Skip are set, no information is displayed upon hovering. But, if HoverInfo::None is set, click and hover events are still fired.

Source

pub fn modify_all_hover_info(value: HoverInfo) -> RestyleMesh3D<X, Y, Z>

Apply the same restyling to all the traces

Source

pub fn modify_hover_info(values: Vec<HoverInfo>) -> RestyleMesh3D<X, Y, Z>

Apply the restyling individually to each trace. Caller is responsible to set the length of the vector to be equal to the number of traces

Source

pub fn hover_template(self, value: impl AsRef<str>) -> Box<Self>

Template string used for rendering the information that appear on hover box. Note that this will override HoverInfo. Variables are inserted using %{variable}, for example “y: %{y}”. Numbers are formatted using d3-format’s syntax %{variable:d3-format}, for example “Price: %{y:$.2f}”. https://github.com/d3/d3-3.x-api-reference/blob/master/Formatting.md#d3_format for details on the formatting syntax. Dates are formatted using d3-time-format’s syntax %{variable|d3-time-format}, for example “Day: %{2019-01-01|%A}”. https://github.com/d3/d3-3.x-api-reference/blob/master/Time-Formatting.md#format for details on the date formatting syntax. The variables available in hovertemplate are the ones emitted as event data described at this link https://plotly.com/javascript/plotlyjs-events/#event-data. Additionally, every attributes that can be specified per-point (the ones that are arrayOk: true) are available. Anything contained in tag <extra> is displayed in the secondary box, for example “{fullData.name}”. To hide the secondary box completely, use an empty tag <extra></extra>.

Source

pub fn modify_all_hover_template( value: impl AsRef<str>, ) -> RestyleMesh3D<X, Y, Z>

Apply the same restyling to all the traces

Source

pub fn modify_hover_template( values: Vec<impl AsRef<str>>, ) -> RestyleMesh3D<X, Y, Z>

Apply the restyling individually to each trace. Caller is responsible to set the length of the vector to be equal to the number of traces

Source

pub fn hover_template_array(self, value: Vec<impl AsRef<str>>) -> Box<Self>

Template string used for rendering the information that appear on hover box. Note that this will override HoverInfo. Variables are inserted using %{variable}, for example “y: %{y}”. Numbers are formatted using d3-format’s syntax %{variable:d3-format}, for example “Price: %{y:$.2f}”. https://github.com/d3/d3-3.x-api-reference/blob/master/Formatting.md#d3_format for details on the formatting syntax. Dates are formatted using d3-time-format’s syntax %{variable|d3-time-format}, for example “Day: %{2019-01-01|%A}”. https://github.com/d3/d3-3.x-api-reference/blob/master/Time-Formatting.md#format for details on the date formatting syntax. The variables available in hovertemplate are the ones emitted as event data described at this link https://plotly.com/javascript/plotlyjs-events/#event-data. Additionally, every attributes that can be specified per-point (the ones that are arrayOk: true) are available. Anything contained in tag <extra> is displayed in the secondary box, for example “{fullData.name}”. To hide the secondary box completely, use an empty tag <extra></extra>.

Source

pub fn x_hover_format(self, value: impl AsRef<str>) -> Box<Self>

Sets the hover text formatting rulefor x using d3 formatting mini-languages which are very similar to those in Python. For numbers, see: https://github.com/d3/d3-format/tree/v1.4.5#d3-format. And for dates see: https://github.com/d3/d3-time-format/tree/v2.2.3#locale_format. We add two items to d3’s date formatter: “%h” for half of the year as a decimal number as well as “%{n}f” for fractional seconds with n digits. For example, “2016-10-13 09:15:23.456” with tickformat “%H~%M~%S.%2f” would display “09~15~23.46“By default the values are formatted using xaxis.hoverformat.

Source

pub fn modify_all_x_hover_format( value: impl AsRef<str>, ) -> RestyleMesh3D<X, Y, Z>

Apply the same restyling to all the traces

Source

pub fn modify_x_hover_format( values: Vec<impl AsRef<str>>, ) -> RestyleMesh3D<X, Y, Z>

Apply the restyling individually to each trace. Caller is responsible to set the length of the vector to be equal to the number of traces

Source

pub fn y_hover_format(self, value: impl AsRef<str>) -> Box<Self>

Sets the hover text formatting rulefor y using d3 formatting mini-languages which are very similar to those in Python. For numbers, see: https://github.com/d3/d3-format/tree/v1.4.5#d3-format. And for dates see: https://github.com/d3/d3-time-format/tree/v2.2.3#locale_format. We add two items to d3’s date formatter: “%h” for half of the year as a decimal number as well as “%{n}f” for fractional seconds with n digits. For example, “2016-10-13 09:15:23.456” with tickformat “%H~%M~%S.%2f” would display “09~15~23.46“By default the values are formatted using yaxis.hoverformat.

Source

pub fn modify_all_y_hover_format( value: impl AsRef<str>, ) -> RestyleMesh3D<X, Y, Z>

Apply the same restyling to all the traces

Source

pub fn modify_y_hover_format( values: Vec<impl AsRef<str>>, ) -> RestyleMesh3D<X, Y, Z>

Apply the restyling individually to each trace. Caller is responsible to set the length of the vector to be equal to the number of traces

Source

pub fn meta(self, value: impl Into<NumOrString>) -> Box<Self>

Assigns extra meta information associated with this trace that can be used in various text attributes. Attributes such as trace name, graph, axis and colorbar title.text, annotation text rangeselector, updatemenues and sliders label text all support meta. To access the trace meta values in an attribute in the same trace, simply use %{meta[i]} where i is the index or key of the meta item in question. To access trace meta in layout attributes, use %{data[n[.meta[i]} where i is the index or key of the meta and n is the trace index.

Source

pub fn modify_all_meta(value: impl Into<NumOrString>) -> RestyleMesh3D<X, Y, Z>

Apply the same restyling to all the traces

Source

pub fn modify_meta( values: Vec<impl Into<NumOrString>>, ) -> RestyleMesh3D<X, Y, Z>

Apply the restyling individually to each trace. Caller is responsible to set the length of the vector to be equal to the number of traces

Source

pub fn custom_data( self, value: Vec<impl Into<NumOrString> + Clone>, ) -> Box<Self>

Assigns extra data each datum. This may be useful when listening to hover, click and selection events. Note that, “scatter” traces also appends customdata items in the markers DOM elements.

Source

pub fn modify_all_custom_data( value: Vec<impl Into<NumOrString> + Clone>, ) -> RestyleMesh3D<X, Y, Z>

Apply the same restyling to all the traces

Source

pub fn modify_custom_data( values: Vec<Vec<impl Into<NumOrString> + Clone>>, ) -> RestyleMesh3D<X, Y, Z>

Apply the restyling individually to each trace. Caller is responsible to set the length of the vector to be equal to the number of traces

Source

pub fn scene(self, value: impl AsRef<str>) -> Box<Self>

Sets a reference between this trace’s 3D coordinate system and a 3D scene. If “scene” (the default value), the (x,y,z) coordinates refer to layout.scene. If “scene2”, the (x, y, z) coordinates refer to layout.scene2, and so on.

Source

pub fn modify_all_scene(value: impl AsRef<str>) -> RestyleMesh3D<X, Y, Z>

Apply the same restyling to all the traces

Source

pub fn modify_scene(values: Vec<impl AsRef<str>>) -> RestyleMesh3D<X, Y, Z>

Apply the restyling individually to each trace. Caller is responsible to set the length of the vector to be equal to the number of traces

Source

pub fn color_axis(self, value: impl AsRef<str>) -> Box<Self>

Sets a reference to a shared color axis. References to these shared color axes are “coloraxis”, “coloraxis2”, “coloraxis3”, etc. Settings for these shared color axes are set in the layout, under layout.coloraxis, layout.coloraxis2, etc. Note that multiple color scales can be linked to the same color axis.

Source

pub fn modify_all_color_axis(value: impl AsRef<str>) -> RestyleMesh3D<X, Y, Z>

Apply the same restyling to all the traces

Source

pub fn modify_color_axis(values: Vec<impl AsRef<str>>) -> RestyleMesh3D<X, Y, Z>

Apply the restyling individually to each trace. Caller is responsible to set the length of the vector to be equal to the number of traces

Source

pub fn color(self, value: impl Color) -> Box<Self>

Sets the color of the whole mesh.

Source

pub fn modify_all_color(value: impl Color) -> RestyleMesh3D<X, Y, Z>

Apply the same restyling to all the traces

Source

pub fn modify_color(values: Vec<impl Color>) -> RestyleMesh3D<X, Y, Z>

Apply the restyling individually to each trace. Caller is responsible to set the length of the vector to be equal to the number of traces

Source

pub fn color_bar(self, value: ColorBar) -> Box<Self>

Source

pub fn modify_all_color_bar(value: ColorBar) -> RestyleMesh3D<X, Y, Z>

Apply the same restyling to all the traces

Source

pub fn modify_color_bar(values: Vec<ColorBar>) -> RestyleMesh3D<X, Y, Z>

Apply the restyling individually to each trace. Caller is responsible to set the length of the vector to be equal to the number of traces

Source

pub fn auto_color_scale(self, value: bool) -> Box<Self>

Determines whether the colorscale is a default palette (autocolorscale: True) or the palette determined by colorscale. In case colorscale is unspecified or autocolorscale is True, the default palette will be chosen according to whether numbers in the color array are all positive, all negative or mixed.

Source

pub fn modify_all_auto_color_scale(value: bool) -> RestyleMesh3D<X, Y, Z>

Apply the same restyling to all the traces

Source

pub fn modify_auto_color_scale(values: Vec<bool>) -> RestyleMesh3D<X, Y, Z>

Apply the restyling individually to each trace. Caller is responsible to set the length of the vector to be equal to the number of traces

Source

pub fn color_scale(self, value: ColorScale) -> Box<Self>

Sets the colorscale. The colorscale must be an array containing arrays mapping a normalized value to an rgb, rgba, hex, hsl, hsv, or named color string. At minimum, a mapping for the lowest (0) and highest (1) values are required. For example, [[0, 'rgb(0,0,255)'], [1, 'rgb(255,0,0)']]. To control the bounds of the colorscale in color space, use cmin and cmax. Alternatively, colorscale may be a palette name string of the following list: Blackbody,Bluered,Blues,Cividis,Earth,Electric,Greens,Greys,Hot,Jet, Picnic, Portland,Rainbow,RdBu,Reds,Viridis,YlGnBu,YlOrRd.

Source

pub fn modify_all_color_scale(value: ColorScale) -> RestyleMesh3D<X, Y, Z>

Apply the same restyling to all the traces

Source

pub fn modify_color_scale(values: Vec<ColorScale>) -> RestyleMesh3D<X, Y, Z>

Apply the restyling individually to each trace. Caller is responsible to set the length of the vector to be equal to the number of traces

Source

pub fn show_scale(self, value: bool) -> Box<Self>

Determines whether or not a colorbar is displayed for this trace.

Source

pub fn modify_all_show_scale(value: bool) -> RestyleMesh3D<X, Y, Z>

Apply the same restyling to all the traces

Source

pub fn modify_show_scale(values: Vec<bool>) -> RestyleMesh3D<X, Y, Z>

Apply the restyling individually to each trace. Caller is responsible to set the length of the vector to be equal to the number of traces

Source

pub fn reverse_scale(self, value: bool) -> Box<Self>

Reverses the color mapping if True. If True, cmin will correspond to the last color in the array and cmax will correspond to the first color.

Source

pub fn modify_all_reverse_scale(value: bool) -> RestyleMesh3D<X, Y, Z>

Apply the same restyling to all the traces

Source

pub fn modify_reverse_scale(values: Vec<bool>) -> RestyleMesh3D<X, Y, Z>

Apply the restyling individually to each trace. Caller is responsible to set the length of the vector to be equal to the number of traces

Source

pub fn z_hover_format(self, value: impl AsRef<str>) -> Box<Self>

Sets the hover text formatting rulefor z using d3 formatting mini-languages which are very similar to those in Python. For numbers, see: https://github.com/d3/d3-format/tree/v1.4.5#d3-format. And for dates see: https://github.com/d3/d3-time-format/tree/v2.2.3#locale_format. We add two items to d3’s date formatter: “%h” for half of the year as a decimal number as well as “%{n}f” for fractional seconds with n digits. For example, “2016-10-13 09:15:23.456” with tickformat “%H~%M~%S.%2f” would display “09~15~23.46”. By default the values are formatted using zaxis.hoverformat.

Source

pub fn modify_all_z_hover_format( value: impl AsRef<str>, ) -> RestyleMesh3D<X, Y, Z>

Apply the same restyling to all the traces

Source

pub fn modify_z_hover_format( values: Vec<impl AsRef<str>>, ) -> RestyleMesh3D<X, Y, Z>

Apply the restyling individually to each trace. Caller is responsible to set the length of the vector to be equal to the number of traces

Source

pub fn c_auto(self, value: bool) -> Box<Self>

Determines whether or not the color domain is computed with respect to the input data (here intensity) or the bounds set in cmin and cmax Defaults to False when cmin and cmax are set by the user.

Source

pub fn modify_all_c_auto(value: bool) -> RestyleMesh3D<X, Y, Z>

Apply the same restyling to all the traces

Source

pub fn modify_c_auto(values: Vec<bool>) -> RestyleMesh3D<X, Y, Z>

Apply the restyling individually to each trace. Caller is responsible to set the length of the vector to be equal to the number of traces

Source

pub fn c_max(self, value: f64) -> Box<Self>

Sets the upper bound of the color domain. Value should have the same units as intensity and if set, cmin must be set as well.

Source

pub fn modify_all_c_max(value: f64) -> RestyleMesh3D<X, Y, Z>

Apply the same restyling to all the traces

Source

pub fn modify_c_max(values: Vec<f64>) -> RestyleMesh3D<X, Y, Z>

Apply the restyling individually to each trace. Caller is responsible to set the length of the vector to be equal to the number of traces

Source

pub fn c_mid(self, value: f64) -> Box<Self>

Sets the mid-point of the color domain by scaling cmin and/or cmax to be equidistant to this point. Value should have the same units as intensity. Has no effect when cauto is False.

Source

pub fn modify_all_c_mid(value: f64) -> RestyleMesh3D<X, Y, Z>

Apply the same restyling to all the traces

Source

pub fn modify_c_mid(values: Vec<f64>) -> RestyleMesh3D<X, Y, Z>

Apply the restyling individually to each trace. Caller is responsible to set the length of the vector to be equal to the number of traces

Source

pub fn c_min(self, value: f64) -> Box<Self>

Sets the lower bound of the color domain. Value should have the same units as intensity and if set, cmax must be set as well.

Source

pub fn modify_all_c_min(value: f64) -> RestyleMesh3D<X, Y, Z>

Apply the same restyling to all the traces

Source

pub fn modify_c_min(values: Vec<f64>) -> RestyleMesh3D<X, Y, Z>

Apply the restyling individually to each trace. Caller is responsible to set the length of the vector to be equal to the number of traces

Source

pub fn alpha_hull(self, value: f64) -> Box<Self>

Determines how the mesh surface triangles are derived from the set of vertices (points) represented by the x, y and z arrays, if the i, j, k arrays are not supplied. For general use of mesh3d it is preferred that i, j, k are supplied. If “-1”, Delaunay triangulation is used, which is mainly suitable if the mesh is a single, more or less layer surface that is perpendicular to delaunayaxis. In case the delaunayaxis intersects the mesh surface at more than one point it will result triangles that are very long in the dimension of delaunayaxis. If “>0”, the alpha-shape algorithm is used. In this case, the positive alphahull value signals the use of the alpha-shape algorithm, and its value acts as the parameter for the mesh fitting. If “0”, the convex-hull algorithm is used. It is suitable for convex bodies or if the intention is to enclose the x, y and z point set into a convex hull.

Source

pub fn modify_all_alpha_hull(value: f64) -> RestyleMesh3D<X, Y, Z>

Apply the same restyling to all the traces

Source

pub fn modify_alpha_hull(values: Vec<f64>) -> RestyleMesh3D<X, Y, Z>

Apply the restyling individually to each trace. Caller is responsible to set the length of the vector to be equal to the number of traces

Source

pub fn delaunay_axis(self, value: DelaunayAxis) -> Box<Self>

Sets the Delaunay axis, which is the axis that is perpendicular to the surface of the Delaunay triangulation. It has an effect if i, j, k are not provided and alphahull is set to indicate Delaunay triangulation.

Source

pub fn modify_all_delaunay_axis(value: DelaunayAxis) -> RestyleMesh3D<X, Y, Z>

Apply the same restyling to all the traces

Source

pub fn modify_delaunay_axis(values: Vec<DelaunayAxis>) -> RestyleMesh3D<X, Y, Z>

Apply the restyling individually to each trace. Caller is responsible to set the length of the vector to be equal to the number of traces

Source

pub fn contour(self, value: Contour) -> Box<Self>

Source

pub fn modify_all_contour(value: Contour) -> RestyleMesh3D<X, Y, Z>

Apply the same restyling to all the traces

Source

pub fn modify_contour(values: Vec<Contour>) -> RestyleMesh3D<X, Y, Z>

Apply the restyling individually to each trace. Caller is responsible to set the length of the vector to be equal to the number of traces

Source

pub fn flat_shading(self, value: bool) -> Box<Self>

Determines whether or not normal smoothing is applied to the meshes, creating meshes with an angular, low-poly look via flat reflections.

Source

pub fn modify_all_flat_shading(value: bool) -> RestyleMesh3D<X, Y, Z>

Apply the same restyling to all the traces

Source

pub fn modify_flat_shading(values: Vec<bool>) -> RestyleMesh3D<X, Y, Z>

Apply the restyling individually to each trace. Caller is responsible to set the length of the vector to be equal to the number of traces

Source

pub fn hover_label(self, value: Label) -> Box<Self>

Properties of label displayed on mouse hover.

Source

pub fn modify_all_hover_label(value: Label) -> RestyleMesh3D<X, Y, Z>

Apply the same restyling to all the traces

Source

pub fn modify_hover_label(values: Vec<Label>) -> RestyleMesh3D<X, Y, Z>

Apply the restyling individually to each trace. Caller is responsible to set the length of the vector to be equal to the number of traces

Source

pub fn lighting(self, value: Lighting) -> Box<Self>

Source

pub fn modify_all_lighting(value: Lighting) -> RestyleMesh3D<X, Y, Z>

Apply the same restyling to all the traces

Source

pub fn modify_lighting(values: Vec<Lighting>) -> RestyleMesh3D<X, Y, Z>

Apply the restyling individually to each trace. Caller is responsible to set the length of the vector to be equal to the number of traces

Source

pub fn light_position(self, value: LightPosition) -> Box<Self>

Source

pub fn modify_all_light_position(value: LightPosition) -> RestyleMesh3D<X, Y, Z>

Apply the same restyling to all the traces

Source

pub fn modify_light_position( values: Vec<LightPosition>, ) -> RestyleMesh3D<X, Y, Z>

Apply the restyling individually to each trace. Caller is responsible to set the length of the vector to be equal to the number of traces

Source

pub fn x_calendar(self, value: Calendar) -> Box<Self>

Sets the calendar system to use with x date data.

Source

pub fn modify_all_x_calendar(value: Calendar) -> RestyleMesh3D<X, Y, Z>

Apply the same restyling to all the traces

Source

pub fn modify_x_calendar(values: Vec<Calendar>) -> RestyleMesh3D<X, Y, Z>

Apply the restyling individually to each trace. Caller is responsible to set the length of the vector to be equal to the number of traces

Source

pub fn y_calendar(self, value: Calendar) -> Box<Self>

Sets the calendar system to use with y date data.

Source

pub fn modify_all_y_calendar(value: Calendar) -> RestyleMesh3D<X, Y, Z>

Apply the same restyling to all the traces

Source

pub fn modify_y_calendar(values: Vec<Calendar>) -> RestyleMesh3D<X, Y, Z>

Apply the restyling individually to each trace. Caller is responsible to set the length of the vector to be equal to the number of traces

Source

pub fn z_calendar(self, value: Calendar) -> Box<Self>

Sets the calendar system to use with z date data.

Source

pub fn modify_all_z_calendar(value: Calendar) -> RestyleMesh3D<X, Y, Z>

Apply the same restyling to all the traces

Source

pub fn modify_z_calendar(values: Vec<Calendar>) -> RestyleMesh3D<X, Y, Z>

Apply the restyling individually to each trace. Caller is responsible to set the length of the vector to be equal to the number of traces

Source

pub fn ui_revision(self, value: impl Into<NumOrString>) -> Box<Self>

Controls persistence of some user-driven changes to the trace: constraintrange in parcoords traces, as well as some editable: True modifications such as name and colorbar.title. Defaults to layout.uirevision. Note that other user-driven trace attribute changes are controlled by layout attributes: trace.visible is controlled by layout.legend.uirevision, selectedpoints is controlled by layout.selectionrevision, and colorbar.(x|y) (accessible with config: {editable: True}) is controlled by layout.editrevision. Trace changes are tracked by uid, which only falls back on trace index if no uid is provided. So if your app can add/remove traces before the end of the data array, such that the same trace has a different index, you can still preserve user-driven changes if you give each trace a uid that stays with it as it moves.

Source

pub fn modify_all_ui_revision( value: impl Into<NumOrString>, ) -> RestyleMesh3D<X, Y, Z>

Apply the same restyling to all the traces

Source

pub fn modify_ui_revision( values: Vec<impl Into<NumOrString>>, ) -> RestyleMesh3D<X, Y, Z>

Apply the restyling individually to each trace. Caller is responsible to set the length of the vector to be equal to the number of traces

Source§

impl<X, Y, Z> Mesh3D<X, Y, Z>

Source

pub fn new( x: Vec<X>, y: Vec<Y>, z: Vec<Z>, i: Vec<usize>, j: Vec<usize>, k: Vec<usize>, ) -> Box<Self>

Trait Implementations§

Source§

impl<X, Y, Z> Clone for Mesh3D<X, Y, Z>
where X: Serialize + Clone + Clone, Y: Serialize + Clone + Clone, Z: Serialize + Clone + Clone,

Source§

fn clone(&self) -> Mesh3D<X, Y, Z>

Returns a copy of the value. Read more
1.0.0 · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
Source§

impl<X, Y, Z> Debug for Mesh3D<X, Y, Z>
where X: Serialize + Clone + Debug, Y: Serialize + Clone + Debug, Z: Serialize + Clone + Debug,

Source§

fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
Source§

impl<X, Y, Z> Default for Mesh3D<X, Y, Z>
where X: Serialize + Clone, Y: Serialize + Clone, Z: Serialize + Clone,

Source§

fn default() -> Self

Returns the “default value” for a type. Read more
Source§

impl<X, Y, Z> Serialize for Mesh3D<X, Y, Z>

Source§

fn serialize<__S>(&self, __serializer: __S) -> Result<__S::Ok, __S::Error>
where __S: Serializer,

Serialize this value into the given Serde serializer. Read more
Source§

impl<X, Y, Z> Trace for Mesh3D<X, Y, Z>
where X: Serialize + Clone, Y: Serialize + Clone, Z: Serialize + Clone,

Source§

fn to_json(&self) -> String

Auto Trait Implementations§

§

impl<X, Y, Z> Freeze for Mesh3D<X, Y, Z>

§

impl<X, Y, Z> !RefUnwindSafe for Mesh3D<X, Y, Z>

§

impl<X, Y, Z> Send for Mesh3D<X, Y, Z>
where X: Send, Y: Send, Z: Send,

§

impl<X, Y, Z> Sync for Mesh3D<X, Y, Z>
where X: Sync, Y: Sync, Z: Sync,

§

impl<X, Y, Z> Unpin for Mesh3D<X, Y, Z>
where X: Unpin, Y: Unpin, Z: Unpin,

§

impl<X, Y, Z> !UnwindSafe for Mesh3D<X, Y, Z>

Blanket Implementations§

Source§

impl<T> Any for T
where T: 'static + ?Sized,

Source§

fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
Source§

impl<T> Borrow<T> for T
where T: ?Sized,

Source§

fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
Source§

impl<T> BorrowMut<T> for T
where T: ?Sized,

Source§

fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
Source§

impl<T> CloneToUninit for T
where T: Clone,

Source§

unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
Performs copy-assignment from self to dest. Read more
Source§

impl<T> DynClone for T
where T: Clone,

Source§

fn __clone_box(&self, _: Private) -> *mut ()

Source§

impl<T> From<T> for T

Source§

fn from(t: T) -> T

Returns the argument unchanged.

Source§

impl<T, U> Into<U> for T
where U: From<T>,

Source§

fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

Source§

impl<T> Serialize for T
where T: Serialize + ?Sized,

Source§

fn erased_serialize(&self, serializer: &mut dyn Serializer) -> Result<Ok, Error>

Source§

impl<T> ToOwned for T
where T: Clone,

Source§

type Owned = T

The resulting type after obtaining ownership.
Source§

fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
Source§

fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
Source§

impl<T, U> TryFrom<U> for T
where U: Into<T>,

Source§

type Error = Infallible

The type returned in the event of a conversion error.
Source§

fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
Source§

impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

Source§

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
Source§

fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
Source§

impl<V, T> VZip<V> for T
where V: MultiLane<T>,

Source§

fn vzip(self) -> V