pub struct Mesh3D<X, Y, Z>{ /* private fields */ }
Implementations§
Source§impl<X, Y, Z> Mesh3D<X, Y, Z>
impl<X, Y, Z> Mesh3D<X, Y, Z>
Sourcepub fn name(self, value: impl AsRef<str>) -> Box<Self>
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.
Sourcepub fn modify_all_name(value: impl AsRef<str>) -> RestyleMesh3D<X, Y, Z>
pub fn modify_all_name(value: impl AsRef<str>) -> RestyleMesh3D<X, Y, Z>
Apply the same restyling to all the traces
Sourcepub fn modify_name(values: Vec<impl AsRef<str>>) -> RestyleMesh3D<X, Y, Z>
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
Sourcepub fn visible(self, value: Visible) -> Box<Self>
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).
Sourcepub fn modify_all_visible(value: Visible) -> RestyleMesh3D<X, Y, Z>
pub fn modify_all_visible(value: Visible) -> RestyleMesh3D<X, Y, Z>
Apply the same restyling to all the traces
Sourcepub fn modify_visible(values: Vec<Visible>) -> RestyleMesh3D<X, Y, Z>
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
Sourcepub fn show_legend(self, value: bool) -> Box<Self>
pub fn show_legend(self, value: bool) -> Box<Self>
Determines whether or not an item corresponding to this trace is shown in the legend.
Sourcepub fn modify_all_show_legend(value: bool) -> RestyleMesh3D<X, Y, Z>
pub fn modify_all_show_legend(value: bool) -> RestyleMesh3D<X, Y, Z>
Apply the same restyling to all the traces
Sourcepub fn modify_show_legend(values: Vec<bool>) -> RestyleMesh3D<X, Y, Z>
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
Sourcepub fn legend_rank(self, value: usize) -> Box<Self>
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.
Sourcepub fn modify_all_legend_rank(value: usize) -> RestyleMesh3D<X, Y, Z>
pub fn modify_all_legend_rank(value: usize) -> RestyleMesh3D<X, Y, Z>
Apply the same restyling to all the traces
Sourcepub fn modify_legend_rank(values: Vec<usize>) -> RestyleMesh3D<X, Y, Z>
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
Sourcepub fn legend_group(self, value: impl AsRef<str>) -> Box<Self>
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.
Sourcepub fn modify_all_legend_group(value: impl AsRef<str>) -> RestyleMesh3D<X, Y, Z>
pub fn modify_all_legend_group(value: impl AsRef<str>) -> RestyleMesh3D<X, Y, Z>
Apply the same restyling to all the traces
Sourcepub fn modify_legend_group(
values: Vec<impl AsRef<str>>,
) -> RestyleMesh3D<X, Y, Z>
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
Sourcepub fn legend_group_title(self, value: LegendGroupTitle) -> Box<Self>
pub fn legend_group_title(self, value: LegendGroupTitle) -> Box<Self>
Set and style the title to appear for the legend group
Sourcepub fn modify_all_legend_group_title(
value: LegendGroupTitle,
) -> RestyleMesh3D<X, Y, Z>
pub fn modify_all_legend_group_title( value: LegendGroupTitle, ) -> RestyleMesh3D<X, Y, Z>
Apply the same restyling to all the traces
Sourcepub fn modify_legend_group_title(
values: Vec<LegendGroupTitle>,
) -> RestyleMesh3D<X, Y, Z>
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
Sourcepub fn modify_all_opacity(value: f64) -> RestyleMesh3D<X, Y, Z>
pub fn modify_all_opacity(value: f64) -> RestyleMesh3D<X, Y, Z>
Apply the same restyling to all the traces
Sourcepub fn modify_opacity(values: Vec<f64>) -> RestyleMesh3D<X, Y, Z>
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
Sourcepub fn ids(self, value: Vec<impl AsRef<str>>) -> Box<Self>
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.
Sourcepub fn modify_all_ids(value: Vec<impl AsRef<str>>) -> RestyleMesh3D<X, Y, Z>
pub fn modify_all_ids(value: Vec<impl AsRef<str>>) -> RestyleMesh3D<X, Y, Z>
Apply the same restyling to all the traces
Sourcepub fn modify_ids(values: Vec<Vec<impl AsRef<str>>>) -> RestyleMesh3D<X, Y, Z>
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
pub fn x(self, value: Vec<X>) -> Box<Self>
Sourcepub fn modify_all_x(value: Vec<X>) -> RestyleMesh3D<X, Y, Z>
pub fn modify_all_x(value: Vec<X>) -> RestyleMesh3D<X, Y, Z>
Apply the same restyling to all the traces
Sourcepub fn modify_x(values: Vec<Vec<X>>) -> RestyleMesh3D<X, Y, Z>
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
pub fn y(self, value: Vec<Y>) -> Box<Self>
Sourcepub fn modify_all_y(value: Vec<Y>) -> RestyleMesh3D<X, Y, Z>
pub fn modify_all_y(value: Vec<Y>) -> RestyleMesh3D<X, Y, Z>
Apply the same restyling to all the traces
Sourcepub fn modify_y(values: Vec<Vec<Y>>) -> RestyleMesh3D<X, Y, Z>
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
pub fn z(self, value: Vec<Z>) -> Box<Self>
Sourcepub fn modify_all_z(value: Vec<Z>) -> RestyleMesh3D<X, Y, Z>
pub fn modify_all_z(value: Vec<Z>) -> RestyleMesh3D<X, Y, Z>
Apply the same restyling to all the traces
Sourcepub fn modify_z(values: Vec<Vec<Z>>) -> RestyleMesh3D<X, Y, Z>
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
pub fn i(self, value: Vec<usize>) -> Box<Self>
Sourcepub fn modify_all_i(value: Vec<usize>) -> RestyleMesh3D<X, Y, Z>
pub fn modify_all_i(value: Vec<usize>) -> RestyleMesh3D<X, Y, Z>
Apply the same restyling to all the traces
Sourcepub fn modify_i(values: Vec<Vec<usize>>) -> RestyleMesh3D<X, Y, Z>
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
pub fn j(self, value: Vec<usize>) -> Box<Self>
Sourcepub fn modify_all_j(value: Vec<usize>) -> RestyleMesh3D<X, Y, Z>
pub fn modify_all_j(value: Vec<usize>) -> RestyleMesh3D<X, Y, Z>
Apply the same restyling to all the traces
Sourcepub fn modify_j(values: Vec<Vec<usize>>) -> RestyleMesh3D<X, Y, Z>
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
pub fn k(self, value: Vec<usize>) -> Box<Self>
Sourcepub fn modify_all_k(value: Vec<usize>) -> RestyleMesh3D<X, Y, Z>
pub fn modify_all_k(value: Vec<usize>) -> RestyleMesh3D<X, Y, Z>
Apply the same restyling to all the traces
Sourcepub fn modify_k(values: Vec<Vec<usize>>) -> RestyleMesh3D<X, Y, Z>
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
Sourcepub fn face_color(self, value: Vec<impl Color>) -> Box<Self>
pub fn face_color(self, value: Vec<impl Color>) -> Box<Self>
Sets the color of each face. Overrides “color” and “vertexcolor”.
Sourcepub fn modify_all_face_color(value: Vec<impl Color>) -> RestyleMesh3D<X, Y, Z>
pub fn modify_all_face_color(value: Vec<impl Color>) -> RestyleMesh3D<X, Y, Z>
Apply the same restyling to all the traces
Sourcepub fn modify_face_color(values: Vec<Vec<impl Color>>) -> RestyleMesh3D<X, Y, Z>
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
Sourcepub fn intensity(self, value: Vec<f64>) -> Box<Self>
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.
Sourcepub fn modify_all_intensity(value: Vec<f64>) -> RestyleMesh3D<X, Y, Z>
pub fn modify_all_intensity(value: Vec<f64>) -> RestyleMesh3D<X, Y, Z>
Apply the same restyling to all the traces
Sourcepub fn modify_intensity(values: Vec<Vec<f64>>) -> RestyleMesh3D<X, Y, Z>
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
Sourcepub fn intensity_mode(self, value: IntensityMode) -> Box<Self>
pub fn intensity_mode(self, value: IntensityMode) -> Box<Self>
Determines the source of intensity
values.
Sourcepub fn modify_all_intensity_mode(value: IntensityMode) -> RestyleMesh3D<X, Y, Z>
pub fn modify_all_intensity_mode(value: IntensityMode) -> RestyleMesh3D<X, Y, Z>
Apply the same restyling to all the traces
Sourcepub fn modify_intensity_mode(
values: Vec<IntensityMode>,
) -> RestyleMesh3D<X, Y, Z>
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
Sourcepub fn vertex_color(self, value: Vec<impl Color>) -> Box<Self>
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.
Sourcepub fn modify_all_vertex_color(value: Vec<impl Color>) -> RestyleMesh3D<X, Y, Z>
pub fn modify_all_vertex_color(value: Vec<impl Color>) -> RestyleMesh3D<X, Y, Z>
Apply the same restyling to all the traces
Sourcepub fn modify_vertex_color(
values: Vec<Vec<impl Color>>,
) -> RestyleMesh3D<X, Y, Z>
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
Sourcepub fn text(self, value: impl AsRef<str>) -> Box<Self>
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.
Sourcepub fn modify_all_text(value: impl AsRef<str>) -> RestyleMesh3D<X, Y, Z>
pub fn modify_all_text(value: impl AsRef<str>) -> RestyleMesh3D<X, Y, Z>
Apply the same restyling to all the traces
Sourcepub fn modify_text(values: Vec<impl AsRef<str>>) -> RestyleMesh3D<X, Y, Z>
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
Sourcepub fn text_array(self, value: Vec<impl AsRef<str>>) -> Box<Self>
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.
Sourcepub fn hover_text(self, value: impl AsRef<str>) -> Box<Self>
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.
Sourcepub fn modify_all_hover_text(value: impl AsRef<str>) -> RestyleMesh3D<X, Y, Z>
pub fn modify_all_hover_text(value: impl AsRef<str>) -> RestyleMesh3D<X, Y, Z>
Apply the same restyling to all the traces
Sourcepub fn modify_hover_text(values: Vec<impl AsRef<str>>) -> RestyleMesh3D<X, Y, Z>
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
Sourcepub fn hover_text_array(self, value: Vec<impl AsRef<str>>) -> Box<Self>
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.
Sourcepub fn hover_info(self, value: HoverInfo) -> Box<Self>
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.
Sourcepub fn modify_all_hover_info(value: HoverInfo) -> RestyleMesh3D<X, Y, Z>
pub fn modify_all_hover_info(value: HoverInfo) -> RestyleMesh3D<X, Y, Z>
Apply the same restyling to all the traces
Sourcepub fn modify_hover_info(values: Vec<HoverInfo>) -> RestyleMesh3D<X, Y, Z>
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
Sourcepub fn hover_template(self, value: impl AsRef<str>) -> Box<Self>
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:$.2f}”.
https://github.com/d3/d3-3.x-api-reference/blob/master/Formatting.md#d3_format for details
on the formatting syntax. Dates are formatted using d3-time-format’s
syntax %{variable|d3-time-format}, for example “Day:
%{2019-01-01|%A}”. https://github.com/d3/d3-3.x-api-reference/blob/master/Time-Formatting.md#format for details
on the date formatting syntax. The variables available in
hovertemplate
are the ones emitted as event data described at this link https://plotly.com/javascript/plotlyjs-events/#event-data.
Additionally, every attributes that can be specified per-point (the ones
that are arrayOk: true
) are available. Anything contained in tag
<extra>
is displayed in the secondary box, for example
“<extra></extra>
.
Sourcepub fn modify_all_hover_template(
value: impl AsRef<str>,
) -> RestyleMesh3D<X, Y, Z>
pub fn modify_all_hover_template( value: impl AsRef<str>, ) -> RestyleMesh3D<X, Y, Z>
Apply the same restyling to all the traces
Sourcepub fn modify_hover_template(
values: Vec<impl AsRef<str>>,
) -> RestyleMesh3D<X, Y, Z>
pub fn modify_hover_template( values: Vec<impl AsRef<str>>, ) -> RestyleMesh3D<X, Y, Z>
Apply the restyling individually to each trace. Caller is responsible to set the length of the vector to be equal to the number of traces
Sourcepub fn hover_template_array(self, value: Vec<impl AsRef<str>>) -> Box<Self>
pub fn hover_template_array(self, value: Vec<impl AsRef<str>>) -> Box<Self>
Template string used for rendering the information that appear on hover
box. Note that this will override HoverInfo
. Variables are
inserted using %{variable}, for example “y: %{y}”. Numbers are
formatted using d3-format’s syntax %{variable:d3-format}, for example
“Price: %{y:$.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
“<extra></extra>
.
Sourcepub fn x_hover_format(self, value: impl AsRef<str>) -> Box<Self>
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
.
Sourcepub fn modify_all_x_hover_format(
value: impl AsRef<str>,
) -> RestyleMesh3D<X, Y, Z>
pub fn modify_all_x_hover_format( value: impl AsRef<str>, ) -> RestyleMesh3D<X, Y, Z>
Apply the same restyling to all the traces
Sourcepub fn modify_x_hover_format(
values: Vec<impl AsRef<str>>,
) -> RestyleMesh3D<X, Y, Z>
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
Sourcepub fn y_hover_format(self, value: impl AsRef<str>) -> Box<Self>
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
.
Sourcepub fn modify_all_y_hover_format(
value: impl AsRef<str>,
) -> RestyleMesh3D<X, Y, Z>
pub fn modify_all_y_hover_format( value: impl AsRef<str>, ) -> RestyleMesh3D<X, Y, Z>
Apply the same restyling to all the traces
Sourcepub fn modify_y_hover_format(
values: Vec<impl AsRef<str>>,
) -> RestyleMesh3D<X, Y, Z>
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
Sourcepub fn meta(self, value: impl Into<NumOrString>) -> Box<Self>
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.
Sourcepub fn modify_all_meta(value: impl Into<NumOrString>) -> RestyleMesh3D<X, Y, Z>
pub fn modify_all_meta(value: impl Into<NumOrString>) -> RestyleMesh3D<X, Y, Z>
Apply the same restyling to all the traces
Sourcepub fn modify_meta(
values: Vec<impl Into<NumOrString>>,
) -> RestyleMesh3D<X, Y, Z>
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
Sourcepub fn custom_data(
self,
value: Vec<impl Into<NumOrString> + Clone>,
) -> Box<Self>
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.
Sourcepub fn modify_all_custom_data(
value: Vec<impl Into<NumOrString> + Clone>,
) -> RestyleMesh3D<X, Y, Z>
pub fn modify_all_custom_data( value: Vec<impl Into<NumOrString> + Clone>, ) -> RestyleMesh3D<X, Y, Z>
Apply the same restyling to all the traces
Sourcepub fn modify_custom_data(
values: Vec<Vec<impl Into<NumOrString> + Clone>>,
) -> RestyleMesh3D<X, Y, Z>
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
Sourcepub fn scene(self, value: impl AsRef<str>) -> Box<Self>
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.
Sourcepub fn modify_all_scene(value: impl AsRef<str>) -> RestyleMesh3D<X, Y, Z>
pub fn modify_all_scene(value: impl AsRef<str>) -> RestyleMesh3D<X, Y, Z>
Apply the same restyling to all the traces
Sourcepub fn modify_scene(values: Vec<impl AsRef<str>>) -> RestyleMesh3D<X, Y, Z>
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
Sourcepub fn color_axis(self, value: impl AsRef<str>) -> Box<Self>
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.
Sourcepub fn modify_all_color_axis(value: impl AsRef<str>) -> RestyleMesh3D<X, Y, Z>
pub fn modify_all_color_axis(value: impl AsRef<str>) -> RestyleMesh3D<X, Y, Z>
Apply the same restyling to all the traces
Sourcepub fn modify_color_axis(values: Vec<impl AsRef<str>>) -> RestyleMesh3D<X, Y, Z>
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
Sourcepub fn modify_all_color(value: impl Color) -> RestyleMesh3D<X, Y, Z>
pub fn modify_all_color(value: impl Color) -> RestyleMesh3D<X, Y, Z>
Apply the same restyling to all the traces
Sourcepub fn modify_color(values: Vec<impl Color>) -> RestyleMesh3D<X, Y, Z>
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
pub fn color_bar(self, value: ColorBar) -> Box<Self>
Sourcepub fn modify_all_color_bar(value: ColorBar) -> RestyleMesh3D<X, Y, Z>
pub fn modify_all_color_bar(value: ColorBar) -> RestyleMesh3D<X, Y, Z>
Apply the same restyling to all the traces
Sourcepub fn modify_color_bar(values: Vec<ColorBar>) -> RestyleMesh3D<X, Y, Z>
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
Sourcepub fn auto_color_scale(self, value: bool) -> Box<Self>
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.
Sourcepub fn modify_all_auto_color_scale(value: bool) -> RestyleMesh3D<X, Y, Z>
pub fn modify_all_auto_color_scale(value: bool) -> RestyleMesh3D<X, Y, Z>
Apply the same restyling to all the traces
Sourcepub fn modify_auto_color_scale(values: Vec<bool>) -> RestyleMesh3D<X, Y, Z>
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
Sourcepub fn color_scale(self, value: ColorScale) -> Box<Self>
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.
Sourcepub fn modify_all_color_scale(value: ColorScale) -> RestyleMesh3D<X, Y, Z>
pub fn modify_all_color_scale(value: ColorScale) -> RestyleMesh3D<X, Y, Z>
Apply the same restyling to all the traces
Sourcepub fn modify_color_scale(values: Vec<ColorScale>) -> RestyleMesh3D<X, Y, Z>
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
Sourcepub fn show_scale(self, value: bool) -> Box<Self>
pub fn show_scale(self, value: bool) -> Box<Self>
Determines whether or not a colorbar is displayed for this trace.
Sourcepub fn modify_all_show_scale(value: bool) -> RestyleMesh3D<X, Y, Z>
pub fn modify_all_show_scale(value: bool) -> RestyleMesh3D<X, Y, Z>
Apply the same restyling to all the traces
Sourcepub fn modify_show_scale(values: Vec<bool>) -> RestyleMesh3D<X, Y, Z>
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
Sourcepub fn reverse_scale(self, value: bool) -> Box<Self>
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.
Sourcepub fn modify_all_reverse_scale(value: bool) -> RestyleMesh3D<X, Y, Z>
pub fn modify_all_reverse_scale(value: bool) -> RestyleMesh3D<X, Y, Z>
Apply the same restyling to all the traces
Sourcepub fn modify_reverse_scale(values: Vec<bool>) -> RestyleMesh3D<X, Y, Z>
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
Sourcepub fn z_hover_format(self, value: impl AsRef<str>) -> Box<Self>
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
.
Sourcepub fn modify_all_z_hover_format(
value: impl AsRef<str>,
) -> RestyleMesh3D<X, Y, Z>
pub fn modify_all_z_hover_format( value: impl AsRef<str>, ) -> RestyleMesh3D<X, Y, Z>
Apply the same restyling to all the traces
Sourcepub fn modify_z_hover_format(
values: Vec<impl AsRef<str>>,
) -> RestyleMesh3D<X, Y, Z>
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
Sourcepub fn c_auto(self, value: bool) -> Box<Self>
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.
Sourcepub fn modify_all_c_auto(value: bool) -> RestyleMesh3D<X, Y, Z>
pub fn modify_all_c_auto(value: bool) -> RestyleMesh3D<X, Y, Z>
Apply the same restyling to all the traces
Sourcepub fn modify_c_auto(values: Vec<bool>) -> RestyleMesh3D<X, Y, Z>
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
Sourcepub fn c_max(self, value: f64) -> Box<Self>
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.
Sourcepub fn modify_all_c_max(value: f64) -> RestyleMesh3D<X, Y, Z>
pub fn modify_all_c_max(value: f64) -> RestyleMesh3D<X, Y, Z>
Apply the same restyling to all the traces
Sourcepub fn modify_c_max(values: Vec<f64>) -> RestyleMesh3D<X, Y, Z>
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
Sourcepub fn c_mid(self, value: f64) -> Box<Self>
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
.
Sourcepub fn modify_all_c_mid(value: f64) -> RestyleMesh3D<X, Y, Z>
pub fn modify_all_c_mid(value: f64) -> RestyleMesh3D<X, Y, Z>
Apply the same restyling to all the traces
Sourcepub fn modify_c_mid(values: Vec<f64>) -> RestyleMesh3D<X, Y, Z>
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
Sourcepub fn c_min(self, value: f64) -> Box<Self>
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.
Sourcepub fn modify_all_c_min(value: f64) -> RestyleMesh3D<X, Y, Z>
pub fn modify_all_c_min(value: f64) -> RestyleMesh3D<X, Y, Z>
Apply the same restyling to all the traces
Sourcepub fn modify_c_min(values: Vec<f64>) -> RestyleMesh3D<X, Y, Z>
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
Sourcepub fn alpha_hull(self, value: f64) -> Box<Self>
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.
Sourcepub fn modify_all_alpha_hull(value: f64) -> RestyleMesh3D<X, Y, Z>
pub fn modify_all_alpha_hull(value: f64) -> RestyleMesh3D<X, Y, Z>
Apply the same restyling to all the traces
Sourcepub fn modify_alpha_hull(values: Vec<f64>) -> RestyleMesh3D<X, Y, Z>
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
Sourcepub fn delaunay_axis(self, value: DelaunayAxis) -> Box<Self>
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.
Sourcepub fn modify_all_delaunay_axis(value: DelaunayAxis) -> RestyleMesh3D<X, Y, Z>
pub fn modify_all_delaunay_axis(value: DelaunayAxis) -> RestyleMesh3D<X, Y, Z>
Apply the same restyling to all the traces
Sourcepub fn modify_delaunay_axis(values: Vec<DelaunayAxis>) -> RestyleMesh3D<X, Y, Z>
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
pub fn contour(self, value: Contour) -> Box<Self>
Sourcepub fn modify_all_contour(value: Contour) -> RestyleMesh3D<X, Y, Z>
pub fn modify_all_contour(value: Contour) -> RestyleMesh3D<X, Y, Z>
Apply the same restyling to all the traces
Sourcepub fn modify_contour(values: Vec<Contour>) -> RestyleMesh3D<X, Y, Z>
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
Sourcepub fn flat_shading(self, value: bool) -> Box<Self>
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.
Sourcepub fn modify_all_flat_shading(value: bool) -> RestyleMesh3D<X, Y, Z>
pub fn modify_all_flat_shading(value: bool) -> RestyleMesh3D<X, Y, Z>
Apply the same restyling to all the traces
Sourcepub fn modify_flat_shading(values: Vec<bool>) -> RestyleMesh3D<X, Y, Z>
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
Sourcepub fn hover_label(self, value: Label) -> Box<Self>
pub fn hover_label(self, value: Label) -> Box<Self>
Properties of label displayed on mouse hover.
Sourcepub fn modify_all_hover_label(value: Label) -> RestyleMesh3D<X, Y, Z>
pub fn modify_all_hover_label(value: Label) -> RestyleMesh3D<X, Y, Z>
Apply the same restyling to all the traces
Sourcepub fn modify_hover_label(values: Vec<Label>) -> RestyleMesh3D<X, Y, Z>
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
pub fn lighting(self, value: Lighting) -> Box<Self>
Sourcepub fn modify_all_lighting(value: Lighting) -> RestyleMesh3D<X, Y, Z>
pub fn modify_all_lighting(value: Lighting) -> RestyleMesh3D<X, Y, Z>
Apply the same restyling to all the traces
Sourcepub fn modify_lighting(values: Vec<Lighting>) -> RestyleMesh3D<X, Y, Z>
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
pub fn light_position(self, value: LightPosition) -> Box<Self>
Sourcepub fn modify_all_light_position(value: LightPosition) -> RestyleMesh3D<X, Y, Z>
pub fn modify_all_light_position(value: LightPosition) -> RestyleMesh3D<X, Y, Z>
Apply the same restyling to all the traces
Sourcepub fn modify_light_position(
values: Vec<LightPosition>,
) -> RestyleMesh3D<X, Y, Z>
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
Sourcepub fn x_calendar(self, value: Calendar) -> Box<Self>
pub fn x_calendar(self, value: Calendar) -> Box<Self>
Sets the calendar system to use with x
date data.
Sourcepub fn modify_all_x_calendar(value: Calendar) -> RestyleMesh3D<X, Y, Z>
pub fn modify_all_x_calendar(value: Calendar) -> RestyleMesh3D<X, Y, Z>
Apply the same restyling to all the traces
Sourcepub fn modify_x_calendar(values: Vec<Calendar>) -> RestyleMesh3D<X, Y, Z>
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
Sourcepub fn y_calendar(self, value: Calendar) -> Box<Self>
pub fn y_calendar(self, value: Calendar) -> Box<Self>
Sets the calendar system to use with y
date data.
Sourcepub fn modify_all_y_calendar(value: Calendar) -> RestyleMesh3D<X, Y, Z>
pub fn modify_all_y_calendar(value: Calendar) -> RestyleMesh3D<X, Y, Z>
Apply the same restyling to all the traces
Sourcepub fn modify_y_calendar(values: Vec<Calendar>) -> RestyleMesh3D<X, Y, Z>
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
Sourcepub fn z_calendar(self, value: Calendar) -> Box<Self>
pub fn z_calendar(self, value: Calendar) -> Box<Self>
Sets the calendar system to use with z
date data.
Sourcepub fn modify_all_z_calendar(value: Calendar) -> RestyleMesh3D<X, Y, Z>
pub fn modify_all_z_calendar(value: Calendar) -> RestyleMesh3D<X, Y, Z>
Apply the same restyling to all the traces
Sourcepub fn modify_z_calendar(values: Vec<Calendar>) -> RestyleMesh3D<X, Y, Z>
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
Sourcepub fn ui_revision(self, value: impl Into<NumOrString>) -> Box<Self>
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.
Sourcepub fn modify_all_ui_revision(
value: impl Into<NumOrString>,
) -> RestyleMesh3D<X, Y, Z>
pub fn modify_all_ui_revision( value: impl Into<NumOrString>, ) -> RestyleMesh3D<X, Y, Z>
Apply the same restyling to all the traces
Sourcepub fn modify_ui_revision(
values: Vec<impl Into<NumOrString>>,
) -> RestyleMesh3D<X, Y, Z>
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