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CurveNetwork

Struct CurveNetwork 

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pub struct CurveNetwork { /* private fields */ }
Expand description

A curve network structure (nodes connected by edges).

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impl CurveNetwork

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pub fn new( name: impl Into<String>, nodes: Vec<Vec3>, edges: Vec<[u32; 2]>, ) -> Self

Creates a new curve network from nodes and edges.

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pub fn new_line(name: impl Into<String>, nodes: Vec<Vec3>) -> Self

Creates a curve network as a connected line (0-1-2-3-…).

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pub fn new_loop(name: impl Into<String>, nodes: Vec<Vec3>) -> Self

Creates a curve network as a closed loop (0-1-2-…-n-0).

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pub fn new_segments(name: impl Into<String>, nodes: Vec<Vec3>) -> Self

Creates a curve network as separate segments (0-1, 2-3, 4-5, …).

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pub fn name(&self) -> &str

Returns the structure name.

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pub fn num_nodes(&self) -> usize

Returns the number of nodes.

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pub fn num_edges(&self) -> usize

Returns the number of edges.

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pub fn nodes(&self) -> &[Vec3]

Returns the node positions.

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pub fn edge_tail_inds(&self) -> &[u32]

Returns the edge tail indices.

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pub fn edge_tip_inds(&self) -> &[u32]

Returns the edge tip indices.

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pub fn edge_centers(&self) -> &[Vec3]

Returns the edge centers.

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pub fn node_degrees(&self) -> &[usize]

Returns the node degrees.

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pub fn color(&self) -> Vec4

Gets the base color.

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pub fn set_color(&mut self, color: Vec3) -> &mut Self

Sets the base color.

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pub fn radius(&self) -> f32

Gets the radius.

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pub fn radius_is_relative(&self) -> bool

Returns whether the radius is relative to scene scale.

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pub fn set_radius(&mut self, radius: f32, is_relative: bool) -> &mut Self

Sets the radius.

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pub fn material(&self) -> &str

Gets the material name.

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pub fn set_material(&mut self, material: impl Into<String>) -> &mut Self

Sets the material name.

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pub fn render_mode(&self) -> u32

Gets the render mode (0 = line, 1 = tube).

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pub fn set_render_mode(&mut self, mode: u32) -> &mut Self

Sets the render mode (0 = line, 1 = tube).

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pub fn update_node_positions(&mut self, nodes: Vec<Vec3>)

Updates the node positions.

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pub fn add_node_scalar_quantity( &mut self, name: impl Into<String>, values: Vec<f32>, ) -> &mut Self

Adds a node scalar quantity to this curve network.

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pub fn add_edge_scalar_quantity( &mut self, name: impl Into<String>, values: Vec<f32>, ) -> &mut Self

Adds an edge scalar quantity to this curve network.

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pub fn add_node_color_quantity( &mut self, name: impl Into<String>, colors: Vec<Vec3>, ) -> &mut Self

Adds a node color quantity to this curve network.

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pub fn add_edge_color_quantity( &mut self, name: impl Into<String>, colors: Vec<Vec3>, ) -> &mut Self

Adds an edge color quantity to this curve network.

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pub fn add_node_vector_quantity( &mut self, name: impl Into<String>, vectors: Vec<Vec3>, ) -> &mut Self

Adds a node vector quantity to this curve network.

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pub fn add_edge_vector_quantity( &mut self, name: impl Into<String>, vectors: Vec<Vec3>, ) -> &mut Self

Adds an edge vector quantity to this curve network.

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pub fn active_node_scalar_quantity(&self) -> Option<&CurveNodeScalarQuantity>

Returns the currently active node scalar quantity, if any.

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pub fn active_edge_scalar_quantity(&self) -> Option<&CurveEdgeScalarQuantity>

Returns the currently active edge scalar quantity, if any.

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pub fn active_node_color_quantity(&self) -> Option<&CurveNodeColorQuantity>

Returns the currently active node color quantity, if any.

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pub fn active_edge_color_quantity(&self) -> Option<&CurveEdgeColorQuantity>

Returns the currently active edge color quantity, if any.

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pub fn build_egui_ui(&mut self, ui: &mut Ui, available_materials: &[&str])

Builds the egui UI for this curve network.

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pub fn init_gpu_resources( &mut self, device: &Device, bind_group_layout: &BindGroupLayout, camera_buffer: &Buffer, )

Initializes GPU resources for this curve network.

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pub fn render_data(&self) -> Option<&CurveNetworkRenderData>

Returns the render data if initialized.

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pub fn init_tube_resources( &mut self, device: &Device, compute_bind_group_layout: &BindGroupLayout, render_bind_group_layout: &BindGroupLayout, camera_buffer: &Buffer, )

Initializes tube rendering resources.

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pub fn init_node_render_resources( &mut self, device: &Device, point_bind_group_layout: &BindGroupLayout, camera_buffer: &Buffer, )

Initializes node sphere rendering resources for tube mode joints.

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pub fn init_pick_resources( &mut self, device: &Device, pick_bind_group_layout: &BindGroupLayout, camera_buffer: &Buffer, global_start: u32, )

Initializes GPU resources for pick rendering.

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pub fn pick_bind_group(&self) -> Option<&BindGroup>

Returns the pick bind group if initialized.

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pub fn update_pick_uniforms(&self, queue: &Queue)

Updates pick uniforms (e.g., when radius changes).

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pub fn init_tube_pick_resources( &mut self, device: &Device, tube_pick_bind_group_layout: &BindGroupLayout, camera_buffer: &Buffer, )

Initializes GPU resources for tube-based pick rendering. This uses ray-cylinder intersection for more accurate picking of tube-rendered curves.

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pub fn tube_pick_bind_group(&self) -> Option<&BindGroup>

Returns the tube pick bind group if initialized.

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pub fn has_tube_pick_resources(&self) -> bool

Returns whether tube pick resources are initialized.

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pub fn update_gpu_buffers(&self, queue: &Queue, color_maps: &ColorMapRegistry)

Updates GPU buffers based on current state.

Trait Implementations§

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impl HasQuantities for CurveNetwork

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fn add_quantity(&mut self, quantity: Box<dyn Quantity>)

Adds a quantity to this structure.
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fn get_quantity(&self, name: &str) -> Option<&dyn Quantity>

Gets a quantity by name.
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fn get_quantity_mut(&mut self, name: &str) -> Option<&mut Box<dyn Quantity>>

Gets a mutable quantity by name.
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fn remove_quantity(&mut self, name: &str) -> Option<Box<dyn Quantity>>

Removes a quantity by name.
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fn quantities(&self) -> &[Box<dyn Quantity>]

Returns all quantities attached to this structure.
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fn num_quantities(&self) -> usize

Returns the number of quantities attached.
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impl Structure for CurveNetwork

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fn as_any(&self) -> &dyn Any

Returns a reference to self as Any for downcasting.
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fn as_any_mut(&mut self) -> &mut dyn Any

Returns a mutable reference to self as Any for downcasting.
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fn name(&self) -> &str

Returns the unique name of this structure.
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fn type_name(&self) -> &'static str

Returns the type name of this structure (e.g., “PointCloud”, “SurfaceMesh”).
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fn bounding_box(&self) -> Option<(Vec3, Vec3)>

Returns the axis-aligned bounding box in world coordinates. Read more
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fn length_scale(&self) -> f32

Returns a characteristic length scale for this structure.
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fn transform(&self) -> Mat4

Returns the current model transform matrix.
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fn set_transform(&mut self, transform: Mat4)

Sets the model transform matrix.
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fn is_enabled(&self) -> bool

Returns whether this structure is currently visible.
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fn set_enabled(&mut self, enabled: bool)

Sets the visibility of this structure.
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fn material(&self) -> &str

Returns the material name for this structure (e.g., “clay”, “wax”).
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fn set_material(&mut self, material_name: &str)

Sets the material for this structure by name.
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fn draw(&self, _ctx: &mut dyn RenderContext)

Draws this structure to the scene. Read more
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fn draw_pick(&self, _ctx: &mut dyn RenderContext)

Draws this structure for picking/selection. Read more
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fn build_ui(&mut self, _ui: &dyn Any)

Builds the ImGui UI for this structure.
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fn build_pick_ui(&self, _ui: &dyn Any, _pick: &PickResult)

Builds the ImGui UI for a picked element.
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fn clear_gpu_resources(&mut self)

Clears all GPU resources (render data, pick buffers, etc.). Read more
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fn refresh(&mut self)

Refreshes GPU resources after data changes.
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fn center_bounding_box(&mut self)

Centers the camera on this structure’s bounding box.
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fn reset_transform(&mut self)

Resets the transform to identity.

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