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PointCloud

Struct PointCloud 

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

A point cloud structure.

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impl PointCloud

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

Creates a new point cloud.

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pub fn num_points(&self) -> usize

Returns the number of points.

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

Returns the points.

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pub fn update_points(&mut self, points: Vec<Vec3>)

Updates the point positions.

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

Adds a scalar quantity to this point cloud.

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

Adds a vector quantity to this point cloud.

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

Adds a color quantity to this point cloud.

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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 point cloud.

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

Returns the render data if initialized.

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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 point radius changes).

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pub fn set_point_radius(&mut self, radius: f32)

Sets the point radius.

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pub fn point_radius(&self) -> f32

Gets the point radius.

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pub fn set_base_color(&mut self, color: Vec3)

Sets the base color.

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pub fn base_color(&self) -> Vec4

Gets the base color.

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pub fn active_color_quantity(&self) -> Option<&PointCloudColorQuantity>

Returns the currently active color quantity, if any.

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pub fn active_scalar_quantity(&self) -> Option<&PointCloudScalarQuantity>

Returns the currently active scalar quantity, if any.

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pub fn active_vector_quantity(&self) -> Option<&PointCloudVectorQuantity>

Returns the currently active vector quantity, if any.

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pub fn active_vector_quantity_mut( &mut self, ) -> Option<&mut PointCloudVectorQuantity>

Returns a mutable reference to the active vector quantity.

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

Builds the egui UI for this point cloud.

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

Updates GPU buffers based on current state.

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impl HasQuantities for PointCloud

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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 PointCloud

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

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

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fn instrument(self, span: Span) -> Instrumented<Self>

Instruments this type with the provided Span, returning an Instrumented wrapper. Read more
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Calls U::from(self).

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impl<T> Pointable for T

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const ALIGN: usize

The alignment of pointer.
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type Init = T

The type for initializers.
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unsafe fn init(init: <T as Pointable>::Init) -> usize

Initializes a with the given initializer. Read more
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unsafe fn deref<'a>(ptr: usize) -> &'a T

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type Error = Infallible

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where U: TryFrom<T>,

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

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Performs the conversion.
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fn vzip(self) -> V

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