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MeshOneFormQuantity

Struct MeshOneFormQuantity 

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

A one-form quantity on a surface mesh.

Stores one scalar value per edge with orientation conventions. Rendered as arrows at edge midpoints, where the arrow direction is along the edge and length is proportional to the value.

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impl MeshOneFormQuantity

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pub fn new( name: impl Into<String>, structure_name: impl Into<String>, values: Vec<f32>, orientations: Vec<bool>, ) -> Self

Creates a new one-form quantity.

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pub fn values(&self) -> &[f32]

Returns the per-edge scalar values.

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pub fn orientations(&self) -> &[bool]

Returns the edge orientation flags.

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pub fn length_scale(&self) -> f32

Gets the length scale.

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pub fn set_length_scale(&mut self, scale: f32) -> &mut Self

Sets the length scale.

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pub fn radius(&self) -> f32

Gets the radius.

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pub fn set_radius(&mut self, r: f32) -> &mut Self

Sets the radius.

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pub fn color(&self) -> Vec4

Gets the color.

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

Sets the color.

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pub fn compute_edge_vectors( &self, vertices: &[Vec3], edges: &[(u32, u32)], ) -> (Vec<Vec3>, Vec<Vec3>)

Convert edge scalars + orientations to vector field for rendering.

Returns (positions, vectors) — one arrow per edge at the edge midpoint. The vector direction is along the edge, scaled by the one-form value.

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pub fn auto_scale( &mut self, structure_length_scale: f32, vertices: &[Vec3], edges: &[(u32, u32)], )

Auto-scales length and radius based on the structure’s bounding box diagonal.

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pub fn init_gpu_resources( &mut self, device: &Device, bind_group_layout: &BindGroupLayout, camera_buffer: &Buffer, vertices: &[Vec3], edges: &[(u32, u32)], )

Initializes GPU resources for this vector quantity.

Computes edge midpoint positions and direction vectors from the mesh, then creates GPU buffers for arrow rendering.

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

Returns the render data if initialized.

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pub fn update_uniforms(&self, queue: &Queue, model: &Mat4)

Updates GPU uniforms with the given model transform.

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pub fn build_egui_ui(&mut self, ui: &mut Ui) -> bool

Builds the egui UI for this quantity.

Trait Implementations§

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impl Quantity for MeshOneFormQuantity

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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 name of this quantity.
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fn structure_name(&self) -> &str

Returns the name of the parent structure.
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fn kind(&self) -> QuantityKind

Returns the kind of this quantity.
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fn is_enabled(&self) -> bool

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

Sets the enabled state of this quantity.
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fn build_ui(&mut self, _ui: &dyn Any)

Builds the ImGui UI controls for this quantity.
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fn refresh(&mut self)

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

Clears GPU render resources so they can be re-initialized with a new device.
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fn data_size(&self) -> usize

Returns the number of data elements.
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impl EdgeQuantity for MeshOneFormQuantity

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