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MeshVertexIntrinsicVectorQuantity

Struct MeshVertexIntrinsicVectorQuantity 

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

A vertex intrinsic vector quantity on a surface mesh.

Stores 2D tangent-space vectors along with a per-vertex tangent basis. These are projected to 3D world space for rendering.

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impl MeshVertexIntrinsicVectorQuantity

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pub fn new( name: impl Into<String>, structure_name: impl Into<String>, vectors: Vec<Vec2>, basis_x: Vec<Vec3>, basis_y: Vec<Vec3>, ) -> Self

Creates a new vertex intrinsic vector quantity.

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pub fn vectors(&self) -> &[Vec2]

Returns the 2D tangent-space vectors.

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

Returns the tangent basis X axes.

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

Returns the tangent basis Y axes.

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pub fn n_sym(&self) -> u32

Gets the symmetry order.

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pub fn set_n_sym(&mut self, n: u32) -> &mut Self

Sets the symmetry order (1=vector, 2=line, 4=cross).

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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_world_vectors(&self) -> Vec<Vec3>

Project 2D tangent-space vectors to 3D world space.

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pub fn compute_symmetric_world_vectors(&self) -> Vec<(usize, Vec3)>

Generate symmetry-rotated copies of the world vectors.

For n_sym = 1, returns the original vectors. For n_sym = 2, returns each vector and its negation (line field). For n_sym = 4, returns each vector rotated by 0, 90, 180, 270 degrees in the tangent plane.

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pub fn auto_scale(&mut self, structure_length_scale: f32)

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, base_positions: &[Vec3], )

Initializes GPU resources for this vector quantity.

Projects 2D tangent-space vectors to 3D world space (with symmetry) and creates GPU buffers for rendering as arrows.

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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 MeshVertexIntrinsicVectorQuantity

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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 VertexQuantity for MeshVertexIntrinsicVectorQuantity

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