Documentation
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Index ¶
- type BackgroundRenderer
- func (br *BackgroundRenderer) InitRenderLoop(worldApp *g3nworld.WorldApp) bool
- func (br *BackgroundRenderer) Layout(worldApp *g3nworld.WorldApp, ...)
- func (br *BackgroundRenderer) NewInternalMeshAtPosition(g3n *g3nmash.G3nDetailedElement, vpos *math32.Vector3) core.INode
- func (br *BackgroundRenderer) NewRelatedMeshAtPosition(g3n *g3nmash.G3nDetailedElement, vpos *math32.Vector3, ...) core.INode
- func (br *BackgroundRenderer) NewSolidAtPosition(g3n *g3nmash.G3nDetailedElement, vpos *math32.Vector3) core.INode
- func (br *BackgroundRenderer) NextCoordinate(g3n *g3nmash.G3nDetailedElement, totalElements int) (*g3nmash.G3nDetailedElement, *math32.Vector3)
- func (br *BackgroundRenderer) RenderElement(worldApp *g3nworld.WorldApp, g3n *g3nmash.G3nDetailedElement) bool
- type ClickedG3nDetailElement
- type ColorDialog
- type CurveMesh
- type CurveRenderer
- func (cr *CurveRenderer) Collaborate(worldApp *g3nworld.WorldApp, collaboratingRenderer g3nrender.IG3nRenderer)
- func (cr *CurveRenderer) GetRenderer(rendererName string) g3nrender.IG3nRenderer
- func (cr *CurveRenderer) InitRenderLoop(worldApp *g3nworld.WorldApp) bool
- func (cr *CurveRenderer) Layout(worldApp *g3nworld.WorldApp, ...)
- func (sp *CurveRenderer) NewInternalMeshAtPosition(g3n *g3nmash.G3nDetailedElement, vpos *math32.Vector3) core.INode
- func (cr *CurveRenderer) NewSolidAtPosition(g3n *g3nmash.G3nDetailedElement, vpos *math32.Vector3) core.INode
- func (cr *CurveRenderer) NextCoordinate(g3n *g3nmash.G3nDetailedElement, totalElements int) (*g3nmash.G3nDetailedElement, *math32.Vector3)
- func (cr *CurveRenderer) RenderElement(worldApp *g3nworld.WorldApp, g3nDetailedElement *g3nmash.G3nDetailedElement) bool
- type ElementRenderer
- func (er *ElementRenderer) Collaborate(worldApp *g3nworld.WorldApp, collaboratingRenderer g3nrender.IG3nRenderer)
- func (er *ElementRenderer) InitRenderLoop(worldApp *g3nworld.WorldApp) bool
- func (er *ElementRenderer) Layout(worldApp *g3nworld.WorldApp, ...)
- func (er *ElementRenderer) LayoutBase(worldApp *g3nworld.WorldApp, g3Renderer *ElementRenderer, ...)
- func (er *ElementRenderer) NewInternalMeshAtPosition(g3n *g3nmash.G3nDetailedElement, vpos *math32.Vector3) core.INode
- func (er *ElementRenderer) NewSolidAtPosition(g3n *g3nmash.G3nDetailedElement, vpos *math32.Vector3) core.INode
- func (er *ElementRenderer) NextCoordinate(g3n *g3nmash.G3nDetailedElement, totalElements int) (*g3nmash.G3nDetailedElement, *math32.Vector3)
- func (er *ElementRenderer) RecursiveClick(worldApp *g3nworld.WorldApp, clickedElement *g3nmash.G3nDetailedElement) bool
- func (er *ElementRenderer) RemoveAll(worldApp *g3nworld.WorldApp, childId int64)
- func (er *ElementRenderer) RenderElement(worldApp *g3nworld.WorldApp, g3n *g3nmash.G3nDetailedElement) bool
- type GuiRenderer
- func (br *GuiRenderer) InitRenderLoop(worldApp *g3nworld.WorldApp) bool
- func (br *GuiRenderer) Layout(worldApp *g3nworld.WorldApp, ...)
- func (br *GuiRenderer) NewInternalMeshAtPosition(g3n *g3nmash.G3nDetailedElement, vpos *math32.Vector3) core.INode
- func (br *GuiRenderer) NewRelatedMeshAtPosition(g3n *g3nmash.G3nDetailedElement, vpos *math32.Vector3, ...) core.INode
- func (br *GuiRenderer) NewSolidAtPosition(g3n *g3nmash.G3nDetailedElement, vpos *math32.Vector3) core.INode
- func (br *GuiRenderer) NextCoordinate(g3n *g3nmash.G3nDetailedElement, totalElements int) (*g3nmash.G3nDetailedElement, *math32.Vector3)
- func (br *GuiRenderer) RenderElement(worldApp *g3nworld.WorldApp, g3n *g3nmash.G3nDetailedElement) bool
Constants ¶
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Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type BackgroundRenderer ¶
type BackgroundRenderer struct {
g3nrender.GenericRenderer
}
func (*BackgroundRenderer) InitRenderLoop ¶
func (br *BackgroundRenderer) InitRenderLoop(worldApp *g3nworld.WorldApp) bool
func (*BackgroundRenderer) Layout ¶
func (br *BackgroundRenderer) Layout(worldApp *g3nworld.WorldApp, g3nRenderableElements []*g3nmash.G3nDetailedElement)
func (*BackgroundRenderer) NewInternalMeshAtPosition ¶
func (br *BackgroundRenderer) NewInternalMeshAtPosition(g3n *g3nmash.G3nDetailedElement, vpos *math32.Vector3) core.INode
func (*BackgroundRenderer) NewRelatedMeshAtPosition ¶
func (br *BackgroundRenderer) NewRelatedMeshAtPosition(g3n *g3nmash.G3nDetailedElement, vpos *math32.Vector3, vprevpos *math32.Vector3) core.INode
func (*BackgroundRenderer) NewSolidAtPosition ¶
func (br *BackgroundRenderer) NewSolidAtPosition(g3n *g3nmash.G3nDetailedElement, vpos *math32.Vector3) core.INode
func (*BackgroundRenderer) NextCoordinate ¶
func (br *BackgroundRenderer) NextCoordinate(g3n *g3nmash.G3nDetailedElement, totalElements int) (*g3nmash.G3nDetailedElement, *math32.Vector3)
func (*BackgroundRenderer) RenderElement ¶
func (br *BackgroundRenderer) RenderElement(worldApp *g3nworld.WorldApp, g3n *g3nmash.G3nDetailedElement) bool
type ClickedG3nDetailElement ¶
type ClickedG3nDetailElement struct {
// contains filtered or unexported fields
}
type ColorDialog ¶
type CurveRenderer ¶
type CurveRenderer struct { g3nrender.GenericRenderer CollaboratingRenderer g3nrender.IG3nRenderer // contains filtered or unexported fields }
func (*CurveRenderer) Collaborate ¶
func (cr *CurveRenderer) Collaborate(worldApp *g3nworld.WorldApp, collaboratingRenderer g3nrender.IG3nRenderer)
func (*CurveRenderer) GetRenderer ¶
func (cr *CurveRenderer) GetRenderer(rendererName string) g3nrender.IG3nRenderer
Returns the CollaboratingRenderer of the CurveRenderer If no collaborating renderer to the CurveRenderer, returns nil
func (*CurveRenderer) InitRenderLoop ¶
func (cr *CurveRenderer) InitRenderLoop(worldApp *g3nworld.WorldApp) bool
Properly sets the elements before rendering new clicked elements
func (*CurveRenderer) Layout ¶
func (cr *CurveRenderer) Layout(worldApp *g3nworld.WorldApp, g3nRenderableElements []*g3nmash.G3nDetailedElement)
Calls LayoutBase to render elements in a particular order and location
func (*CurveRenderer) NewInternalMeshAtPosition ¶
func (sp *CurveRenderer) NewInternalMeshAtPosition(g3n *g3nmash.G3nDetailedElement, vpos *math32.Vector3) core.INode
func (*CurveRenderer) NewSolidAtPosition ¶
func (cr *CurveRenderer) NewSolidAtPosition(g3n *g3nmash.G3nDetailedElement, vpos *math32.Vector3) core.INode
Returns and attaches a mesh to provided g3n element at given vector position
func (*CurveRenderer) NextCoordinate ¶
func (cr *CurveRenderer) NextCoordinate(g3n *g3nmash.G3nDetailedElement, totalElements int) (*g3nmash.G3nDetailedElement, *math32.Vector3)
Returns the element and location of the given element
func (*CurveRenderer) RenderElement ¶
func (cr *CurveRenderer) RenderElement(worldApp *g3nworld.WorldApp, g3nDetailedElement *g3nmash.G3nDetailedElement) bool
Renders elements based on last clicked element Returns true if given element is the last clicked element and false otherwise
type ElementRenderer ¶
type ElementRenderer struct { g3nrender.GenericRenderer LocationCache map[int64]*math32.Vector3 // contains filtered or unexported fields }
func (*ElementRenderer) Collaborate ¶
func (er *ElementRenderer) Collaborate(worldApp *g3nworld.WorldApp, collaboratingRenderer g3nrender.IG3nRenderer)
func (*ElementRenderer) InitRenderLoop ¶
func (er *ElementRenderer) InitRenderLoop(worldApp *g3nworld.WorldApp) bool
Properly sets the elements before rendering new clicked elements Returns true to update scene
func (*ElementRenderer) Layout ¶
func (er *ElementRenderer) Layout(worldApp *g3nworld.WorldApp, g3nRenderableElements []*g3nmash.G3nDetailedElement)
Calls LayoutBase to render elements in a particular order and location
func (*ElementRenderer) LayoutBase ¶
func (er *ElementRenderer) LayoutBase(worldApp *g3nworld.WorldApp, g3Renderer *ElementRenderer, g3nRenderableElements []*g3nmash.G3nDetailedElement)
Adds elements to scene
func (*ElementRenderer) NewInternalMeshAtPosition ¶
func (er *ElementRenderer) NewInternalMeshAtPosition(g3n *g3nmash.G3nDetailedElement, vpos *math32.Vector3) core.INode
func (*ElementRenderer) NewSolidAtPosition ¶
func (er *ElementRenderer) NewSolidAtPosition(g3n *g3nmash.G3nDetailedElement, vpos *math32.Vector3) core.INode
Returns and attaches a mesh to provided g3n element at given vector position
func (*ElementRenderer) NextCoordinate ¶
func (er *ElementRenderer) NextCoordinate(g3n *g3nmash.G3nDetailedElement, totalElements int) (*g3nmash.G3nDetailedElement, *math32.Vector3)
Returns the element and location of the given element
func (*ElementRenderer) RecursiveClick ¶
func (er *ElementRenderer) RecursiveClick(worldApp *g3nworld.WorldApp, clickedElement *g3nmash.G3nDetailedElement) bool
Recursively applies clicked state for elements depending on ctrl clicked element and adds elements to scene Returns true because altered state and upserted elements to scene
func (*ElementRenderer) RemoveAll ¶
func (er *ElementRenderer) RemoveAll(worldApp *g3nworld.WorldApp, childId int64)
Removes all children nodes of provided id
func (*ElementRenderer) RenderElement ¶
func (er *ElementRenderer) RenderElement(worldApp *g3nworld.WorldApp, g3n *g3nmash.G3nDetailedElement) bool
Renders provided element if it was clicked Returns true if given element is the last clicked element and false otherwise
type GuiRenderer ¶
type GuiRenderer struct { g3nrender.GenericRenderer GuiNodeMap map[string]interface{} }
func (*GuiRenderer) InitRenderLoop ¶
func (br *GuiRenderer) InitRenderLoop(worldApp *g3nworld.WorldApp) bool
func (*GuiRenderer) Layout ¶
func (br *GuiRenderer) Layout(worldApp *g3nworld.WorldApp, g3nRenderableElements []*g3nmash.G3nDetailedElement)
func (*GuiRenderer) NewInternalMeshAtPosition ¶
func (br *GuiRenderer) NewInternalMeshAtPosition(g3n *g3nmash.G3nDetailedElement, vpos *math32.Vector3) core.INode
func (*GuiRenderer) NewRelatedMeshAtPosition ¶
func (br *GuiRenderer) NewRelatedMeshAtPosition(g3n *g3nmash.G3nDetailedElement, vpos *math32.Vector3, vprevpos *math32.Vector3) core.INode
func (*GuiRenderer) NewSolidAtPosition ¶
func (br *GuiRenderer) NewSolidAtPosition(g3n *g3nmash.G3nDetailedElement, vpos *math32.Vector3) core.INode
func (*GuiRenderer) NextCoordinate ¶
func (br *GuiRenderer) NextCoordinate(g3n *g3nmash.G3nDetailedElement, totalElements int) (*g3nmash.G3nDetailedElement, *math32.Vector3)
func (*GuiRenderer) RenderElement ¶
func (br *GuiRenderer) RenderElement(worldApp *g3nworld.WorldApp, g3n *g3nmash.G3nDetailedElement) bool
Renders GUI elements for Legend and NodeLabel Legend and Logo are commented out because still need to finalize UX color choices for Visualizer