ttdirender

package
v0.0.0-...-980082f Latest Latest
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Published: Apr 20, 2024 License: MIT Imports: 17 Imported by: 0

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Constants

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Variables

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Functions

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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 ColorDialog struct {
	gui.Panel
	// contains filtered or unexported fields
}

type CurveMesh

type CurveMesh struct {
	// contains filtered or unexported fields
}

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

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