Rerun C++ SDK
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entity_behavior.hpp
1// DO NOT EDIT! This file was auto-generated by crates/build/re_types_builder/src/codegen/cpp/mod.rs
2// Based on "crates/store/re_types/definitions/rerun/blueprint/archetypes/entity_behavior.fbs".
3
4#pragma once
5
6#include "../../collection.hpp"
7#include "../../component_batch.hpp"
8#include "../../component_column.hpp"
9#include "../../components/interactive.hpp"
10#include "../../components/visible.hpp"
11#include "../../indicator_component.hpp"
12#include "../../result.hpp"
13
14#include <cstdint>
15#include <optional>
16#include <utility>
17#include <vector>
18
19namespace rerun::blueprint::archetypes {
20 /// **Archetype**: General visualization behavior of an entity.
21 ///
22 /// TODO(#6541): Fields of this archetype currently only have an effect when logged in the blueprint store.
24 /// Whether the entity can be interacted with.
25 ///
26 /// This property is propagated down the entity hierarchy until another child entity
27 /// sets `interactive` to a different value at which point propagation continues with that value instead.
28 ///
29 /// Defaults to parent's `interactive` value or true if there is no parent.
30 std::optional<ComponentBatch> interactive;
31
32 /// Whether the entity is visible.
33 ///
34 /// This property is propagated down the entity hierarchy until another child entity
35 /// sets `visible` to a different value at which point propagation continues with that value instead.
36 ///
37 /// Defaults to parent's `visible` value or true if there is no parent.
38 std::optional<ComponentBatch> visible;
39
40 public:
41 static constexpr const char IndicatorComponentName[] =
42 "rerun.blueprint.components.EntityBehaviorIndicator";
43
44 /// Indicator component, used to identify the archetype when converting to a list of components.
46 /// The name of the archetype as used in `ComponentDescriptor`s.
47 static constexpr const char ArchetypeName[] = "rerun.blueprint.archetypes.EntityBehavior";
48
49 /// `ComponentDescriptor` for the `interactive` field.
51 ArchetypeName, "interactive",
53 );
54 /// `ComponentDescriptor` for the `visible` field.
55 static constexpr auto Descriptor_visible = ComponentDescriptor(
56 ArchetypeName, "visible",
58 );
59
60 public:
61 EntityBehavior() = default;
62 EntityBehavior(EntityBehavior&& other) = default;
63 EntityBehavior(const EntityBehavior& other) = default;
64 EntityBehavior& operator=(const EntityBehavior& other) = default;
65 EntityBehavior& operator=(EntityBehavior&& other) = default;
66
67 /// Update only some specific fields of a `EntityBehavior`.
69 return EntityBehavior();
70 }
71
72 /// Clear all the fields of a `EntityBehavior`.
74
75 /// Whether the entity can be interacted with.
76 ///
77 /// This property is propagated down the entity hierarchy until another child entity
78 /// sets `interactive` to a different value at which point propagation continues with that value instead.
79 ///
80 /// Defaults to parent's `interactive` value or true if there is no parent.
83 .value_or_throw();
84 return std::move(*this);
85 }
86
87 /// Whether the entity is visible.
88 ///
89 /// This property is propagated down the entity hierarchy until another child entity
90 /// sets `visible` to a different value at which point propagation continues with that value instead.
91 ///
92 /// Defaults to parent's `visible` value or true if there is no parent.
94 visible = ComponentBatch::from_loggable(_visible, Descriptor_visible).value_or_throw();
95 return std::move(*this);
96 }
97
98 /// Partitions the component data into multiple sub-batches.
99 ///
100 /// Specifically, this transforms the existing `ComponentBatch` data into `ComponentColumn`s
101 /// instead, via `ComponentBatch::partitioned`.
102 ///
103 /// This makes it possible to use `RecordingStream::send_columns` to send columnar data directly into Rerun.
104 ///
105 /// The specified `lengths` must sum to the total length of the component batch.
107
108 /// Partitions the component data into unit-length sub-batches.
109 ///
110 /// This is semantically similar to calling `columns` with `std::vector<uint32_t>(n, 1)`,
111 /// where `n` is automatically guessed.
113 };
114
115} // namespace rerun::blueprint::archetypes
116
117namespace rerun {
118 /// \private
119 template <typename T>
120 struct AsComponents;
121
122 /// \private
123 template <>
124 struct AsComponents<blueprint::archetypes::EntityBehavior> {
125 /// Serialize all set component batches.
126 static Result<Collection<ComponentBatch>> as_batches(
128 );
129 };
130} // namespace rerun
Generic collection of elements that are roughly contiguous in memory.
Definition collection.hpp:49
A class for representing either a usable value, or an error.
Definition result.hpp:14
All Rerun C++ types and functions are in the rerun namespace or one of its nested namespaces.
Definition rerun.hpp:23
static Result< ComponentBatch > from_loggable(const rerun::Collection< T > &components, const ComponentDescriptor &descriptor=rerun::Loggable< T >::Descriptor)
Creates a new component batch from a collection of component instances.
Definition component_batch.hpp:46
A ComponentDescriptor fully describes the semantics of a column of data.
Definition component_descriptor.hpp:14
The Loggable trait is used by all built-in implementation of rerun::AsComponents to serialize a colle...
Definition loggable.hpp:11
Archetype: General visualization behavior of an entity.
Definition entity_behavior.hpp:23
static constexpr const char ArchetypeName[]
The name of the archetype as used in ComponentDescriptors.
Definition entity_behavior.hpp:47
EntityBehavior with_visible(const rerun::components::Visible &_visible) &&
Whether the entity is visible.
Definition entity_behavior.hpp:93
Collection< ComponentColumn > columns()
Partitions the component data into unit-length sub-batches.
std::optional< ComponentBatch > interactive
Whether the entity can be interacted with.
Definition entity_behavior.hpp:30
static EntityBehavior update_fields()
Update only some specific fields of a EntityBehavior.
Definition entity_behavior.hpp:68
EntityBehavior with_interactive(const rerun::components::Interactive &_interactive) &&
Whether the entity can be interacted with.
Definition entity_behavior.hpp:81
static EntityBehavior clear_fields()
Clear all the fields of a EntityBehavior.
static constexpr auto Descriptor_interactive
ComponentDescriptor for the interactive field.
Definition entity_behavior.hpp:50
Collection< ComponentColumn > columns(const Collection< uint32_t > &lengths_)
Partitions the component data into multiple sub-batches.
std::optional< ComponentBatch > visible
Whether the entity is visible.
Definition entity_behavior.hpp:38
static constexpr auto Descriptor_visible
ComponentDescriptor for the visible field.
Definition entity_behavior.hpp:55
Indicator component used by archetypes when converting them to component lists.
Definition indicator_component.hpp:32
Component: Whether the entity can be interacted with.
Definition interactive.hpp:17
Component: Whether the container, view, entity or instance is currently visible.
Definition visible.hpp:15