Rerun C++ SDK
Loading...
Searching...
No Matches
rerun::blueprint::archetypes::EntityBehavior Struct Reference

Archetype: General visualization behavior of an entity. More...

#include <rerun/blueprint/archetypes/entity_behavior.hpp>

Public Types

using IndicatorComponent = rerun::components::IndicatorComponent< IndicatorComponentName >
 Indicator component, used to identify the archetype when converting to a list of components.
 

Public Member Functions

 EntityBehavior (EntityBehavior &&other)=default
 
 EntityBehavior (const EntityBehavior &other)=default
 
EntityBehavioroperator= (const EntityBehavior &other)=default
 
EntityBehavioroperator= (EntityBehavior &&other)=default
 
EntityBehavior with_interactive (const rerun::components::Interactive &_interactive) &&
 Whether the entity can be interacted with.
 
EntityBehavior with_visible (const rerun::components::Visible &_visible) &&
 Whether the entity is visible.
 
Collection< ComponentColumncolumns (const Collection< uint32_t > &lengths_)
 Partitions the component data into multiple sub-batches.
 
Collection< ComponentColumncolumns ()
 Partitions the component data into unit-length sub-batches.
 

Static Public Member Functions

static EntityBehavior update_fields ()
 Update only some specific fields of a EntityBehavior.
 
static EntityBehavior clear_fields ()
 Clear all the fields of a EntityBehavior.
 

Public Attributes

std::optional< ComponentBatchinteractive
 Whether the entity can be interacted with.
 
std::optional< ComponentBatchvisible
 Whether the entity is visible.
 

Static Public Attributes

static constexpr const char IndicatorComponentName []
 
static constexpr const char ArchetypeName [] = "rerun.blueprint.archetypes.EntityBehavior"
 The name of the archetype as used in ComponentDescriptors.
 
static constexpr auto Descriptor_interactive
 ComponentDescriptor for the interactive field.
 
static constexpr auto Descriptor_visible
 ComponentDescriptor for the visible field.
 

Detailed Description

Archetype: General visualization behavior of an entity.

TODO(#6541): Fields of this archetype currently only have an effect when logged in the blueprint store.

Member Function Documentation

◆ with_interactive()

EntityBehavior rerun::blueprint::archetypes::EntityBehavior::with_interactive ( const rerun::components::Interactive _interactive) &&
inline

Whether the entity can be interacted with.

This property is propagated down the entity hierarchy until another child entity sets interactive to a different value at which point propagation continues with that value instead.

Defaults to parent's interactive value or true if there is no parent.

◆ with_visible()

EntityBehavior rerun::blueprint::archetypes::EntityBehavior::with_visible ( const rerun::components::Visible _visible) &&
inline

Whether the entity is visible.

This property is propagated down the entity hierarchy until another child entity sets visible to a different value at which point propagation continues with that value instead.

Defaults to parent's visible value or true if there is no parent.

◆ columns() [1/2]

Collection< ComponentColumn > rerun::blueprint::archetypes::EntityBehavior::columns ( const Collection< uint32_t > &  lengths_)

Partitions the component data into multiple sub-batches.

Specifically, this transforms the existing ComponentBatch data into ComponentColumns instead, via ComponentBatch::partitioned.

This makes it possible to use RecordingStream::send_columns to send columnar data directly into Rerun.

The specified lengths must sum to the total length of the component batch.

◆ columns() [2/2]

Collection< ComponentColumn > rerun::blueprint::archetypes::EntityBehavior::columns ( )

Partitions the component data into unit-length sub-batches.

This is semantically similar to calling columns with std::vector<uint32_t>(n, 1), where n is automatically guessed.

Member Data Documentation

◆ interactive

std::optional<ComponentBatch> rerun::blueprint::archetypes::EntityBehavior::interactive

Whether the entity can be interacted with.

This property is propagated down the entity hierarchy until another child entity sets interactive to a different value at which point propagation continues with that value instead.

Defaults to parent's interactive value or true if there is no parent.

◆ visible

std::optional<ComponentBatch> rerun::blueprint::archetypes::EntityBehavior::visible

Whether the entity is visible.

This property is propagated down the entity hierarchy until another child entity sets visible to a different value at which point propagation continues with that value instead.

Defaults to parent's visible value or true if there is no parent.

◆ IndicatorComponentName

constexpr const char rerun::blueprint::archetypes::EntityBehavior::IndicatorComponentName[]
staticconstexpr
Initial value:
=
"rerun.blueprint.components.EntityBehaviorIndicator"

◆ Descriptor_interactive

constexpr auto rerun::blueprint::archetypes::EntityBehavior::Descriptor_interactive
staticconstexpr
Initial value:
= ComponentDescriptor(
ArchetypeName, "interactive",
Loggable<rerun::components::Interactive>::Descriptor.component_name
)
static constexpr const char ArchetypeName[]
The name of the archetype as used in ComponentDescriptors.
Definition entity_behavior.hpp:47

ComponentDescriptor for the interactive field.

◆ Descriptor_visible

constexpr auto rerun::blueprint::archetypes::EntityBehavior::Descriptor_visible
staticconstexpr
Initial value:
= ComponentDescriptor(
ArchetypeName, "visible",
Loggable<rerun::components::Visible>::Descriptor.component_name
)

ComponentDescriptor for the visible field.


The documentation for this struct was generated from the following file: