pub struct SpaceViewBlueprint {
    pub id: SpaceViewId,
    pub display_name: Option<String>,
    class_identifier: SpaceViewClassIdentifier,
    pub space_origin: EntityPath,
    pub contents: SpaceViewContents,
    pub visible: bool,
    pub defaults_path: EntityPath,
    pending_writes: Vec<Chunk>,
}
Expand description

A view of a space.

Note: SpaceViewBlueprint doesn’t implement Clone because it stores an internal uuid used for identifying the path of its data in the blueprint store. It’s ambiguous whether the intent is for a clone to write to the same place.

If you want a new space view otherwise identical to an existing one, use re_viewport::ViewportBlueprint::duplicate_space_view.

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§id: SpaceViewId§display_name: Option<String>§class_identifier: SpaceViewClassIdentifier§space_origin: EntityPath

The “anchor point” of this space view. The transform at this path forms the reference point for all scene->world transforms in this space view. I.e. the position of this entity path in space forms the origin of the coordinate system in this space view. Furthermore, this is the primary indicator for heuristics on what entities we show in this space view.

§contents: SpaceViewContents

The content of this space view as defined by its queries.

§visible: bool

True if this space view is visible in the UI.

§defaults_path: EntityPath

Path where these space views defaults can be found.

§pending_writes: Vec<Chunk>

Pending blueprint writes for nested components from duplicate.

Implementations§

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impl SpaceViewBlueprint

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pub fn defaults_path(view_id: SpaceViewId) -> EntityPath

Path at which a view writes defaults for components.

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pub fn new( space_view_class: SpaceViewClassIdentifier, recommended: RecommendedSpaceView ) -> Self

Creates a new SpaceViewBlueprint with a single SpaceViewContents.

This SpaceViewBlueprint is ephemeral. If you want to make it permanent you must call Self::save_to_blueprint_store.

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pub fn missing_name_placeholder(&self) -> String

Placeholder name displayed in the UI if the user hasn’t explicitly named the space view.

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pub fn display_name_or_default(&self) -> ContentsName

Returns this space view’s display name

When returning ContentsName::Placeholder, the UI should display the resulting name using re_ui::LabelStyle::Unnamed.

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pub fn try_from_db( id: SpaceViewId, blueprint_db: &EntityDb, query: &LatestAtQuery ) -> Option<Self>

Attempt to load a SpaceViewBlueprint from the blueprint store.

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pub fn save_to_blueprint_store(&self, ctx: &ViewerContext<'_>)

Persist the entire SpaceViewBlueprint to the blueprint store.

This only needs to be called if the SpaceViewBlueprint was created with Self::new.

Otherwise, incremental calls to set_ functions will write just the necessary component update directly to the store.

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pub fn duplicate( &self, store_context: &StoreContext<'_>, query: &LatestAtQuery ) -> Self

Creates a new SpaceViewBlueprint with the same contents, but a different SpaceViewId

Also duplicates all the queries in the space view.

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pub fn clear(&self, ctx: &ViewerContext<'_>)

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pub fn set_display_name(&self, ctx: &ViewerContext<'_>, name: Option<String>)

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pub fn set_origin(&self, ctx: &ViewerContext<'_>, origin: &EntityPath)

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pub fn set_visible(&self, ctx: &ViewerContext<'_>, visible: bool)

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pub fn class_identifier(&self) -> SpaceViewClassIdentifier

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pub fn class<'a>( &self, space_view_class_registry: &'a SpaceViewClassRegistry ) -> &'a dyn SpaceViewClass

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pub fn entity_path(&self) -> EntityPath

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pub fn query_range( &self, blueprint: &EntityDb, blueprint_query: &LatestAtQuery, active_timeline: &Timeline, space_view_class_registry: &SpaceViewClassRegistry, view_state: &dyn SpaceViewState ) -> QueryRange

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pub fn bundle_context_with_states<'a>( &'a self, ctx: &'a ViewerContext<'a>, view_states: &'a mut ViewStates ) -> ViewContext<'a>

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pub fn bundle_context_with_state<'a>( &'a self, ctx: &'a ViewerContext<'a>, view_state: &'a dyn SpaceViewState ) -> ViewContext<'a>

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fn visualizer_collection( &self, ctx: &ViewerContext<'_> ) -> Arc<VisualizerCollection>

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