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
.
Fields§
§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§
source§impl SpaceViewBlueprint
impl SpaceViewBlueprint
sourcepub fn defaults_path(view_id: SpaceViewId) -> EntityPath
pub fn defaults_path(view_id: SpaceViewId) -> EntityPath
Path at which a view writes defaults for components.
sourcepub fn new(
space_view_class: SpaceViewClassIdentifier,
recommended: RecommendedSpaceView
) -> Self
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
.
sourcepub fn missing_name_placeholder(&self) -> String
pub fn missing_name_placeholder(&self) -> String
Placeholder name displayed in the UI if the user hasn’t explicitly named the space view.
sourcepub fn display_name_or_default(&self) -> ContentsName
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
.
sourcepub fn try_from_db(
id: SpaceViewId,
blueprint_db: &EntityDb,
query: &LatestAtQuery
) -> Option<Self>
pub fn try_from_db( id: SpaceViewId, blueprint_db: &EntityDb, query: &LatestAtQuery ) -> Option<Self>
Attempt to load a SpaceViewBlueprint
from the blueprint store.
sourcepub fn save_to_blueprint_store(&self, ctx: &ViewerContext<'_>)
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.
sourcepub fn duplicate(
&self,
store_context: &StoreContext<'_>,
query: &LatestAtQuery
) -> Self
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.
pub fn clear(&self, ctx: &ViewerContext<'_>)
pub fn set_display_name(&self, ctx: &ViewerContext<'_>, name: Option<String>)
pub fn set_origin(&self, ctx: &ViewerContext<'_>, origin: &EntityPath)
pub fn set_visible(&self, ctx: &ViewerContext<'_>, visible: bool)
pub fn class_identifier(&self) -> SpaceViewClassIdentifier
pub fn class<'a>( &self, space_view_class_registry: &'a SpaceViewClassRegistry ) -> &'a dyn SpaceViewClass
pub fn entity_path(&self) -> EntityPath
pub fn query_range( &self, blueprint: &EntityDb, blueprint_query: &LatestAtQuery, active_timeline: &Timeline, space_view_class_registry: &SpaceViewClassRegistry, view_state: &dyn SpaceViewState ) -> QueryRange
pub fn bundle_context_with_states<'a>( &'a self, ctx: &'a ViewerContext<'a>, view_states: &'a mut ViewStates ) -> ViewContext<'a>
pub fn bundle_context_with_state<'a>( &'a self, ctx: &'a ViewerContext<'a>, view_state: &'a dyn SpaceViewState ) -> ViewContext<'a>
fn visualizer_collection( &self, ctx: &ViewerContext<'_> ) -> Arc<VisualizerCollection>
Auto Trait Implementations§
impl Freeze for SpaceViewBlueprint
impl !RefUnwindSafe for SpaceViewBlueprint
impl Send for SpaceViewBlueprint
impl Sync for SpaceViewBlueprint
impl Unpin for SpaceViewBlueprint
impl !UnwindSafe for SpaceViewBlueprint
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