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🟦 blueprintThe data that defines our UIThe data that defines our UI
Description
EntityProperties is currently a single serde-based mono-component:
pub struct EntityProperties {
pub interactive: bool,
/// What kind of color mapping should be applied (none, map, texture, transfer..)?
pub color_mapper: EditableAutoValue<ColorMapper>,
/// Distance of the projection plane (frustum far plane).
///
/// Only applies to pinhole cameras when in a spatial view, using 3D navigation.
pub pinhole_image_plane_distance: EditableAutoValue<f32>,
/// Should the depth texture be backprojected into a point cloud?
///
/// Only applies to tensors with meaning=depth that are affected by a pinhole transform.
///
/// The default for 3D views is `true`, but for 2D views it is `false`.
pub backproject_depth: EditableAutoValue<bool>,
/// How many depth units per world-space unit. e.g. 1000 for millimeters.
///
/// This corresponds to `re_components::Tensor::meter`.
pub depth_from_world_scale: EditableAutoValue<f32>,
/// Used to scale the radii of the points in the resulting point cloud.
pub backproject_radius_scale: EditableAutoValue<f32>,
/// Whether to show the 3D transform visualization at all.
pub transform_3d_visible: EditableAutoValue<bool>,
/// The length of the arrows in the entity's own coordinate system (space).
pub transform_3d_size: EditableAutoValue<f32>,
/// Should the legend be shown (for plot space views).
pub show_legend: EditableAutoValue<bool>,
/// The location of the legend (for plot space views).
///
/// This is an Option instead of an EditableAutoValue to let each space view class decide on
/// what's the best default.
pub legend_location: Option<LegendCorner>,
/// What kind of data aggregation to perform (for plot space views).
pub time_series_aggregator: EditableAutoValue<TimeSeriesAggregator>,
}For each of these fields, there should be a new, explicit component.
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🟦 blueprintThe data that defines our UIThe data that defines our UI